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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