Fix some angular velocity calculations

The angular velocity estimate for kinematic bodies was calculated
incorrectly.  Also, fixes its use in some kinematic/rigid collision
calculations.

This fixes #47029.
This commit is contained in:
e344fde6bf 2021-03-18 23:14:19 +10:00
parent ec3f220098
commit 1c123aaf2b
2 changed files with 14 additions and 17 deletions

View File

@ -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

View File

@ -332,7 +332,8 @@ 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);
}
}
}
@ -478,8 +479,8 @@ 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();
@ -684,10 +685,8 @@ 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);
}
}
}
@ -1009,9 +1008,9 @@ 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;