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Found 1 result

  1. The correct way to handle collisions?

    Hi there. I am currently building a cloth solver and have just got onto external collision handling. For internal collision I am using the same pbd approach they show off in the grains masterclass. I thought I would go about external collisions a similar way, using a gas collision detect I get the incidence vector and reflect it. Then add the resulting reflected vector to the position. if (i@hitnum) { vector incidence= v@hitpos-v@P; float mag=length(incidence); vector reflection= reflect(normalize(incidence), normalize(v@hitnml)); v@P+=reflection*mag; } The cloth still blows up, even at a high substep Annoyingly a simple if (i@hitnum) v@P=v@hitpos; seems to work worlds better albeit the colliding points get stuck in place (which is something I aimed to fix by setting the new position to the reflected vector). The reason I'm not using the gas integrator to handle this for me is because I was looking to learn how this system is implemented. What is the correct way to go about this? As always any help is greatly appreciated Thanks
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