@perplexdotgg/bounce 1.0.0 → 1.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/build/bounce.d.ts +39501 -0
- package/build/bounce.js +17166 -0
- package/package.json +1 -1
- package/src/builders/ConvexHullBuilder.ts +0 -437
- package/src/builders/ConvexHullBuilder2d.ts +0 -344
- package/src/builders/ConvexHullBuilder3d.ts +0 -1689
- package/src/builders/HeightMapBuilder.ts +0 -414
- package/src/builders/TriangleMeshBuilder.ts +0 -92
- package/src/collision/CastShapesModule.ts +0 -184
- package/src/collision/CollideShapesModule.ts +0 -152
- package/src/collision/HeightMapCaster.ts +0 -38
- package/src/collision/HeightMapCollider.ts +0 -33
- package/src/collision/TriangleCaster.ts +0 -249
- package/src/collision/TriangleCollider.ts +0 -308
- package/src/collision/TriangleCollider2.ts +0 -379
- package/src/collision/activeEdge.ts +0 -146
- package/src/collision/cast/cast.ts +0 -139
- package/src/collision/cast/castCompoundVsCompound.ts +0 -59
- package/src/collision/cast/castCompoundVsConvex.ts +0 -116
- package/src/collision/cast/castConvexVsCompound.ts +0 -123
- package/src/collision/cast/castConvexVsConvex.ts +0 -213
- package/src/collision/cast/castConvexVsHeightMap.ts +0 -73
- package/src/collision/cast/castConvexVsTriangleMesh.ts +0 -56
- package/src/collision/cast/castRayVsCompound.ts +0 -44
- package/src/collision/cast/castRayVsConvex.ts +0 -45
- package/src/collision/cast/castRayVsHeightMap.ts +0 -58
- package/src/collision/cast/castRayVsTriangleMesh.ts +0 -58
- package/src/collision/closestPoints/closestPoints.ts +0 -23
- package/src/collision/closestPoints/computeBarycentricCoordinates2d.ts +0 -32
- package/src/collision/closestPoints/computeBarycentricCoordinates3d.ts +0 -81
- package/src/collision/closestPoints/computeClosestPointOnLine.ts +0 -30
- package/src/collision/closestPoints/computeClosestPointOnTetrahedron.ts +0 -96
- package/src/collision/closestPoints/computeClosestPointOnTriangle.ts +0 -195
- package/src/collision/closestPoints/isOriginOutsideOfPlane.ts +0 -25
- package/src/collision/closestPoints/isOriginOutsideOfTrianglePlanes.ts +0 -72
- package/src/collision/collide/collide.ts +0 -146
- package/src/collision/collide/collideCompoundVsCompound.ts +0 -60
- package/src/collision/collide/collideCompoundVsConvex.ts +0 -59
- package/src/collision/collide/collideCompoundVsHeightMap.ts +0 -73
- package/src/collision/collide/collideCompoundVsTriangleMesh.ts +0 -56
- package/src/collision/collide/collideConvexVsCompound.ts +0 -57
- package/src/collision/collide/collideConvexVsConvex.ts +0 -225
- package/src/collision/collide/collideConvexVsConvexImp.ts +0 -236
- package/src/collision/collide/collideConvexVsHeightMap.ts +0 -53
- package/src/collision/collide/collideConvexVsTriangleMesh.ts +0 -58
- package/src/collision/collide/collideHeightMapVsCompound.ts +0 -69
- package/src/collision/collide/collideHeightMapVsConvex.ts +0 -53
- package/src/collision/collide/collideSphereVsSphere.ts +0 -81
- package/src/collision/collide/collideTriangleMeshVsCompound.ts +0 -58
- package/src/collision/collide/collideTriangleMeshVsConvex.ts +0 -58
- package/src/collision/epa/EpaConvexHullBuilder.ts +0 -397
- package/src/collision/epa/StaticArray.ts +0 -154
- package/src/collision/epa/TriangleFactory.ts +0 -32
- package/src/collision/epa/arrays.ts +0 -99
- package/src/collision/epa/binaryHeap.ts +0 -82
- package/src/collision/epa/structs.ts +0 -227
- package/src/collision/gjk/GjkModule.ts +0 -864
- package/src/collision/gjk/PenetrationDepthModule.ts +0 -493
- package/src/collision/gjk/SupportPoints.ts +0 -50
- package/src/collision/imp/MinkowskiDifference.ts +0 -36
- package/src/collision/imp/computeExploredDistanceLowerUpperBound.ts +0 -40
- package/src/collision/imp/finalizeImpResult.ts +0 -69
- package/src/collision/imp/findContactImp.ts +0 -196
- package/src/collision/imp/imp.ts +0 -28
- package/src/collision/imp/incrementalMinimumDistanceExploreDirection.ts +0 -207
- package/src/collision/mpr/findPortal.ts +0 -152
- package/src/collision/mpr/mpr.ts +0 -29
- package/src/collision/mpr/updatePortal.ts +0 -52
- package/src/constraints/BaseConstraint.ts +0 -50
- package/src/constraints/ConstraintOptions.ts +0 -22
- package/src/constraints/ConstraintSolver.ts +0 -119
- package/src/constraints/DistanceConstraint.ts +0 -229
- package/src/constraints/FixedConstraint.ts +0 -203
- package/src/constraints/HingeConstraint.ts +0 -460
- package/src/constraints/PointConstraint.ts +0 -108
- package/src/constraints/components/AngleComponent.ts +0 -226
- package/src/constraints/components/AxisComponent.ts +0 -263
- package/src/constraints/components/HingeComponent.ts +0 -215
- package/src/constraints/components/Motor.ts +0 -36
- package/src/constraints/components/PointConstraintComponent.ts +0 -179
- package/src/constraints/components/RotationEulerComponent.ts +0 -139
- package/src/constraints/components/Spring.ts +0 -30
- package/src/constraints/components/SpringComponent.ts +0 -71
- package/src/constraints/types.ts +0 -6
- package/src/helpers.ts +0 -147
- package/src/index.ts +0 -50
- package/src/math/BasicTransform.ts +0 -19
- package/src/math/NumberValue.ts +0 -13
- package/src/math/isometry.ts +0 -64
- package/src/math/mat3.ts +0 -529
- package/src/math/mat4.ts +0 -588
- package/src/math/quat.ts +0 -193
- package/src/math/scalar.ts +0 -81
- package/src/math/tensor.ts +0 -17
- package/src/math/vec3.ts +0 -589
- package/src/math/vec4.ts +0 -10
- package/src/physics/Body.ts +0 -581
- package/src/physics/CollisionFilter.ts +0 -52
- package/src/physics/SleepModule.ts +0 -163
- package/src/physics/broadphase/BodyPairsModule.ts +0 -363
- package/src/physics/broadphase/BvhModule.ts +0 -237
- package/src/physics/broadphase/BvhTree.ts +0 -803
- package/src/physics/broadphase/ConstraintPairsModule.ts +0 -385
- package/src/physics/broadphase/TriangleMeshBvhTree.ts +0 -379
- package/src/physics/manifold/ContactManifold.ts +0 -227
- package/src/physics/manifold/ContactManifoldModule.ts +0 -623
- package/src/physics/manifold/Face.ts +0 -119
- package/src/physics/manifold/ManifoldCache.ts +0 -116
- package/src/physics/manifold/clipping/clipPolyVsEdge.ts +0 -131
- package/src/physics/manifold/clipping/clipPolyVsPlane.ts +0 -73
- package/src/physics/manifold/clipping/clipPolyVsPoly.ts +0 -72
- package/src/physics/narrowphase/CollideBodiesModule.ts +0 -755
- package/src/physics/solver/ContactConstraintModule.ts +0 -659
- package/src/physics/solver/ManifoldConstraint.ts +0 -420
- package/src/physics/solver/estimateCollisionResponse.ts +0 -146
- package/src/shape/Aabb.ts +0 -400
- package/src/shape/Box.ts +0 -231
- package/src/shape/Capsule.ts +0 -332
- package/src/shape/CompoundShape.ts +0 -288
- package/src/shape/Convex.ts +0 -130
- package/src/shape/ConvexHull.ts +0 -423
- package/src/shape/Cylinder.ts +0 -313
- package/src/shape/HeightMap.ts +0 -511
- package/src/shape/Line.ts +0 -14
- package/src/shape/Plane.ts +0 -116
- package/src/shape/Ray.ts +0 -81
- package/src/shape/Segment.ts +0 -25
- package/src/shape/Shape.ts +0 -77
- package/src/shape/Sphere.ts +0 -181
- package/src/shape/TransformedShape.ts +0 -51
- package/src/shape/Triangle.ts +0 -122
- package/src/shape/TriangleMesh.ts +0 -186
- package/src/types.ts +0 -1
- package/src/world.ts +0 -1335
- package/tests/BodyPairsModule.test.ts +0 -71
- package/tests/BvhTree.test.ts +0 -406
- package/tests/test.md +0 -642
- package/tests/vec3.test.ts +0 -12
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import {
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createClass,
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LazyReferenceType,
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MonomorphType,
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NumberType,
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PropertyDefinitionMap,
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PropertyDefinitionReference,
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} from "monomorph";
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import { Body, BodyType } from "../../physics/Body";
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import { ConstraintOptions } from "../ConstraintOptions";
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import { SpringComponent } from "./SpringComponent";
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import { Vec3 } from "../../math/vec3";
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import type { World } from "../../world";
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import { clamp } from "../../math/scalar";
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import { Spring, SpringMode } from "./Spring";
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const spinBA = /*@__PURE__*/ Vec3.create();
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const deltaSpin = /*@__PURE__*/ Vec3.create();
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const inverseEffectiveMass = /*@__PURE__*/ Vec3.create();
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export const angleComponentProps = {
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bodyA: LazyReferenceType((() => Body) as () => never) as PropertyDefinitionReference<Body | null, true>,
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bodyB: LazyReferenceType((() => Body) as () => never) as PropertyDefinitionReference<Body | null, true>,
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options: MonomorphType(ConstraintOptions, {
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positionBaumgarte: 0.8,
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velocityBaumgarte: 1.0,
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strength: 1.0,
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}),
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springConstraintPart: MonomorphType(SpringComponent, undefined, true),
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effectiveMass: NumberType(0, true),
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effectiveInverseInertiaA: MonomorphType(Vec3, undefined, true),
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effectiveInverseInertiaB: MonomorphType(Vec3, undefined, true),
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totalLambda: NumberType(0, true),
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} as const satisfies PropertyDefinitionMap;
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export class AngleComponent extends createClass<AngleComponent, typeof angleComponentProps>(angleComponentProps) {
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declare world: World;
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deactivate(): void {
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this.effectiveMass = 0;
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this.totalLambda = 0;
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}
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isActive(): boolean {
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return this.effectiveMass !== 0;
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}
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applyDirectImpulse(bodyA: Body, bodyB: Body, impulse: number): void {
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if (impulse === 0) {
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return;
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}
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if (bodyA.type === BodyType.dynamic) {
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bodyA.angularVelocity.subScaledVector(this.effectiveInverseInertiaA, impulse);
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}
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if (bodyB.type === BodyType.dynamic) {
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bodyB.angularVelocity.addScaledVector(this.effectiveInverseInertiaB, impulse);
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}
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}
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warmStart(bodyA: Body, bodyB: Body, warmStartImpulseRatio: number): void {
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this.totalLambda *= warmStartImpulseRatio;
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this.applyDirectImpulse(bodyA, bodyB, this.totalLambda);
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}
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solveVelocity(bodyA: Body, bodyB: Body, worldSpaceAxis: Vec3, minLambda: number, maxLambda: number): void {
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spinBA.subtractVectors(bodyA.angularVelocity, bodyB.angularVelocity);
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let lambda =
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this.effectiveMass * (worldSpaceAxis.dot(spinBA) - this.springConstraintPart.getBias(this.totalLambda));
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lambda *= this.options.velocityBaumgarte;
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const newLambda = clamp(this.totalLambda + lambda, minLambda, maxLambda);
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lambda = newLambda - this.totalLambda;
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this.totalLambda = newLambda;
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this.applyDirectImpulse(bodyA, bodyB, lambda);
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}
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solvePosition(bodyA: Body, bodyB: Body, constraint: number): void {
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if (constraint === 0 || this.springConstraintPart.isActive()) {
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const lambda = -this.effectiveMass * constraint * this.options.positionBaumgarte;
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deltaSpin.copy(this.effectiveInverseInertiaA).scale(lambda);
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bodyA.subRotationDelta(deltaSpin);
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if (bodyB.type === BodyType.dynamic) {
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deltaSpin.copy(this.effectiveInverseInertiaB).scale(lambda);
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bodyB.addRotationDelta(deltaSpin);
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}
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}
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setupInverseEffectiveMass(bodyA: Body, bodyB: Body, axis: Vec3): number {
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if (bodyA.type === BodyType.dynamic) {
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bodyA.computeEffectiveInverseInertiaVector(this.effectiveInverseInertiaA, bodyA.orientation, axis);
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bodyB.computeEffectiveInverseInertiaVector(this.effectiveInverseInertiaB, bodyB.orientation, axis);
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const inverseEffectiveMass = this.setupInverseEffectiveMass(bodyA, bodyB, worldSpaceAxis);
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): void {
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const inverseEffectiveMass = this.setupInverseEffectiveMass(bodyA, bodyB, worldSpaceAxis);
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spring.damping
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break;
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}
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default: {
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import {
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createClass,
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LazyReferenceType,
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MonomorphType,
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NumberType,
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PropertyDefinitionMap,
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PropertyDefinitionReference,
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} from "monomorph";
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import { ConstraintOptions } from "../ConstraintOptions";
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import { Body, BodyType } from "../../physics/Body";
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import { Vec3 } from "../../math/vec3";
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import { SpringComponent } from "./SpringComponent";
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import type { World } from "../../world";
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import { Mat3 } from "../../math/mat3";
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import { Spring, SpringMode } from "./Spring";
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import { clamp } from "../../math/scalar";
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const linearVelocityBA = /*@__PURE__*/ Vec3.create();
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const inverseInertiaA = /*@__PURE__*/ Mat3.create();
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const inverseInertiaB = /*@__PURE__*/ Mat3.create();
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const linearImpulse = /*@__PURE__*/ Vec3.create();
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const angularImpulse = /*@__PURE__*/ Vec3.create();
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export const axisComponentProps = {
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bodyA: LazyReferenceType((() => Body) as () => never) as PropertyDefinitionReference<Body | null, true>,
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bodyB: LazyReferenceType((() => Body) as () => never) as PropertyDefinitionReference<Body | null, true>,
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options: MonomorphType(ConstraintOptions, {
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positionBaumgarte: 0.8,
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velocityBaumgarte: 1.0,
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strength: 1.0,
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}),
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mR1PlusUxAxis: MonomorphType(Vec3, { x: 0, y: 0, z: 0 }),
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mR2xAxis: MonomorphType(Vec3, { x: 0, y: 0, z: 0 }),
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mInvI1_R1PlusUxAxis: MonomorphType(Vec3, { x: 0, y: 0, z: 0 }),
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mInvI2_R2xAxis: MonomorphType(Vec3, { x: 0, y: 0, z: 0 }),
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effectiveMass: NumberType(0),
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totalLambda: NumberType(0),
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springComponent: MonomorphType(SpringComponent),
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} as const satisfies PropertyDefinitionMap;
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export class AxisComponent extends createClass<AxisComponent, typeof axisComponentProps>(axisComponentProps) {
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declare world: World;
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deactivate(): void {
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this.effectiveMass = 0;
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this.totalLambda = 0;
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}
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isActive(): boolean {
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}
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computeInverseEffectiveMass(
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inverseMassA: number,
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inverseMassB: number,
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inverseInertiaA: Mat3,
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inverseInertiaB: Mat3,
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momentArmA: Vec3,
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momentArmB: Vec3,
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direction: Vec3
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): number {
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const bodyA = this.bodyA!;
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const bodyB = this.bodyB!;
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// #v-ifdef DEV
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// assert that the direction is normalized within some tolerance
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if (direction.isNormalized(1e-5) === false) {
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}
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// #v-endif
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// zero out the linear jacobians (to handle static bodies)
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this.mR1PlusUxAxis.zero();
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this.mR2xAxis.zero();
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this.mR1PlusUxAxis.crossVectors(momentArmA, direction);
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}
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if (bodyB.type !== BodyType.static) {
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this.mR2xAxis.crossVectors(momentArmB, direction);
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}
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// the inverse effective mass is K = J * M^-1 * J_T
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let inverseEffectiveMass = 0;
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if (bodyA.type === BodyType.dynamic) {
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this.mInvI1_R1PlusUxAxis.transformVectorFromMat3(this.mR1PlusUxAxis, inverseInertiaA);
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inverseEffectiveMass += inverseMassA + this.mInvI1_R1PlusUxAxis.dot(this.mR1PlusUxAxis);
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}
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93
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if (bodyB.type === BodyType.dynamic) {
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this.mInvI2_R2xAxis.transformVectorFromMat3(this.mR2xAxis, inverseInertiaB);
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inverseEffectiveMass += inverseMassB + this.mInvI2_R2xAxis.dot(this.mR2xAxis);
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}
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return inverseEffectiveMass;
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}
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// TODO: this is copied from DirectionalConstraint, should be refactored
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getTotalLambda(direction: Vec3): number {
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const bodyA = this.bodyA!;
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const bodyB = this.bodyB!;
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// #v-ifdef DEV
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// assert at least one body is dynamic
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if (bodyA.type !== BodyType.dynamic && bodyB.type !== BodyType.dynamic) {
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throw new Error("at least one body must be dynamic");
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}
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// #v-endif
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// calculate the jacobian multiplied by the velocity
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let jv = 0;
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// jacobian multiplied by the linear relative velocity
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linearVelocityBA.subtractVectors(bodyA.linearVelocity, bodyB.linearVelocity);
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119
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jv += direction.dot(linearVelocityBA);
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// jacobian multiplied by the angular relative velocity
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if (bodyA.type !== BodyType.static) {
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jv += this.mR1PlusUxAxis.dot(bodyA.angularVelocity);
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}
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if (bodyB.type !== BodyType.static) {
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jv -= this.mR2xAxis.dot(bodyB.angularVelocity);
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}
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const springBias = this.springComponent.getBias(this.totalLambda);
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const lambda = this.effectiveMass * (jv - springBias);
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134
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const accumulatedLambda = this.totalLambda + lambda;
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return accumulatedLambda;
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}
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applyDirectImpulse(direction: Vec3, lambda: number): void {
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if (lambda === 0) {
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return;
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142
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}
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144
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const bodyA = this.bodyA!;
|
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145
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const bodyB = this.bodyB!;
|
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146
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|
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147
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if (bodyA.type === BodyType.dynamic) {
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148
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linearImpulse.scaleVector(direction, lambda * bodyA.inverseMass);
|
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149
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angularImpulse.scaleVector(this.mInvI1_R1PlusUxAxis, lambda);
|
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150
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bodyA.linearVelocity.subtractVectors(bodyA.linearVelocity, linearImpulse);
|
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151
|
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bodyA.angularVelocity.subtractVectors(bodyA.angularVelocity, angularImpulse);
|
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152
|
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}
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153
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|
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154
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if (bodyB.type === BodyType.dynamic) {
|
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155
|
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linearImpulse.scaleVector(direction, lambda * bodyB.inverseMass);
|
|
156
|
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angularImpulse.scaleVector(this.mInvI2_R2xAxis, lambda);
|
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157
|
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bodyB.linearVelocity.addVectors(bodyB.linearVelocity, linearImpulse);
|
|
158
|
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bodyB.angularVelocity.addVectors(bodyB.angularVelocity, angularImpulse);
|
|
159
|
-
}
|
|
160
|
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}
|
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161
|
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|
|
162
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setup(deltaTime: number, armA: Vec3, armB: Vec3, direction: Vec3, bias: number, error: number, spring: Spring): void {
|
|
163
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// calculate effective mass
|
|
164
|
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const inverseMassA = this.bodyA!.inverseMass;
|
|
165
|
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const inverseMassB = this.bodyB!.inverseMass;
|
|
166
|
-
|
|
167
|
-
this.bodyA!.computeInverseInertiaTensor(inverseInertiaA);
|
|
168
|
-
this.bodyB!.computeInverseInertiaTensor(inverseInertiaB);
|
|
169
|
-
|
|
170
|
-
const inverseEffectiveMass = this.computeInverseEffectiveMass(
|
|
171
|
-
inverseMassA,
|
|
172
|
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inverseMassB,
|
|
173
|
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inverseInertiaA,
|
|
174
|
-
inverseInertiaB,
|
|
175
|
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armA,
|
|
176
|
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armB,
|
|
177
|
-
direction
|
|
178
|
-
);
|
|
179
|
-
|
|
180
|
-
switch (true) {
|
|
181
|
-
case inverseEffectiveMass === 0: {
|
|
182
|
-
this.deactivate();
|
|
183
|
-
break;
|
|
184
|
-
}
|
|
185
|
-
|
|
186
|
-
case spring.mode === SpringMode.UseFrequency: {
|
|
187
|
-
this.effectiveMass = this.springComponent.setupWithFrequency(
|
|
188
|
-
deltaTime,
|
|
189
|
-
inverseEffectiveMass,
|
|
190
|
-
bias,
|
|
191
|
-
error,
|
|
192
|
-
spring.frequency,
|
|
193
|
-
spring.damping
|
|
194
|
-
);
|
|
195
|
-
break;
|
|
196
|
-
}
|
|
197
|
-
|
|
198
|
-
case spring.mode === SpringMode.UseStiffness: {
|
|
199
|
-
this.effectiveMass = this.springComponent.setupWithStiffness(
|
|
200
|
-
deltaTime,
|
|
201
|
-
inverseEffectiveMass,
|
|
202
|
-
bias,
|
|
203
|
-
error,
|
|
204
|
-
spring.stiffness,
|
|
205
|
-
spring.damping
|
|
206
|
-
);
|
|
207
|
-
break;
|
|
208
|
-
}
|
|
209
|
-
|
|
210
|
-
default: {
|
|
211
|
-
throw new Error("Invalid settings");
|
|
212
|
-
}
|
|
213
|
-
}
|
|
214
|
-
|
|
215
|
-
this.effectiveMass *= this.options.strength;
|
|
216
|
-
}
|
|
217
|
-
|
|
218
|
-
warmStart(direction: Vec3, warmStartImpulseRatio: number): void {
|
|
219
|
-
this.totalLambda *= warmStartImpulseRatio;
|
|
220
|
-
this.applyDirectImpulse(direction, this.totalLambda);
|
|
221
|
-
}
|
|
222
|
-
|
|
223
|
-
solveVelocity(direction: Vec3, minLambda: number, maxLambda: number): void {
|
|
224
|
-
let totalLambda = this.getTotalLambda(direction);
|
|
225
|
-
totalLambda *= this.options.velocityBaumgarte;
|
|
226
|
-
totalLambda = clamp(totalLambda, minLambda, maxLambda);
|
|
227
|
-
const deltaLambda = totalLambda - this.totalLambda;
|
|
228
|
-
this.totalLambda = totalLambda;
|
|
229
|
-
this.applyDirectImpulse(direction, deltaLambda);
|
|
230
|
-
}
|
|
231
|
-
|
|
232
|
-
solvePosition(direction: Vec3, error: number): void {
|
|
233
|
-
const bodyA = this.bodyA!;
|
|
234
|
-
const bodyB = this.bodyB!;
|
|
235
|
-
|
|
236
|
-
// // TODO: do we need the check of active?
|
|
237
|
-
// if (error === 0 || this.isActive()) {
|
|
238
|
-
// return;
|
|
239
|
-
// }
|
|
240
|
-
|
|
241
|
-
if (error === 0) {
|
|
242
|
-
return;
|
|
243
|
-
}
|
|
244
|
-
|
|
245
|
-
const lambda = this.effectiveMass * error * -this.options.positionBaumgarte;
|
|
246
|
-
|
|
247
|
-
if (bodyA.type === BodyType.dynamic) {
|
|
248
|
-
linearImpulse.scaleVector(direction, lambda * bodyA.inverseMass);
|
|
249
|
-
bodyA.computedCenterOfMassPosition.subtractVectors(bodyA.computedCenterOfMassPosition, linearImpulse);
|
|
250
|
-
|
|
251
|
-
angularImpulse.scaleVector(this.mInvI1_R1PlusUxAxis, lambda);
|
|
252
|
-
bodyA.subRotationDelta(angularImpulse);
|
|
253
|
-
}
|
|
254
|
-
|
|
255
|
-
if (bodyB.type === BodyType.dynamic) {
|
|
256
|
-
linearImpulse.scaleVector(direction, lambda * bodyB.inverseMass);
|
|
257
|
-
bodyB.computedCenterOfMassPosition.addVectors(bodyB.computedCenterOfMassPosition, linearImpulse);
|
|
258
|
-
|
|
259
|
-
angularImpulse.scaleVector(this.mInvI2_R2xAxis, lambda);
|
|
260
|
-
bodyB.addRotationDelta(angularImpulse);
|
|
261
|
-
}
|
|
262
|
-
}
|
|
263
|
-
}
|
|
@@ -1,215 +0,0 @@
|
|
|
1
|
-
import {
|
|
2
|
-
createClass,
|
|
3
|
-
LazyReferenceType,
|
|
4
|
-
MonomorphType,
|
|
5
|
-
NumberType,
|
|
6
|
-
PropertyDefinitionMap,
|
|
7
|
-
PropertyDefinitionReference,
|
|
8
|
-
} from "monomorph";
|
|
9
|
-
import { Body, BodyType } from "../../physics/Body";
|
|
10
|
-
import { ConstraintOptions } from "../ConstraintOptions";
|
|
11
|
-
import { Vec3 } from "../../math/vec3";
|
|
12
|
-
import { Mat3 } from "../../math/mat3";
|
|
13
|
-
import type { World } from "../../world";
|
|
14
|
-
|
|
15
|
-
const spinBA = /*@__PURE__*/ Vec3.create();
|
|
16
|
-
const impulse = /*@__PURE__*/ Vec3.create();
|
|
17
|
-
const axisA2 = /*@__PURE__*/ Vec3.create();
|
|
18
|
-
const perpendicular = /*@__PURE__*/ Vec3.create();
|
|
19
|
-
const summedInverseInertia = /*@__PURE__*/ Mat3.create();
|
|
20
|
-
const massBA = /*@__PURE__*/ Vec3.create();
|
|
21
|
-
const massCA = /*@__PURE__*/ Vec3.create();
|
|
22
|
-
|
|
23
|
-
const hingeComponentProps = {
|
|
24
|
-
bodyA: LazyReferenceType((() => Body) as () => never) as PropertyDefinitionReference<Body | null, true>,
|
|
25
|
-
bodyB: LazyReferenceType((() => Body) as () => never) as PropertyDefinitionReference<Body | null, true>,
|
|
26
|
-
options: MonomorphType(ConstraintOptions, {
|
|
27
|
-
positionBaumgarte: 0.8,
|
|
28
|
-
velocityBaumgarte: 1.0,
|
|
29
|
-
strength: 1.0,
|
|
30
|
-
}),
|
|
31
|
-
axisA: MonomorphType(Vec3, undefined, true),
|
|
32
|
-
axisB: MonomorphType(Vec3, undefined, true),
|
|
33
|
-
axisC: MonomorphType(Vec3, undefined, true),
|
|
34
|
-
crossBA: MonomorphType(Vec3, undefined, true),
|
|
35
|
-
crossCA: MonomorphType(Vec3, undefined, true),
|
|
36
|
-
effectiveMass00: NumberType(0, true),
|
|
37
|
-
effectiveMass01: NumberType(0, true),
|
|
38
|
-
effectiveMass10: NumberType(0, true),
|
|
39
|
-
effectiveMass11: NumberType(0, true),
|
|
40
|
-
inverseInertiaA: MonomorphType(Mat3, undefined, true),
|
|
41
|
-
inverseInertiaB: MonomorphType(Mat3, undefined, true),
|
|
42
|
-
totalLambdaA: NumberType(0, true),
|
|
43
|
-
totalLambdaB: NumberType(0, true),
|
|
44
|
-
} as const satisfies PropertyDefinitionMap;
|
|
45
|
-
|
|
46
|
-
function getOrthogonalVector(out: Vec3, a: Vec3) {
|
|
47
|
-
// y closer to zero, project onto xz plane
|
|
48
|
-
if (Math.abs(a.x) > Math.abs(a.y)) {
|
|
49
|
-
out.fromArray([a.z, 0, -a.x]);
|
|
50
|
-
}
|
|
51
|
-
// x closer to zero, project onto yz plane
|
|
52
|
-
else {
|
|
53
|
-
out.fromArray([0, a.z, -a.y]);
|
|
54
|
-
}
|
|
55
|
-
}
|
|
56
|
-
|
|
57
|
-
export class HingeComponent extends createClass<HingeComponent, typeof hingeComponentProps>(hingeComponentProps) {
|
|
58
|
-
declare world: World;
|
|
59
|
-
|
|
60
|
-
deactivate(): void {
|
|
61
|
-
this.effectiveMass00 = 0;
|
|
62
|
-
this.effectiveMass01 = 0;
|
|
63
|
-
this.totalLambdaA = 0;
|
|
64
|
-
this.totalLambdaB = 0;
|
|
65
|
-
}
|
|
66
|
-
|
|
67
|
-
applyDirectImpulse(lambdaA: number, lambdaB: number): void {
|
|
68
|
-
if (lambdaA === 0 && lambdaB === 0) {
|
|
69
|
-
return;
|
|
70
|
-
}
|
|
71
|
-
|
|
72
|
-
const bodyA = this.bodyA!;
|
|
73
|
-
const bodyB = this.bodyB!;
|
|
74
|
-
|
|
75
|
-
impulse.zero();
|
|
76
|
-
impulse.addScaledVector(this.crossBA, lambdaA);
|
|
77
|
-
impulse.addScaledVector(this.crossCA, lambdaB);
|
|
78
|
-
|
|
79
|
-
if (bodyA.type === BodyType.dynamic) {
|
|
80
|
-
bodyA.angularVelocity.subRotatedVector(impulse, this.inverseInertiaA);
|
|
81
|
-
}
|
|
82
|
-
|
|
83
|
-
if (bodyB.type === BodyType.dynamic) {
|
|
84
|
-
bodyB.angularVelocity.addRotatedVector(impulse, this.inverseInertiaB);
|
|
85
|
-
}
|
|
86
|
-
}
|
|
87
|
-
|
|
88
|
-
warmStart(warmStartImpulseRatio: number): void {
|
|
89
|
-
this.totalLambdaA *= warmStartImpulseRatio;
|
|
90
|
-
this.totalLambdaB *= warmStartImpulseRatio;
|
|
91
|
-
this.applyDirectImpulse(this.totalLambdaA, this.totalLambdaB);
|
|
92
|
-
}
|
|
93
|
-
|
|
94
|
-
solveVelocity(): void {
|
|
95
|
-
const bodyA = this.bodyA!;
|
|
96
|
-
const bodyB = this.bodyB!;
|
|
97
|
-
|
|
98
|
-
spinBA.subtractVectors(bodyA.angularVelocity, bodyB.angularVelocity);
|
|
99
|
-
|
|
100
|
-
const jvA = this.crossBA.dot(spinBA);
|
|
101
|
-
const jvB = this.crossCA.dot(spinBA);
|
|
102
|
-
|
|
103
|
-
const lambdaA = this.options.velocityBaumgarte * (this.effectiveMass00 * jvA + this.effectiveMass10 * jvB);
|
|
104
|
-
const lambdaB = this.options.velocityBaumgarte * (this.effectiveMass01 * jvA + this.effectiveMass11 * jvB);
|
|
105
|
-
|
|
106
|
-
this.totalLambdaA += lambdaA;
|
|
107
|
-
this.totalLambdaB += lambdaB;
|
|
108
|
-
|
|
109
|
-
this.applyDirectImpulse(lambdaA, lambdaB);
|
|
110
|
-
}
|
|
111
|
-
|
|
112
|
-
solvePosition(): void {
|
|
113
|
-
const bodyA = this.bodyA!;
|
|
114
|
-
const bodyB = this.bodyB!;
|
|
115
|
-
|
|
116
|
-
// Constraint needs Axis of body 1 perpendicular to both B and C from body 2 (which are both perpendicular to the Axis of body 2)
|
|
117
|
-
const cA = this.axisA.dot(this.axisB);
|
|
118
|
-
const cB = this.axisA.dot(this.axisC);
|
|
119
|
-
// TODO: we may need a check for "close to zero" instead of "equal to zero"
|
|
120
|
-
if (cA == 0 && cB == 0) {
|
|
121
|
-
return;
|
|
122
|
-
}
|
|
123
|
-
|
|
124
|
-
const lambdaA = -this.options.positionBaumgarte * (this.effectiveMass00 * cA + this.effectiveMass10 * cB);
|
|
125
|
-
const lambdaB = -this.options.positionBaumgarte * (this.effectiveMass01 * cA + this.effectiveMass11 * cB);
|
|
126
|
-
|
|
127
|
-
impulse.zero();
|
|
128
|
-
impulse.addScaledVector(this.crossBA, lambdaA);
|
|
129
|
-
impulse.addScaledVector(this.crossCA, lambdaB);
|
|
130
|
-
|
|
131
|
-
if (bodyA.type === BodyType.dynamic) {
|
|
132
|
-
bodyA.subRotationPositionImpulse(impulse, this.inverseInertiaA);
|
|
133
|
-
}
|
|
134
|
-
|
|
135
|
-
if (bodyB.type === BodyType.dynamic) {
|
|
136
|
-
bodyB.addRotationPositionImpulse(impulse, this.inverseInertiaB);
|
|
137
|
-
}
|
|
138
|
-
}
|
|
139
|
-
|
|
140
|
-
setup(hingeAxisA: Vec3, hingeAxisB: Vec3): void {
|
|
141
|
-
const bodyA = this.bodyA!;
|
|
142
|
-
const bodyB = this.bodyB!;
|
|
143
|
-
|
|
144
|
-
this.axisA.copy(hingeAxisA);
|
|
145
|
-
|
|
146
|
-
axisA2.copy(hingeAxisB);
|
|
147
|
-
|
|
148
|
-
let dot = this.axisA.dot(axisA2);
|
|
149
|
-
if (dot <= 1e-3) {
|
|
150
|
-
// World space axes are more than 90 degrees apart, get a perpendicular vector in the plane formed by mA1 and a2 as hinge axis until the rotation is less than 90 degrees
|
|
151
|
-
|
|
152
|
-
// perpendicular.copy(axisA2).subScaledVector(this.axisA, dot);
|
|
153
|
-
perpendicular.addScaledToVector(axisA2, this.axisA, -dot);
|
|
154
|
-
if (perpendicular.squaredLength() < 1e-6) {
|
|
155
|
-
// mA1 ~ -a2, take random perpendicular
|
|
156
|
-
// perpendicular.copy(this.axisA.computeNormalizedPerpendicular());
|
|
157
|
-
getOrthogonalVector(perpendicular, this.axisA);
|
|
158
|
-
perpendicular.normalize();
|
|
159
|
-
}
|
|
160
|
-
|
|
161
|
-
axisA2.zero();
|
|
162
|
-
axisA2.addScaledVector(perpendicular, 0.99);
|
|
163
|
-
axisA2.addScaledVector(this.axisA, 0.01);
|
|
164
|
-
axisA2.normalize();
|
|
165
|
-
}
|
|
166
|
-
|
|
167
|
-
getOrthogonalVector(this.axisB, axisA2);
|
|
168
|
-
this.axisB.normalize();
|
|
169
|
-
|
|
170
|
-
this.axisC.crossVectors(axisA2, this.axisB);
|
|
171
|
-
this.axisC.normalize();
|
|
172
|
-
|
|
173
|
-
// Calculate properties used during constraint solving
|
|
174
|
-
if (bodyA.type === BodyType.dynamic) {
|
|
175
|
-
bodyA.computeInverseInertiaTensor(this.inverseInertiaA);
|
|
176
|
-
} else {
|
|
177
|
-
this.inverseInertiaA.zero();
|
|
178
|
-
}
|
|
179
|
-
|
|
180
|
-
if (bodyB.type === BodyType.dynamic) {
|
|
181
|
-
bodyB.computeInverseInertiaTensor(this.inverseInertiaB);
|
|
182
|
-
} else {
|
|
183
|
-
this.inverseInertiaB.zero();
|
|
184
|
-
}
|
|
185
|
-
|
|
186
|
-
this.crossBA.crossVectors(this.axisB, this.axisA);
|
|
187
|
-
this.crossCA.crossVectors(this.axisC, this.axisA);
|
|
188
|
-
|
|
189
|
-
summedInverseInertia.addMatrices(this.inverseInertiaA, this.inverseInertiaB);
|
|
190
|
-
|
|
191
|
-
massBA.transformVectorFromMat3(this.crossBA, summedInverseInertia);
|
|
192
|
-
massCA.transformVectorFromMat3(this.crossCA, summedInverseInertia);
|
|
193
|
-
|
|
194
|
-
const effectiveMass00 = this.crossBA.dot(massBA);
|
|
195
|
-
const effectiveMass01 = this.crossBA.dot(massCA);
|
|
196
|
-
const effectiveMass10 = this.crossCA.dot(massBA);
|
|
197
|
-
const effectiveMass11 = this.crossCA.dot(massCA);
|
|
198
|
-
|
|
199
|
-
const determinant = effectiveMass00 * effectiveMass11 - effectiveMass01 * effectiveMass10;
|
|
200
|
-
// TODO: we may need a check for "close to zero" instead of "equal to zero"
|
|
201
|
-
if (determinant === 0) {
|
|
202
|
-
this.deactivate();
|
|
203
|
-
} else {
|
|
204
|
-
this.effectiveMass00 = effectiveMass11 / determinant;
|
|
205
|
-
this.effectiveMass01 = -effectiveMass10 / determinant;
|
|
206
|
-
this.effectiveMass10 = -effectiveMass01 / determinant;
|
|
207
|
-
this.effectiveMass11 = effectiveMass00 / determinant;
|
|
208
|
-
}
|
|
209
|
-
|
|
210
|
-
this.effectiveMass00 *= this.options.strength;
|
|
211
|
-
this.effectiveMass01 *= this.options.strength;
|
|
212
|
-
this.effectiveMass10 *= this.options.strength;
|
|
213
|
-
this.effectiveMass11 *= this.options.strength;
|
|
214
|
-
}
|
|
215
|
-
}
|