Merge pull request #19169 from BastiaanOlij/fix_zero_roll_influence

Check for 0 roll influence
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Rémi Verschelde 2018-05-26 07:58:03 +02:00 committed by GitHub
commit a71b0830ab
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@ -583,11 +583,14 @@ void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vec
rel_vel = normal.dot(vel);
// !BAS! We had this set to 0.4, in bullet its 0.2
// real_t contactDamping = real_t(0.2);
real_t contactDamping = real_t(0.2);
if (p_rollInfluence > 0.0) {
// !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based
// keeping in mind our anti roll factor if it is set
contactDamping = s->get_step() / p_rollInfluence;
}
// !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based
// keeping in mind our anti roll factor
real_t contactDamping = s->get_step() / p_rollInfluence;
#define ONLY_USE_LINEAR_MASS
#ifdef ONLY_USE_LINEAR_MASS
real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass);