Further tweaked restitution for track and bowling ball to avoid
bowling balls jumping up and down, while still maintaining a push back for soccer balls.
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@ -57,7 +57,7 @@ Bowling::Bowling(AbstractKart *kart)
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createPhysics(y_offset, btVector3(0.0f, 0.0f, m_speed*2),
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createPhysics(y_offset, btVector3(0.0f, 0.0f, m_speed*2),
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new btSphereShape(0.5f*m_extend.getY()),
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new btSphereShape(0.5f*m_extend.getY()),
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1.0f /*restitution*/,
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0.8f /*restitution*/,
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-70.0f /*gravity*/,
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-70.0f /*gravity*/,
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true /*rotates*/);
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true /*rotates*/);
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// Even if the ball is fired backwards, m_speed must be positive,
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// Even if the ball is fired backwards, m_speed must be positive,
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@ -188,7 +188,7 @@ void TriangleMesh::createPhysicalBody(btCollisionObject::CollisionFlags flags,
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m_motion_state = new btDefaultMotionState(startTransform);
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m_motion_state = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo info(0.0f, m_motion_state,
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btRigidBody::btRigidBodyConstructionInfo info(0.0f, m_motion_state,
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m_collision_shape);
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m_collision_shape);
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info.m_restitution = 1.0f;
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info.m_restitution = 0.8f;
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m_body=new btRigidBody(info);
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m_body=new btRigidBody(info);
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World::getWorld()->getPhysics()->addBody(m_body);
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World::getWorld()->getPhysics()->addBody(m_body);
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