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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2020-04-14 19:59:53 +0200
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-10-25 18:22:12 -0700
commitdaf7dcac7a9e0b4c26ba62ba9a700813d5abec9a (patch)
tree3ab364852f8804d03e8f6334a792d18f523dfea3 /servers/physics_2d/godot_body_2d.h
parent24fdedfe948a918b5a67846f7962f83ba0e59258 (diff)
downloadredot-engine-daf7dcac7a9e0b4c26ba62ba9a700813d5abec9a.tar.gz
Improved RigidDynamicBody linear/angular damping override
Damping values are now non-negative. Add new properties linear_damp_mode and angular_damp_mode to set the way RigidDynamicBody and PhysicalBone (2D & 3D) use damping values. It can now be Combine (default) to add to the default/areas, or Replace to override the value completely (current behavior).
Diffstat (limited to 'servers/physics_2d/godot_body_2d.h')
-rw-r--r--servers/physics_2d/godot_body_2d.h18
1 files changed, 10 insertions, 8 deletions
diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h
index 5fce362fa7..817d5f1b0d 100644
--- a/servers/physics_2d/godot_body_2d.h
+++ b/servers/physics_2d/godot_body_2d.h
@@ -53,8 +53,15 @@ class GodotBody2D : public GodotCollisionObject2D {
Vector2 constant_linear_velocity;
real_t constant_angular_velocity = 0.0;
- real_t linear_damp = -1.0;
- real_t angular_damp = -1.0;
+ PhysicsServer2D::BodyDampMode linear_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;
+ PhysicsServer2D::BodyDampMode angular_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;
+
+ real_t linear_damp = 0.0;
+ real_t angular_damp = 0.0;
+
+ real_t total_linear_damp = 0.0;
+ real_t total_angular_damp = 0.0;
+
real_t gravity_scale = 1.0;
real_t bounce = 0.0;
@@ -73,8 +80,6 @@ class GodotBody2D : public GodotCollisionObject2D {
bool calculate_center_of_mass = true;
Vector2 gravity;
- real_t area_linear_damp = 0.0;
- real_t area_angular_damp = 0.0;
real_t still_time = 0.0;
@@ -276,14 +281,11 @@ public:
void update_mass_properties();
void reset_mass_properties();
- _FORCE_INLINE_ Vector2 get_center_of_mass() const { return center_of_mass; }
+ _FORCE_INLINE_ const Vector2 &get_center_of_mass() const { return center_of_mass; }
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
- _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
- _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
- _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
void integrate_forces(real_t p_step);
void integrate_velocities(real_t p_step);