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authorJuan Linietsky <reduzio@gmail.com>2015-01-05 18:37:12 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-01-05 18:37:12 -0300
commitb51f64571151cad5da8e5ed20ef52a8b0ffc3534 (patch)
tree265653ff8a5627321332c3a96cc2978dc516b5c3 /servers/physics_2d/area_2d_sw.h
parent1ff0d5c4e57538463081c774dc40a6f8323e6cb9 (diff)
downloadredot-engine-b51f64571151cad5da8e5ed20ef52a8b0ffc3534.tar.gz
Changes to 2D physics engine
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
Diffstat (limited to 'servers/physics_2d/area_2d_sw.h')
-rw-r--r--servers/physics_2d/area_2d_sw.h10
1 files changed, 7 insertions, 3 deletions
diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/area_2d_sw.h
index 0eda1050fa..d94b2f9ccf 100644
--- a/servers/physics_2d/area_2d_sw.h
+++ b/servers/physics_2d/area_2d_sw.h
@@ -47,7 +47,8 @@ class Area2DSW : public CollisionObject2DSW{
Vector2 gravity_vector;
bool gravity_is_point;
float point_attenuation;
- float density;
+ float linear_damp;
+ float angular_damp;
int priority;
ObjectID monitor_callback_id;
@@ -128,8 +129,11 @@ public:
_FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
- _FORCE_INLINE_ void set_density(float p_density) { density=p_density; }
- _FORCE_INLINE_ float get_density() const { return density; }
+ _FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; }
+ _FORCE_INLINE_ float get_linear_damp() const { return linear_damp; }
+
+ _FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; }
+ _FORCE_INLINE_ float get_angular_damp() const { return angular_damp; }
_FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }