Implemented a custom physics engine #316
|
@ -62,7 +62,7 @@
|
|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 3, y: 7.5, z: 0}
|
||||
Translate: {x: -1, y: 7.5, z: 0}
|
||||
Rotate: {x: -0, y: 0, z: 0.785398185}
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||||
Scale: {x: 1, y: 1, z: 1}
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IsActive: true
|
||||
|
@ -77,11 +77,11 @@
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Interpolate: true
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||||
Sleeping Enabled: true
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||||
Freeze Position X: false
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||||
Freeze Position Y: true
|
||||
Freeze Position Y: false
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||||
Freeze Position Z: false
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||||
Freeze Rotation X: false
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||||
Freeze Rotation Y: false
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||||
Freeze Rotation Z: false
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||||
Freeze Rotation X: true
|
||||
Freeze Rotation Y: true
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||||
Freeze Rotation Z: true
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||||
IsActive: true
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||||
Collider Component:
|
||||
DrawColliders: false
|
||||
|
@ -90,7 +90,7 @@
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|||
Collision Tag: 1
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Type: Sphere
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Radius: 1
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||||
Friction: 0.400000006
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||||
Friction: 1
|
||||
Bounciness: 0
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||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
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||||
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@ -131,7 +131,7 @@
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Collision Tag: 2
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||||
Type: Box
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||||
Half Extents: {x: 1, y: 1, z: 1}
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||||
Friction: 0.400000006
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||||
Friction: 1
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||||
Bounciness: 0
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||||
Density: 1
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||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
|
@ -144,9 +144,9 @@
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|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: -1.74209237, z: 0}
|
||||
Translate: {x: 0, y: -3, z: 0}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 10, y: 0.5, z: 10}
|
||||
Scale: {x: 10, y: 3, z: 10}
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Static
|
||||
|
@ -267,8 +267,8 @@
|
|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: -1, y: 7, z: 0}
|
||||
Rotate: {x: 0.785398185, y: 0.785398185, z: 0.785398185}
|
||||
Translate: {x: 2, y: 2, z: 3}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 0.999990404, y: 0.999994457, z: 0.999985337}
|
||||
IsActive: true
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||||
RigidBody Component:
|
||||
|
@ -278,7 +278,7 @@
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|||
Drag: 0.00999999978
|
||||
Angular Drag: 0
|
||||
Use Gravity: true
|
||||
Gravity Scale: 1
|
||||
Gravity Scale: 5
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
|
|
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@ -108,7 +108,7 @@ namespace SHADE
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* Performs a single simulation step. <br/>
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||||
* Detect Collisions -> Integrate Forces -> Resolve Contacts -> Integrate Velocities
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||||
* @param dt
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||||
* A discrete time step for the simulation. This should be consistent for deteministic
|
||||
* A discrete time step for the simulation. This should be consistent for deterministic
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||||
* behaviour.
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||||
*/
|
||||
void Step (float dt);
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@ -118,7 +118,7 @@ namespace SHADE
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|||
/* Type Definitions */
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||||
/*---------------------------------------------------------------------------------*/
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||||
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||||
// EntityIDs are used to map resolved contraints back to bodies
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||||
// EntityIDs are used to map resolved constraints back to bodies
|
||||
using RigidBodies = std::unordered_map<EntityID, SHRigidBody*>;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
Loading…
Reference in New Issue