diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp index 61c36dd1..ee535868 100644 --- a/Code/Game/GameLogic/Game_PlayerData.cpp +++ b/Code/Game/GameLogic/Game_PlayerData.cpp @@ -19,7 +19,7 @@ Game::PlayerData::PlayerData() Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release(); //create player with this rigid body - this->player = new Player(rigidBody,Player::PlayerCollisionBefore, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER); + this->player = new Player(rigidBody,Player::DefaultCollisionAfter, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER); this->player->GetRigidBody()->SetCustomTag(this); /*Oyster::Physics::ICustomBody::State state; this->player->GetRigidBody()->GetState(state); diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 49646e53..81c71de6 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -55,7 +55,7 @@ void Level::InitiateLevel(float radius) sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1); sbDesc.ignoreGravity = true; sbDesc.radius = 300; - sbDesc.mass = 10e12f; + sbDesc.mass = 100; sbDesc.frictionCoeff_Static = 0; sbDesc.frictionCoeff_Dynamic = 0; //sbDesc.rotation = @@ -75,7 +75,7 @@ void Level::InitiateLevel(float radius) sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0); sbDesc_TestBox.ignoreGravity = false; - sbDesc_TestBox.mass = 50; + sbDesc_TestBox.mass = 20; sbDesc_TestBox.size = Oyster::Math::Float4(2,2,2,0); @@ -85,7 +85,7 @@ void Level::InitiateLevel(float radius) int offset = 0; for(int i =0; i< nrOfBoxex; i ++) { - sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20 +( i*7) ,320,20,0); + sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,305 + i*5,5,1); rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel); @@ -95,7 +95,7 @@ void Level::InitiateLevel(float radius) offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { - sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20,320, -20 +( i*7),0); + sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20,320, -200 +( i*7),0); rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel); @@ -105,7 +105,7 @@ void Level::InitiateLevel(float radius) offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { - sbDesc_TestBox.centerPosition = Oyster::Math::Float4(20,320,-20 + ( i*7),0); + sbDesc_TestBox.centerPosition = Oyster::Math::Float4(200,320 + ( i*7),0,0); rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel); @@ -115,12 +115,12 @@ void Level::InitiateLevel(float radius) offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { - sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20 +( i*7) ,320,-20,0); + sbDesc_TestBox.centerPosition = Oyster::Math::Float4(5,305 + i*5,0,0); rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); - rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]); + rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); } @@ -129,10 +129,10 @@ void Level::InitiateLevel(float radius) // add crystal API::SimpleBodyDescription sbDesc_Crystal; - sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 305, 0, 0); + sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 305, 0, 1); sbDesc_Crystal.ignoreGravity = false; - sbDesc_Crystal.mass = 70; - sbDesc_Crystal.size = Oyster::Math::Float4(2,3,2,0); + sbDesc_Crystal.mass = 80; + sbDesc_Crystal.size = Oyster::Math::Float3(2,3,2); ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release(); rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel); @@ -143,11 +143,11 @@ void Level::InitiateLevel(float radius) // add house API::SimpleBodyDescription sbDesc_House; //sbDesc_House.centerPosition = Oyster::Math::Float4(212, 212, 0, 0); - sbDesc_House.centerPosition = Oyster::Math::Float4(-50, 290, 0, 0); + sbDesc_House.centerPosition = Oyster::Math::Float4(-50, 290, 0, 1); sbDesc_House.ignoreGravity = false; sbDesc_House.rotation = Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0); - sbDesc_House.mass = 70; - sbDesc_House.size = Oyster::Math::Float4(40,40,40,0); + sbDesc_House.mass = 90; + sbDesc_House.size = Oyster::Math::Float3(40,40,40); ICustomBody* rigidBody_House = API::Instance().CreateRigidBody(sbDesc_House).Release(); diff --git a/Code/Game/GameLogic/Object.cpp b/Code/Game/GameLogic/Object.cpp index 68297d46..ebd5c275 100644 --- a/Code/Game/GameLogic/Object.cpp +++ b/Code/Game/GameLogic/Object.cpp @@ -167,6 +167,7 @@ void Object::EndFrame() //error int i =0 ; } + axis.Normalize(); currPhysicsState.SetRotation(axis.xyz); currPhysicsState.SetAngularMomentum(Float3::null); Oyster::Math::Float3 debug = ::LinearAlgebra3D::WorldAxisOf(::LinearAlgebra3D::Rotation(axis.xyz), Oyster::Math::Float3::standard_unit_y); @@ -177,13 +178,13 @@ void Object::EndFrame() //300, 0,0, //1,0,0 - if( pos.GetLength() < 303.5f) + /*if( pos.GetLength() < 303.5f) { Oyster::Math::Float moveUp = 303.5 - pos.GetLength(); up *= moveUp; currPhysicsState.SetCenterPosition(pos + up); - } + }*/ if(currPhysicsState.GetLinearMomentum() !=currPhysicsState.GetLinearMomentum()) diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 7981322f..85b474d2 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -14,7 +14,7 @@ API_Impl API_instance; namespace { - void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef ) + /*void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef ) { auto proto = worldScene.GetCustomBody( protoTempRef ); auto deuter = worldScene.GetCustomBody( deuterTempRef ); @@ -27,26 +27,26 @@ namespace ICustomBody::State deuterState; deuter->GetState( deuterState ); // calc from perspective of deuter. - Float4 normal = (worldPointOfContact - Float4(deuterState.GetCenterPosition(), 1.0f )).GetNormalized(); // Init value is only borrowed - if( normal.Dot(normal) > 0.0f ) + Float4 normal = (worldPointOfContact - Float4(deuterState.GetCenterPosition(), 1.0f )); // Init value is only borrowed + //if( normal.Dot(normal) > 0.0f ) { deuter->GetNormalAt( worldPointOfContact, normal ); } - else - { // special case: deuter is completly contained within proto or they have overlapping centers. + //else + //{ // special case: deuter is completly contained within proto or they have overlapping centers. - normal = Float4( protoState.GetCenterPosition() - deuterState.GetCenterPosition(), 0.0f ); - if( normal.Dot(normal) == 0.0f ) - { // they have overlapping centers. Rebound at least - // calculate and store time interpolation value, for later rebound. - proto->SetTimeOfContact( worldPointOfContact ); - return; - } - - // borrowing the negated normal of proto. - proto->GetNormalAt( worldPointOfContact, normal ); - normal = -normal; - } + // normal = Float4( protoState.GetCenterPosition() - deuterState.GetCenterPosition(), 0.0f ); + // if( normal.Dot(normal) == 0.0f ) + // { // they have overlapping centers. Rebound at least + // // calculate and store time interpolation value, for later rebound. + // proto->SetTimeOfContact( worldPointOfContact ); + // return; + // } + // + // // borrowing the negated normal of proto. + // proto->GetNormalAt( worldPointOfContact, normal ); + // normal = -normal; + //} normal.Normalize(); Float4 protoG = Float4(protoState.GetLinearMomentum( worldPointOfContact.xyz ), 0), @@ -93,13 +93,13 @@ namespace // PLayerHAck if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_player_collision_response ) { - Float3 linearMomentum = protoState.GetLinearMomentum(); - Float3 up = -protoState.GetGravityNormal(); - Float3 upForce = (linearMomentum.Dot(up) * up); + //Float3 linearMomentum = protoState.GetLinearMomentum(); + //Float3 up = -protoState.GetGravityNormal(); + //Float3 upForce = (linearMomentum.Dot(up) * up); - Float3 noBounceForce = linearMomentum - upForce; - protoState.SetLinearMomentum(noBounceForce); - proto->SetState(protoState); + //Float3 noBounceForce = linearMomentum - upForce; + //protoState.SetLinearMomentum(noBounceForce); + //proto->SetState(protoState); return; } // calculate and store time interpolation value, for later rebound. @@ -114,24 +114,25 @@ namespace // calc from perspective of proto normal = (worldPointOfContact - Float4(protoState.GetCenterPosition(), 1.0f )).GetNormalized(); - if( normal.Dot(normal) > 0.0f ) + //if( normal.Dot(normal) > 0.0f ) { proto->GetNormalAt( worldPointOfContact, normal ); protoG_Magnitude = protoG.Dot( normal ); deuterG_Magnitude = deuterG.Dot( normal ); + normal.Normalize(); } - else - { // special case: proto is completly contained within deuter. - // borrowing the negated normal of deuter. - deuter->GetNormalAt( worldPointOfContact, normal ); - normal = -normal; - protoG_Magnitude = -protoG_Magnitude; - deuterG_Magnitude = -deuterG_Magnitude; - } + //else + //{ // special case: proto is completly contained within deuter. + // // borrowing the negated normal of deuter. + // deuter->GetNormalAt( worldPointOfContact, normal ); + // normal = -normal; + // protoG_Magnitude = -protoG_Magnitude; + // deuterG_Magnitude = -deuterG_Magnitude; + //} if( normal != normal ) // debug: trap const char *breakpoint = "This should never happen"; - + // bounce Float4 bounceP = normal * Formula::CollisionResponse::Bounce( protoState.GetRestitutionCoeff(), protoState.GetMass(), protoG_Magnitude, @@ -143,9 +144,183 @@ namespace Float4(protoState.GetLinearMomentum(), 0), protoState.GetFrictionCoeff_Static(), protoState.GetFrictionCoeff_Kinetic(), protoState.GetMass(), Float4(deuterState.GetLinearMomentum(), 0), deuterState.GetFrictionCoeff_Static(), deuterState.GetFrictionCoeff_Kinetic(), deuterState.GetMass()); + if(protoState.GetMass() == 70) + { + const char* breakPoint = "here"; + } + Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() ); - protoState.ApplyImpulse( bounce.xyz - friction.xyz, worldPointOfContact.xyz, normal.xyz ); + protoState.ApplyImpulse( bounce.xyz, worldPointOfContact.xyz, normal.xyz ); + proto->SetState( protoState ); + + Float kineticEnergyPAFter = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), (protoState.GetLinearMomentum() + protoState.GetLinearImpulse())/protoState.GetMass() ); + + proto->CallSubscription_AfterCollisionResponse( deuter, kineticEnergyPBefore - kineticEnergyPAFter ); + } + + + }*/ + void OnPossibleCollision( Octree& worldScene, unsigned int protoTempRef, unsigned int deuterTempRef ) + { + auto proto = worldScene.GetCustomBody( protoTempRef ); + auto deuter = worldScene.GetCustomBody( deuterTempRef ); + + if(proto->GetState().GetMass() == 70) + { + const char *breakpoint = "STOP"; + } + + Float4 worldPointOfContact; + if( proto->Intersects(*deuter, worldPointOfContact) ) + { + // Apply CollisionResponse in pure gather pattern + ICustomBody::State protoState; proto->GetState( protoState ); + ICustomBody::State deuterState; deuter->GetState( deuterState ); + + // calc from perspective of deuter. + // calc from perspective of deuter. + Float4 normal = (worldPointOfContact - Float4(deuterState.GetCenterPosition(), 1.0f )).GetNormalized(); // Init value is only borrowed + if( normal.Dot(normal) > 0.0f ) + { + deuter->GetNormalAt( worldPointOfContact, normal ); + } + else + { // special case: deuter is completly contained within proto or they have overlapping centers. + + normal = Float4( protoState.GetCenterPosition() - deuterState.GetCenterPosition(), 0.0f ); + if( normal.Dot(normal) == 0.0f ) + { // they have overlapping centers. Rebound at least + // calculate and store time interpolation value, for later rebound. + proto->SetTimeOfContact( worldPointOfContact ); + return; + } + + // borrowing the negated normal of proto. + proto->GetNormalAt( worldPointOfContact, normal ); + normal = -normal; + } + normal.Normalize(); + + Float4 protoG = Float4(protoState.GetLinearMomentum( worldPointOfContact.xyz ), 0), + deuterG = Float4(deuterState.GetLinearMomentum( worldPointOfContact.xyz ), 0); + + Float protoG_Magnitude = protoG.Dot( normal ), + deuterG_Magnitude = deuterG.Dot( normal ); + + if(protoState.GetMass() == 70) + { + const char *breakpoint = "STOP"; + } + + // if they are not relatively moving towards eachother, there is no collision + Float deltaPos = normal.Dot( Float4(deuterState.GetCenterPosition(), 1) - Float4(protoState.GetCenterPosition(), 1) ); + if( deltaPos < 0.0f ) + { + if( protoG_Magnitude >= deuterG_Magnitude ) + { + return; + } + } + else if( deltaPos > 0.0f ) + { + if( protoG_Magnitude <= deuterG_Magnitude ) + { + return; + } + } + else + { + return; + } + + // calc from perspective of proto + normal = (worldPointOfContact - Float4(protoState.GetCenterPosition(), 1.0f )).GetNormalized(); + if( normal.Dot(normal) > 0.0f ) + { + proto->GetNormalAt( worldPointOfContact, normal ); + protoG_Magnitude = protoG.Dot( normal ); + deuterG_Magnitude = deuterG.Dot( normal ); + normal.Normalize(); + } + else + { // special case: proto is completly contained within deuter. + // borrowing the negated normal of deuter. + deuter->GetNormalAt( worldPointOfContact, normal ); + normal = -normal; + protoG_Magnitude = -protoG_Magnitude; + deuterG_Magnitude = -deuterG_Magnitude; + } + normal.Normalize(); + + if( normal != normal ) // debug: trap + const char *breakpoint = "This should never happen"; + + 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()); + + if(protoState.GetMass() == 70) + { + const char *breakpoint = "STOP"; + } + + protoState.ApplyFriction( -friction.xyz ); + + if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_ignore_collision_response ) + { + return; + } + + // PLayerHAck + if( proto->CallSubscription_BeforeCollisionResponse(proto) == ICustomBody::SubscriptMessage_player_collision_response ) + { + return; + } + + + if(protoState.GetMass() == 50) + { + const char* breakPoint = "Break"; + } + + // bounce + Float4 bounceD = normal * -Formula::CollisionResponse::Bounce( deuterState.GetRestitutionCoeff(), + deuterState.GetMass(), deuterG_Magnitude, + protoState.GetMass(), protoG_Magnitude ); + + // calc from perspective of proto + proto->GetNormalAt( worldPointOfContact, normal ); + normal.Normalize(); + protoG_Magnitude = protoG.Dot( normal ); + deuterG_Magnitude = deuterG.Dot( normal ); + + // bounce + Float4 bounceP = normal * Formula::CollisionResponse::Bounce( protoState.GetRestitutionCoeff(), + protoState.GetMass(), protoG_Magnitude, + deuterState.GetMass(), deuterG_Magnitude ); + + Float4 bounce = bounceP; + + //LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp(state.SetOrientation(, Float4(state.GetGravityNormal(), 0.0f), 1.0f); + + + if( abs(bounce.x) < 0.001 ) + { + bounce.x = 0; + } + if( abs(bounce.y) < 0.001 ) + { + bounce.y = 0; + } + if( abs(bounce.z) < 0.001 ) + { + bounce.z = 0; + } + + Float kineticEnergyPBefore = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), protoState.GetLinearMomentum()/protoState.GetMass() ); + + protoState.ApplyImpulse( bounce.xyz, worldPointOfContact.xyz, normal.xyz ); proto->SetState( protoState ); Float kineticEnergyPAFter = Oyster::Physics3D::Formula::LinearKineticEnergy( protoState.GetMass(), (protoState.GetLinearMomentum() + protoState.GetLinearImpulse())/protoState.GetMass() ); @@ -232,8 +407,12 @@ void API_Impl::Update() Float rSquared = d.Dot( d ); if( rSquared != 0.0 ) { + if(state.GetMass() == 70) + { + const char *breakpoint = "STOP"; + } Float force = Physics3D::Formula::ForceField( this->gravityConstant, state.GetMass(), this->gravity[i].well.mass, rSquared ); - gravityImpulse += (this->updateFrameLength * force / ::std::sqrt(rSquared)) * d; + gravityImpulse += ((this->updateFrameLength * force)) * d.GetNormalized(); } break; } @@ -250,14 +429,17 @@ void API_Impl::Update() if( gravityImpulse != gravityImpulse ) // debug: trap const char *breakpoint = "This should never happen"; - - if( gravityImpulse != Float4::null ) + Float posLength = state.GetCenterPosition().GetLength(); + if( gravityImpulse != Float4::null && posLength - 300 > 3.5 ) { state.ApplyLinearImpulse( gravityImpulse.xyz ); state.SetGravityNormal( gravityImpulse.GetNormalized().xyz ); (*proto)->SetState( state ); } - + if(state.GetMass() == 70) + { + const char *breakpoint = "STOP"; + } // Step 2: Apply Collision Response this->worldScene.Visit( *proto, OnPossibleCollision ); } @@ -271,7 +453,7 @@ void API_Impl::Update() //LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp(state.SetOrientation(, Float4(state.GetGravityNormal(), 0.0f), 1.0f); - if( abs(lM.x) < this->epsilon ) + /*if( abs(lM.x) < this->epsilon ) { state.linearMomentum.x = 0; } @@ -282,7 +464,7 @@ void API_Impl::Update() if( abs(lM.z) < this->epsilon ) { state.linearMomentum.z = 0; - } + }*/ (*proto)->SetState( state ); diff --git a/Code/GamePhysics/PhysicsStructs-Impl.h b/Code/GamePhysics/PhysicsStructs-Impl.h index 30e1a605..eae72623 100644 --- a/Code/GamePhysics/PhysicsStructs-Impl.h +++ b/Code/GamePhysics/PhysicsStructs-Impl.h @@ -333,6 +333,12 @@ namespace Oyster this->isDisturbed = true; } + inline void CustomBodyState::ApplyFriction( const ::Oyster::Math::Float3 &j ) + { + this->linearImpulse += j; + this->isDisturbed = true; + } + inline void CustomBodyState::ApplyForwarding( const ::Oyster::Math::Float3 &deltaPos, const ::Oyster::Math::Float3 &deltaAxis ) { this->deltaPos += deltaPos; diff --git a/Code/GamePhysics/PhysicsStructs.h b/Code/GamePhysics/PhysicsStructs.h index 61a0569f..6bf39a67 100644 --- a/Code/GamePhysics/PhysicsStructs.h +++ b/Code/GamePhysics/PhysicsStructs.h @@ -109,6 +109,7 @@ namespace Oyster { namespace Physics void ApplyLinearImpulse( const ::Oyster::Math::Float3 &j ); void ApplyAngularImpulse( const ::Oyster::Math::Float3 &j ); void ApplyImpulse( const ::Oyster::Math::Float3 &j, const ::Oyster::Math::Float3 &at, const ::Oyster::Math::Float3 &normal ); + void CustomBodyState::ApplyFriction( const ::Oyster::Math::Float3 &j); void ApplyForwarding( const ::Oyster::Math::Float3 &deltaPos, const ::Oyster::Math::Float3 &deltaAxis ); bool IsSpatiallyAltered() const; diff --git a/Code/OysterPhysics3D/OysterCollision3D.cpp b/Code/OysterPhysics3D/OysterCollision3D.cpp index 41e11875..6cade619 100644 --- a/Code/OysterPhysics3D/OysterCollision3D.cpp +++ b/Code/OysterPhysics3D/OysterCollision3D.cpp @@ -516,7 +516,7 @@ namespace Oyster { namespace Collision3D { namespace Utility Float4 C = sphereA.center; C -= sphereB.center; Float r = (sphereA.radius + sphereB.radius); - + Float dotprod = C.Dot(C); if (r*r >= C.Dot(C)) { return true; // Intersect detected! diff --git a/Code/OysterPhysics3D/OysterPhysics3D.h b/Code/OysterPhysics3D/OysterPhysics3D.h index e1eb94e3..e8506bc7 100644 --- a/Code/OysterPhysics3D/OysterPhysics3D.h +++ b/Code/OysterPhysics3D/OysterPhysics3D.h @@ -279,7 +279,7 @@ namespace Oyster { namespace Physics3D ******************************************************************/ inline ::Oyster::Math::Float ForceField( ::Oyster::Math::Float g, ::Oyster::Math::Float massA, ::Oyster::Math::Float massB, ::Oyster::Math::Float radiusSquared ) { - return g * massA * massB / radiusSquared; + return g * massB / radiusSquared; } /****************************************************************** diff --git a/Code/OysterPhysics3D/RigidBody.cpp b/Code/OysterPhysics3D/RigidBody.cpp index 3563c77e..d9f2f69d 100644 --- a/Code/OysterPhysics3D/RigidBody.cpp +++ b/Code/OysterPhysics3D/RigidBody.cpp @@ -51,12 +51,19 @@ void RigidBody::Update_LeapFrog( Float updateFrameLength ) // updating the linear //Decrease momentum with 1% as "fall-off" //! HACK: @todo Add real solution with fluid drag - this->momentum_Linear = this->momentum_Linear*0.9999f; - this->momentum_Angular = this->momentum_Angular*0.9999f; + //this->momentum_Linear = this->momentum_Linear*0.99f; + //this->momentum_Angular = this->momentum_Angular*0.99f; // ds = dt * Formula::LinearVelocity( m, avg_G ) = dt * avg_G / m = (dt / m) * avg_G - this->centerPos += ( updateFrameLength / this->mass ) * AverageWithDelta( this->momentum_Linear, this->impulse_Linear ); + Float3 delta = AverageWithDelta( this->momentum_Linear, this->impulse_Linear ); + Float3 newPos = ( updateFrameLength)*this->momentum_Linear; + this->centerPos += newPos; + if(this->mass == 70) + { + const char *breakpoint = "STOP"; + } + // updating the angular // dO = dt * Formula::AngularVelocity( (RI)^-1, avg_H ) = dt * (RI)^-1 * avg_H this->axis += updateFrameLength * this->momentOfInertiaTensor.CalculateAngularVelocity( this->rotation, AverageWithDelta(this->momentum_Angular, this->impulse_Angular) );