From 50d895d37c5d305f7de05df9dc5a75040bc13286 Mon Sep 17 00:00:00 2001 From: Robin Engman Date: Mon, 3 Feb 2014 10:45:25 +0100 Subject: [PATCH] Applied friction Needs to be tested. --- Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 12c46cd5..ee47eeba 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -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() );