void Physics2DDirectBodyState::integrate_forces() { real_t step = get_step(); Vector2 lv = get_linear_velocity(); lv+=get_total_gravity() * step; real_t av = get_angular_velocity(); float damp = 1.0 - step * get_total_linear_damp(); if (damp<0) // reached zero in the given time damp=0; lv*=damp; damp = 1.0 - step * get_total_angular_damp(); if (damp<0) // reached zero in the given time damp=0; av*=damp; set_linear_velocity(lv); set_angular_velocity(av); }
void GameObject::Update() { input_->Update(this); physics_->Update(this); graphics_->Update(this); set_linear_velocity(); set_angular_velocity(); }
void GameObject::Reset() { Clamp clamp = { { 0.f, 0.f }, { 0.f, 0.f } }; set_position(); set_rotation(); set_size(); set_linear_velocity(); set_angular_velocity(); set_clamp(clamp); set_movement_velocity(); set_rotation_velocity(); }
void RigidBodyBullet::set_state(PhysicsServer::BodyState p_state, const Variant &p_variant) { switch (p_state) { case PhysicsServer::BODY_STATE_TRANSFORM: set_transform(p_variant); break; case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: set_linear_velocity(p_variant); break; case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: set_angular_velocity(p_variant); break; case PhysicsServer::BODY_STATE_SLEEPING: set_activation_state(!bool(p_variant)); break; case PhysicsServer::BODY_STATE_CAN_SLEEP: can_sleep = bool(p_variant); if (!can_sleep) { // Can't sleep btBody->forceActivationState(DISABLE_DEACTIVATION); } break; } }
void PhysicsDirectBodyState::integrate_forces() { real_t step = get_step(); Vector3 lv = get_linear_velocity(); lv += get_total_gravity() * step; Vector3 av = get_angular_velocity(); float linear_damp = 1.0 - step * get_total_linear_damp(); if (linear_damp < 0) // reached zero in the given time linear_damp = 0; float angular_damp = 1.0 - step * get_total_angular_damp(); if (angular_damp < 0) // reached zero in the given time angular_damp = 0; lv *= linear_damp; av *= angular_damp; set_linear_velocity(lv); set_angular_velocity(av); }
BodyDescription::BodyDescription(const PhysicsContext &pc, const std::string &resource_id, const XMLResourceDocument &resources) : impl(new BodyDescription_Impl(pc.impl->get_owner())) { /* example resource entry with all parameters: <body2d name="TestBody" type="static"> <position x="0" y="0"/> <rotation angle="180"/> <velocity x="0" y="0" angular="0"/> <damping linear="0" angular="0"/> <parameters awake="true" can_sleep="true" bullet="false" active="true" /> </body2d> */ XMLResourceNode resource = resources.get_resource(resource_id); if (resource.get_type() != "body2d" && resource.get_type() != "body2d_description") throw Exception(string_format("Resource '%1' is not of type 'body2d' or 'body2d_description'", resource_id)); DomNode cur_node = resource.get_element().get_first_child(); //Body type std::string body_type = resource.get_element().get_attribute("type","static"); if(body_type == "kinematic") set_type(body_kinematic); else if(body_type == "dynamic") set_type(body_dynamic); else set_type(body_static); while(!cur_node.is_null()) { if (!cur_node.is_element()) continue; DomElement cur_element = cur_node.to_element(); std::string tag_name = cur_element.get_tag_name(); //<position x="0" y="0"/> if(tag_name == "position") { float pos_x = 0.0f; float pos_y = 0.0f; if(cur_element.has_attribute("x")) { pos_x = StringHelp::text_to_float(cur_element.get_attribute("x")); } if(cur_element.has_attribute("y")) { pos_y = StringHelp::text_to_float(cur_element.get_attribute("y")); } set_position(pos_x, pos_y); } //<rotation angle="180"/> else if(tag_name == "rotation") { Angle angle(0.0f, angle_degrees); if(cur_element.has_attribute("angle")) { angle = Angle(StringHelp::text_to_float(cur_element.get_attribute("angle")), angle_degrees); } set_angle(angle); } //<velocity x="0" y="0" angular="0"/> else if(tag_name == "velocity") { Vec2f velocity(0.0f, 0.0f); Angle angular_velocity(0.0f, angle_degrees); if(cur_element.has_attribute("x")) { velocity.x = StringHelp::text_to_float(cur_element.get_attribute("x")); } if(cur_element.has_attribute("y")) { velocity.y = StringHelp::text_to_float(cur_element.get_attribute("y")); } if(cur_element.has_attribute("angular")) { angular_velocity = Angle(StringHelp::text_to_float(cur_element.get_attribute("angular")), angle_degrees); } set_linear_velocity(velocity); set_angular_velocity(angular_velocity); } //<damping linear="0" angular="0"/> else if(tag_name == "damping") { float linear; float angular; if(cur_element.has_attribute("linear")) { linear = StringHelp::text_to_float(cur_element.get_attribute("linear")); } if(cur_element.has_attribute("angular")) { angular = StringHelp::text_to_float(cur_element.get_attribute("angular")); } set_linear_damping(linear); set_angular_damping(angular); } //<parameters awake="true" can_sleep="true" bullet="false" active="true" /> else if(tag_name == "parameters") { bool value; if(cur_element.has_attribute("awake")) { value = true; value = StringHelp::text_to_bool(cur_element.get_attribute("awake")); set_awake(value); } if(cur_element.has_attribute("active")) { value = true; value = StringHelp::text_to_bool(cur_element.get_attribute("active")); set_active(value); } if(cur_element.has_attribute("bullet")) { value = false; value = StringHelp::text_to_bool(cur_element.get_attribute("bullet")); set_as_bullet(value); } if(cur_element.has_attribute("can_sleep")) { value = true; value = StringHelp::text_to_bool(cur_element.get_attribute("can_sleep")); allow_sleep(value); } } cur_node = cur_node.get_next_sibling(); } }