use degrees/sec for EntityItem angular velocity

This commit is contained in:
Andrew Meadows 2015-01-07 14:04:22 -08:00
parent af9bafae87
commit d2bd95703a

View file

@ -71,7 +71,8 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
_entity->setVelocityInMeters(v);
getAngularVelocity(v);
_entity->setAngularVelocity(v);
// DANGER! EntityItem stores angularVelocity in degrees/sec!!!
_entity->setAngularVelocity(glm::degrees(v));
_outgoingPacketFlags = DIRTY_PHYSICS_FLAGS;
EntityMotionState::enqueueOutgoingEntity(_entity);
@ -82,7 +83,8 @@ void EntityMotionState::applyVelocities() const {
#ifdef USE_BULLET_PHYSICS
if (_body) {
setVelocity(_entity->getVelocityInMeters());
setAngularVelocity(_entity->getAngularVelocity());
// DANGER! EntityItem stores angularVelocity in degrees/sec!!!
setAngularVelocity(glm::radians(_entity->getAngularVelocity()));
_body->setActivationState(ACTIVE_TAG);
}
#endif // USE_BULLET_PHYSICS
@ -140,7 +142,8 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
properties.setVelocity(_sentVelocity);
_sentAcceleration = bulletToGLM(_body->getGravity());
properties.setGravity(_sentAcceleration);
properties.setAngularVelocity(_sentAngularVelocity);
// DANGER! EntityItem stores angularVelocity in degrees/sec!!!
properties.setAngularVelocity(glm::degrees(_sentAngularVelocity));
}
// RELIABLE_SEND_HACK: count number of updates for entities at rest so we can stop sending them after some limit.