From 4ae4ecd3ce3528a3a29ebdaaab8bb2eb01c0f5bf Mon Sep 17 00:00:00 2001 From: Benoit Bolsee Date: Mon, 21 Jul 2008 12:37:27 +0000 Subject: BGE patch: Optimization of bullet adaptation layer - part 1. First batch of optimizaton of the bullet adaptation layer in the BGE. - remove circular motion state update. - optimization of physic adaptation layer for bullet: bypass unecessary conversion of rotation matrix to quaternion and back. - remove double updates during object replication. --- source/gameengine/Ketsji/KX_IPhysicsController.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'source/gameengine/Ketsji/KX_IPhysicsController.h') diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.h b/source/gameengine/Ketsji/KX_IPhysicsController.h index bc4cc185a04..ecfdb8c4275 100644 --- a/source/gameengine/Ketsji/KX_IPhysicsController.h +++ b/source/gameengine/Ketsji/KX_IPhysicsController.h @@ -71,7 +71,8 @@ public: virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ) = 0; virtual void getOrientation(MT_Quaternion& orn)=0; - virtual void setOrientation(const MT_Quaternion& orn)=0; + virtual void setOrientation(const MT_Matrix3x3& orn)=0; + //virtual void setOrientation(const MT_Quaternion& orn)=0; virtual void setPosition(const MT_Point3& pos)=0; virtual void setScaling(const MT_Vector3& scaling)=0; virtual MT_Scalar GetMass()=0; -- cgit v1.2.3