From: Daniel Karbach Date: Mon, 19 Oct 2015 14:45:46 +0000 (+0200) Subject: better stability of collision response X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=9f220f26cd81235a43993deed53b5780d17fb5fa;p=blank.git better stability of collision response --- diff --git a/src/world/world.cpp b/src/world/world.cpp index 349b82d..8f22f0c 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -468,14 +468,28 @@ glm::vec3 World::CollisionForce( 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::epsilon()) { + if (max_pen[i] < std::numeric_limits::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::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 {