Store Bullet total gravity, linear damp and angular damp calculations
so they can be retrieved from PhysicsDirectBodyState
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@ -49,17 +49,15 @@
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*/
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Vector3 BulletPhysicsDirectBodyState::get_total_gravity() const {
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Vector3 gVec;
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B_TO_G(body->btBody->getGravity(), gVec);
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return gVec;
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return body->total_gravity;
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}
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float BulletPhysicsDirectBodyState::get_total_angular_damp() const {
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return body->btBody->getAngularDamping();
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return body->total_angular_damp;
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}
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float BulletPhysicsDirectBodyState::get_total_linear_damp() const {
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return body->btBody->getLinearDamping();
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return body->total_linear_damp;
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}
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Vector3 BulletPhysicsDirectBodyState::get_center_of_mass() const {
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@ -917,16 +915,9 @@ void RigidBodyBullet::reload_space_override_modificator() {
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return;
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}
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if (omit_forces_integration) {
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// Custom behaviour.
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btBody->setGravity(btVector3(0, 0, 0));
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btBody->setDamping(0, 0);
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return;
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}
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Vector3 newGravity(0.0, 0.0, 0.0);
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real_t newLinearDamp = MAX(0.0, linearDamp);
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real_t newAngularDamp = MAX(0.0, angularDamp);
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total_gravity = Vector3(0.0, 0.0, 0.0);
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total_linear_damp = MAX(0.0, linearDamp);
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total_angular_damp = MAX(0.0, angularDamp);
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AreaBullet *currentArea;
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// Variable used to calculate new gravity for gravity point areas, it is pointed by currentGravity pointer
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@ -977,49 +968,54 @@ void RigidBodyBullet::reload_space_override_modificator() {
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/// This area adds its gravity/damp values to whatever has been
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/// calculated so far. This way, many overlapping areas can combine
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/// their physics to make interesting
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newGravity += support_gravity;
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newLinearDamp += currentArea->get_spOv_linearDamp();
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newAngularDamp += currentArea->get_spOv_angularDamp();
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total_gravity += support_gravity;
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total_linear_damp += currentArea->get_spOv_linearDamp();
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total_angular_damp += currentArea->get_spOv_angularDamp();
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break;
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case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE:
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/// This area adds its gravity/damp values to whatever has been calculated
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/// so far. Then stops taking into account the rest of the areas, even the
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/// default one.
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newGravity += support_gravity;
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newLinearDamp += currentArea->get_spOv_linearDamp();
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newAngularDamp += currentArea->get_spOv_angularDamp();
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total_gravity += support_gravity;
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total_linear_damp += currentArea->get_spOv_linearDamp();
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total_angular_damp += currentArea->get_spOv_angularDamp();
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stopped = true;
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break;
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case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE:
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/// This area replaces any gravity/damp, even the default one, and
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/// stops taking into account the rest of the areas.
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newGravity = support_gravity;
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newLinearDamp = currentArea->get_spOv_linearDamp();
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newAngularDamp = currentArea->get_spOv_angularDamp();
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total_gravity = support_gravity;
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total_linear_damp = currentArea->get_spOv_linearDamp();
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total_angular_damp = currentArea->get_spOv_angularDamp();
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stopped = true;
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break;
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case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE:
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/// This area replaces any gravity/damp calculated so far, but keeps
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/// calculating the rest of the areas, down to the default one.
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newGravity = support_gravity;
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newLinearDamp = currentArea->get_spOv_linearDamp();
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newAngularDamp = currentArea->get_spOv_angularDamp();
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total_gravity = support_gravity;
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total_linear_damp = currentArea->get_spOv_linearDamp();
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total_angular_damp = currentArea->get_spOv_angularDamp();
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break;
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}
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}
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// Add default gravity and damping from space.
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if (!stopped) {
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newGravity += space->get_gravity_direction() * space->get_gravity_magnitude();
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newLinearDamp += space->get_linear_damp();
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newAngularDamp += space->get_angular_damp();
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total_gravity += space->get_gravity_direction() * space->get_gravity_magnitude();
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total_linear_damp += space->get_linear_damp();
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total_angular_damp += space->get_angular_damp();
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}
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btVector3 newBtGravity;
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G_TO_B(newGravity * gravity_scale, newBtGravity);
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btBody->setGravity(newBtGravity);
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btBody->setDamping(newLinearDamp, newAngularDamp);
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if (omit_forces_integration) {
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// Don't apply gravity or damping.
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btBody->setGravity(btVector3(0, 0, 0));
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btBody->setDamping(0, 0);
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} else {
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btVector3 newBtGravity;
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G_TO_B(total_gravity * gravity_scale, newBtGravity);
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btBody->setGravity(newBtGravity);
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btBody->setDamping(total_linear_damp, total_angular_damp);
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}
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}
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void RigidBodyBullet::reload_kinematic_shapes() {
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@ -168,6 +168,9 @@ private:
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real_t gravity_scale;
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real_t linearDamp;
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real_t angularDamp;
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Vector3 total_gravity;
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real_t total_linear_damp;
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real_t total_angular_damp;
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bool can_sleep;
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bool omit_forces_integration;
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bool can_integrate_forces;
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