25.03.2010 17:59, [email protected] пишет:
> shearForce += phys.ks*dt*shearVelocity;
> -     const Vector3r shearForceVisc = phys.cs*shearVelocity;
> +     Vector3r shearForceVisc = Vector3r::ZERO;
>  
>       phys.normalForce = ( phys.kn * geom.penetrationDepth + phys.cn * 
> normalVelocity ) * geom.normal;
>       phys.prevNormal = geom.normal;
> @@ -88,6 +88,7 @@
>       {
>               maxFs = Mathr::Sqrt(maxFs) / shearForce.Length();
>               shearForce *= maxFs;
> +             shearForceVisc =  phys.cs*shearVelocity;
>       }
>  
>       Vector3r f = phys.normalForce + shearForce + shearForceVisc;
>   

Or am I wrong here?
If we have velocity then we have visc.force, so should be as in prev.rev:

shearForce += phys.ks*dt*shearVelocity;
const Vector3r shearForceVisc = phys.cs*shearVelocity;

/* check coulomb
..
        shearForce *= maxFs;
*/

Vector3r f = phys.normalForce + shearForce + shearForceVisc;


Yes?

S.



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