Fix some solver issues
- Fix the wrong codepath taken by the solver for contacts involving a collider without parent. - Properly adress the non-linear treatment of the friction direction - Simplify the sleeping strategy - Add an impulse resolution multiplier
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@@ -50,12 +50,10 @@ impl OrbitCameraPlugin {
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mut query: Query<(&OrbitCamera, &mut Transform), (Changed<OrbitCamera>, With<Camera>)>,
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) {
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for (camera, mut transform) in query.iter_mut() {
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if camera.enabled {
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let rot = Quat::from_axis_angle(Vec3::Y, camera.x)
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* Quat::from_axis_angle(-Vec3::X, camera.y);
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transform.translation = (rot * Vec3::Y) * camera.distance + camera.center;
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transform.look_at(camera.center, Vec3::Y);
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}
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let rot = Quat::from_axis_angle(Vec3::Y, camera.x)
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* Quat::from_axis_angle(-Vec3::X, camera.y);
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transform.translation = (rot * Vec3::Y) * camera.distance + camera.center;
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transform.look_at(camera.center, Vec3::Y);
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}
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}
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