@perplexdotgg/bounce 1.0.0
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/LICENSE +21 -0
- package/README.md +30 -0
- package/package.json +32 -0
- package/src/builders/ConvexHullBuilder.ts +437 -0
- package/src/builders/ConvexHullBuilder2d.ts +344 -0
- package/src/builders/ConvexHullBuilder3d.ts +1689 -0
- package/src/builders/HeightMapBuilder.ts +414 -0
- package/src/builders/TriangleMeshBuilder.ts +92 -0
- package/src/collision/CastShapesModule.ts +184 -0
- package/src/collision/CollideShapesModule.ts +152 -0
- package/src/collision/HeightMapCaster.ts +38 -0
- package/src/collision/HeightMapCollider.ts +33 -0
- package/src/collision/TriangleCaster.ts +249 -0
- package/src/collision/TriangleCollider.ts +308 -0
- package/src/collision/TriangleCollider2.ts +379 -0
- package/src/collision/activeEdge.ts +146 -0
- package/src/collision/cast/cast.ts +139 -0
- package/src/collision/cast/castCompoundVsCompound.ts +59 -0
- package/src/collision/cast/castCompoundVsConvex.ts +116 -0
- package/src/collision/cast/castConvexVsCompound.ts +123 -0
- package/src/collision/cast/castConvexVsConvex.ts +213 -0
- package/src/collision/cast/castConvexVsHeightMap.ts +73 -0
- package/src/collision/cast/castConvexVsTriangleMesh.ts +56 -0
- package/src/collision/cast/castRayVsCompound.ts +44 -0
- package/src/collision/cast/castRayVsConvex.ts +45 -0
- package/src/collision/cast/castRayVsHeightMap.ts +58 -0
- package/src/collision/cast/castRayVsTriangleMesh.ts +58 -0
- package/src/collision/closestPoints/closestPoints.ts +23 -0
- package/src/collision/closestPoints/computeBarycentricCoordinates2d.ts +32 -0
- package/src/collision/closestPoints/computeBarycentricCoordinates3d.ts +81 -0
- package/src/collision/closestPoints/computeClosestPointOnLine.ts +30 -0
- package/src/collision/closestPoints/computeClosestPointOnTetrahedron.ts +96 -0
- package/src/collision/closestPoints/computeClosestPointOnTriangle.ts +195 -0
- package/src/collision/closestPoints/isOriginOutsideOfPlane.ts +25 -0
- package/src/collision/closestPoints/isOriginOutsideOfTrianglePlanes.ts +72 -0
- package/src/collision/collide/collide.ts +146 -0
- package/src/collision/collide/collideCompoundVsCompound.ts +60 -0
- package/src/collision/collide/collideCompoundVsConvex.ts +59 -0
- package/src/collision/collide/collideCompoundVsHeightMap.ts +73 -0
- package/src/collision/collide/collideCompoundVsTriangleMesh.ts +56 -0
- package/src/collision/collide/collideConvexVsCompound.ts +57 -0
- package/src/collision/collide/collideConvexVsConvex.ts +225 -0
- package/src/collision/collide/collideConvexVsConvexImp.ts +236 -0
- package/src/collision/collide/collideConvexVsHeightMap.ts +53 -0
- package/src/collision/collide/collideConvexVsTriangleMesh.ts +58 -0
- package/src/collision/collide/collideHeightMapVsCompound.ts +69 -0
- package/src/collision/collide/collideHeightMapVsConvex.ts +53 -0
- package/src/collision/collide/collideSphereVsSphere.ts +81 -0
- package/src/collision/collide/collideTriangleMeshVsCompound.ts +58 -0
- package/src/collision/collide/collideTriangleMeshVsConvex.ts +58 -0
- package/src/collision/epa/EpaConvexHullBuilder.ts +397 -0
- package/src/collision/epa/StaticArray.ts +154 -0
- package/src/collision/epa/TriangleFactory.ts +32 -0
- package/src/collision/epa/arrays.ts +99 -0
- package/src/collision/epa/binaryHeap.ts +82 -0
- package/src/collision/epa/structs.ts +227 -0
- package/src/collision/gjk/GjkModule.ts +864 -0
- package/src/collision/gjk/PenetrationDepthModule.ts +493 -0
- package/src/collision/gjk/SupportPoints.ts +50 -0
- package/src/collision/imp/MinkowskiDifference.ts +36 -0
- package/src/collision/imp/computeExploredDistanceLowerUpperBound.ts +40 -0
- package/src/collision/imp/finalizeImpResult.ts +69 -0
- package/src/collision/imp/findContactImp.ts +196 -0
- package/src/collision/imp/imp.ts +28 -0
- package/src/collision/imp/incrementalMinimumDistanceExploreDirection.ts +207 -0
- package/src/collision/mpr/findPortal.ts +152 -0
- package/src/collision/mpr/mpr.ts +29 -0
- package/src/collision/mpr/updatePortal.ts +52 -0
- package/src/constraints/BaseConstraint.ts +50 -0
- package/src/constraints/ConstraintOptions.ts +22 -0
- package/src/constraints/ConstraintSolver.ts +119 -0
- package/src/constraints/DistanceConstraint.ts +229 -0
- package/src/constraints/FixedConstraint.ts +203 -0
- package/src/constraints/HingeConstraint.ts +460 -0
- package/src/constraints/PointConstraint.ts +108 -0
- package/src/constraints/components/AngleComponent.ts +226 -0
- package/src/constraints/components/AxisComponent.ts +263 -0
- package/src/constraints/components/HingeComponent.ts +215 -0
- package/src/constraints/components/Motor.ts +36 -0
- package/src/constraints/components/PointConstraintComponent.ts +179 -0
- package/src/constraints/components/RotationEulerComponent.ts +139 -0
- package/src/constraints/components/Spring.ts +30 -0
- package/src/constraints/components/SpringComponent.ts +71 -0
- package/src/constraints/types.ts +6 -0
- package/src/helpers.ts +147 -0
- package/src/index.ts +50 -0
- package/src/math/BasicTransform.ts +19 -0
- package/src/math/NumberValue.ts +13 -0
- package/src/math/isometry.ts +64 -0
- package/src/math/mat3.ts +529 -0
- package/src/math/mat4.ts +588 -0
- package/src/math/quat.ts +193 -0
- package/src/math/scalar.ts +81 -0
- package/src/math/tensor.ts +17 -0
- package/src/math/vec3.ts +589 -0
- package/src/math/vec4.ts +10 -0
- package/src/physics/Body.ts +581 -0
- package/src/physics/CollisionFilter.ts +52 -0
- package/src/physics/SleepModule.ts +163 -0
- package/src/physics/broadphase/BodyPairsModule.ts +363 -0
- package/src/physics/broadphase/BvhModule.ts +237 -0
- package/src/physics/broadphase/BvhTree.ts +803 -0
- package/src/physics/broadphase/ConstraintPairsModule.ts +385 -0
- package/src/physics/broadphase/TriangleMeshBvhTree.ts +379 -0
- package/src/physics/manifold/ContactManifold.ts +227 -0
- package/src/physics/manifold/ContactManifoldModule.ts +623 -0
- package/src/physics/manifold/Face.ts +119 -0
- package/src/physics/manifold/ManifoldCache.ts +116 -0
- package/src/physics/manifold/clipping/clipPolyVsEdge.ts +131 -0
- package/src/physics/manifold/clipping/clipPolyVsPlane.ts +73 -0
- package/src/physics/manifold/clipping/clipPolyVsPoly.ts +72 -0
- package/src/physics/narrowphase/CollideBodiesModule.ts +755 -0
- package/src/physics/solver/ContactConstraintModule.ts +659 -0
- package/src/physics/solver/ManifoldConstraint.ts +420 -0
- package/src/physics/solver/estimateCollisionResponse.ts +146 -0
- package/src/shape/Aabb.ts +400 -0
- package/src/shape/Box.ts +231 -0
- package/src/shape/Capsule.ts +332 -0
- package/src/shape/CompoundShape.ts +288 -0
- package/src/shape/Convex.ts +130 -0
- package/src/shape/ConvexHull.ts +423 -0
- package/src/shape/Cylinder.ts +313 -0
- package/src/shape/HeightMap.ts +511 -0
- package/src/shape/Line.ts +14 -0
- package/src/shape/Plane.ts +116 -0
- package/src/shape/Ray.ts +81 -0
- package/src/shape/Segment.ts +25 -0
- package/src/shape/Shape.ts +77 -0
- package/src/shape/Sphere.ts +181 -0
- package/src/shape/TransformedShape.ts +51 -0
- package/src/shape/Triangle.ts +122 -0
- package/src/shape/TriangleMesh.ts +186 -0
- package/src/types.ts +1 -0
- package/src/world.ts +1335 -0
- package/tests/BodyPairsModule.test.ts +71 -0
- package/tests/BvhTree.test.ts +406 -0
- package/tests/test.md +642 -0
- package/tests/vec3.test.ts +12 -0
- package/tsconfig.json +20 -0
- package/vite.config.js +40 -0
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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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return;
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}
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const lambda = -this.effectiveMass * constraint * this.options.positionBaumgarte;
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if (bodyA.type === BodyType.dynamic) {
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deltaSpin.copy(this.effectiveInverseInertiaA).scale(lambda);
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bodyA.subRotationDelta(deltaSpin);
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}
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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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// TODO: assert axis is normalized?
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if (bodyA.type === BodyType.dynamic) {
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bodyA.computeEffectiveInverseInertiaVector(this.effectiveInverseInertiaA, bodyA.orientation, axis);
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} else {
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this.effectiveInverseInertiaA.zero();
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}
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if (bodyB.type === BodyType.dynamic) {
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bodyB.computeEffectiveInverseInertiaVector(this.effectiveInverseInertiaB, bodyB.orientation, axis);
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} else {
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this.effectiveInverseInertiaB.zero();
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}
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inverseEffectiveMass.addVectors(this.effectiveInverseInertiaA, this.effectiveInverseInertiaB);
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return axis.dot(inverseEffectiveMass);
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}
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setup(bodyA: Body, bodyB: Body, worldSpaceAxis: Vec3, bias: number = 0.0): void {
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const inverseEffectiveMass = this.setupInverseEffectiveMass(bodyA, bodyB, worldSpaceAxis);
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if (inverseEffectiveMass === 0) {
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this.deactivate();
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} else {
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this.effectiveMass = 1 / inverseEffectiveMass;
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this.springConstraintPart.setupSpringPropertiesWithBias(bias);
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}
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this.effectiveMass *= this.options.strength;
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}
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setupWithFrequency(
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bodyA: Body,
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bodyB: Body,
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worldSpaceAxis: Vec3,
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bias: number,
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constraint: number,
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frequency: number,
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damping: number,
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deltaTime: number
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): void {
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const inverseEffectiveMass = this.setupInverseEffectiveMass(bodyA, bodyB, worldSpaceAxis);
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if (inverseEffectiveMass === 0) {
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this.deactivate();
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} else {
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this.effectiveMass = this.springConstraintPart.setupWithFrequency(
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deltaTime,
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inverseEffectiveMass,
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bias,
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constraint,
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frequency,
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damping
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);
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}
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}
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setupWithStiffness(
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bodyA: Body,
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bodyB: Body,
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worldSpaceAxis: Vec3,
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bias: number,
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constraint: number,
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stiffness: number,
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damping: number,
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deltaTime: number
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): void {
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const inverseEffectiveMass = this.setupInverseEffectiveMass(bodyA, bodyB, worldSpaceAxis);
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if (inverseEffectiveMass === 0) {
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this.deactivate();
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} else {
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this.effectiveMass = this.springConstraintPart.setupWithStiffness(
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deltaTime,
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constraint,
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damping
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);
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}
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}
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setupWithSpring(
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bodyB: Body,
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worldSpaceAxis: Vec3,
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bias: number,
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constraint: number,
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spring: Spring,
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deltaTime: number
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): void {
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const inverseEffectiveMass = this.setupInverseEffectiveMass(bodyA, bodyB, worldSpaceAxis);
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if (inverseEffectiveMass === 0) {
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this.deactivate();
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return;
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}
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switch (spring.mode) {
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case SpringMode.UseFrequency: {
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this.effectiveMass = this.springConstraintPart.setupWithFrequency(
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spring.damping
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);
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break;
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}
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case SpringMode.UseStiffness: {
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this.effectiveMass = this.springConstraintPart.setupWithStiffness(
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constraint,
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spring.stiffness,
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spring.damping
|
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);
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break;
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+
}
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+
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default: {
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throw new Error("Invalid spring mode");
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}
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}
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}
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}
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@@ -0,0 +1,263 @@
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1
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+
import {
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2
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+
createClass,
|
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3
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+
LazyReferenceType,
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4
|
+
MonomorphType,
|
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5
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+
NumberType,
|
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6
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+
PropertyDefinitionMap,
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7
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+
PropertyDefinitionReference,
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8
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+
} from "monomorph";
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9
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+
import { ConstraintOptions } from "../ConstraintOptions";
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10
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import { Body, BodyType } from "../../physics/Body";
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11
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+
import { Vec3 } from "../../math/vec3";
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12
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+
import { SpringComponent } from "./SpringComponent";
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13
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+
import type { World } from "../../world";
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import { Mat3 } from "../../math/mat3";
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15
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+
import { Spring, SpringMode } from "./Spring";
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16
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+
import { clamp } from "../../math/scalar";
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+
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18
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+
const linearVelocityBA = /*@__PURE__*/ Vec3.create();
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19
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+
const inverseInertiaA = /*@__PURE__*/ Mat3.create();
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20
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+
const inverseInertiaB = /*@__PURE__*/ Mat3.create();
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21
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+
const linearImpulse = /*@__PURE__*/ Vec3.create();
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22
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+
const angularImpulse = /*@__PURE__*/ Vec3.create();
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+
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24
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+
export const axisComponentProps = {
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25
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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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27
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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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30
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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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+
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export class AxisComponent extends createClass<AxisComponent, typeof axisComponentProps>(axisComponentProps) {
|
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declare world: World;
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+
|
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44
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+
deactivate(): void {
|
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45
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+
this.effectiveMass = 0;
|
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46
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+
this.totalLambda = 0;
|
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47
|
+
}
|
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48
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+
|
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49
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+
isActive(): boolean {
|
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50
|
+
return this.effectiveMass > 0;
|
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51
|
+
}
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52
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+
|
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53
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computeInverseEffectiveMass(
|
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54
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inverseMassA: number,
|
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55
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inverseMassB: number,
|
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56
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inverseInertiaA: Mat3,
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57
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inverseInertiaB: Mat3,
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momentArmA: Vec3,
|
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59
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+
momentArmB: Vec3,
|
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60
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direction: Vec3
|
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61
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+
): number {
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62
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const bodyA = this.bodyA!;
|
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63
|
+
const bodyB = this.bodyB!;
|
|
64
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+
|
|
65
|
+
// #v-ifdef DEV
|
|
66
|
+
// assert that the direction is normalized within some tolerance
|
|
67
|
+
if (direction.isNormalized(1e-5) === false) {
|
|
68
|
+
throw new Error("direction must be normalized");
|
|
69
|
+
}
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70
|
+
// #v-endif
|
|
71
|
+
|
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72
|
+
// zero out the linear jacobians (to handle static bodies)
|
|
73
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+
this.mR1PlusUxAxis.zero();
|
|
74
|
+
this.mR2xAxis.zero();
|
|
75
|
+
|
|
76
|
+
// if not a static body, calculate the linear jacobians
|
|
77
|
+
if (bodyA.type !== BodyType.static) {
|
|
78
|
+
this.mR1PlusUxAxis.crossVectors(momentArmA, direction);
|
|
79
|
+
}
|
|
80
|
+
|
|
81
|
+
if (bodyB.type !== BodyType.static) {
|
|
82
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+
this.mR2xAxis.crossVectors(momentArmB, direction);
|
|
83
|
+
}
|
|
84
|
+
|
|
85
|
+
// the inverse effective mass is K = J * M^-1 * J_T
|
|
86
|
+
let inverseEffectiveMass = 0;
|
|
87
|
+
|
|
88
|
+
if (bodyA.type === BodyType.dynamic) {
|
|
89
|
+
this.mInvI1_R1PlusUxAxis.transformVectorFromMat3(this.mR1PlusUxAxis, inverseInertiaA);
|
|
90
|
+
inverseEffectiveMass += inverseMassA + this.mInvI1_R1PlusUxAxis.dot(this.mR1PlusUxAxis);
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
if (bodyB.type === BodyType.dynamic) {
|
|
94
|
+
this.mInvI2_R2xAxis.transformVectorFromMat3(this.mR2xAxis, inverseInertiaB);
|
|
95
|
+
inverseEffectiveMass += inverseMassB + this.mInvI2_R2xAxis.dot(this.mR2xAxis);
|
|
96
|
+
}
|
|
97
|
+
|
|
98
|
+
return inverseEffectiveMass;
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
// TODO: this is copied from DirectionalConstraint, should be refactored
|
|
102
|
+
getTotalLambda(direction: Vec3): number {
|
|
103
|
+
const bodyA = this.bodyA!;
|
|
104
|
+
const bodyB = this.bodyB!;
|
|
105
|
+
|
|
106
|
+
// #v-ifdef DEV
|
|
107
|
+
// assert at least one body is dynamic
|
|
108
|
+
if (bodyA.type !== BodyType.dynamic && bodyB.type !== BodyType.dynamic) {
|
|
109
|
+
throw new Error("at least one body must be dynamic");
|
|
110
|
+
}
|
|
111
|
+
// #v-endif
|
|
112
|
+
// calculate the jacobian multiplied by the velocity
|
|
113
|
+
let jv = 0;
|
|
114
|
+
|
|
115
|
+
// jacobian multiplied by the linear relative velocity
|
|
116
|
+
|
|
117
|
+
linearVelocityBA.subtractVectors(bodyA.linearVelocity, bodyB.linearVelocity);
|
|
118
|
+
|
|
119
|
+
jv += direction.dot(linearVelocityBA);
|
|
120
|
+
|
|
121
|
+
// jacobian multiplied by the angular relative velocity
|
|
122
|
+
|
|
123
|
+
if (bodyA.type !== BodyType.static) {
|
|
124
|
+
jv += this.mR1PlusUxAxis.dot(bodyA.angularVelocity);
|
|
125
|
+
}
|
|
126
|
+
|
|
127
|
+
if (bodyB.type !== BodyType.static) {
|
|
128
|
+
jv -= this.mR2xAxis.dot(bodyB.angularVelocity);
|
|
129
|
+
}
|
|
130
|
+
|
|
131
|
+
const springBias = this.springComponent.getBias(this.totalLambda);
|
|
132
|
+
const lambda = this.effectiveMass * (jv - springBias);
|
|
133
|
+
|
|
134
|
+
const accumulatedLambda = this.totalLambda + lambda;
|
|
135
|
+
|
|
136
|
+
return accumulatedLambda;
|
|
137
|
+
}
|
|
138
|
+
|
|
139
|
+
applyDirectImpulse(direction: Vec3, lambda: number): void {
|
|
140
|
+
if (lambda === 0) {
|
|
141
|
+
return;
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
const bodyA = this.bodyA!;
|
|
145
|
+
const bodyB = this.bodyB!;
|
|
146
|
+
|
|
147
|
+
if (bodyA.type === BodyType.dynamic) {
|
|
148
|
+
linearImpulse.scaleVector(direction, lambda * bodyA.inverseMass);
|
|
149
|
+
angularImpulse.scaleVector(this.mInvI1_R1PlusUxAxis, lambda);
|
|
150
|
+
bodyA.linearVelocity.subtractVectors(bodyA.linearVelocity, linearImpulse);
|
|
151
|
+
bodyA.angularVelocity.subtractVectors(bodyA.angularVelocity, angularImpulse);
|
|
152
|
+
}
|
|
153
|
+
|
|
154
|
+
if (bodyB.type === BodyType.dynamic) {
|
|
155
|
+
linearImpulse.scaleVector(direction, lambda * bodyB.inverseMass);
|
|
156
|
+
angularImpulse.scaleVector(this.mInvI2_R2xAxis, lambda);
|
|
157
|
+
bodyB.linearVelocity.addVectors(bodyB.linearVelocity, linearImpulse);
|
|
158
|
+
bodyB.angularVelocity.addVectors(bodyB.angularVelocity, angularImpulse);
|
|
159
|
+
}
|
|
160
|
+
}
|
|
161
|
+
|
|
162
|
+
setup(deltaTime: number, armA: Vec3, armB: Vec3, direction: Vec3, bias: number, error: number, spring: Spring): void {
|
|
163
|
+
// calculate effective mass
|
|
164
|
+
const inverseMassA = this.bodyA!.inverseMass;
|
|
165
|
+
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
|
+
inverseMassB,
|
|
173
|
+
inverseInertiaA,
|
|
174
|
+
inverseInertiaB,
|
|
175
|
+
armA,
|
|
176
|
+
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
|
+
}
|
|
@@ -0,0 +1,215 @@
|
|
|
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
|
+
}
|