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physics notes
based on https://github.com/TorqueGameEngines/Torque3D/pull/1165 and after further talks with @AtomicWalrus: use the massbox or bounds box based mRigid.setObjectInertia method to reduce recirulating, combine resolvecollision and resolvecontacts clamp seperation force for contact resolution gravity normalized to earth standard (9.8,not 20) take delta-time into account *once* for kinetic energy vs gravity rest checks and for debug purposes, expose mRigid.atRest to the inspector to see if it's truly at reast or grinding calcs to minimal effect
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4 changed files with 57 additions and 22 deletions
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@ -216,8 +216,8 @@ class RigidShape: public ShapeBase
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bool onNewDataBlock( GameBaseData *dptr, bool reload );
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void updatePos(F32 dt);
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bool updateCollision(F32 dt);
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bool resolveCollision(Rigid& ns,CollisionList& cList);
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bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
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bool resolveCollision(Rigid& ns,CollisionList& cList, F32 dt);
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bool resolveContacts(Rigid& ns,CollisionList& cList, F32 dt);
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bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
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void checkTriggers();
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static void findCallback(SceneObject* obj,void * key);
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