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-rw-r--r--servers/physics_3d/body_3d_sw.cpp39
1 files changed, 21 insertions, 18 deletions
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp
index d1f16cb4ae..64ba0cb09d 100644
--- a/servers/physics_3d/body_3d_sw.cpp
+++ b/servers/physics_3d/body_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -51,18 +51,18 @@ void Body3DSW::_update_transform_dependant() {
}
void Body3DSW::update_inertias() {
- //update shapes and motions
+ // Update shapes and motions.
switch (mode) {
case PhysicsServer3D::BODY_MODE_RIGID: {
- //update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
+ // Update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
real_t total_area = 0;
for (int i = 0; i < get_shape_count(); i++) {
total_area += get_shape_area(i);
}
- // We have to recompute the center of mass
+ // We have to recompute the center of mass.
center_of_mass_local.zero();
for (int i = 0; i < get_shape_count(); i++) {
@@ -70,21 +70,24 @@ void Body3DSW::update_inertias() {
real_t mass = area * this->mass / total_area;
- // NOTE: we assume that the shape origin is also its center of mass
+ // NOTE: we assume that the shape origin is also its center of mass.
center_of_mass_local += mass * get_shape_transform(i).origin;
}
center_of_mass_local /= mass;
- // Recompute the inertia tensor
+ // Recompute the inertia tensor.
Basis inertia_tensor;
inertia_tensor.set_zero();
+ bool inertia_set = false;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
continue;
}
+ inertia_set = true;
+
const Shape3DSW *shape = get_shape(i);
real_t area = get_shape_area(i);
@@ -102,7 +105,12 @@ void Body3DSW::update_inertias() {
inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
}
- // Compute the principal axes of inertia
+ // Set the inertia to a valid value when there are no valid shapes.
+ if (!inertia_set) {
+ inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0));
+ }
+
+ // Compute the principal axes of inertia.
principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
_inv_inertia = inertia_tensor.get_main_diagonal().inverse();
@@ -493,20 +501,18 @@ void Body3DSW::integrate_forces(real_t p_step) {
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
//compute motion, angular and etc. velocities from prev transform
- linear_velocity = (new_transform.origin - get_transform().origin) / p_step;
+ motion = new_transform.origin - get_transform().origin;
+ do_motion = true;
+ linear_velocity = motion / p_step;
//compute a FAKE angular velocity, not so easy
- Basis rot = new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized();
+ Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
Vector3 axis;
real_t angle;
rot.get_axis_angle(axis, angle);
axis.normalize();
- angular_velocity = axis.normalized() * (angle / p_step);
-
- motion = new_transform.origin - get_transform().origin;
- do_motion = true;
-
+ angular_velocity = axis * (angle / p_step);
} else {
if (!omit_force_integration && !first_integration) {
//overridden by direct state query
@@ -628,7 +634,6 @@ void Body3DSW::integrate_velocities(real_t p_step) {
/*
void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
-
Transform inv_xform = p_xform.affine_inverse();
if (!get_space()) {
_set_transform(p_xform);
@@ -655,8 +660,6 @@ void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
get_space()->body_add_to_state_query_list(&direct_state_query_list);
simulated_motion=true;
_set_transform(p_xform);
-
-
}
*/