mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
fix mass setting
This commit is contained in:
parent
5835b207c1
commit
ce44f36999
@ -1117,7 +1117,7 @@ CPhysicsEnvironment::CPhysicsEnvironment( void )
|
||||
// PHYSX_BEGIN
|
||||
|
||||
PxSceneDesc sceneDesc(gPxPhysics->getTolerancesScale());
|
||||
sceneDesc.gravity = physx::PxVec3(0.0f, 0.0f, -50.f);
|
||||
sceneDesc.gravity = physx::PxVec3(0.0f, 0.0f, -600.f);
|
||||
|
||||
m_pPxDispatcher = PxDefaultCpuDispatcherCreate(2);
|
||||
sceneDesc.cpuDispatcher = m_pPxDispatcher;
|
||||
@ -1525,9 +1525,10 @@ void CPhysicsEnvironment::Simulate( float deltaTime )
|
||||
deltaTime = 0.1f;
|
||||
}
|
||||
|
||||
m_pPxScene->simulate(deltaTime);
|
||||
m_pPxScene->simulate( deltaTime /*1/60.f*/); // nillerusr: Stable simulation for testing in debug builds
|
||||
m_pPxScene->fetchResults(true);
|
||||
|
||||
|
||||
#if 0
|
||||
m_pCollisionSolver->EventPSI( this );
|
||||
m_pCollisionListener->EventPSI( this );
|
||||
|
@ -1030,12 +1030,14 @@ static PxRigidActor *CreatePxActor(PxTransform &transform, PxShape *shape, int m
|
||||
shape = (PxShape*)shape->userData;
|
||||
}
|
||||
|
||||
if( !isStatic )
|
||||
PxRigidBodyExt::setMassAndUpdateInertia( *(PxRigidDynamic*)actor, 0.05 );
|
||||
if( isStatic )
|
||||
return actor;
|
||||
|
||||
return actor;
|
||||
float mass = clamp( pParams->mass, VPHYSICS_MIN_MASS, VPHYSICS_MAX_MASS );
|
||||
|
||||
PxRigidDynamic *dynamic = (PxRigidDynamic*)actor;
|
||||
PxRigidBodyExt::setMassAndUpdateInertia( *dynamic, mass );
|
||||
|
||||
// objectTemplate.mass = clamp( pParams->mass, VPHYSICS_MIN_MASS, VPHYSICS_MAX_MASS );
|
||||
// if ( materialIndex >= 0 )
|
||||
// {
|
||||
// objectTemplate.material = physprops->GetIVPMaterial( materialIndex );
|
||||
@ -1046,12 +1048,14 @@ static PxRigidActor *CreatePxActor(PxTransform &transform, PxShape *shape, int m
|
||||
// objectTemplate.material = physprops->GetIVPMaterial( materialIndex );
|
||||
// }
|
||||
|
||||
PxVec3 massInertia = dynamic->getMassSpaceInertiaTensor();
|
||||
massInertia *= pParams->inertia;
|
||||
dynamic->setMassSpaceInertiaTensor(massInertia);
|
||||
|
||||
dynamic->setAngularDamping( pParams->rotdamping );
|
||||
dynamic->setLinearDamping( pParams->damping );
|
||||
|
||||
// objectTemplate.rot_inertia.set(inertia, inertia, inertia);
|
||||
// objectTemplate.rot_speed_damp_factor.set(pParams->rotdamping, pParams->rotdamping, pParams->rotdamping);
|
||||
// objectTemplate.speed_damp_factor = pParams->damping;
|
||||
// objectTemplate.auto_check_rot_inertia = pParams->rotInertiaLimit;
|
||||
return actor;
|
||||
}
|
||||
|
||||
|
||||
@ -1131,28 +1135,6 @@ CPhysicsObject *CreatePhysicsObject( CPhysicsEnvironment *pEnvironment, const CP
|
||||
PxRigidActor *body = CreatePxActor( t, shape, materialIndex, pParams, isStatic );
|
||||
scene->addActor(*body);
|
||||
}
|
||||
#if 0
|
||||
if( pCollisionModel && mesh->getNbVertices() != 0 )
|
||||
{
|
||||
RadianEuler radian(angles);
|
||||
Quaternion qw(radian);
|
||||
|
||||
PxQuat q( qw.x, qw.y, qw.z, qw.w );
|
||||
|
||||
PxTransform t(PxVec3(position.x, position.y, position.z), q);
|
||||
PxMaterial *mat = gPxPhysics->createMaterial(0.5f, 0.5f, 0.6f);
|
||||
|
||||
PxRigidStatic* body = gPxPhysics->createRigidStatic(t);
|
||||
|
||||
if( body )
|
||||
{
|
||||
PxShape* aConvexShape = PxRigidActorExt::createExclusiveShape(*body,
|
||||
PxConvexMeshGeometry(mesh), *mat);
|
||||
|
||||
scene->addActor(*body);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
pObject->Init( pCollisionModel, NULL, materialIndex, pParams->volume, pParams->dragCoefficient, pParams->dragCoefficient );
|
||||
pObject->SetGameData( pParams->pGameData );
|
||||
|
Loading…
Reference in New Issue
Block a user