summaryrefslogtreecommitdiff
path: root/servers/physics_2d
diff options
context:
space:
mode:
authorAaron Franke <arnfranke@yahoo.com>2023-01-29 18:11:41 -0600
committerAaron Franke <arnfranke@yahoo.com>2023-01-29 22:12:00 -0600
commit79215131b5215c8bf4269e3ac7573639a16295b7 (patch)
treeded3a4a7fd5c6bdbcb090cd150c7aed1ccb8fb2c /servers/physics_2d
parent866e2b95dcedfdc85a2aabe1753af11132bc7f63 (diff)
Replace Area gravity point distance scale with unit distance
Diffstat (limited to 'servers/physics_2d')
-rw-r--r--servers/physics_2d/godot_area_2d.cpp20
-rw-r--r--servers/physics_2d/godot_area_2d.h6
2 files changed, 13 insertions, 13 deletions
diff --git a/servers/physics_2d/godot_area_2d.cpp b/servers/physics_2d/godot_area_2d.cpp
index 5811e229a9..4d2148aa07 100644
--- a/servers/physics_2d/godot_area_2d.cpp
+++ b/servers/physics_2d/godot_area_2d.cpp
@@ -145,8 +145,8 @@ void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Varian
case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT:
gravity_is_point = p_value;
break;
- case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
- gravity_distance_scale = p_value;
+ case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE:
+ gravity_point_unit_distance = p_value;
break;
case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
_set_space_override_mode(linear_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value);
@@ -176,8 +176,8 @@ Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const {
return gravity_vector;
case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT:
return gravity_is_point;
- case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
- return gravity_distance_scale;
+ case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE:
+ return gravity_point_unit_distance;
case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
return linear_damping_override_mode;
case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP:
@@ -299,13 +299,13 @@ void GodotArea2D::call_queries() {
void GodotArea2D::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const {
if (is_gravity_point()) {
- const real_t gr_distance_scale = get_gravity_distance_scale();
+ const real_t gr_unit_dist = get_gravity_point_unit_distance();
Vector2 v = get_transform().xform(get_gravity_vector()) - p_position;
- if (gr_distance_scale > 0) {
- const real_t v_length = v.length();
- if (v_length > 0) {
- const real_t v_scaled = v_length * gr_distance_scale;
- r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled)));
+ if (gr_unit_dist > 0) {
+ const real_t v_length_sq = v.length_squared();
+ if (v_length_sq > 0) {
+ const real_t gravity_strength = get_gravity() * gr_unit_dist * gr_unit_dist / v_length_sq;
+ r_gravity = v.normalized() * gravity_strength;
} else {
r_gravity = Vector2();
}
diff --git a/servers/physics_2d/godot_area_2d.h b/servers/physics_2d/godot_area_2d.h
index 8860ba0a8f..234e4eb9a9 100644
--- a/servers/physics_2d/godot_area_2d.h
+++ b/servers/physics_2d/godot_area_2d.h
@@ -48,7 +48,7 @@ class GodotArea2D : public GodotCollisionObject2D {
real_t gravity = 9.80665;
Vector2 gravity_vector = Vector2(0, -1);
bool gravity_is_point = false;
- real_t gravity_distance_scale = 0.0;
+ real_t gravity_point_unit_distance = 0.0;
real_t linear_damp = 0.1;
real_t angular_damp = 1.0;
int priority = 0;
@@ -124,8 +124,8 @@ public:
_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; }
_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
- _FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; }
- _FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; }
+ _FORCE_INLINE_ void set_gravity_point_unit_distance(real_t scale) { gravity_point_unit_distance = scale; }
+ _FORCE_INLINE_ real_t get_gravity_point_unit_distance() const { return gravity_point_unit_distance; }
_FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; }
_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }