[WIP] Implementing recreating the world to reset it.
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@@ -525,7 +525,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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m_collisionConfiguration);
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}
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changeERPCFM(); // set appropriate ERP/CFM values according to the string and damper properties of the constraint
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changeERPCFM(); // set appropriate ERP/CFM values according to the spring and damper properties of the constraint
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if (useSplitImpulse) { // If you experience strong repulsion forces in your constraints, it might help to enable the split impulse feature
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m_dynamicsWorld->getSolverInfo().m_splitImpulse = 1; //enable split impulse feature
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@@ -557,7 +557,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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void timeWarpSimulation(float deltaTime) // Override this
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virtual void performModelUpdate(float deltaTime) // Override this
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{
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}
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@@ -596,7 +596,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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//#############
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// 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
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timeWarpSimulation(deltaTime);
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performModelUpdate(deltaTime);
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if(mLoopTimer.getTimeSeconds() - speedUpPrintTimeStamp > 1){
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// on reset, we calculate the performed speed up
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double speedUp = ((double)performedTime*1000.0)/((double)(mLoopTimer.getTimeMilliseconds()-performanceTimestamp));
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