switch from global to local damping

This commit is contained in:
Irlan
2017-04-12 10:54:28 -03:00
parent 7a438d0fba
commit e0d2580fa1
3 changed files with 78 additions and 14 deletions

View File

@ -59,18 +59,47 @@ struct b3BodyDef
linearVelocity.SetZero();
angularVelocity.SetZero();
gravityScale = 1.0f;
linearDamping = 0.0f;
angularDamping = 0.0f;
}
//
b3BodyType type;
//
bool awake;
//
bool fixedRotationX;
//
bool fixedRotationY;
//
bool fixedRotationZ;
//
void* userData;
//
b3Vec3 position;
//
b3Quat orientation;
//
b3Vec3 linearVelocity;
//
b3Vec3 angularVelocity;
//
float32 linearDamping;
//
float32 angularDamping;
//
float32 gravityScale;
};
@ -210,10 +239,22 @@ public:
// Transform a frame to the world space.
b3Transform GetWorldFrame(const b3Transform& localFrame) const;
// Get the gravity scale of the body. One is used by default.
// Get the linear damping of the body.
float32 GetLinearDamping() const;
// Set the linear damping of the body. Zero is set by default.
void SetLinearDamping(float32 damping);
// Get the angular damping of the body.
float32 GetAngularDamping() const;
// Set the angular damping of the body. Zero is set by default.
void SetAngularDamping(float32 damping);
// Get the gravity scale of the body.
float32 GetGravityScale() const;
// Set the gravity scale of the body.
// Set the gravity scale of the body. One is set by default.
void SetGravityScale(float32 scale);
// See if the body is awake.
@ -310,12 +351,15 @@ private:
// Inverse inertia about the body world center of mass.
b3Mat33 m_worldInvI;
float32 m_gravityScale;
b3Vec3 m_force;
b3Vec3 m_torque;
b3Vec3 m_linearVelocity;
b3Vec3 m_angularVelocity;
float32 m_linearDamping;
float32 m_angularDamping;
float32 m_gravityScale;
// Motion proxy for CCD.
b3Sweep m_sweep;
@ -477,6 +521,26 @@ inline void b3Body::SetAwake(bool flag)
}
}
inline float32 b3Body::GetLinearDamping() const
{
return m_linearDamping;
}
inline void b3Body::SetLinearDamping(float32 damping)
{
m_linearDamping = damping;
}
inline float32 b3Body::GetAngularDamping() const
{
return m_angularDamping;
}
inline void b3Body::SetAngularDamping(float32 damping)
{
m_angularDamping = damping;
}
inline float32 b3Body::GetGravityScale() const
{
return m_gravityScale;

View File

@ -79,6 +79,8 @@ b3Body::b3Body(const b3BodyDef& def, b3World* world)
m_xf.position = m_sweep.worldCenter;
m_xf.rotation = b3ConvertQuatToMat(m_sweep.orientation);
m_linearDamping = def.linearDamping;
m_angularDamping = def.angularDamping;
m_gravityScale = def.gravityScale;
m_userData = def.userData;
m_islandID = -1;

View File

@ -108,14 +108,6 @@ void b3Island::Solve(const b3Vec3& gravity, float32 dt, u32 velocityIterations,
{
float32 h = dt;
// Apply some damping.
// ODE: dv/dt + c * v = 0
// Solution: v(t) = v0 * exp(-c * t)
// Step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
// v2 = exp(-c * dt) * v1
const float32 k_d = 0.005f;
float32 d = exp(-k_d * h);
// 1. Integrate velocities
for (u32 i = 0; i < m_bodyCount; ++i)
{
@ -165,9 +157,15 @@ void b3Island::Solve(const b3Vec3& gravity, float32 dt, u32 velocityIterations,
// Clear torques
b->m_torque.SetZero();
// Apply damping
v *= d;
w *= d;
// Apply local damping.
// ODE: dv/dt + c * v = 0
// Solution: v(t) = v0 * exp(-c * t)
// Step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
// v2 = exp(-c * dt) * v1
// Pad<61> approximation:
// 1 / (1 + c * dt)
v *= 1.0f / (1.0f + h * b->m_linearDamping);
w *= 1.0f / (1.0f + h * b->m_angularDamping);
}
m_velocities[i].v = v;