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@@ -55,55 +55,55 @@ apply_linear_force(ColliderDef &def, const LVector3f &force) {
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if (force == LVector3f::zero()) {
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return;
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}
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-
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- if (def._node) {
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- ActorNode *actor=DCAST(ActorNode, def._node);
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- float friction=1.0f;
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- LVector3f vel=actor->get_physics_object()->get_velocity();
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- LVector3f old_vel=vel;
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- LVector3f adjustment=force;
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- adjustment.normalize();
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- adjustment*=adjustment.dot(vel);
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- #if 0 //[
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- float initialVelMag=vel.length();
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- float temp=((vel-c)*friction).length();
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- if ((vel-c)[2]) {
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- cerr<<"\n\napply_linear_force"
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- <<"\n vel "<<vel<<" mag "<<initialVelMag
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- <<"\n force "<<force<<" mag "<<force.length()
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- <<"\n unitForce "<<unitForce<<" mag "<<unitForce.length()
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- <<"\n c "<<c<<" mag "<<c.length()
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- <<"\n vel "<<vel-c<<" mag "<<(vel-c).length()
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- <<"\n friction "<<friction
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- <<"\n vel "<<((vel-c)*friction)<<" mag "<<temp
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- <<"\n initialVelMag > "<<(initialVelMag>temp)
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- <<endl;
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- if (initialVelMag<temp) {
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- cerr<<"\n*************************************"<<endl;
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- }
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- }
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- #endif //]
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- float angle=adjustment.dot(vel);
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- vel-=adjustment;
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- if (angle<=0.0f) {
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- // ...avoid amplifying the velocity by checking to see
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- // that the adjustment and the velocity are more than
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- // right-angles (i.e. obtuse angle).
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- float almostStationary=1.0f;
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- if (vel.dot(vel)>almostStationary) {
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- friction*=0.01f; cerr<<"not almostStationary"<<endl;
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- }
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- //vel*=1.0f-friction;
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- }
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-
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- LVector3f new_vel=vel;
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- if (vel.length() > old_vel.length()) {
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- cerr<<"\nvel.length() > old_vel.length() "<<vel.length()<<" > "<<old_vel.length()<<endl;
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+ if (!def._node) {
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+ return;
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+ }
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+ ActorNode *actor=DCAST(ActorNode, def._node);
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+ float friction=0.9f;
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+ LVector3f vel=actor->get_physics_object()->get_velocity();
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+ LVector3f old_vel=vel;
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+ LVector3f adjustment=force;
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+ adjustment.normalize();
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+ adjustment*=adjustment.dot(vel);
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+ #if 0 //[
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+ float initialVelMag=vel.length();
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+ float temp=((vel-c)*friction).length();
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+ if ((vel-c)[2]) {
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+ cerr<<"\n\napply_linear_force"
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+ <<"\n old_vel "<<old_vel<<" len "<<old_vel.length()
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+ <<"\n force "<<force<<" len "<<force.length()
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+ <<"\n adjustment "<<adjustment<<" len"<<adjustment.length()
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+ <<"\n vel "<<vel-c<<" len "<<(vel-c).length()
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+ <<"\n friction "<<friction
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+ <<"\n vel "<<((vel-c)*friction)<<" len "<<temp
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+ <<"\n initialVelLen > "<<(initialVelMag>temp)
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+ <<endl;
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+ if (initialVelMag<temp) {
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+ cerr<<"\n*************************************"<<endl;
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}
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- if (vel.length() > 10.0f) {
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- cerr<<"\nvel.length() > 10.0f "<<vel.length()<<endl;
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+ }
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+ #endif //]
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+ float angle=adjustment.dot(vel);
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+ vel-=adjustment;
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+ if (angle<=0.0f) {
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+ // ...avoid amplifying the velocity by checking to see
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+ // that the adjustment and the velocity are more than
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+ // right-angles (i.e. obtuse angle).
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+ float almostStationary=1.0f;
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+ if (vel.dot(vel)>almostStationary) {
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+ friction*=0.01f; cerr<<"not almostStationary"<<endl;
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}
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-
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- actor->get_physics_object()->set_velocity(vel);
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+ //vel*=1.0f-friction;
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}
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+
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+ LVector3f new_vel=vel;
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+ if (vel.length() > old_vel.length()) {
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+ cerr<<"\nvel.length() > old_vel.length() "<<vel.length()<<" > "<<old_vel.length()<<endl;
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+ }
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+ if (vel.length() > 10.0f) {
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+ cerr<<"\nvel.length() > 10.0f "<<vel.length()<<endl;
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+ }
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+
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+ actor->set_contact_vector(force);
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+ actor->get_physics_object()->set_velocity(vel);
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}
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