Implemented a custom physics engine #316
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@ -45,7 +45,7 @@
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: 7.5, z: 0}
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Translate: {x: 2, y: 7.5, z: 0}
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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
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@ -60,7 +60,7 @@
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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: false
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Freeze Position Y: true
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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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@ -182,8 +182,8 @@
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NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
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Translate: {x: 0, y: 2, z: 3}
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Rotate: {x: 0, y: 0.785398185, z: 0}
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Translate: {x: 0, y: 7, z: 0}
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Rotate: {x: 0, y: 0, z: 0.785398185}
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Scale: {x: 0.999990404, y: 0.999994457, z: 0.999985337}
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IsActive: true
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RigidBody Component:
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|
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@ -364,7 +364,7 @@ namespace SHADE
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const float DENOMINATOR = AV_DOT_VB - AV_DOT_VA * A2_OVER_A1;
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// We clamp it because the factor cannot be beyond [0,1] as it would be beyond the segment if it was so.
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const float R = std::clamp(NUMERATOR / DENOMINATOR, 0.0f, 1.0f);
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const float R = DENOMINATOR == 0.0f ? NUMERATOR : NUMERATOR / DENOMINATOR;
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// Just take a point from A since it's A -> B
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return TAIL_A + R * VA;
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