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Diffstat (limited to 'servers/physics_2d/body_2d_sw.cpp')
-rw-r--r--servers/physics_2d/body_2d_sw.cpp52
1 files changed, 34 insertions, 18 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index 06d466ace8..38835c9a82 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -275,10 +275,13 @@ void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_va
Matrix32 t = p_variant;
t.orthonormalize();
new_transform=get_transform(); //used as old to compute motion
+ if (t==new_transform)
+ break;
_set_transform(t);
_set_inv_transform(get_transform().inverse());
}
+ wakeup();
} break;
case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
@@ -286,12 +289,14 @@ void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_va
//if (mode==Physics2DServer::BODY_MODE_STATIC)
// break;
linear_velocity=p_variant;
+ wakeup();
} break;
case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
//if (mode!=Physics2DServer::BODY_MODE_RIGID)
// break;
angular_velocity=p_variant;
+ wakeup();
} break;
case Physics2DServer::BODY_STATE_SLEEPING: {
@@ -378,14 +383,16 @@ void Body2DSW::set_space(Space2DSW *p_space){
void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
if (p_area->is_gravity_point()) {
-
- gravity = (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
-
+ if(p_area->get_gravity_distance_scale() > 0) {
+ Vector2 v = p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin();
+ gravity += v.normalized() * (p_area->get_gravity() / Math::pow(v.length() * p_area->get_gravity_distance_scale()+1, 2) );
+ } else {
+ gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
+ }
} else {
- gravity = p_area->get_gravity_vector() * p_area->get_gravity();
+ gravity += p_area->get_gravity_vector() * p_area->get_gravity();
}
- gravity*=gravity_scale;
}
void Body2DSW::integrate_forces(real_t p_step) {
@@ -393,32 +400,39 @@ void Body2DSW::integrate_forces(real_t p_step) {
if (mode==Physics2DServer::BODY_MODE_STATIC)
return;
- Area2DSW *current_area = get_space()->get_default_area();
- ERR_FAIL_COND(!current_area);
+ Area2DSW *def_area = get_space()->get_default_area();
+ Area2DSW *damp_area = def_area;
+ ERR_FAIL_COND(!def_area);
- int prio = current_area->get_priority();
int ac = areas.size();
+ bool replace = false;
+ gravity=Vector2(0,0);
if (ac) {
+ areas.sort();
const AreaCMP *aa = &areas[0];
- for(int i=0;i<ac;i++) {
- if (aa[i].area->get_priority() > prio) {
- current_area=aa[i].area;
- prio=current_area->get_priority();
+ 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() == Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE) {
+ replace = true;
+ break;
}
}
}
-
- _compute_area_gravity(current_area);
+ if( !replace ) {
+ _compute_area_gravity(def_area);
+ }
+ gravity*=gravity_scale;
if (angular_damp>=0)
area_angular_damp=angular_damp;
else
- area_angular_damp=current_area->get_angular_damp();
+ area_angular_damp=damp_area->get_angular_damp();
if (linear_damp>=0)
area_linear_damp=linear_damp;
else
- area_linear_damp=current_area->get_linear_damp();
+ area_linear_damp=damp_area->get_linear_damp();
Vector2 motion;
bool do_motion=false;
@@ -482,7 +496,8 @@ void Body2DSW::integrate_forces(real_t p_step) {
_update_shapes_with_motion(motion);
}
- current_area=NULL; // clear the area, so it is set in the next frame
+ damp_area=NULL; // clear the area, so it is set in the next frame
+ def_area=NULL; // clear the area, so it is set in the next frame
contact_count=0;
}
@@ -647,6 +662,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
area_linear_damp=0;
contact_count=0;
gravity_scale=1.0;
+ using_one_way_cache=false;
one_way_collision_max_depth=0.1;
still_time=0;