Changed position constraints to be less bouncy.
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@ -37,7 +37,7 @@ void Physics::takeUpdateStep(float timeDiff)
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if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition()) //if constraint != position of the body because otherwise dir = 0
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if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition()) //if constraint != position of the body because otherwise dir = 0
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{
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{
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btVector3 dir = allPositionConstraints[i].position - allPositionConstraints[i].body->getCenterOfMassPosition();
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btVector3 dir = allPositionConstraints[i].position - allPositionConstraints[i].body->getCenterOfMassPosition();
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dir = dir*allPositionConstraints[i].strength;
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dir = dir*allPositionConstraints[i].strength - allPositionConstraints[i].body->getLinearVelocity();
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allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength); //apply a foce upon the object pushing it towards the constraint position
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allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength); //apply a foce upon the object pushing it towards the constraint position
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}
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}
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}
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}
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