diff options
Diffstat (limited to 'servers/physics_3d')
-rw-r--r-- | servers/physics_3d/body_3d_sw.cpp | 12 | ||||
-rw-r--r-- | servers/physics_3d/space_3d_sw.cpp | 19 |
2 files changed, 14 insertions, 17 deletions
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp index 9eff14bbeb..64ba0cb09d 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/body_3d_sw.cpp @@ -501,20 +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 diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp index c2110a7a44..2df824b320 100644 --- a/servers/physics_3d/space_3d_sw.cpp +++ b/servers/physics_3d/space_3d_sw.cpp @@ -336,7 +336,8 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor best_first = false; if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) { const Body3DSW *body = static_cast<const Body3DSW *>(col_obj); - r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - closest_B); + Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass()); + r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); } } } @@ -482,8 +483,8 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform &p_shap r_info->rid = rcd.best_object->get_self(); if (rcd.best_object->get_type() == CollisionObject3DSW::TYPE_BODY) { const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object); - r_info->linear_velocity = body->get_linear_velocity() + - (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos); + Vector3 rel_vec = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass()); + r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); } else { r_info->linear_velocity = Vector3(); @@ -690,10 +691,8 @@ int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_tra //result.collider_metadata = col_obj->get_shape_metadata(shape_idx); if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) { Body3DSW *body = (Body3DSW *)col_obj; - - Vector3 rel_vec = b - body->get_transform().get_origin(); - //result.collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); - result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rel_vec); // * mPos); + Vector3 rel_vec = b - (body->get_transform().origin + body->get_center_of_mass()); + result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); } } } @@ -1015,9 +1014,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons //r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape); const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object); - //Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin(); - // r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); - r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos); + + Vector3 rel_vec = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass()); + r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); r_result->motion = safe * p_motion; r_result->remainder = p_motion - safe * p_motion; |