bug fixes in Physics collision handling
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@ -15,7 +15,7 @@ API_Impl API_instance;
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namespace
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{
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void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef )
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{ /** @todo TODO: OnPossibleCollision is a temporary solution .*/
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{
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auto proto = worldScene.GetCustomBody( protoTempRef );
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auto deuter = worldScene.GetCustomBody( deuterTempRef );
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@ -26,13 +26,30 @@ namespace
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ICustomBody::State protoState; proto->GetState( protoState );
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ICustomBody::State deuterState; deuter->GetState( deuterState );
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Float4 protoG = protoState.GetLinearMomentum(worldPointOfContact.xyz ),
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deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz );
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// calc from perspective of deuter
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Float4 normal; deuter->GetNormalAt( worldPointOfContact, normal );
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if( normal.Dot(normal) == 0.0f )
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{ // special case: deuter is completly contained within proto or they have overlapping centers.
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normal = Float4( protoState.GetCenterPosition() - deuterState.GetCenterPosition(), 0.0f );
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if( normal.Dot(normal) == 0.0f )
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{ // they have overlapping centers. Rebound at least
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// calculate and store time interpolation value, for later rebound.
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proto->SetTimeOfContact( worldPointOfContact );
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return;
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}
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// borrowing the negated normal of proto.
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proto->GetNormalAt( worldPointOfContact, normal );
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normal = -normal;
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}
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Float4 protoG = protoState.GetLinearMomentum( worldPointOfContact.xyz ),
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deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz );
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Float protoG_Magnitude = protoG.Dot( normal ),
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deuterG_Magnitude = deuterG.Dot( normal );
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deuterG_Magnitude = deuterG.Dot( normal );
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// if they are not relatively moving towards eachother, there is no collision
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Float deltaPos = normal.Dot( Float4(deuterState.GetCenterPosition(), 1) - Float4(protoState.GetCenterPosition(), 1) );
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@ -65,8 +82,8 @@ namespace
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// bounce
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Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(),
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deuterState.GetMass(), deuterG_Magnitude,
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protoState.GetMass(), protoG_Magnitude );
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deuterState.GetMass(), deuterG_Magnitude,
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protoState.GetMass(), protoG_Magnitude );
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// calc from perspective of proto
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@ -76,14 +93,14 @@ namespace
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// bounce
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Float4 bounceP = normal * Formula::CollisionResponse::Bounce( protoState.GetRestitutionCoeff(),
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protoState.GetMass(), protoG_Magnitude,
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deuterState.GetMass(), deuterG_Magnitude );
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protoState.GetMass(), protoG_Magnitude,
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deuterState.GetMass(), deuterG_Magnitude );
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Float4 bounce = Average( bounceD, bounceP );
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Float4 friction = Formula::CollisionResponse::Friction( protoG_Magnitude, normal,
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Float4(protoState.GetLinearMomentum(), 0), protoState.GetFrictionCoeff_Static(), protoState.GetFrictionCoeff_Kinetic(), protoState.GetMass(),
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Float4(deuterState.GetLinearMomentum(), 0), deuterState.GetFrictionCoeff_Static(), deuterState.GetFrictionCoeff_Kinetic(), deuterState.GetMass());
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Float4(protoState.GetLinearMomentum(), 0), protoState.GetFrictionCoeff_Static(), protoState.GetFrictionCoeff_Kinetic(), protoState.GetMass(),
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Float4(deuterState.GetLinearMomentum(), 0), deuterState.GetFrictionCoeff_Static(), deuterState.GetFrictionCoeff_Kinetic(), deuterState.GetMass());
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Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() );
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@ -159,7 +159,12 @@ namespace Oyster
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inline ::Oyster::Math::Float3 CustomBodyState::GetLinearMomentum( const ::Oyster::Math::Float3 &at ) const
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{
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return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, at - this->centerPos );
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::Oyster::Math::Float3 offset = at - this->centerPos;
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if( offset.Dot(offset) > 0.0f )
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{
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return this->linearMomentum + ::Oyster::Physics3D::Formula::TangentialLinearMomentum( this->angularMomentum, offset );
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}
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return this->linearMomentum;
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}
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inline const ::Oyster::Math::Float3 & CustomBodyState::GetAngularMomentum() const
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