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authorOvnuniarchos <pujalte.jorge@gmail.com>2015-12-08 18:44:29 +0100
committerOvnuniarchos <pujalte.jorge@gmail.com>2015-12-08 18:45:14 +0100
commit43b2c9c7a43ef7cb2830698917cc0555de30947c (patch)
treed59ef689317e0e694d60c14df44d59ea7b4d9e66 /servers/physics
parentecad3a285feabecf44aeb52c94a0d3552933bba1 (diff)
Areas now calculate their dampenings the same way as their gravity.
Diffstat (limited to 'servers/physics')
-rw-r--r--servers/physics/body_sw.cpp22
-rw-r--r--servers/physics/body_sw.h2
2 files changed, 15 insertions, 9 deletions
diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp
index 8edbaf0b89..c66e73b430 100644
--- a/servers/physics/body_sw.cpp
+++ b/servers/physics/body_sw.cpp
@@ -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;
diff --git a/servers/physics/body_sw.h b/servers/physics/body_sw.h
index 66d814bfd1..4c4c7818c5 100644
--- a/servers/physics/body_sw.h
+++ b/servers/physics/body_sw.h
@@ -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();