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.
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@ -501,20 +501,18 @@ void Body3DSW::integrate_forces(real_t p_step) {
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if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
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//compute motion, angular and etc. velocities from prev transform
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linear_velocity = (new_transform.origin - get_transform().origin) / p_step;
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motion = new_transform.origin - get_transform().origin;
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do_motion = true;
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linear_velocity = motion / p_step;
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//compute a FAKE angular velocity, not so easy
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Basis rot = new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized();
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Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
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Vector3 axis;
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real_t angle;
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rot.get_axis_angle(axis, angle);
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axis.normalize();
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angular_velocity = axis.normalized() * (angle / p_step);
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motion = new_transform.origin - get_transform().origin;
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do_motion = true;
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angular_velocity = axis * (angle / p_step);
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} else {
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if (!omit_force_integration && !first_integration) {
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//overridden by direct state query
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@ -332,7 +332,8 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
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best_first = false;
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if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) {
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const Body3DSW *body = static_cast<const Body3DSW *>(col_obj);
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r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - closest_B);
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Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass());
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r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
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}
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}
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}
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@ -478,8 +479,8 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform &p_shap
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r_info->rid = rcd.best_object->get_self();
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if (rcd.best_object->get_type() == CollisionObject3DSW::TYPE_BODY) {
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const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object);
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r_info->linear_velocity = body->get_linear_velocity() +
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(body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
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Vector3 rel_vec = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass());
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r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
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} else {
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r_info->linear_velocity = Vector3();
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@ -684,10 +685,8 @@ int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_tra
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//result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
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if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) {
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Body3DSW *body = (Body3DSW *)col_obj;
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Vector3 rel_vec = b - body->get_transform().get_origin();
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//result.collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
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result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rel_vec); // * mPos);
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Vector3 rel_vec = b - (body->get_transform().origin + body->get_center_of_mass());
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result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
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}
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}
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}
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@ -1009,9 +1008,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
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//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
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const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object);
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//Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin();
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// r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
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r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
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Vector3 rel_vec = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass());
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r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
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r_result->motion = safe * p_motion;
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r_result->remainder = p_motion - safe * p_motion;
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