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@@ -49,7 +49,7 @@ Item {
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}
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onBeginContact: {
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var body = pictureArray[pictureArray.length-1].body
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- var impulseStrength = body.getMass()*conveyorSettings.forceFudgeFactor*d.mountingDesperation*Math.sqrt((pictureArray.length+1)/conveyorSettings.rowCount)
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+ var impulseStrength = body.getMass()*Math.sqrt(conveyorSettings.rowCount)*3*d.mountingDesperation*Math.sqrt((pictureArray.length+1)/conveyorSettings.rowCount)
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body.applyLinearImpulse(Qt.point(impulseStrength,0), Qt.point(0,0));
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withdrawlBoot()
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}
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@@ -100,12 +100,11 @@ Item {
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id: conveyorSettings
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category: "Conveyor"
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- property int rowCount: 6
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+ property int rowCount: 4
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property int footAnimationTime: 500
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property bool constrainToPi: false
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- property real friction: 0.02
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- property int forceFudgeFactor: 1
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+ property real friction: 0.01
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}
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Component {
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@@ -184,20 +183,20 @@ Item {
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ShaderEffectSource {
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id: viewportTexture
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- property int textureDimension: conveyorSettings.constrainToPi ? d.piMaxTextureSize : d.nvidiaMaxTextureSize
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-
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sourceItem: viewport
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width: viewport.width
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height: viewport.height
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hideSource: true
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live: true
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- textureSize: Qt.size(textureDimension,textureDimension/root.width*root.height)
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+ textureSize: conveyorSettings.constrainToPi ? Qt.size(d.piMaxTextureSize,d.piMaxTextureSize/root.width*root.height) : undefined
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}
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ShaderEffect {
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anchors.fill: parent
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property real rowCount: conveyorSettings.rowCount
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property variant source: viewportTexture
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+ blending: false
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+ cullMode: ShaderEffect.BackFaceCulling
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fragmentShader: "
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varying highp vec2 qt_TexCoord0;
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uniform sampler2D source;
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