mirror of
https://github.com/godotengine/godot.git
synced 2024-11-29 23:53:08 +00:00
Merge pull request #47183 from e344fde6bf/fix-angular-velocity-calculation-3.3
[3.3] Fix some angular velocity calculations
This commit is contained in:
commit
d5a2fd4e17
@ -517,22 +517,19 @@ void BodySW::integrate_forces(real_t p_step) {
|
||||
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;
|
||||
motion = new_transform.origin - get_transform().origin;
|
||||
do_motion = true;
|
||||
linear_velocity = motion / p_step;
|
||||
|
||||
//compute a FAKE angular velocity, not so easy
|
||||
Basis rot = new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized();
|
||||
Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
|
||||
Vector3 axis;
|
||||
real_t angle;
|
||||
|
||||
rot.get_axis_angle(axis, angle);
|
||||
axis.normalize();
|
||||
angular_velocity = axis.normalized() * (angle / p_step);
|
||||
|
||||
motion = new_transform.origin - get_transform().origin;
|
||||
do_motion = true;
|
||||
|
||||
angular_velocity = axis * (angle / p_step);
|
||||
} else {
|
||||
if (!omit_force_integration && !first_integration) {
|
||||
//overridden by direct state query
|
||||
|
@ -317,7 +317,8 @@ bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform
|
||||
best_first = false;
|
||||
if (col_obj->get_type() == CollisionObjectSW::TYPE_BODY) {
|
||||
const BodySW *body = static_cast<const BodySW *>(col_obj);
|
||||
r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - closest_B);
|
||||
Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass());
|
||||
r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -451,8 +452,8 @@ bool PhysicsDirectSpaceStateSW::rest_info(RID p_shape, const Transform &p_shape_
|
||||
if (rcd.best_object->get_type() == CollisionObjectSW::TYPE_BODY) {
|
||||
|
||||
const BodySW *body = static_cast<const BodySW *>(rcd.best_object);
|
||||
r_info->linear_velocity = body->get_linear_velocity() +
|
||||
(body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
|
||||
Vector3 rel_vec = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass());
|
||||
r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
|
||||
|
||||
} else {
|
||||
r_info->linear_velocity = Vector3();
|
||||
@ -664,9 +665,8 @@ int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transfo
|
||||
if (col_obj->get_type() == CollisionObjectSW::TYPE_BODY) {
|
||||
BodySW *body = (BodySW *)col_obj;
|
||||
|
||||
Vector3 rel_vec = b - body->get_transform().get_origin();
|
||||
//result.collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
|
||||
result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rel_vec); // * mPos);
|
||||
Vector3 rel_vec = b - (body->get_transform().origin + body->get_center_of_mass());
|
||||
result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -999,9 +999,9 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
|
||||
//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
|
||||
|
||||
const BodySW *body = static_cast<const BodySW *>(rcd.best_object);
|
||||
//Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin();
|
||||
// r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
|
||||
r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
|
||||
|
||||
Vector3 rel_vec = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass());
|
||||
r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
|
||||
|
||||
r_result->motion = safe * p_motion;
|
||||
r_result->remainder = p_motion - safe * p_motion;
|
||||
|
Loading…
Reference in New Issue
Block a user