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)
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@@ -38,8 +38,9 @@ class btDynamicsWorld : public btCollisionWorld
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}
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///stepSimulation proceeds the simulation over timeStep units
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virtual void stepSimulation( float timeStep,int numSubsteps=1) = 0;
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///if maxSubSteps > 0, it will interpolate time steps
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virtual int stepSimulation( float timeStep,int maxSubSteps=1, float fixedTimeStep=1.f/60.f)=0;
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virtual void updateAabbs() = 0;
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virtual void addConstraint(btTypedConstraint* constraint) {};
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