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| author | Bastiaan Olij | 2018-03-30 09:30:38 +1100 |
|---|---|---|
| committer | Hein-Pieter van Braam | 2018-06-01 17:59:11 +0200 |
| commit | 0a3779135d8ca16259edc668dffdfb4aba3d55aa (patch) | |
| tree | d9dd118b8986ea25ffa2a708045d0755616ccfbf | |
| parent | edf423a7aaee96e7817f338df946dc4eeca33d0a (diff) | |
| download | godot-0a3779135d8ca16259edc668dffdfb4aba3d55aa.tar.gz godot-0a3779135d8ca16259edc668dffdfb4aba3d55aa.tar.zst godot-0a3779135d8ca16259edc668dffdfb4aba3d55aa.zip | |
| -rw-r--r-- | scene/3d/vehicle_body.cpp | 12 | ||||
| -rw-r--r-- | scene/3d/vehicle_body.h | 2 |
2 files changed, 9 insertions, 5 deletions
diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp index ed3bde950..b72665aa2 100644 --- a/scene/3d/vehicle_body.cpp +++ b/scene/3d/vehicle_body.cpp @@ -524,7 +524,7 @@ void VehicleBody::_update_suspension(PhysicsDirectBodyState *s) { //bilateral constraint between two dynamic objects void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, - PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse) { + PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, real_t p_rollInfluence) { real_t normalLenSqr = normal.length_squared(); //ERR_FAIL_COND( normalLenSqr < real_t(1.1)); @@ -582,8 +582,12 @@ void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vec rel_vel = normal.dot(vel); - //TODO: move this into proper structure - real_t contactDamping = real_t(0.4); + // !BAS! We had this set to 0.4, in bullet its 0.2 + // real_t contactDamping = real_t(0.2); + + // !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based + // keeping in mind our anti roll factor + real_t contactDamping = s->get_step() / p_rollInfluence; #define ONLY_USE_LINEAR_MASS #ifdef ONLY_USE_LINEAR_MASS real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass); @@ -704,7 +708,7 @@ void VehicleBody::_update_friction(PhysicsDirectBodyState *s) { _resolve_single_bilateral(s, wheelInfo.m_raycastInfo.m_contactPointWS, wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS, - m_axle[i], m_sideImpulse[i]); + m_axle[i], m_sideImpulse[i], wheelInfo.m_rollInfluence); m_sideImpulse[i] *= sideFrictionStiffness2; } diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h index 7810a42e8..1ac3693cc 100644 --- a/scene/3d/vehicle_body.h +++ b/scene/3d/vehicle_body.h @@ -168,7 +168,7 @@ class VehicleBody : public RigidBody { btVehicleWheelContactPoint(PhysicsDirectBodyState *s, PhysicsBody *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse); }; - void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse); + void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, real_t p_rollInfluence); real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint); void _update_friction(PhysicsDirectBodyState *s); |
