add "latency motion state interpolation", using previous frame/current, instead of current->next
See Demos/ForkLiftDemo for example (F7 to toggle, use single-frame stepping, press 'i' and 's' to see the effect)
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@@ -53,6 +53,7 @@ protected:
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//for variable timesteps
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btScalar m_localTime;
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btScalar m_fixedTimeStep;
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//for variable timesteps
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bool m_ownsIslandManager;
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@@ -64,6 +65,8 @@ protected:
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int m_profileTimings;
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bool m_latencyMotionStateInterpolation;
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btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
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virtual void predictUnconstraintMotion(btScalar timeStep);
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@@ -216,6 +219,16 @@ public:
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///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)
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virtual void serialize(btSerializer* serializer);
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///Interpolate motion state between previous and current transform, instead of current and next transform.
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///This can relieve discontinuities in the rendering, due to penetrations
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void setLatencyMotionStateInterpolation(bool latencyInterpolation )
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{
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m_latencyMotionStateInterpolation = latencyInterpolation;
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}
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bool getLatencyMotionStateInterpolation() const
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{
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return m_latencyMotionStateInterpolation;
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}
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};
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#endif //BT_DISCRETE_DYNAMICS_WORLD_H
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