diff options
Diffstat (limited to 'servers/physics_3d/body_3d_sw.cpp')
-rw-r--r-- | servers/physics_3d/body_3d_sw.cpp | 32 |
1 files changed, 19 insertions, 13 deletions
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp index 82356e77ef..64ba0cb09d 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/body_3d_sw.cpp @@ -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 |