rename to measureAcceleration

This commit is contained in:
Andrew Meadows 2015-04-16 14:09:33 -07:00
parent 1acb90e23a
commit 619d1ba191
4 changed files with 8 additions and 8 deletions

View file

@ -62,7 +62,7 @@ void EntityMotionState::stepKinematicSimulation(quint64 now) {
// which is different from physical kinematic motion (inside getWorldTransform())
// which steps in physics simulation time.
_entity->simulate(now);
// TODO: we can't use ObjectMotionState::measureVelocityAndAcceleration() here because the entity
// TODO: we can't use ObjectMotionState::measureAcceleration() here because the entity
// has no RigidBody and the timestep is a little bit out of sync with the physics simulation anyway.
// Hence we must manually measure kinematic velocity and acceleration.
}
@ -95,7 +95,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
// This callback is invoked by the physics simulation at the end of each simulation step...
// iff the corresponding RigidBody is DYNAMIC and has moved.
void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
measureVelocityAndAcceleration();
measureAcceleration();
_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
_entity->setRotation(bulletToGLM(worldTrans.getRotation()));

View file

@ -68,7 +68,7 @@ ObjectMotionState::~ObjectMotionState() {
assert(_body == NULL);
}
void ObjectMotionState::measureVelocityAndAcceleration() {
void ObjectMotionState::measureAcceleration() {
// try to manually measure the true acceleration of the object
uint32_t numSubsteps = _simulationStep - _lastSimulationStep;
if (numSubsteps > 0) {
@ -84,7 +84,7 @@ void ObjectMotionState::measureVelocityAndAcceleration() {
}
}
void ObjectMotionState::resetMeasuredVelocityAndAcceleration() {
void ObjectMotionState::resetMeasuredAcceleration() {
_lastSimulationStep = _simulationStep;
_lastVelocity = bulletToGLM(_body->getLinearVelocity());
}

View file

@ -62,8 +62,8 @@ public:
ObjectMotionState();
~ObjectMotionState();
void measureVelocityAndAcceleration();
void resetMeasuredVelocityAndAcceleration();
void measureAcceleration();
void resetMeasuredAcceleration();
// An EASY update does not require the object to be removed and then reinserted into the PhysicsEngine
virtual void updateObjectEasy(uint32_t flags, uint32_t frame) = 0;

View file

@ -194,7 +194,7 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
motionState->updateObjectEasy(flags, _numSubsteps);
}
if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY)) {
motionState->resetMeasuredVelocityAndAcceleration();
motionState->resetMeasuredAcceleration();
}
} else {
// the only way we should ever get here (motionState exists but no body) is when the object
@ -511,7 +511,7 @@ void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shap
body->setFriction(motionState->_friction);
body->setDamping(motionState->_linearDamping, motionState->_angularDamping);
_dynamicsWorld->addRigidBody(body);
motionState->resetMeasuredVelocityAndAcceleration();
motionState->resetMeasuredAcceleration();
}
void PhysicsEngine::removeObjectFromBullet(ObjectMotionState* motionState) {