diff options
author | Juan Linietsky <reduzio@gmail.com> | 2015-08-30 18:57:17 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2015-08-30 18:57:17 -0300 |
commit | 2d8866574dd2c06ac03e7055642b917a0a3c6dac (patch) | |
tree | e04effe8e78eba750951ad9350bc40369a97c189 /servers/physics | |
parent | cb6839c5c1a6ada31a2c00ffa4645fe81fca922f (diff) |
Added gravity scale, and linear/angular damp override to 3D physics.
Diffstat (limited to 'servers/physics')
-rw-r--r-- | servers/physics/area_sw.cpp | 9 | ||||
-rw-r--r-- | servers/physics/area_sw.h | 10 | ||||
-rw-r--r-- | servers/physics/body_sw.cpp | 53 | ||||
-rw-r--r-- | servers/physics/body_sw.h | 15 |
4 files changed, 71 insertions, 16 deletions
diff --git a/servers/physics/area_sw.cpp b/servers/physics/area_sw.cpp index 83be80f816..01dfdd633f 100644 --- a/servers/physics/area_sw.cpp +++ b/servers/physics/area_sw.cpp @@ -123,7 +123,8 @@ void AreaSW::set_param(PhysicsServer::AreaParameter p_param, const Variant& p_va case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT: gravity_is_point=p_value; ; break; case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE: gravity_distance_scale=p_value; ; break; case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: point_attenuation=p_value; ; break; - case PhysicsServer::AREA_PARAM_DENSITY: density=p_value; ; break; + case PhysicsServer::AREA_PARAM_LINEAR_DAMP: linear_damp=p_value; ; break; + case PhysicsServer::AREA_PARAM_ANGULAR_DAMP: angular_damp=p_value; ; break; case PhysicsServer::AREA_PARAM_PRIORITY: priority=p_value; ; break; } @@ -139,7 +140,8 @@ Variant AreaSW::get_param(PhysicsServer::AreaParameter p_param) const { case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT: return gravity_is_point; case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE: return gravity_distance_scale; case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: return point_attenuation; - case PhysicsServer::AREA_PARAM_DENSITY: return density; + case PhysicsServer::AREA_PARAM_LINEAR_DAMP: return linear_damp; + case PhysicsServer::AREA_PARAM_ANGULAR_DAMP: return angular_damp; case PhysicsServer::AREA_PARAM_PRIORITY: return priority; } @@ -248,7 +250,8 @@ AreaSW::AreaSW() : CollisionObjectSW(TYPE_AREA), monitor_query_list(this), move gravity_is_point=false; gravity_distance_scale=0; point_attenuation=1; - density=0.1; + angular_damp=1.0; + linear_damp=0.1; priority=0; set_ray_pickable(false); monitor_callback_id=0; diff --git a/servers/physics/area_sw.h b/servers/physics/area_sw.h index 26d6a177db..0c5295d42a 100644 --- a/servers/physics/area_sw.h +++ b/servers/physics/area_sw.h @@ -47,7 +47,8 @@ class AreaSW : public CollisionObjectSW{ bool gravity_is_point; float gravity_distance_scale; float point_attenuation; - float density; + float linear_damp; + float angular_damp; int priority; bool monitorable; @@ -145,8 +146,11 @@ public: _FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; } _FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; } - _FORCE_INLINE_ void set_density(float p_density) { density=p_density; } - _FORCE_INLINE_ float get_density() const { return density; } + _FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; } + _FORCE_INLINE_ float get_linear_damp() const { return linear_damp; } + + _FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; } + _FORCE_INLINE_ float get_angular_damp() const { return angular_damp; } _FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; } _FORCE_INLINE_ int get_priority() const { return priority; } diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp index 5a528ecf94..8edbaf0b89 100644 --- a/servers/physics/body_sw.cpp +++ b/servers/physics/body_sw.cpp @@ -159,6 +159,17 @@ void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) { _update_inertia(); } break; + case PhysicsServer::BODY_PARAM_GRAVITY_SCALE: { + gravity_scale=p_value; + } break; + case PhysicsServer::BODY_PARAM_LINEAR_DAMP: { + + linear_damp=p_value; + } break; + case PhysicsServer::BODY_PARAM_ANGULAR_DAMP: { + + angular_damp=p_value; + } break; default:{} } } @@ -177,6 +188,18 @@ float BodySW::get_param(PhysicsServer::BodyParameter p_param) const { case PhysicsServer::BODY_PARAM_MASS: { return mass; } break; + case PhysicsServer::BODY_PARAM_GRAVITY_SCALE: { + return gravity_scale; + } break; + case PhysicsServer::BODY_PARAM_LINEAR_DAMP: { + + return linear_damp; + } break; + case PhysicsServer::BODY_PARAM_ANGULAR_DAMP: { + + return angular_damp; + } break; + default:{} } @@ -380,6 +403,8 @@ void BodySW::integrate_forces(real_t p_step) { return; AreaSW *def_area = get_space()->get_default_area(); + AreaSW *damp_area = def_area; + ERR_FAIL_COND(!def_area); int ac = areas.size(); @@ -388,7 +413,7 @@ void BodySW::integrate_forces(real_t p_step) { if (ac) { areas.sort(); const AreaCMP *aa = &areas[0]; - density = aa[ac-1].area->get_density(); + damp_area = aa[ac-1].area; for(int i=ac-1;i>=0;i--) { _compute_area_gravity(aa[i].area); if (aa[i].area->get_space_override_mode() == PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE) { @@ -396,13 +421,25 @@ void BodySW::integrate_forces(real_t p_step) { break; } } - } else { - density=def_area->get_density(); } + if( !replace ) { _compute_area_gravity(def_area); } + gravity*=gravity_scale; + + if (angular_damp>=0) + 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(); + + Vector3 motion; bool do_motion=false; @@ -431,12 +468,12 @@ void BodySW::integrate_forces(real_t p_step) { force+=applied_force; Vector3 torque=applied_torque; - real_t damp = 1.0 - p_step * density; + real_t damp = 1.0 - p_step * area_linear_damp; if (damp<0) // reached zero in the given time damp=0; - real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio(); + real_t angular_damp = 1.0 - p_step * area_angular_damp; if (angular_damp<0) // reached zero in the given time angular_damp=0; @@ -695,8 +732,12 @@ BodySW::BodySW() : CollisionObjectSW(TYPE_BODY), active_list(this), inertia_upda island_list_next=NULL; first_time_kinematic=false; _set_static(false); - density=0; + contact_count=0; + gravity_scale=1.0; + + area_angular_damp=0; + area_linear_damp=0; still_time=0; continuous_cd=false; diff --git a/servers/physics/body_sw.h b/servers/physics/body_sw.h index 6491ba8f18..66d814bfd1 100644 --- a/servers/physics/body_sw.h +++ b/servers/physics/body_sw.h @@ -50,6 +50,10 @@ class BodySW : public CollisionObjectSW { real_t bounce; real_t friction; + real_t linear_damp; + real_t angular_damp; + real_t gravity_scale; + PhysicsServer::BodyAxisLock axis_lock; real_t _inv_mass; @@ -57,13 +61,16 @@ class BodySW : public CollisionObjectSW { Matrix3 _inv_inertia_tensor; Vector3 gravity; - real_t density; real_t still_time; Vector3 applied_force; Vector3 applied_torque; + float area_angular_damp; + float area_linear_damp; + + SelfList<BodySW> active_list; SelfList<BodySW> inertia_update_list; SelfList<BodySW> direct_state_query_list; @@ -233,7 +240,6 @@ public: _FORCE_INLINE_ Matrix3 get_inv_inertia_tensor() const { return _inv_inertia_tensor; } _FORCE_INLINE_ real_t get_friction() const { return friction; } _FORCE_INLINE_ Vector3 get_gravity() const { return gravity; } - _FORCE_INLINE_ real_t get_density() const { return density; } _FORCE_INLINE_ real_t get_bounce() const { return bounce; } _FORCE_INLINE_ void set_axis_lock(PhysicsServer::BodyAxisLock p_lock) { axis_lock=p_lock; } @@ -335,8 +341,9 @@ public: BodySW *body; real_t step; - virtual Vector3 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area - virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area + virtual Vector3 get_total_gravity() const { return body->gravity; } // get gravity vector working on this body space/area + virtual float get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area + virtual float get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass virtual Vector3 get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space |