Position-Based-Dynamics
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question about the ShapeMatchingConstraint3d
double wsum = 0.0;
int numParticles = Body.NumParticles;
for (int i = 0; i < numParticles; i++)
{
RestCm += Body.Positions[i] * mass;
wsum += mass;
}
RestCm /= wsum;
Is the result of RestCm equal to the sum of body positions?
int numParticles = Body.NumParticles;
double wsum = mass * numParticles;
for (int i = 0; i < numParticles; i++)
{
RestCm += Body.Positions[i];
}