Remove useless rigid-body fields.
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@@ -88,10 +88,6 @@ pub struct RigidBody {
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pub linear_damping: Real,
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pub linear_damping: Real,
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/// Damping factor for gradually slowing down the angular motion of the rigid-body.
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/// Damping factor for gradually slowing down the angular motion of the rigid-body.
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pub angular_damping: Real,
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pub angular_damping: Real,
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/// The maximum linear velocity this rigid-body can reach.
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pub max_linear_velocity: Real,
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/// The maximum angular velocity this rigid-body can reach.
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pub max_angular_velocity: Real,
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/// Accumulation of external forces (only for dynamic bodies).
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/// Accumulation of external forces (only for dynamic bodies).
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pub(crate) force: Vector<Real>,
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pub(crate) force: Vector<Real>,
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/// Accumulation of external torques (only for dynamic bodies).
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/// Accumulation of external torques (only for dynamic bodies).
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@@ -133,8 +129,6 @@ impl RigidBody {
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gravity_scale: 1.0,
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gravity_scale: 1.0,
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linear_damping: 0.0,
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linear_damping: 0.0,
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angular_damping: 0.0,
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angular_damping: 0.0,
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max_linear_velocity: Real::MAX,
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max_angular_velocity: 100.0,
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colliders: Vec::new(),
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colliders: Vec::new(),
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activation: ActivationStatus::new_active(),
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activation: ActivationStatus::new_active(),
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joint_graph_index: InteractionGraph::<(), ()>::invalid_graph_index(),
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joint_graph_index: InteractionGraph::<(), ()>::invalid_graph_index(),
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@@ -468,20 +462,6 @@ impl RigidBody {
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if apply_damping {
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if apply_damping {
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self.linvel *= 1.0 / (1.0 + dt * self.linear_damping);
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self.linvel *= 1.0 / (1.0 + dt * self.linear_damping);
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self.angvel *= 1.0 / (1.0 + dt * self.angular_damping);
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self.angvel *= 1.0 / (1.0 + dt * self.angular_damping);
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// self.linvel = self.linvel.cap_magnitude(self.max_linear_velocity);
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// #[cfg(feature = "dim2")]
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// {
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// self.angvel = na::clamp(
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// self.angvel,
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// -self.max_angular_velocity,
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// self.max_angular_velocity,
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// );
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// }
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// #[cfg(feature = "dim3")]
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// {
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// self.angvel = self.angvel.cap_magnitude(self.max_angular_velocity);
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// }
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}
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}
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self.next_position = self.integrate_velocity(dt) * self.position;
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self.next_position = self.integrate_velocity(dt) * self.position;
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