Merge pull request #55313 from nekomatata/bounce-energy-stability
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dc585e2050
@ -549,6 +549,9 @@ void GodotBody2D::integrate_forces(real_t p_step) {
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gravity *= gravity_scale;
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prev_linear_velocity = linear_velocity;
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prev_angular_velocity = angular_velocity;
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Vector2 motion;
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bool do_motion = false;
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@ -50,6 +50,9 @@ class GodotBody2D : public GodotCollisionObject2D {
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Vector2 linear_velocity;
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real_t angular_velocity = 0.0;
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Vector2 prev_linear_velocity;
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real_t prev_angular_velocity = 0.0;
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Vector2 constant_linear_velocity;
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real_t constant_angular_velocity = 0.0;
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@ -209,6 +212,9 @@ public:
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_FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; }
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_FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; }
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_FORCE_INLINE_ Vector2 get_prev_linear_velocity() const { return prev_linear_velocity; }
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_FORCE_INLINE_ real_t get_prev_angular_velocity() const { return prev_angular_velocity; }
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_FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; }
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_FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; }
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@ -32,7 +32,6 @@
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#include "godot_collision_solver_2d.h"
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#include "godot_space_2d.h"
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#define POSITION_CORRECTION
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#define ACCUMULATE_IMPULSES
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void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) {
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@ -453,9 +452,9 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) {
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c.bounce = combine_bounce(A, B);
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if (c.bounce) {
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Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x);
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Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x);
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Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
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Vector2 crA(-A->get_prev_angular_velocity() * c.rA.y, A->get_prev_angular_velocity() * c.rA.x);
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Vector2 crB(-B->get_prev_angular_velocity() * c.rB.y, B->get_prev_angular_velocity() * c.rB.x);
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Vector2 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA;
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c.bounce = c.bounce * dv.dot(c.normal);
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}
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@ -604,6 +604,9 @@ void GodotBody3D::integrate_forces(real_t p_step) {
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gravity *= gravity_scale;
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prev_linear_velocity = linear_velocity;
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prev_angular_velocity = angular_velocity;
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Vector3 motion;
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bool do_motion = false;
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@ -45,6 +45,9 @@ class GodotBody3D : public GodotCollisionObject3D {
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Vector3 linear_velocity;
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Vector3 angular_velocity;
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Vector3 prev_linear_velocity;
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Vector3 prev_angular_velocity;
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Vector3 constant_linear_velocity;
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Vector3 constant_angular_velocity;
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@ -207,6 +210,9 @@ public:
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_FORCE_INLINE_ void set_angular_velocity(const Vector3 &p_velocity) { angular_velocity = p_velocity; }
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_FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; }
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_FORCE_INLINE_ Vector3 get_prev_linear_velocity() const { return prev_linear_velocity; }
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_FORCE_INLINE_ Vector3 get_prev_angular_velocity() const { return prev_angular_velocity; }
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_FORCE_INLINE_ const Vector3 &get_biased_linear_velocity() const { return biased_linear_velocity; }
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_FORCE_INLINE_ const Vector3 &get_biased_angular_velocity() const { return biased_angular_velocity; }
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@ -35,18 +35,6 @@
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#include "core/os/os.h"
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/*
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#define NO_ACCUMULATE_IMPULSES
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#define NO_SPLIT_IMPULSES
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#define NO_FRICTION
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*/
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#define NO_TANGENTIALS
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/* BODY PAIR */
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//#define ALLOWED_PENETRATION 0.01
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#define RELAXATION_TIMESTEPS 3
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#define MIN_VELOCITY 0.0001
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#define MAX_BIAS_ROTATION (Math_PI / 8)
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@ -370,10 +358,9 @@ bool GodotBodyPair3D::pre_solve(real_t p_step) {
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c.bounce = combine_bounce(A, B);
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if (c.bounce) {
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Vector3 crA = A->get_angular_velocity().cross(c.rA);
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Vector3 crB = B->get_angular_velocity().cross(c.rB);
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Vector3 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
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//normal impule
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Vector3 crA = A->get_prev_angular_velocity().cross(c.rA);
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Vector3 crB = B->get_prev_angular_velocity().cross(c.rB);
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Vector3 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA;
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c.bounce = c.bounce * dv.dot(c.normal);
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}
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}
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