From 2b1014e603c7ef62f5d4f1a9edd44aeae0ed9298 Mon Sep 17 00:00:00 2001
From: Sara <sara@saragerretsen.nl>
Date: Wed, 18 Oct 2023 13:49:54 +0200
Subject: [PATCH] modified hardcoded values for collision forces

---
 src/rigidbody.c | 10 +++++-----
 1 file changed, 5 insertions(+), 5 deletions(-)

diff --git a/src/rigidbody.c b/src/rigidbody.c
index 35e77ae..f272e19 100644
--- a/src/rigidbody.c
+++ b/src/rigidbody.c
@@ -102,10 +102,10 @@ Vector _internal_calculate_contact_force(Contact* contact) {
     if(vsqrmagnitudef(hit.separation_force) < powf(0.01f, 2))
         return ZeroVector;
     
-    const float warming = 100.f * fminf(1.f, contact->warming);
+    const float warming = fminf(1.f, contact->warming * 100.f);
     const float d = 1.0f;
-    const float k = 0.0f * warming;
-    const float b = 1.0f;
+    const float k = 0.001f;
+    const float b = 1.0f * warming;
 
     const Vector damping = vmulff(hit.normal, k * d);
     const Vector bounce = vprojectf(vmulff(hit.normal, -b), hit.velocity);
@@ -118,8 +118,8 @@ void _internal_rigidbody_solve_contact(RigidBody* self, Contact* contact, Vector
     Collision hit = contact->hit;
     if(vdotf(hit.normal, self->linear_velocity) > 0.0)
         return;
-    if (vsqrmagnitudef(contact->hit.separation_force) < 0.001f*0.001f)
-        return;
+    // if (vsqrmagnitudef(contact->hit.separation_force) < 0.001f*0.001f)
+        // return;
 
     float normalmag = vmagnitudef(contact->hit.normal);
     ASSERT_RETURN(fabsf(normalmag - 1.f) < 0.99999f,, "Normal of collision not one");