diff options
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/particles.cpp | 4 | ||||
-rw-r--r-- | scene/3d/vehicle_body.cpp | 12 | ||||
-rw-r--r-- | scene/3d/vehicle_body.h | 2 |
3 files changed, 11 insertions, 7 deletions
diff --git a/scene/3d/particles.cpp b/scene/3d/particles.cpp index 8617bbc2f6..693b416f6d 100644 --- a/scene/3d/particles.cpp +++ b/scene/3d/particles.cpp @@ -849,9 +849,9 @@ void ParticlesMaterial::_update_shader() { code += " vec4(1.250, -1.050, -0.203, 0.0),\n"; code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n"; if (color_ramp.is_valid()) { - code += " COLOR = textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0) * hue_rot_mat;\n"; + code += " COLOR = hue_rot_mat * textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0);\n"; } else { - code += " COLOR = color_value * hue_rot_mat;\n"; + code += " COLOR = hue_rot_mat * color_value;\n"; } if (emission_color_texture.is_valid() && emission_shape >= EMISSION_SHAPE_POINTS) { code += " COLOR*= texelFetch(emission_texture_color,emission_tex_ofs,0);\n"; diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp index ed3bde9504..b72665aa2b 100644 --- a/scene/3d/vehicle_body.cpp +++ b/scene/3d/vehicle_body.cpp @@ -524,7 +524,7 @@ void VehicleBody::_update_suspension(PhysicsDirectBodyState *s) { //bilateral constraint between two dynamic objects void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, - PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse) { + PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, real_t p_rollInfluence) { real_t normalLenSqr = normal.length_squared(); //ERR_FAIL_COND( normalLenSqr < real_t(1.1)); @@ -582,8 +582,12 @@ void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vec rel_vel = normal.dot(vel); - //TODO: move this into proper structure - real_t contactDamping = real_t(0.4); + // !BAS! We had this set to 0.4, in bullet its 0.2 + // real_t contactDamping = real_t(0.2); + + // !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); @@ -704,7 +708,7 @@ void VehicleBody::_update_friction(PhysicsDirectBodyState *s) { _resolve_single_bilateral(s, wheelInfo.m_raycastInfo.m_contactPointWS, wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS, - m_axle[i], m_sideImpulse[i]); + m_axle[i], m_sideImpulse[i], wheelInfo.m_rollInfluence); m_sideImpulse[i] *= sideFrictionStiffness2; } diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h index 7810a42e8a..1ac3693cc4 100644 --- a/scene/3d/vehicle_body.h +++ b/scene/3d/vehicle_body.h @@ -168,7 +168,7 @@ class VehicleBody : public RigidBody { btVehicleWheelContactPoint(PhysicsDirectBodyState *s, PhysicsBody *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse); }; - void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse); + void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, real_t p_rollInfluence); real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint); void _update_friction(PhysicsDirectBodyState *s); |