Rigid-body: don’t clear forces at end of timestep + don’t wake-up a rigid-body if the modified property is equal to the old value.

This commit is contained in:
Sébastien Crozet
2022-03-13 15:29:22 +01:00
committed by Sébastien Crozet
parent 1535db87c7
commit 8e07d8799f
3 changed files with 299 additions and 223 deletions

View File

@@ -224,7 +224,7 @@ impl PhysicsPipeline {
})
.unwrap();
bodies.map_mut_internal(handle.0, |forces: &mut RigidBodyForces| {
forces.add_gravity_acceleration(&gravity, &effective_inv_mass)
forces.compute_effective_force_and_torque(&gravity, &effective_inv_mass)
});
}
@@ -355,7 +355,6 @@ impl PhysicsPipeline {
bodies: &mut Bodies,
colliders: &mut Colliders,
modified_colliders: &mut Vec<ColliderHandle>,
clear_forces: bool,
) where
Bodies: ComponentSetMut<RigidBodyVelocity>
+ ComponentSetMut<RigidBodyForces>
@@ -369,16 +368,6 @@ impl PhysicsPipeline {
// Set the rigid-bodies and kinematic bodies to their final position.
for handle in islands.iter_active_bodies() {
let status: &RigidBodyType = bodies.index(handle.0);
if status.is_kinematic() {
bodies.set_internal(handle.0, RigidBodyVelocity::zero());
}
if clear_forces {
bodies.map_mut_internal(handle.0, |f: &mut RigidBodyForces| {
f.torque = na::zero();
f.force = na::zero();
});
}
bodies.map_mut_internal(handle.0, |poss: &mut RigidBodyPosition| {
poss.position = poss.next_position
@@ -666,14 +655,7 @@ impl PhysicsPipeline {
}
}
let clear_forces = remaining_substeps == 0;
self.advance_to_final_positions(
islands,
bodies,
colliders,
modified_colliders,
clear_forces,
);
self.advance_to_final_positions(islands, bodies, colliders, modified_colliders);
self.detect_collisions(
&integration_parameters,