modified marbel rolling and box to allow somewhat easier movement

This commit is contained in:
Jasper 2015-03-09 17:01:14 +01:00
parent f71f9e0590
commit 28119ea906
3 changed files with 7 additions and 4 deletions

View File

@ -14,7 +14,7 @@
<yRot>0.0</yRot> <yRot>0.0</yRot>
<zRot>0.0</zRot> <zRot>0.0</zRot>
<scale>1.0</scale> <scale>1.0</scale>
<mass>8.0</mass> <mass>11.0</mass>
</object> </object>
</composition> </composition>

View File

@ -13079,7 +13079,7 @@
<directionalLight> <directionalLight>
<xOffset>-1.0</xOffset> <xOffset>-1.0</xOffset>
<yOffset>-6</yOffset> <yOffset>6</yOffset>
<zOffset>1.0</zOffset> <zOffset>1.0</zOffset>
<rColour>1.0</rColour> <rColour>1.0</rColour>
<gColour>1.0</gColour> <gColour>1.0</gColour>
@ -13108,7 +13108,7 @@
<physics> <physics>
<friction>0.9</friction> <friction>0.9</friction>
<strength>200.0</strength> <strength>300.0</strength>
</physics> </physics>
<positionConstraint> <positionConstraint>

View File

@ -162,7 +162,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); //next we process all data for the rigid body into info btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); //next we process all data for the rigid body into info
info.m_friction = friction*2; //here we modify the friction and restitution (bounciness) of the object info.m_friction = friction; //here we modify the friction and restitution (bounciness) of the object
info.m_restitution = 0.0f; info.m_restitution = 0.0f;
playerBall = new btRigidBody(info); //finally we create the rigid body using the info playerBall = new btRigidBody(info); //finally we create the rigid body using the info
@ -379,6 +379,9 @@ void Physics::addButton(float width, float height, float length, Entity entity,
} }
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia); btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia);
info.m_friction = 0.2; //here we modify the friction and restitution (bounciness) of the object
info.m_restitution = 0.0f;
btRigidBody* body = new btRigidBody(info); btRigidBody* body = new btRigidBody(info);
body->setDamping(dampningL, dampningA); body->setDamping(dampningL, dampningA);