diff options
Diffstat (limited to 'servers/physics_2d')
-rw-r--r-- | servers/physics_2d/area_2d_sw.cpp | 9 | ||||
-rw-r--r-- | servers/physics_2d/area_2d_sw.h | 10 | ||||
-rw-r--r-- | servers/physics_2d/body_2d_sw.cpp | 46 | ||||
-rw-r--r-- | servers/physics_2d/body_2d_sw.h | 23 | ||||
-rw-r--r-- | servers/physics_2d/body_pair_2d_sw.cpp | 2 | ||||
-rw-r--r-- | servers/physics_2d/physics_2d_server_sw.cpp | 46 | ||||
-rw-r--r-- | servers/physics_2d/physics_2d_server_sw.h | 9 | ||||
-rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 86 | ||||
-rw-r--r-- | servers/physics_2d/space_2d_sw.h | 3 |
9 files changed, 211 insertions, 23 deletions
diff --git a/servers/physics_2d/area_2d_sw.cpp b/servers/physics_2d/area_2d_sw.cpp index 8be583c235..2e911288ae 100644 --- a/servers/physics_2d/area_2d_sw.cpp +++ b/servers/physics_2d/area_2d_sw.cpp @@ -99,7 +99,8 @@ void Area2DSW::set_param(Physics2DServer::AreaParameter p_param, const Variant& case Physics2DServer::AREA_PARAM_GRAVITY_VECTOR: gravity_vector=p_value; ; break; case Physics2DServer::AREA_PARAM_GRAVITY_IS_POINT: gravity_is_point=p_value; ; break; case Physics2DServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: point_attenuation=p_value; ; break; - case Physics2DServer::AREA_PARAM_DENSITY: density=p_value; ; break; + case Physics2DServer::AREA_PARAM_LINEAR_DAMP: linear_damp=p_value; ; break; + case Physics2DServer::AREA_PARAM_ANGULAR_DAMP: angular_damp=p_value; ; break; case Physics2DServer::AREA_PARAM_PRIORITY: priority=p_value; ; break; } @@ -114,7 +115,8 @@ Variant Area2DSW::get_param(Physics2DServer::AreaParameter p_param) const { case Physics2DServer::AREA_PARAM_GRAVITY_VECTOR: return gravity_vector; case Physics2DServer::AREA_PARAM_GRAVITY_IS_POINT: return gravity_is_point; case Physics2DServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: return point_attenuation; - case Physics2DServer::AREA_PARAM_DENSITY: return density; + case Physics2DServer::AREA_PARAM_LINEAR_DAMP: return linear_damp; + case Physics2DServer::AREA_PARAM_ANGULAR_DAMP: return angular_damp; case Physics2DServer::AREA_PARAM_PRIORITY: return priority; } @@ -181,7 +183,8 @@ Area2DSW::Area2DSW() : CollisionObject2DSW(TYPE_AREA), monitor_query_list(this), gravity_is_point=false; point_attenuation=1; - density=0.1; + angular_damp=1.0; + linear_damp=0.1; priority=0; monitor_callback_id=0; diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/area_2d_sw.h index 0eda1050fa..d94b2f9ccf 100644 --- a/servers/physics_2d/area_2d_sw.h +++ b/servers/physics_2d/area_2d_sw.h @@ -47,7 +47,8 @@ class Area2DSW : public CollisionObject2DSW{ Vector2 gravity_vector; bool gravity_is_point; float point_attenuation; - float density; + float linear_damp; + float angular_damp; int priority; ObjectID monitor_callback_id; @@ -128,8 +129,11 @@ public: _FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; } _FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; } - _FORCE_INLINE_ void set_density(float p_density) { density=p_density; } - _FORCE_INLINE_ float get_density() const { return density; } + _FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; } + _FORCE_INLINE_ float get_linear_damp() const { return linear_damp; } + + _FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; } + _FORCE_INLINE_ float get_angular_damp() const { return angular_damp; } _FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; } _FORCE_INLINE_ int get_priority() const { return priority; } diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp index 591bf046ef..1cfe9a6ab9 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/body_2d_sw.cpp @@ -156,6 +156,17 @@ void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value) _update_inertia(); } break; + case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: { + gravity_scale=p_value; + } break; + case Physics2DServer::BODY_PARAM_LINEAR_DAMP: { + + linear_damp=p_value; + } break; + case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: { + + angular_damp=p_value; + } break; default:{} } } @@ -174,6 +185,17 @@ float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const { case Physics2DServer::BODY_PARAM_MASS: { return mass; } break; + case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: { + return gravity_scale; + } break; + case Physics2DServer::BODY_PARAM_LINEAR_DAMP: { + + return linear_damp; + } break; + case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: { + + return angular_damp; + } break; default:{} } @@ -362,6 +384,8 @@ void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) { } else { gravity = p_area->get_gravity_vector() * p_area->get_gravity(); } + + gravity*=gravity_scale; } void Body2DSW::integrate_forces(real_t p_step) { @@ -385,7 +409,16 @@ void Body2DSW::integrate_forces(real_t p_step) { } _compute_area_gravity(current_area); - density=current_area->get_density(); + + if (angular_damp>=0) + area_angular_damp=angular_damp; + else + area_angular_damp=current_area->get_angular_damp(); + + if (linear_damp>=0) + area_linear_damp=linear_damp; + else + area_linear_damp=current_area->get_linear_damp(); Vector2 motion; bool do_motion=false; @@ -414,12 +447,12 @@ void Body2DSW::integrate_forces(real_t p_step) { force+=applied_force; real_t torque=applied_torque; - real_t damp = 1.0 - p_step * density; + real_t damp = 1.0 - p_step * area_linear_damp; if (damp<0) // reached zero in the given time damp=0; - real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio(); + real_t angular_damp = 1.0 - p_step * area_angular_damp; if (angular_damp<0) // reached zero in the given time angular_damp=0; @@ -608,8 +641,13 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti island_list_next=NULL; _set_static(false); first_time_kinematic=false; - density=0; + linear_damp=-1; + angular_damp=-1; + area_angular_damp=0; + area_linear_damp=0; contact_count=0; + gravity_scale=1.0; + one_way_collision_max_depth=0.1; still_time=0; continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED; diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h index 789fb1cfee..3b87be2737 100644 --- a/servers/physics_2d/body_2d_sw.h +++ b/servers/physics_2d/body_2d_sw.h @@ -47,6 +47,10 @@ class Body2DSW : public CollisionObject2DSW { Vector2 linear_velocity; real_t angular_velocity; + real_t linear_damp; + real_t angular_damp; + real_t gravity_scale; + real_t mass; real_t bounce; real_t friction; @@ -55,13 +59,17 @@ class Body2DSW : public CollisionObject2DSW { real_t _inv_inertia; Vector2 gravity; - real_t density; + real_t area_linear_damp; + real_t area_angular_damp; real_t still_time; Vector2 applied_force; real_t applied_torque; + Vector2 one_way_collision_direction; + float one_way_collision_max_depth; + SelfList<Body2DSW> active_list; SelfList<Body2DSW> inertia_update_list; @@ -211,6 +219,12 @@ public: _FORCE_INLINE_ void set_continuous_collision_detection_mode(Physics2DServer::CCDMode p_mode) { continuous_cd_mode=p_mode; } _FORCE_INLINE_ Physics2DServer::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; } + void set_one_way_collision_direction(const Vector2& p_dir) { one_way_collision_direction=p_dir; } + Vector2 get_one_way_collision_direction() const { return one_way_collision_direction; } + + void set_one_way_collision_max_depth(float p_depth) { one_way_collision_max_depth=p_depth; } + float get_one_way_collision_max_depth() const { return one_way_collision_max_depth; } + void set_space(Space2DSW *p_space); void update_inertias(); @@ -219,8 +233,10 @@ public: _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; } _FORCE_INLINE_ real_t get_friction() const { return friction; } _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; } - _FORCE_INLINE_ real_t get_density() const { return density; } _FORCE_INLINE_ real_t get_bounce() const { return bounce; } + _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } + _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; } + void integrate_forces(real_t p_step); void integrate_velocities(real_t p_step); @@ -306,7 +322,8 @@ public: real_t step; virtual Vector2 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area - virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area + virtual float get_total_angular_damp() const { return body->get_angular_damp(); } // get density of this body space/area + virtual float get_total_linear_damp() const { return body->get_linear_damp(); } // get density of this body space/area virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp index 9abdd01791..c4d6abe5ac 100644 --- a/servers/physics_2d/body_pair_2d_sw.cpp +++ b/servers/physics_2d/body_pair_2d_sw.cpp @@ -190,7 +190,7 @@ bool BodyPair2DSW::_test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Mat p_A->get_shape(p_shape_A)->project_rangev(mnormal,p_xform_A,min,max); bool fast_object = mlen > (max-min)*0.3; //going too fast in that direction - if (fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis + if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis return false; } diff --git a/servers/physics_2d/physics_2d_server_sw.cpp b/servers/physics_2d/physics_2d_server_sw.cpp index ab85f5e1d6..be49955055 100644 --- a/servers/physics_2d/physics_2d_server_sw.cpp +++ b/servers/physics_2d/physics_2d_server_sw.cpp @@ -138,6 +138,21 @@ void Physics2DServerSW::_shape_col_cbk(const Vector2& p_point_A,const Vector2& p if (cbk->max==0) return; + if (cbk->valid_dir!=Vector2()) { + if (p_point_A.distance_squared_to(p_point_B)>cbk->valid_depth*cbk->valid_depth) { + return; + } + if (cbk->valid_dir.dot((p_point_A-p_point_B).normalized())<0.7071) { +/* print_line("A: "+p_point_A); + print_line("B: "+p_point_B); + print_line("discard too angled "+rtos(cbk->valid_dir.dot((p_point_A-p_point_B)))); + print_line("resnorm: "+(p_point_A-p_point_B).normalized()); + print_line("distance: "+rtos(p_point_A.distance_to(p_point_B))); +*/ + return; + } + } + if (cbk->amount == cbk->max) { //find least deep float min_depth=1e20; @@ -860,6 +875,37 @@ int Physics2DServerSW::body_get_max_contacts_reported(RID p_body) const { return body->get_max_contacts_reported(); } +void Physics2DServerSW::body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction) { + + Body2DSW *body = body_owner.get(p_body); + ERR_FAIL_COND(!body); + body->set_one_way_collision_direction(p_direction); +} + +Vector2 Physics2DServerSW::body_get_one_way_collision_direction(RID p_body) const{ + + Body2DSW *body = body_owner.get(p_body); + ERR_FAIL_COND_V(!body,Vector2()); + return body->get_one_way_collision_direction(); + +} + +void Physics2DServerSW::body_set_one_way_collision_max_depth(RID p_body,float p_max_depth) { + + Body2DSW *body = body_owner.get(p_body); + ERR_FAIL_COND(!body); + body->set_one_way_collision_max_depth(p_max_depth); + +} + +float Physics2DServerSW::body_get_one_way_collision_max_depth(RID p_body) const { + + Body2DSW *body = body_owner.get(p_body); + ERR_FAIL_COND_V(!body,0); + return body->get_one_way_collision_max_depth(); + +} + void Physics2DServerSW::body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata) { diff --git a/servers/physics_2d/physics_2d_server_sw.h b/servers/physics_2d/physics_2d_server_sw.h index 9edd4eee11..e9c499aaff 100644 --- a/servers/physics_2d/physics_2d_server_sw.h +++ b/servers/physics_2d/physics_2d_server_sw.h @@ -71,6 +71,8 @@ public: struct CollCbkData { + Vector2 valid_dir; + float valid_depth; int max; int amount; Vector2 *ptr; @@ -205,6 +207,13 @@ public: virtual void body_set_max_contacts_reported(RID p_body, int p_contacts); virtual int body_get_max_contacts_reported(RID p_body) const; + virtual void body_set_one_way_collision_direction(RID p_body,const Vector2& p_direction); + virtual Vector2 body_get_one_way_collision_direction(RID p_body) const; + + virtual void body_set_one_way_collision_max_depth(RID p_body,float p_max_depth); + virtual float body_get_one_way_collision_max_depth(RID p_body) const; + + virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant()); virtual bool body_collide_shape(RID p_body, int p_body_shape,RID p_shape, const Matrix32& p_shape_xform,const Vector2& p_motion,Vector2 *r_results,int p_result_max,int &r_result_count); diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index b642242d02..f2ed74ffbf 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -98,7 +98,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2& p_from, const Vec if (shape->intersect_segment(local_from,local_to,shape_point,shape_normal)) { - //print_line("inters sgment!"); + Matrix32 xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); shape_point=xform.xform(shape_point); @@ -217,6 +217,16 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32 int shape_idx=space->intersection_query_subindex_results[i]; + /*if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + if (body->get_one_way_collision_direction()!=Vector2() && p_motion.dot(body->get_one_way_collision_direction())<=CMP_EPSILON) { + print_line("failed in motion dir"); + continue; + } + }*/ + + Matrix32 col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); //test initial overlap, does it collide if going all the way? if (!CollisionSolver2DSW::solve(shape,p_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) { @@ -227,6 +237,14 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32 //test initial overlap if (CollisionSolver2DSW::solve(shape,p_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,p_margin)) { + if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + //if one way collision direction ignore initial overlap + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + if (body->get_one_way_collision_direction()!=Vector2()) { + continue; + } + } + return false; } @@ -253,6 +271,29 @@ bool Physics2DDirectSpaceStateSW::cast_motion(const RID& p_shape, const Matrix32 } } + if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + if (body->get_one_way_collision_direction()!=Vector2()) { + + Vector2 cd[2]; + Physics2DServerSW::CollCbkData cbk; + cbk.max=1; + cbk.amount=0; + cbk.ptr=cd; + cbk.valid_dir=body->get_one_way_collision_direction(); + cbk.valid_depth=body->get_one_way_collision_max_depth(); + + Vector2 sep=mnormal; //important optimization for this to work fast enough + bool collided = CollisionSolver2DSW::solve(shape,p_xform,p_motion*(hi+space->contact_max_allowed_penetration),col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),Physics2DServerSW::_shape_col_cbk,&cbk,&sep,p_margin); + if (!collided || cbk.amount==0) { + continue; + } + + } + } + + if (low<best_safe) { best_safe=low; best_unsafe=hi; @@ -311,14 +352,23 @@ bool Physics2DDirectSpaceStateSW::collide_shape(RID p_shape, const Matrix32& p_s if (p_exclude.has( col_obj->get_self() )) continue; - + if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + cbk.valid_dir=body->get_one_way_collision_direction(); + cbk.valid_depth=body->get_one_way_collision_max_depth(); + } else { + cbk.valid_dir=Vector2(); + cbk.valid_depth=0; + } if (CollisionSolver2DSW::solve(shape,p_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),cbkres,cbkptr,NULL,p_margin)) { - collided=true; + collided=p_result_max==0 || cbk.amount>0; } } + r_result_count=cbk.amount; return collided; @@ -334,6 +384,8 @@ struct _RestCallbackData2D { Vector2 best_contact; Vector2 best_normal; float best_len; + Vector2 valid_dir; + float valid_depth; }; static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,void *p_userdata) { @@ -341,11 +393,23 @@ static void _rest_cbk_result(const Vector2& p_point_A,const Vector2& p_point_B,v _RestCallbackData2D *rd=(_RestCallbackData2D*)p_userdata; + if (rd->valid_dir!=Vector2()) { + + if (rd->valid_dir!=Vector2()) { + if (p_point_A.distance_squared_to(p_point_B)>rd->valid_depth*rd->valid_depth) + return; + if (rd->valid_dir.dot((p_point_A-p_point_B).normalized())<Math_PI*0.25) + return; + } + + } + Vector2 contact_rel = p_point_B - p_point_A; float len = contact_rel.length(); if (len <= rd->best_len) return; + rd->best_len=len; rd->best_contact=p_point_B; rd->best_normal=contact_rel/len; @@ -385,6 +449,17 @@ bool Physics2DDirectSpaceStateSW::rest_info(RID p_shape, const Matrix32& p_shape if (p_exclude.has( col_obj->get_self() )) continue; + if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) { + + const Body2DSW *body=static_cast<const Body2DSW*>(col_obj); + rcd.valid_dir=body->get_one_way_collision_direction(); + rcd.valid_depth=body->get_one_way_collision_max_depth(); + } else { + rcd.valid_dir=Vector2(); + rcd.valid_depth=0; + } + + rcd.object=col_obj; rcd.shape=shape_idx; bool sc = CollisionSolver2DSW::solve(shape,p_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2() ,_rest_cbk_result,&rcd,NULL,p_margin); @@ -606,8 +681,7 @@ void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_valu case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration=p_value; break; case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: body_linear_velocity_sleep_treshold=p_value; break; case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: body_angular_velocity_sleep_treshold=p_value; break; - case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep=p_value; break; - case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: body_angular_velocity_damp_ratio=p_value; break; + case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep=p_value; break; case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias=p_value; break; } } @@ -622,7 +696,6 @@ real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const { case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: return body_linear_velocity_sleep_treshold; case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: return body_angular_velocity_sleep_treshold; case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep; - case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: return body_angular_velocity_damp_ratio; case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias; } return 0; @@ -664,7 +737,6 @@ Space2DSW::Space2DSW() { body_linear_velocity_sleep_treshold=0.01; body_angular_velocity_sleep_treshold=(8.0 / 180.0 * Math_PI); body_time_to_sleep=0.5; - body_angular_velocity_damp_ratio=15; broadphase = BroadPhase2DSW::create_func(); diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h index c638a0c45b..7977b19063 100644 --- a/servers/physics_2d/space_2d_sw.h +++ b/servers/physics_2d/space_2d_sw.h @@ -93,7 +93,6 @@ class Space2DSW { float body_linear_velocity_sleep_treshold; float body_angular_velocity_sleep_treshold; float body_time_to_sleep; - float body_angular_velocity_damp_ratio; bool locked; @@ -142,7 +141,7 @@ public: _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_treshold() const { return body_linear_velocity_sleep_treshold; } _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_treshold() const { return body_angular_velocity_sleep_treshold; } _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; } - _FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; } + void update(); |