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-rw-r--r--servers/physics_2d/area_2d_sw.cpp9
-rw-r--r--servers/physics_2d/area_2d_sw.h10
-rw-r--r--servers/physics_2d/body_2d_sw.cpp45
-rw-r--r--servers/physics_2d/body_2d_sw.h14
-rw-r--r--servers/physics_2d/body_pair_2d_sw.cpp2
-rw-r--r--servers/physics_2d/space_2d_sw.cpp5
-rw-r--r--servers/physics_2d/space_2d_sw.h3
7 files changed, 68 insertions, 20 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..d93d4d5c35 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 +641,12 @@ 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;
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..5bd68ba976 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;
@@ -55,7 +59,8 @@ 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;
@@ -219,8 +224,10 @@ 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 +313,8 @@ 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/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index b642242d02..76069de9a0 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -606,8 +606,7 @@ 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 +621,6 @@ 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 +662,6 @@ 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();