Beispiel #1
0
        public int Compare(object x, object y)
        {
            ConstraintData a = (ConstraintData)x;
            ConstraintData b = (ConstraintData)y;

            ParticleData pa1 = m_particles[a.ParticleAIndex];
            ParticleData pa2 = m_particles[a.ParticleBIndex];

            ParticleData pb1 = m_particles[b.ParticleAIndex];
            ParticleData pb2 = m_particles[b.ParticleBIndex];

            if (pa1.IsKinematic || pa2.IsKinematic)
            {
                return(-1);
            }
            if (pb1.IsKinematic || pb2.IsKinematic)
            {
                return(1);
            }

            if (Math.Min(pa1.Mass, pa2.Mass) < Math.Min(pb1.Mass, pb2.Mass))
            {
                return(-1);
            }
            return(1);
        }
Beispiel #2
0
        private void UpdateConstraints(float dt)
        {
            for (int i = 0; i < m_constraints.Length; ++i)
            {
                ConstraintData constraint = m_constraints[i];


                bool kinematic1 = m_kinematic[constraint.ParticleAIndex];
                bool kinematic2 = m_kinematic[constraint.ParticleBIndex];

                //both are kinematic ignore
                if (kinematic1 && kinematic2)
                {
                    continue;
                }

                float x1 = m_x[constraint.ParticleAIndex];
                float y1 = m_y[constraint.ParticleAIndex];
                float z1 = m_z[constraint.ParticleAIndex];

                float x2 = m_x[constraint.ParticleBIndex];
                float y2 = m_y[constraint.ParticleBIndex];
                float z2 = m_z[constraint.ParticleBIndex];


                float dx = x2 - x1;
                float dy = y2 - y1;
                float dz = z2 - z1;


                float deltaLength = (float)Math.Sqrt(dx * dx + dy * dy + dz * dz);
                if (deltaLength <= 0)
                {
                    continue;
                }

                float invMass1 = kinematic1 ? 0 : m_invmass[constraint.ParticleAIndex];
                float invMass2 = kinematic2 ? 0 : m_invmass[constraint.ParticleBIndex];

                float diff = (deltaLength - constraint.Length) / (deltaLength * (invMass1 + invMass2));
                dx *= diff;
                dy *= diff;
                dz *= diff;


                SetPosition(constraint.ParticleAIndex, x1 + dx * invMass1, y1 + dy * invMass1, z1 + dz * invMass1, false);
                SetPosition(constraint.ParticleBIndex, x2 - dx * invMass2, y2 - dy * invMass2, z2 - dz * invMass2, false);
            }
        }