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2DThe issue is specifically about the 2D version of Rapier.The issue is specifically about the 2D version of Rapier.3DThe issue is specifically about the 3D version of Rapier.The issue is specifically about the 3D version of Rapier.A-DynamicsC-EnhancementNew feature or requestNew feature or requestD-MediumP-Medium
Description
I have a use case where in Godot they use friction and bounce like so:
real_t combine_bounce(GodotBody3D *A, GodotBody3D *B) {
return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1);
}
real_t combine_friction(GodotBody3D *A, GodotBody3D *B) {
return ABS(MIN(A->get_friction(), B->get_friction()));
}
So bounce they sum them, and then either take 0 or 1(bounce can be negative on some objects)
Friction they take the min and then take abs(agian, friction can be negative, and in such a case that is the value you always take). Weird case, but am thinking how could I do this in rapier?
Maybe if I could override the combine function from CoefficientCombineRule, I could make it work.
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2DThe issue is specifically about the 2D version of Rapier.The issue is specifically about the 2D version of Rapier.3DThe issue is specifically about the 3D version of Rapier.The issue is specifically about the 3D version of Rapier.A-DynamicsC-EnhancementNew feature or requestNew feature or requestD-MediumP-Medium