fixes to allow applying impulses during interpolated timesteps (avoid visual discontinuities)
experimental jitter removal (doesn't work very well yet)
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@@ -43,6 +43,11 @@ struct btCollisionObject
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///m_interpolationWorldTransform is used for CCD and interpolation
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///it can be either previous or future (predicted) transform
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btTransform m_interpolationWorldTransform;
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//those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities)
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//without destroying the continuous interpolated motion (which uses this interpolation velocities)
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btVector3 m_interpolationLinearVelocity;
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btVector3 m_interpolationAngularVelocity;
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enum CollisionFlags
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{
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