diff options
Diffstat (limited to 'source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp')
-rw-r--r-- | source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp | 30 |
1 files changed, 13 insertions, 17 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp index aee0f1470fe..0af1c22edbd 100644 --- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp +++ b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp @@ -196,18 +196,15 @@ void SM_Scene::proceed(MT_Scalar curtime, MT_Scalar ticrate) { m_lastTime += MT_Scalar(num_samples)*subStep; - // Apply a forcefield (such as gravity) - for (i = m_objectList.begin(); i != m_objectList.end(); ++i) { - (*i)->applyForceField(m_forceField); - //(*i)->setTimeStep(timeStep); - } - // Do the integration steps per object. int step; for (step = 0; step != num_samples; ++step) { for (i = m_objectList.begin(); i != m_objectList.end(); ++i) { (*i)->beginFrame(); + // Apply a forcefield (such as gravity) + (*i)->applyForceField(m_forceField); + //(*i)->setTimeStep(timeStep); (*i)->integrateForces(subStep); // And second we update the object positions by performing // an integration step for each object @@ -225,23 +222,22 @@ void SM_Scene::proceed(MT_Scalar curtime, MT_Scalar ticrate) { // new forces, velocities set externally. // The collsion and friction impulses are computed here. DT_Test(m_scene, m_respTable); - } // clear the user set velocities. #if 0 clearObjectCombinedVelocities(); #endif - DT_Test(m_scene, m_fixRespTable); - - // Finish this timestep by saving al state information for the next - // timestep and clearing the accumulated forces. - for (i = m_objectList.begin(); i != m_objectList.end(); ++i) { - (*i)->relax(); - (*i)->proceedKinematic(timeStep); - (*i)->saveReactionForce(timeStep); - (*i)->clearForce(); + DT_Test(m_scene, m_fixRespTable); + + // Finish this timestep by saving al state information for the next + // timestep and clearing the accumulated forces. + for (i = m_objectList.begin(); i != m_objectList.end(); ++i) { + (*i)->relax(); + (*i)->proceedKinematic(subStep); + (*i)->saveReactionForce(subStep); + (*i)->clearForce(); + } } - // For each pair of object that collided, call the corresponding callback. // Additional collisions of a pair within the same time step are ignored. |