Files
2025-09-18 17:55:52 -04:00

39 lines
1.0 KiB
C++

#include "stdafx.h"
#include "v8Kernel/BuoyancyConnector.h"
#include "V8Kernel/Body.h"
namespace RBX
{
const Vector3 BuoyancyConnector::getWorldPosition()
{
const CoordinateFrame& cf(getBody(body1)->getPvSafe().position);
return cf.pointToWorldSpace(position);
}
void BuoyancyConnector::computeForce( bool throttling )
{
getBody(body1)->accumulateForce(force, getWorldPosition());
getBody(body1)->accumulateTorque(torque);
}
BuoyancyConnector::BuoyancyConnector(Body* b0, Body* b1, const Vector3& pos) :
ContactConnector(b0, b1, ContactParams()),
position(pos),
force(Vector3::zero()),
torque(Vector3::zero()),
floatDistance(0.0f),
sinkDistance(0.0f),
submergeRatio(0.0f)
{
}
void BuoyancyConnector::updateContactPoint()
{
// This is used for debug rendering only
const CoordinateFrame& cf(getBody(body1) ->getPvUnsafe().position);
contactPoint.position = cf.pointToWorldSpace(position);
contactPoint.normal = force.direction();
contactPoint.length = -force.magnitude() / 3000.0f;
}
}