From 43b2c9c7a43ef7cb2830698917cc0555de30947c Mon Sep 17 00:00:00 2001 From: Ovnuniarchos Date: Tue, 8 Dec 2015 18:44:29 +0100 Subject: Areas now calculate their dampenings the same way as their gravity. --- servers/physics_2d/body_2d_sw.cpp | 25 +++++++++++++++---------- servers/physics_2d/body_2d_sw.h | 2 +- 2 files changed, 16 insertions(+), 11 deletions(-) (limited to 'servers/physics_2d') diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp index 3afbbe5455..d0c5cbc77b 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/body_2d_sw.cpp @@ -380,7 +380,7 @@ void Body2DSW::set_space(Space2DSW *p_space){ } -void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) { +void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) { if (p_area->is_gravity_point()) { if(p_area->get_gravity_distance_scale() > 0) { @@ -393,6 +393,8 @@ void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) { gravity += p_area->get_gravity_vector() * p_area->get_gravity(); } + area_linear_damp += p_area->get_linear_damp(); + area_angular_damp += p_area->get_angular_damp(); } void Body2DSW::integrate_forces(real_t p_step) { @@ -406,13 +408,15 @@ void Body2DSW::integrate_forces(real_t p_step) { int ac = areas.size(); bool replace = false; - gravity=Vector2(0,0); + gravity = Vector2(0,0); + area_angular_damp = 0; + area_linear_damp = 0; if (ac) { areas.sort(); const AreaCMP *aa = &areas[0]; damp_area = aa[ac-1].area; for(int i=ac-1;i>=0;i--) { - _compute_area_gravity(aa[i].area); + _compute_area_gravity_and_dampenings(aa[i].area); if (aa[i].area->get_space_override_mode() == Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE) { replace = true; break; @@ -420,19 +424,20 @@ void Body2DSW::integrate_forces(real_t p_step) { } } if( !replace ) { - _compute_area_gravity(def_area); + _compute_area_gravity_and_dampenings(def_area); } gravity*=gravity_scale; + // If less than 0, override dampenings with that of the Body2D if (angular_damp>=0) - area_angular_damp=angular_damp; - else - area_angular_damp=damp_area->get_angular_damp(); + area_angular_damp = angular_damp; + //else + // area_angular_damp=damp_area->get_angular_damp(); if (linear_damp>=0) - area_linear_damp=linear_damp; - else - area_linear_damp=damp_area->get_linear_damp(); + area_linear_damp = linear_damp; + //else + // area_linear_damp=damp_area->get_linear_damp(); Vector2 motion; bool do_motion=false; diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h index 2fbfcaca60..8418c5dcd7 100644 --- a/servers/physics_2d/body_2d_sw.h +++ b/servers/physics_2d/body_2d_sw.h @@ -132,7 +132,7 @@ class Body2DSW : public CollisionObject2DSW { Body2DSW *island_next; Body2DSW *island_list_next; - _FORCE_INLINE_ void _compute_area_gravity(const Area2DSW *p_area); + _FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area2DSW *p_area); friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose -- cgit v1.2.3