func (s ssort) Dtoc(v *lin.V3) float64 { normal := &lin.V3{s.x, s.y, s.z} dot := v.Dot(normal) dx := normal.X * dot dy := normal.Y * dot dz := normal.Z * dot return dx*dx + dy*dy + dz*dz }
// setupFrictionConstraint initializes contact based constraints. Expected to be called on // solver setup for each point of contact. func (sol *solver) setupFrictionConstraint(sc *solverConstraint, normalAxis *lin.V3, sbodA, sbodB *solverBody, sp *solverPoint, relPosA, relPosB *lin.V3) { bodyA, bodyB := sbodA.oBody, sbodB.oBody // either may be nil if body is static. sc.sbodA, sc.sbodB = sbodA, sbodB sc.normal.Set(normalAxis) sc.friction = sp.combinedFriction sc.oPoint = nil sc.appliedImpulse = 0.0 sc.appliedPushImpulse = 0.0 // compute torque ftorqueAxis := sc.relpos1CrossNormal.Cross(relPosA, sc.normal) sc.angularComponentA.SetS(0, 0, 0) if bodyA != nil { sc.angularComponentA.MultMV(bodyA.iitw, ftorqueAxis) } { // scratch v0 ftorqueAxis = sc.relpos2CrossNormal.Cross(relPosB, sol.v0.Neg(sc.normal)) } // scratch v0 free sc.angularComponentB.SetS(0, 0, 0) if bodyB != nil { sc.angularComponentB.MultMV(bodyB.iitw, ftorqueAxis) } // compute sc.jacDiagABInv denom0, denom1 := 0.0, 0.0 if bodyA != nil { // scratch v0 sol.v0.Cross(sc.angularComponentA, relPosA) denom0 = bodyA.imass + normalAxis.Dot(sol.v0) } // scratch v0 free if bodyB != nil { // scratch v0, v1 sol.v0.Cross(sol.v1.Neg(sc.angularComponentB), relPosB) denom1 = bodyB.imass + normalAxis.Dot(sol.v0) } // scratch v0, v1 free relaxation := 1.0 sc.jacDiagABInv = relaxation / (denom0 + denom1) // compute limits. vel1Dotn, vel2Dotn := 0.0, 0.0 if bodyA != nil { vel1Dotn = sc.normal.Dot(sbodA.linearVelocity) + sc.relpos1CrossNormal.Dot(sbodA.angularVelocity) } if bodyB != nil { // scratch v0 vel2Dotn = sol.v0.Neg(sc.normal).Dot(sbodB.linearVelocity) + sc.relpos2CrossNormal.Dot(sbodB.angularVelocity) } // scratch v0 free velocityError := -(vel1Dotn + vel2Dotn) // negative relative velocity sc.rhs = velocityError * sc.jacDiagABInv // velocity impulse sc.cfm = 0 sc.lowerLimit = 0 sc.upperLimit = 1e10 sc.rhsPenetration = 0 }