Check for 0 roll influence

This commit is contained in:
Bastiaan Olij 2018-05-26 08:26:39 +10:00
parent ca9b7f422f
commit 660bebec94
1 changed files with 7 additions and 4 deletions

View File

@ -583,11 +583,14 @@ void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vec
rel_vel = normal.dot(vel); rel_vel = normal.dot(vel);
// !BAS! We had this set to 0.4, in bullet its 0.2 // !BAS! We had this set to 0.4, in bullet its 0.2
// real_t contactDamping = real_t(0.2); real_t contactDamping = real_t(0.2);
if (p_rollInfluence > 0.0) {
// !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based
// keeping in mind our anti roll factor if it is set
contactDamping = s->get_step() / p_rollInfluence;
}
// !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based
// keeping in mind our anti roll factor
real_t contactDamping = s->get_step() / p_rollInfluence;
#define ONLY_USE_LINEAR_MASS #define ONLY_USE_LINEAR_MASS
#ifdef ONLY_USE_LINEAR_MASS #ifdef ONLY_USE_LINEAR_MASS
real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass); real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass);