processed a lot of feedback: added 'realtime' simulation with fixed substeps (and clamping maximum number of substeps), this means that when stepSimulation is called with smaller timesteps then 'fixed substep' the motionstate is interpolated.

renamed m_ccdSweptSphereRadius,
enabled wireframe debugDrawObject (using debugDrawer)
This commit is contained in:
ejcoumans
2006-10-18 03:28:42 +00:00
parent 1fe414d98a
commit 3a6942fb91
32 changed files with 406 additions and 185 deletions

View File

@@ -45,6 +45,10 @@ protected:
btVector3 m_gravity;
//for variable timesteps
float m_localTime;
//for variable timesteps
bool m_ownsIslandManager;
bool m_ownsConstraintSolver;
@@ -74,6 +78,7 @@ protected:
void saveKinematicState(float timeStep);
public:
@@ -84,8 +89,9 @@ public:
btDiscreteDynamicsWorld();
virtual ~btDiscreteDynamicsWorld();
virtual void stepSimulation( float timeStep, int numSubsteps=1);
///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
virtual int stepSimulation( float timeStep,int maxSubSteps=1, float fixedTimeStep=1.f/60.f);
virtual void updateAabbs();
@@ -128,6 +134,9 @@ public:
virtual void removeRigidBody(btRigidBody* body);
void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
};
#endif //BT_DISCRETE_DYNAMICS_WORLD_H