diff options
author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-05-13 17:07:38 +0400 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-05-13 17:07:38 +0400 |
commit | 81679446ba8e5209d3497c59f943034b32e8a135 (patch) | |
tree | bf178b29302119adeb2952a3f16b0290c7dc58e5 /source/gameengine | |
parent | 3118986bafb67bd66223d6f0b54b3a9931c5d4ef (diff) |
Make game users happier.
Don't apply friction to external velocities. The means motion actuators that set linV will work, without having to be repeatedly triggered.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp | 30 |
1 files changed, 12 insertions, 18 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp index 9751a4cafe0..6609279acb5 100644 --- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp +++ b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp @@ -223,6 +223,8 @@ void SM_Object::dynamicCollision(const MT_Point3 &local2, applyCenterImpulse( impulse * normal ); } + MT_Vector3 external = m_combined_lin_vel + m_combined_ang_vel.cross(local2); + MT_Vector3 lateral = rel_vel - external - normal * (rel_vel_normal - external.dot(normal)); #if 0 // test - only do friction on the physics part of the // velocity. @@ -240,7 +242,6 @@ void SM_Object::dynamicCollision(const MT_Point3 &local2, * lateral actually points in the opposite direction, i.e., * into the direction of the friction force. */ - MT_Vector3 lateral = rel_vel - normal * rel_vel_normal; if (m_shapeProps->m_do_anisotropic) { /** @@ -451,7 +452,7 @@ DT_Bool SM_Object::fix( if (normal.dot(normal) < MT_EPSILON) return DT_CONTINUE; - + // This distinction between dynamic and non-dynamic objects should not be // necessary. Non-dynamic objects are assumed to have infinite mass. if (obj1->isDynamic()) { @@ -1020,23 +1021,16 @@ SM_Object:: getVelocity( const MT_Point3& local ) const { - // For displaced objects the velocity is faked using the previous state. - // Dynamic objects get their own velocity, not the faked velocity. - // (Dynamic objects shouldn't be displaced in the first place!!) -/* FIXME: -KM- Valgrind report: -==17624== Use of uninitialised value of size 8 -==17624== at 0x831F925: MT_Vector3::dot(MT_Vector3 const&) const (MT_Tuple3.h:60) -==17624== by 0x82E4574: SM_Object::getVelocity(MT_Point3 const&) const (MT_Matrix3x3.h:81) -==17624== by 0x82E324D: SM_Object::boing(void*, void*, void*, DT_CollData const*) (SM_Object.cpp:319) -==17624== by 0x83E7308: DT_Encounter::exactTest(DT_RespTable const*, int&) const (in /home/kester/blender-src/DEBUG/blender) -*/ - return m_prev_kinematic && !isDynamic() ? - (m_xform(local) - m_prev_xform(local)) / m_timeStep : - actualLinVelocity() + actualAngVelocity().cross(local); - - //m_lin_vel + m_ang_vel.cross(m_xform.getBasis() * local); + if (m_prev_kinematic && !isDynamic()) + { + // For displaced objects the velocity is faked using the previous state. + // Dynamic objects get their own velocity, not the faked velocity. + // (Dynamic objects shouldn't be displaced in the first place!!) + return (m_xform(local) - m_prev_xform(local)) / m_timeStep; + } + // NB: m_xform.getBasis() * local == m_xform(local) - m_xform.getOrigin() - + return actualLinVelocity() + actualAngVelocity().cross(local); } |