[WIP] Implementing recreating the world to reset it.

This commit is contained in:
Benelot
2016-12-27 21:00:22 +01:00
parent a76187fea5
commit 3a424079f3
2 changed files with 133 additions and 51 deletions

View File

@@ -525,7 +525,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
m_collisionConfiguration);
}
changeERPCFM(); // set appropriate ERP/CFM values according to the string and damper properties of the constraint
changeERPCFM(); // set appropriate ERP/CFM values according to the spring and damper properties of the constraint
if (useSplitImpulse) { // If you experience strong repulsion forces in your constraints, it might help to enable the split impulse feature
m_dynamicsWorld->getSolverInfo().m_splitImpulse = 1; //enable split impulse feature
@@ -557,7 +557,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
void timeWarpSimulation(float deltaTime) // Override this
virtual void performModelUpdate(float deltaTime) // Override this
{
}
@@ -596,7 +596,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
//#############
// model update - here you perform updates of your model, be it the physics model, the game or simulation state or anything not related to graphics and input
timeWarpSimulation(deltaTime);
performModelUpdate(deltaTime);
if(mLoopTimer.getTimeSeconds() - speedUpPrintTimeStamp > 1){
// on reset, we calculate the performed speed up
double speedUp = ((double)performedTime*1000.0)/((double)(mLoopTimer.getTimeMilliseconds()-performanceTimestamp));