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authorErwin Coumans <blender@erwincoumans.com>2006-12-03 01:25:47 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-12-03 01:25:47 +0300
commit438d114f1ac3c8eaa4c1d9d8ffa31271a51c85e6 (patch)
tree030c8c62a46ed0b3a527eb7cc25e277e303c59f5 /source/gameengine/Physics
parent08ef0d346653bbe746231fdd3c94b5b3313a84a5 (diff)
- GEadded VSYNC for Mac OS X swapbuffers (can be easily undone by commenting out the #define WAIT_FOR_VSYNC 1
- GEdon't crash when attempting to add constraint on game objects without physics controller - GEimproved some physics -> graphics synchronization issues - small experiment with game engine timing to smooth framerate/reduce tearing
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index db5de7c7d43..a4fdffd0b58 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -108,8 +108,8 @@ public:
{
btWheelInfo& info = m_vehicle->getWheelInfo(i);
PHY_IMotionState* motionState = (PHY_IMotionState*)info.m_clientInfo ;
- m_vehicle->updateWheelTransform(i);
- btTransform trans = m_vehicle->getWheelTransformWS(i);
+ m_vehicle->updateWheelTransform(i,true);
+ btTransform trans = m_vehicle->getWheelInfo(i).m_worldTransform;
btQuaternion orn = trans.getRotation();
const btVector3& pos = trans.getOrigin();
motionState->setWorldOrientation(orn.x(),orn.y(),orn.z(),orn[3]);
@@ -457,13 +457,13 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
ctrl->SynchronizeMotionStates(timeStep);
}
- m_dynamicsWorld->stepSimulation(timeStep,5);//5);
+ m_dynamicsWorld->stepSimulation(timeStep,2);
numCtrl = GetNumControllers();
for (i=0;i<numCtrl;i++)
{
CcdPhysicsController* ctrl = GetPhysicsController(i);
- ctrl->SynchronizeMotionStates(timeStep);
+ //ctrl->SynchronizeMotionStates(timeStep);
}
for (i=0;i<m_wrapperVehicles.size();i++)