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Physics: extrapolate kinematic objects as well as dynamic ones.
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2 changed files with 14 additions and 7 deletions
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@ -191,7 +191,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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}
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}
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// This callback is invoked by the physics simulation at the end of each simulation step...
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// This callback is invoked by the physics simulation at the end of each simulation step...
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// iff the corresponding RigidBody is DYNAMIC and has moved.
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// iff the corresponding RigidBody is active.
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void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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if (!_entity) {
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if (!_entity) {
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return;
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return;
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@ -96,19 +96,26 @@ void ThreadSafeDynamicsWorld::synchronizeMotionState(btRigidBody* body) {
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///@todo: add 'dirty' flag
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///@todo: add 'dirty' flag
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//if (body->getActivationState() != ISLAND_SLEEPING)
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//if (body->getActivationState() != ISLAND_SLEEPING)
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{
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{
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btTransform bodyTransform;
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btVector3 bodyLinearVelocity, bodyAngularVelocity;
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if (body->isKinematicObject()) {
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if (body->isKinematicObject()) {
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ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(body->getMotionState());
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ObjectMotionState* objectMotionState = static_cast<ObjectMotionState*>(body->getMotionState());
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if (objectMotionState->hasInternalKinematicChanges()) {
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if (objectMotionState->hasInternalKinematicChanges()) {
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objectMotionState->clearInternalKinematicChanges();
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objectMotionState->clearInternalKinematicChanges();
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body->getMotionState()->setWorldTransform(body->getWorldTransform());
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}
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}
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return;
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bodyTransform = body->getWorldTransform();
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bodyLinearVelocity = body->getLinearVelocity();
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bodyAngularVelocity = body->getAngularVelocity();
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} else {
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bodyTransform = body->getInterpolationWorldTransform();
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bodyLinearVelocity = body->getInterpolationLinearVelocity();
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bodyAngularVelocity = body->getInterpolationAngularVelocity();
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}
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}
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// integrate the object foward to cover the time in-between fixed time steps.
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btScalar dt = (m_latencyMotionStateInterpolation && m_fixedTimeStep) ? m_localTime - m_fixedTimeStep : m_localTime * body->getHitFraction();
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btTransform interpolatedTransform;
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btTransform interpolatedTransform;
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btTransformUtil::integrateTransform(body->getInterpolationWorldTransform(),
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btTransformUtil::integrateTransform(bodyTransform, bodyLinearVelocity, bodyAngularVelocity, dt, interpolatedTransform);
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body->getInterpolationLinearVelocity(),body->getInterpolationAngularVelocity(),
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(m_latencyMotionStateInterpolation && m_fixedTimeStep) ? m_localTime - m_fixedTimeStep : m_localTime*body->getHitFraction(),
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interpolatedTransform);
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body->getMotionState()->setWorldTransform(interpolatedTransform);
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body->getMotionState()->setWorldTransform(interpolatedTransform);
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}
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}
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}
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}
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