Areas now calculate their dampenings the same way as their gravity.

This commit is contained in:
Ovnuniarchos 2015-12-08 18:44:29 +01:00
parent ecad3a285f
commit 43b2c9c7a4
4 changed files with 31 additions and 20 deletions

View file

@ -382,7 +382,7 @@ void BodySW::set_space(SpaceSW *p_space){
}
void BodySW::_compute_area_gravity(const AreaSW *p_area) {
void BodySW::_compute_area_gravity_and_dampenings(const AreaSW *p_area) {
if (p_area->is_gravity_point()) {
if(p_area->get_gravity_distance_scale() > 0) {
@ -394,6 +394,9 @@ void BodySW::_compute_area_gravity(const AreaSW *p_area) {
} else {
gravity += p_area->get_gravity_vector() * p_area->get_gravity();
}
area_linear_damp += p_area->get_linear_damp();
area_angular_damp += p_area->get_angular_damp();
}
void BodySW::integrate_forces(real_t p_step) {
@ -409,13 +412,15 @@ void BodySW::integrate_forces(real_t p_step) {
int ac = areas.size();
bool replace = false;
gravity=Vector3(0,0,0);
gravity = Vector3(0,0,0);
area_linear_damp = 0;
area_angular_damp = 0;
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
damp_area = aa[ac-1].area;
for(int i=ac-1;i>=0;i--) {
_compute_area_gravity(aa[i].area);
_compute_area_gravity_and_dampenings(aa[i].area);
if (aa[i].area->get_space_override_mode() == PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE) {
replace = true;
break;
@ -424,20 +429,21 @@ void BodySW::integrate_forces(real_t p_step) {
}
if( !replace ) {
_compute_area_gravity(def_area);
_compute_area_gravity_and_dampenings(def_area);
}
gravity*=gravity_scale;
// If less than 0, override dampenings with that of the Body
if (angular_damp>=0)
area_angular_damp=angular_damp;
else
area_angular_damp=damp_area->get_angular_damp();
//else
// area_angular_damp=damp_area->get_angular_damp();
if (linear_damp>=0)
area_linear_damp=linear_damp;
else
area_linear_damp=damp_area->get_linear_damp();
//else
// area_linear_damp=damp_area->get_linear_damp();
Vector3 motion;

View file

@ -130,7 +130,7 @@ class BodySW : public CollisionObjectSW {
BodySW *island_next;
BodySW *island_list_next;
_FORCE_INLINE_ void _compute_area_gravity(const AreaSW *p_area);
_FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const AreaSW *p_area);
_FORCE_INLINE_ void _update_inertia_tensor();

View file

@ -380,7 +380,7 @@ void Body2DSW::set_space(Space2DSW *p_space){
}
void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) {
if (p_area->is_gravity_point()) {
if(p_area->get_gravity_distance_scale() > 0) {
@ -393,6 +393,8 @@ void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
gravity += p_area->get_gravity_vector() * p_area->get_gravity();
}
area_linear_damp += p_area->get_linear_damp();
area_angular_damp += p_area->get_angular_damp();
}
void Body2DSW::integrate_forces(real_t p_step) {
@ -406,13 +408,15 @@ void Body2DSW::integrate_forces(real_t p_step) {
int ac = areas.size();
bool replace = false;
gravity=Vector2(0,0);
gravity = Vector2(0,0);
area_angular_damp = 0;
area_linear_damp = 0;
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
damp_area = aa[ac-1].area;
for(int i=ac-1;i>=0;i--) {
_compute_area_gravity(aa[i].area);
_compute_area_gravity_and_dampenings(aa[i].area);
if (aa[i].area->get_space_override_mode() == Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE) {
replace = true;
break;
@ -420,19 +424,20 @@ void Body2DSW::integrate_forces(real_t p_step) {
}
}
if( !replace ) {
_compute_area_gravity(def_area);
_compute_area_gravity_and_dampenings(def_area);
}
gravity*=gravity_scale;
// If less than 0, override dampenings with that of the Body2D
if (angular_damp>=0)
area_angular_damp=angular_damp;
else
area_angular_damp=damp_area->get_angular_damp();
area_angular_damp = angular_damp;
//else
// area_angular_damp=damp_area->get_angular_damp();
if (linear_damp>=0)
area_linear_damp=linear_damp;
else
area_linear_damp=damp_area->get_linear_damp();
area_linear_damp = linear_damp;
//else
// area_linear_damp=damp_area->get_linear_damp();
Vector2 motion;
bool do_motion=false;

View file

@ -132,7 +132,7 @@ class Body2DSW : public CollisionObject2DSW {
Body2DSW *island_next;
Body2DSW *island_list_next;
_FORCE_INLINE_ void _compute_area_gravity(const Area2DSW *p_area);
_FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area2DSW *p_area);
friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose