Beispiel #1
0
void Body2DSW::integrate_forces(real_t p_step) {

	if (mode==Physics2DServer::BODY_MODE_STATIC)
		return;

	Area2DSW *def_area = get_space()->get_default_area();
	// Area2DSW *damp_area = def_area;
	ERR_FAIL_COND(!def_area);

	int ac = areas.size();
	bool stopped = false;
	gravity = Vector2(0,0);
	area_angular_damp = 0;
	area_linear_damp = 0;
	if (ac) {
		areas.sort();
		const AreaCMP *aa = &areas[0];
		// damp_area = aa[ac-1].area;
		for(int i=ac-1;i>=0 && !stopped;i--) {
			Physics2DServer::AreaSpaceOverrideMode mode=aa[i].area->get_space_override_mode();
			switch (mode) {
				case Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE:
				case Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
					_compute_area_gravity_and_dampenings(aa[i].area);
					stopped = mode==Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
				} break;
				case Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE:
				case Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
					gravity = Vector2(0,0);
					area_angular_damp = 0;
					area_linear_damp = 0;
					_compute_area_gravity_and_dampenings(aa[i].area);
					stopped = mode==Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE;
				} break;
				default: {}
			}
		}
	}
	if( !stopped ) {
		_compute_area_gravity_and_dampenings(def_area);
	}
	gravity*=gravity_scale;

	// If less than 0, override dampenings with that of the Body2D
	if (angular_damp>=0)
		area_angular_damp = angular_damp;
	//else
	//	area_angular_damp=damp_area->get_angular_damp();

	if (linear_damp>=0)
		area_linear_damp = linear_damp;
	//else
	//	area_linear_damp=damp_area->get_linear_damp();

	Vector2 motion;
	bool do_motion=false;

	if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {

		//compute motion, angular and etc. velocities from prev transform
		linear_velocity = (new_transform.elements[2] - get_transform().elements[2])/p_step;

		real_t rot = new_transform.affine_inverse().basis_xform(get_transform().elements[1]).angle();
		angular_velocity = rot / p_step;

		motion = new_transform.elements[2] - get_transform().elements[2];
		do_motion=true;

		//for(int i=0;i<get_shape_count();i++) {
		//	set_shape_kinematic_advance(i,Vector2());
		//	set_shape_kinematic_retreat(i,0);
		//}

	} else {
		if (!omit_force_integration) {
			//overriden by direct state query

			Vector2 force=gravity*mass;
			force+=applied_force;
			real_t torque=applied_torque;

			real_t damp = 1.0 - p_step * area_linear_damp;

			if (damp<0) // reached zero in the given time
				damp=0;

			real_t angular_damp = 1.0 - p_step * area_angular_damp;

			if (angular_damp<0) // reached zero in the given time
				angular_damp=0;

			linear_velocity*=damp;
			angular_velocity*=angular_damp;

			linear_velocity+=_inv_mass * force * p_step;
			angular_velocity+=_inv_inertia * torque * p_step;
		}

		if (continuous_cd_mode!=Physics2DServer::CCD_MODE_DISABLED) {

			motion = new_transform.get_origin() - get_transform().get_origin();
			//linear_velocity*p_step;
			do_motion=true;
		}
	}


	//motion=linear_velocity*p_step;

	biased_angular_velocity=0;
	biased_linear_velocity=Vector2();

	if (do_motion) {//shapes temporarily extend for raycast
		_update_shapes_with_motion(motion);
	}

	// damp_area=NULL; // clear the area, so it is set in the next frame
	def_area=NULL; // clear the area, so it is set in the next frame
	contact_count=0;	

}
Beispiel #2
0
void BodySW::integrate_forces(real_t p_step) {


	if (mode==PhysicsServer::BODY_MODE_STATIC)
		return;

	AreaSW *def_area = get_space()->get_default_area();
	// AreaSW *damp_area = def_area;

	ERR_FAIL_COND(!def_area);

	int ac = areas.size();
	bool stopped = false;
	gravity = Vector3(0,0,0);
	area_linear_damp = 0;
	area_angular_damp = 0;
	if (ac) {
		areas.sort();
		const AreaCMP *aa = &areas[0];
		// damp_area = aa[ac-1].area;
		for(int i=ac-1;i>=0 && !stopped;i--) {
			PhysicsServer::AreaSpaceOverrideMode mode=aa[i].area->get_space_override_mode();
			switch (mode) {
				case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE:
				case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
					_compute_area_gravity_and_dampenings(aa[i].area);
					stopped = mode==PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
				} break;
				case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE:
				case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
					gravity = Vector3(0,0,0);
					area_angular_damp = 0;
					area_linear_damp = 0;
					_compute_area_gravity_and_dampenings(aa[i].area);
					stopped = mode==PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE;
				} break;
				default: {}
			}
		}
	}

	if( !stopped ) {
		_compute_area_gravity_and_dampenings(def_area);
	}

	gravity*=gravity_scale;

	// If less than 0, override dampenings with that of the Body
	if (angular_damp>=0)
		area_angular_damp=angular_damp;
	//else
	//	area_angular_damp=damp_area->get_angular_damp();

	if (linear_damp>=0)
		area_linear_damp=linear_damp;
	//else
	//	area_linear_damp=damp_area->get_linear_damp();


	Vector3 motion;
	bool do_motion=false;

	if (mode==PhysicsServer::BODY_MODE_KINEMATIC) {

		//compute motion, angular and etc. velocities from prev transform
		linear_velocity = (new_transform.origin - get_transform().origin)/p_step;

		//compute a FAKE angular velocity, not so easy
		Matrix3 rot=new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized();
		Vector3 axis;
		float angle;

		rot.get_axis_and_angle(axis,angle);
		axis.normalize();
		angular_velocity=axis.normalized() * (angle/p_step);

		motion = new_transform.origin - get_transform().origin;
		do_motion=true;

	} else {
		if (!omit_force_integration && !first_integration) {
			//overriden by direct state query

			Vector3 force=gravity*mass;
			force+=applied_force;
			Vector3 torque=applied_torque;

			real_t damp = 1.0 - p_step * area_linear_damp;

			if (damp<0) // reached zero in the given time
				damp=0;

			real_t angular_damp = 1.0 - p_step * area_angular_damp;

			if (angular_damp<0) // reached zero in the given time
				angular_damp=0;

			linear_velocity*=damp;
			angular_velocity*=angular_damp;

			linear_velocity+=_inv_mass * force * p_step;
			angular_velocity+=_inv_inertia_tensor.xform(torque)*p_step;
		}

		if (continuous_cd) {
			motion=linear_velocity*p_step;
			do_motion=true;
		}

	}

	applied_force=Vector3();
	applied_torque=Vector3();
	first_integration=false;

	//motion=linear_velocity*p_step;

	biased_angular_velocity=Vector3();
	biased_linear_velocity=Vector3();


	if (do_motion) {//shapes temporarily extend for raycast
		_update_shapes_with_motion(motion);
	}


	def_area=NULL; // clear the area, so it is set in the next frame
	contact_count=0;

}