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author | Sybren A. Stüvel <sybren@stuvel.eu> | 2015-10-09 10:29:31 +0300 |
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committer | Sybren A. Stüvel <sybren@stuvel.eu> | 2015-10-09 10:50:20 +0300 |
commit | 46ad2203057fbe4418120ab6dc1cb830e3d53958 (patch) | |
tree | 2ad295da3a2f5a9713bdd2a786be6e7dc41525bf /source/gameengine/Physics | |
parent | ff7effdc041cb87997960bd578a126f7f268f1b4 (diff) |
BGE Fix T41943: Zeroing out angular velocity not possible
This patch makes it possible to zero out angular velocity. tiny angular
velocities may cause instabilities, according to the discussion in T41943,
so they are mapped to (0, 0, 0) instead.
It also applies the same reasoning to the linear velocity, unifying the
different approaches.
Differential revision: D952
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsController.cpp | 17 |
1 files changed, 14 insertions, 3 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index dbaa925db08..ab7097b19ca 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -1283,7 +1283,13 @@ void CcdPhysicsController::ApplyForce(const MT_Vector3& forcein,bool local) void CcdPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local) { btVector3 angvel(ang_vel.x(),ang_vel.y(),ang_vel.z()); - if (m_object && angvel.length2() > (SIMD_EPSILON*SIMD_EPSILON)) + + /* Refuse tiny tiny velocities, as they might cause instabilities. */ + float vel_squared = angvel.length2(); + if (vel_squared > 0 && vel_squared <= (SIMD_EPSILON*SIMD_EPSILON)) + angvel = btVector3(0, 0, 0); + + if (m_object) { m_object->activate(true); if (m_object->isStaticObject()) @@ -1305,9 +1311,14 @@ void CcdPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool lo } void CcdPhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local) { - btVector3 linVel(lin_vel.x(),lin_vel.y(),lin_vel.z()); - if (m_object/* && linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON)*/) + + /* Refuse tiny tiny velocities, as they might cause instabilities. */ + float vel_squared = linVel.length2(); + if (vel_squared > 0 && vel_squared <= (SIMD_EPSILON*SIMD_EPSILON)) + linVel = btVector3(0, 0, 0); + + if (m_object) { m_object->activate(true); if (m_object->isStaticObject()) |