diff options
Diffstat (limited to 'servers/physics/body_sw.cpp')
-rw-r--r-- | servers/physics/body_sw.cpp | 22 |
1 files changed, 14 insertions, 8 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; |