Applied friction

Needs to be tested.
This commit is contained in:
Robin Engman 2014-02-03 10:45:25 +01:00
parent fabf471e76
commit 50d895d37c
1 changed files with 5 additions and 1 deletions

View File

@ -78,10 +78,14 @@ namespace
deuterState.GetMass(), deuterG_Magnitude );
Float4 bounce = Average( bounceD, bounceP );
Float4 friction = Formula::CollisionResponse::Friction( protoG_Magnitude, normal,
Float4(protoState.GetLinearMomentum(), 0), protoState.GetFrictionCoeff_Static(), protoState.GetFrictionCoeff_Kinetic(), protoState.GetMass(),
Float4(deuterState.GetLinearMomentum(), 0), deuterState.GetFrictionCoeff_Static(), deuterState.GetFrictionCoeff_Kinetic(), deuterState.GetMass());
Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() );
protoState.ApplyImpulse( bounce.xyz, worldPointOfContact.xyz, normal.xyz );
protoState.ApplyImpulse( bounce.xyz - friction.xyz, worldPointOfContact.xyz, normal.xyz );
proto->SetState( protoState );
Float kineticEnergyPAFter = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), (protoState.GetLinearMomentum() + protoState.GetLinearImpulse())/protoState.GetMass() );