Merge branch 'Physics' of https://github.com/dean11/Danbias into GameLogic
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commit
07e8624807
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@ -66,6 +66,9 @@ SimpleRigidBody::SimpleRigidBody( const API::SimpleBodyDescription &desc )
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this->rigid.SetRotation( desc.rotation );
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this->rigid.centerPos = desc.centerPosition;
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this->rigid.SetSize( desc.size );
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this->rigid.restitutionCoeff = desc.restitutionCoeff;
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this->rigid.frictionCoeff_Static = desc.frictionCoeff_Static;
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this->rigid.frictionCoeff_Kinetic = desc.frictionCoeff_Dynamic;
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this->rigid.SetMass_KeepMomentum( desc.mass );
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this->rigid.SetMomentOfInertia_KeepMomentum( desc.inertiaTensor );
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this->deltaPos = Float4::null;
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@ -333,23 +336,23 @@ UpdateState SimpleRigidBody::Update( Float timeStepLength )
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// this->isForwarded = false;
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//}
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this->rigid.Update_LeapFrog( timeStepLength );
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{ // Rebound if needed
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if( this->collisionRebound.timeOfContact < 1.0f )
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{
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this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
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this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
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this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
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this->collisionRebound.timeOfContact = 1.0f;
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}
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// Update rebound data
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this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
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this->collisionRebound.previousSpatial.axis = this->rigid.axis;
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this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
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this->collisionRebound.timeOfContact = 1.0f;
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}
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this->rigid.Update_LeapFrog( timeStepLength );
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{ // Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
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Float3 n;
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::std::modf( this->rigid.axis * (0.5f / pi), n );
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@ -33,6 +33,9 @@ SphericalRigidBody::SphericalRigidBody( const API::SphericalBodyDescription &des
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this->rigid.SetRotation( desc.rotation );
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this->rigid.centerPos = desc.centerPosition;
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this->rigid.boundingReach = Float4( desc.radius, desc.radius, desc.radius, 0.0f );
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this->rigid.restitutionCoeff = desc.restitutionCoeff;
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this->rigid.frictionCoeff_Static = desc.frictionCoeff_Static;
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this->rigid.frictionCoeff_Kinetic = desc.frictionCoeff_Dynamic;
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this->rigid.SetMass_KeepMomentum( desc.mass );
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this->rigid.SetMomentOfInertia_KeepMomentum( MomentOfInertia::Sphere(desc.mass, desc.radius) );
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this->deltaPos = Float4::null;
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@ -254,23 +257,23 @@ UpdateState SphericalRigidBody::Update( Float timeStepLength )
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// this->isForwarded = false;
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//}
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this->rigid.Update_LeapFrog( timeStepLength );
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{ // Rebound if needed
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if( this->collisionRebound.timeOfContact < 1.0f )
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{
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this->rigid.centerPos = Lerp( this->collisionRebound.previousSpatial.center, this->rigid.centerPos, this->collisionRebound.timeOfContact );
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this->rigid.SetRotation( Lerp(this->collisionRebound.previousSpatial.axis, this->rigid.axis, this->collisionRebound.timeOfContact) );
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this->rigid.boundingReach = Lerp( this->collisionRebound.previousSpatial.reach, this->rigid.boundingReach, this->collisionRebound.timeOfContact );
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this->collisionRebound.timeOfContact = 1.0f;
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}
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// Update rebound data
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this->collisionRebound.previousSpatial.center = this->rigid.centerPos;
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this->collisionRebound.previousSpatial.axis = this->rigid.axis;
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this->collisionRebound.previousSpatial.reach = this->rigid.boundingReach;
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this->collisionRebound.timeOfContact = 1.0f;
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}
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this->rigid.Update_LeapFrog( timeStepLength );
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{ // Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
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Float3 n;
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::std::modf( this->rigid.axis * (0.5f / pi), n );
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