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Improve side impulse calculation
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4dbae5a738
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@ -524,7 +524,7 @@ void VehicleBody::_update_suspension(PhysicsDirectBodyState *s) {
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//bilateral constraint between two dynamic objects
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void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1,
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PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse) {
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PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, real_t p_rollInfluence) {
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real_t normalLenSqr = normal.length_squared();
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//ERR_FAIL_COND( normalLenSqr < real_t(1.1));
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@ -582,8 +582,12 @@ void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vec
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rel_vel = normal.dot(vel);
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//TODO: move this into proper structure
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real_t contactDamping = real_t(0.4);
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// !BAS! We had this set to 0.4, in bullet its 0.2
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// real_t contactDamping = real_t(0.2);
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// !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based
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// keeping in mind our anti roll factor
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real_t contactDamping = s->get_step() / p_rollInfluence;
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#define ONLY_USE_LINEAR_MASS
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#ifdef ONLY_USE_LINEAR_MASS
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real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass);
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@ -704,7 +708,7 @@ void VehicleBody::_update_friction(PhysicsDirectBodyState *s) {
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_resolve_single_bilateral(s, wheelInfo.m_raycastInfo.m_contactPointWS,
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wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS,
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m_axle[i], m_sideImpulse[i]);
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m_axle[i], m_sideImpulse[i], wheelInfo.m_rollInfluence);
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m_sideImpulse[i] *= sideFrictionStiffness2;
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}
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@ -168,7 +168,7 @@ class VehicleBody : public RigidBody {
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btVehicleWheelContactPoint(PhysicsDirectBodyState *s, PhysicsBody *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse);
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};
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void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse);
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void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, real_t p_rollInfluence);
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real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint);
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void _update_friction(PhysicsDirectBodyState *s);
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