Compute the two unit orthogonal vectors "t1" and "t2" that span the tangential friction plane for a contact manifold. The two vectors have to be such that : t1 x t2 = contactNormal.
| 787 | // Compute the two unit orthogonal vectors "t1" and "t2" that span the tangential friction plane |
| 788 | // for a contact manifold. The two vectors have to be such that : t1 x t2 = contactNormal. |
| 789 | void ContactSolverSystem::computeFrictionVectors(const Vector3& deltaVelocity, ContactManifoldSolver& contact) const { |
| 790 | |
| 791 | RP3D_PROFILE("ContactSolver::computeFrictionVectors()", mProfiler); |
| 792 | |
| 793 | assert(contact.normal.length() > decimal(0.0)); |
| 794 | |
| 795 | // Compute the velocity difference vector in the tangential plane |
| 796 | decimal deltaVDotNormal = deltaVelocity.dot(contact.normal); |
| 797 | Vector3 normalVelocity = deltaVDotNormal * contact.normal; |
| 798 | Vector3 tangentVelocity(deltaVelocity.x - normalVelocity.x, deltaVelocity.y - normalVelocity.y, |
| 799 | deltaVelocity.z - normalVelocity.z); |
| 800 | |
| 801 | // If the velocty difference in the tangential plane is not zero |
| 802 | const decimal lengthTangentVelocity = tangentVelocity.length(); |
| 803 | if (lengthTangentVelocity > MACHINE_EPSILON) { |
| 804 | |
| 805 | // Compute the first friction vector in the direction of the tangent |
| 806 | // velocity difference |
| 807 | contact.frictionVector1 = tangentVelocity / lengthTangentVelocity; |
| 808 | } |
| 809 | else { |
| 810 | |
| 811 | // Get any orthogonal vector to the normal as the first friction vector |
| 812 | contact.frictionVector1 = contact.normal.getOneUnitOrthogonalVector(); |
| 813 | } |
| 814 | |
| 815 | // The second friction vector is computed by the cross product of the first |
| 816 | // friction vector and the contact normal |
| 817 | contact.frictionVector2 = contact.normal.cross(contact.frictionVector1); |
| 818 | } |
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