min_pen = min(min_pen, local_pen);
max_pen = max(max_pen, local_pen);
}
- glm::vec3 penetration(min_pen + max_pen);
- glm::vec3 normal(normalize(penetration) * -1.0f);
+ glm::vec3 correction(0.0f);
+ // only apply correction for axes where penetration is only in one direction
+ for (std::size_t i = 0; i < 3; ++i) {
+ if (min_pen[i] < -std::numeric_limits<float>::epsilon()) {
+ if (max_pen[i] < std::numeric_limits<float>::epsilon()) {
+ correction[i] = -min_pen[i];
+ }
+ } else {
+ correction[i] = -max_pen[i];
+ }
+ }
+ // correction may be zero in which case normalize() returns NaNs
+ if (dot(correction, correction) < std::numeric_limits<float>::epsilon()) {
+ return glm::vec3(0.0f);
+ }
+ glm::vec3 normal(normalize(correction));
glm::vec3 normal_velocity(normal * dot(state.velocity, normal));
// apply force proportional to penetration
// use velocity projected onto normal as damper
constexpr float k = 1000.0f; // spring constant
- constexpr float b = 100.0f; // damper constant
- const glm::vec3 x(penetration); // endpoint displacement from equilibrium in m
+ constexpr float b = 10.0f; // damper constant
+ const glm::vec3 x(-correction); // endpoint displacement from equilibrium in m
const glm::vec3 v(normal_velocity); // relative velocity between endpoints in m/s
return (((-k) * x) - (b * v)); // times 1kg/s, in kg*m/s²
} else {