Merge pull request #37314 from nekomatata/bullet-fix-damping
Better damping implementation for Bullet rigid bodies
This commit is contained in:
commit
088cf37bf2
4 changed files with 36 additions and 22 deletions
|
@ -204,6 +204,8 @@ if env["builtin_bullet"]:
|
|||
# if env['target'] == "debug" or env['target'] == "release_debug":
|
||||
# env_bullet.Append(CPPDEFINES=['BT_DEBUG'])
|
||||
|
||||
env_bullet.Append(CPPDEFINES=["BT_USE_OLD_DAMPING_METHOD"])
|
||||
|
||||
env_thirdparty = env_bullet.Clone()
|
||||
env_thirdparty.disable_warnings()
|
||||
env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources)
|
||||
|
|
|
@ -503,15 +503,18 @@ void RigidBodyBullet::set_param(PhysicsServer3D::BodyParameter p_param, real_t p
|
|||
}
|
||||
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP:
|
||||
linearDamp = p_value;
|
||||
btBody->setDamping(linearDamp, angularDamp);
|
||||
// Mark for updating total linear damping.
|
||||
scratch_space_override_modificator();
|
||||
break;
|
||||
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP:
|
||||
angularDamp = p_value;
|
||||
btBody->setDamping(linearDamp, angularDamp);
|
||||
// Mark for updating total angular damping.
|
||||
scratch_space_override_modificator();
|
||||
break;
|
||||
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE:
|
||||
gravity_scale = p_value;
|
||||
/// The Bullet gravity will be is set by reload_space_override_modificator
|
||||
// The Bullet gravity will be is set by reload_space_override_modificator.
|
||||
// Mark for updating total gravity scale.
|
||||
scratch_space_override_modificator();
|
||||
break;
|
||||
default:
|
||||
|
@ -902,21 +905,20 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) {
|
|||
}
|
||||
|
||||
void RigidBodyBullet::reload_space_override_modificator() {
|
||||
|
||||
// Make sure that kinematic bodies have their total gravity calculated
|
||||
if (!is_active() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode)
|
||||
return;
|
||||
|
||||
Vector3 newGravity(space->get_gravity_direction() * space->get_gravity_magnitude());
|
||||
real_t newLinearDamp(linearDamp);
|
||||
real_t newAngularDamp(angularDamp);
|
||||
Vector3 newGravity(0.0, 0.0, 0.0);
|
||||
real_t newLinearDamp = MAX(0.0, linearDamp);
|
||||
real_t newAngularDamp = MAX(0.0, angularDamp);
|
||||
|
||||
AreaBullet *currentArea;
|
||||
// Variable used to calculate new gravity for gravity point areas, it is pointed by currentGravity pointer
|
||||
Vector3 support_gravity(0, 0, 0);
|
||||
|
||||
int countCombined(0);
|
||||
for (int i = areaWhereIamCount - 1; 0 <= i; --i) {
|
||||
bool stopped = false;
|
||||
for (int i = areaWhereIamCount - 1; (0 <= i) && !stopped; --i) {
|
||||
|
||||
currentArea = areasWhereIam[i];
|
||||
|
||||
|
@ -965,7 +967,6 @@ void RigidBodyBullet::reload_space_override_modificator() {
|
|||
newGravity += support_gravity;
|
||||
newLinearDamp += currentArea->get_spOv_linearDamp();
|
||||
newAngularDamp += currentArea->get_spOv_angularDamp();
|
||||
++countCombined;
|
||||
break;
|
||||
case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE:
|
||||
/// This area adds its gravity/damp values to whatever has been calculated
|
||||
|
@ -974,32 +975,31 @@ void RigidBodyBullet::reload_space_override_modificator() {
|
|||
newGravity += support_gravity;
|
||||
newLinearDamp += currentArea->get_spOv_linearDamp();
|
||||
newAngularDamp += currentArea->get_spOv_angularDamp();
|
||||
++countCombined;
|
||||
goto endAreasCycle;
|
||||
stopped = true;
|
||||
break;
|
||||
case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
|
||||
/// This area replaces any gravity/damp, even the default one, and
|
||||
/// stops taking into account the rest of the areas.
|
||||
newGravity = support_gravity;
|
||||
newLinearDamp = currentArea->get_spOv_linearDamp();
|
||||
newAngularDamp = currentArea->get_spOv_angularDamp();
|
||||
countCombined = 1;
|
||||
goto endAreasCycle;
|
||||
stopped = true;
|
||||
break;
|
||||
case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE:
|
||||
/// This area replaces any gravity/damp calculated so far, but keeps
|
||||
/// calculating the rest of the areas, down to the default one.
|
||||
newGravity = support_gravity;
|
||||
newLinearDamp = currentArea->get_spOv_linearDamp();
|
||||
newAngularDamp = currentArea->get_spOv_angularDamp();
|
||||
countCombined = 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
endAreasCycle:
|
||||
|
||||
if (1 < countCombined) {
|
||||
newGravity /= countCombined;
|
||||
newLinearDamp /= countCombined;
|
||||
newAngularDamp /= countCombined;
|
||||
// Add default gravity and damping from space.
|
||||
if (!stopped) {
|
||||
newGravity += space->get_gravity_direction() * space->get_gravity_magnitude();
|
||||
newLinearDamp += space->get_linear_damp();
|
||||
newAngularDamp += space->get_angular_damp();
|
||||
}
|
||||
|
||||
btVector3 newBtGravity;
|
||||
|
|
|
@ -342,6 +342,8 @@ SpaceBullet::SpaceBullet() :
|
|||
godotFilterCallback(nullptr),
|
||||
gravityDirection(0, -1, 0),
|
||||
gravityMagnitude(10),
|
||||
linear_damp(0.0),
|
||||
angular_damp(0.0),
|
||||
contactDebugCount(0),
|
||||
delta_time(0.) {
|
||||
|
||||
|
@ -379,8 +381,11 @@ void SpaceBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Varian
|
|||
update_gravity();
|
||||
break;
|
||||
case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
|
||||
linear_damp = p_value;
|
||||
break;
|
||||
case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
|
||||
break; // No damp
|
||||
angular_damp = p_value;
|
||||
break;
|
||||
case PhysicsServer3D::AREA_PARAM_PRIORITY:
|
||||
// Priority is always 0, the lower
|
||||
break;
|
||||
|
@ -401,8 +406,9 @@ Variant SpaceBullet::get_param(PhysicsServer3D::AreaParameter p_param) {
|
|||
case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
|
||||
return gravityDirection;
|
||||
case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
|
||||
return linear_damp;
|
||||
case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
|
||||
return 0; // No damp
|
||||
return angular_damp;
|
||||
case PhysicsServer3D::AREA_PARAM_PRIORITY:
|
||||
return 0; // Priority is always 0, the lower
|
||||
case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
|
||||
|
|
|
@ -108,6 +108,9 @@ class SpaceBullet : public RIDBullet {
|
|||
Vector3 gravityDirection;
|
||||
real_t gravityMagnitude;
|
||||
|
||||
real_t linear_damp;
|
||||
real_t angular_damp;
|
||||
|
||||
Vector<AreaBullet *> areas;
|
||||
|
||||
Vector<Vector3> contactDebug;
|
||||
|
@ -177,6 +180,9 @@ public:
|
|||
|
||||
void update_gravity();
|
||||
|
||||
real_t get_linear_damp() const { return linear_damp; }
|
||||
real_t get_angular_damp() const { return angular_damp; }
|
||||
|
||||
bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes);
|
||||
int test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, float p_margin);
|
||||
|
||||
|
|
Loading…
Reference in a new issue