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Backport from Godot 4 - Fix RigidDynamicBody gaining momentum with bounce #55313
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@ -34,18 +34,6 @@
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#include "core/os/os.h"
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#include "space_sw.h"
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/*
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#define NO_ACCUMULATE_IMPULSES
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#define NO_SPLIT_IMPULSES
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#define NO_FRICTION
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*/
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#define NO_TANGENTIALS
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/* BODY PAIR */
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//#define ALLOWED_PENETRATION 0.01
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#define RELAXATION_TIMESTEPS 3
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#define MIN_VELOCITY 0.0001
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#define MAX_BIAS_ROTATION (Math_PI / 8)
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@ -335,9 +323,9 @@ bool BodyPairSW::setup(real_t p_step) {
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c.bounce = combine_bounce(A, B);
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if (c.bounce) {
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Vector3 crA = A->get_angular_velocity().cross(c.rA);
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Vector3 crB = B->get_angular_velocity().cross(c.rB);
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Vector3 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
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Vector3 crA = A->get_prev_angular_velocity().cross(c.rA);
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Vector3 crB = B->get_prev_angular_velocity().cross(c.rB);
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Vector3 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA;
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//normal impule
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c.bounce = c.bounce * dv.dot(c.normal);
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}
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@ -509,6 +509,9 @@ void BodySW::integrate_forces(real_t p_step) {
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area_linear_damp=damp_area->get_linear_damp();
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*/
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prev_linear_velocity = linear_velocity;
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prev_angular_velocity = angular_velocity;
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Vector3 motion;
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bool do_motion = false;
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@ -43,6 +43,9 @@ class BodySW : public CollisionObjectSW {
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Vector3 linear_velocity;
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Vector3 angular_velocity;
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Vector3 prev_linear_velocity;
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Vector3 prev_angular_velocity;
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Vector3 biased_linear_velocity;
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Vector3 biased_angular_velocity;
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real_t mass;
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@ -214,6 +217,9 @@ public:
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_FORCE_INLINE_ void set_angular_velocity(const Vector3 &p_velocity) { angular_velocity = p_velocity; }
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_FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; }
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_FORCE_INLINE_ Vector3 get_prev_linear_velocity() const { return prev_linear_velocity; }
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_FORCE_INLINE_ Vector3 get_prev_angular_velocity() const { return prev_angular_velocity; }
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_FORCE_INLINE_ const Vector3 &get_biased_linear_velocity() const { return biased_linear_velocity; }
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_FORCE_INLINE_ const Vector3 &get_biased_angular_velocity() const { return biased_angular_velocity; }
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@ -461,6 +461,9 @@ void Body2DSW::integrate_forces(real_t p_step) {
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area_linear_damp=damp_area->get_linear_damp();
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*/
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prev_linear_velocity = linear_velocity;
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prev_angular_velocity = angular_velocity;
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Vector2 motion;
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bool do_motion = false;
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@ -46,6 +46,9 @@ class Body2DSW : public CollisionObject2DSW {
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Vector2 linear_velocity;
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real_t angular_velocity;
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Vector2 prev_linear_velocity;
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real_t prev_angular_velocity = 0.0;
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real_t linear_damp;
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real_t angular_damp;
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real_t gravity_scale;
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@ -194,6 +197,9 @@ public:
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_FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; }
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_FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; }
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_FORCE_INLINE_ Vector2 get_prev_linear_velocity() const { return prev_linear_velocity; }
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_FORCE_INLINE_ real_t get_prev_angular_velocity() const { return prev_angular_velocity; }
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_FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; }
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_FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; }
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@ -32,7 +32,6 @@
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#include "collision_solver_2d_sw.h"
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#include "space_2d_sw.h"
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#define POSITION_CORRECTION
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#define ACCUMULATE_IMPULSES
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void BodyPair2DSW::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) {
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@ -423,9 +422,9 @@ bool BodyPair2DSW::setup(real_t p_step) {
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c.bounce = combine_bounce(A, B);
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if (c.bounce) {
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Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x);
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Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x);
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Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
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Vector2 crA(-A->get_prev_angular_velocity() * c.rA.y, A->get_prev_angular_velocity() * c.rA.x);
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Vector2 crB(-B->get_prev_angular_velocity() * c.rB.y, B->get_prev_angular_velocity() * c.rB.x);
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Vector2 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA;
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c.bounce = c.bounce * dv.dot(c.normal);
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}
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