fixes to allow applying impulses during interpolated timesteps (avoid visual discontinuities)
experimental jitter removal (doesn't work very well yet)
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@@ -150,7 +150,8 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates()
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if (body->GetActivationState() != ISLAND_SLEEPING)
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{
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btTransform interpolatedTransform;
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btTransformUtil::integrateTransform(body->m_interpolationWorldTransform,body->getLinearVelocity(),body->getAngularVelocity(),m_localTime,interpolatedTransform);
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btTransformUtil::integrateTransform(body->m_interpolationWorldTransform,
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body->m_interpolationLinearVelocity,body->m_interpolationAngularVelocity,m_localTime,interpolatedTransform);
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body->getMotionState()->setWorldTransform(interpolatedTransform);
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}
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}
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