BulletSim: add comments to force and impulse setting functions
so it is clear what Bullet is actually doing with the set values.user_profiles
parent
92a6958b6d
commit
44492b3a49
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@ -921,6 +921,7 @@ public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quater
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}
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}
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// Add a force to the object as if its mass is one.
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// Add a force to the object as if its mass is one.
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// Deep down in Bullet: m_totalForce += force*m_linearFactor;
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public override void ApplyCentralForce(BulletBody obj, Vector3 force)
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public override void ApplyCentralForce(BulletBody obj, Vector3 force)
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{
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{
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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@ -964,6 +965,7 @@ public override void SetSleepingThresholds(BulletBody obj, float lin_threshold,
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BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold);
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BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold);
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}
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}
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// Deep down in Bullet: m_totalTorque += torque*m_angularFactor;
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public override void ApplyTorque(BulletBody obj, Vector3 torque)
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public override void ApplyTorque(BulletBody obj, Vector3 torque)
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{
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{
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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@ -971,6 +973,8 @@ public override void ApplyTorque(BulletBody obj, Vector3 torque)
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}
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}
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// Apply force at the given point. Will add torque to the object.
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// Apply force at the given point. Will add torque to the object.
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// Deep down in Bullet: applyCentralForce(force);
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// applyTorque(rel_pos.cross(force*m_linearFactor));
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public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
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public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
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{
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{
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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@ -978,6 +982,7 @@ public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
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}
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}
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// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
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// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
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// Deep down in Bullet: m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
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public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
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public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
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{
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{
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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@ -985,6 +990,7 @@ public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
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}
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}
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// Apply impulse to the object's torque. Force is scaled by object's mass.
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// Apply impulse to the object's torque. Force is scaled by object's mass.
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// Deep down in Bullet: m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
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public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
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public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
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{
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{
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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@ -992,6 +998,8 @@ public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
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}
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}
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// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
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// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
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// Deep down in Bullet: applyCentralImpulse(impulse);
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// applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
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public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos)
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public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos)
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{
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{
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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