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Ignore:
Timestamp:
Dec 2, 2008, 4:59:36 PM (15 years ago)
Author:
rgrieder
Message:
  • More dealings with not yet implemented scaling of physical objects.
  • Clearer handling of masses specified by setMass() (also taking into account mass of child WE)
  • Now calculating the inertia tensor as well according to mass and collisionShape
  • Bugfix when calling Bullet solver
File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/physics/src/orxonox/objects/Scene.cc

    r2304 r2306  
    172172    void Scene::tick(float dt)
    173173    {
     174        // TODO: This is not stable! If physics cannot be calculated real time anymore,
     175        //       framerate will drop exponentially.
    174176        if (physicalWorld_)
    175             physicalWorld_->stepSimulation(dt,(int)(dt/0.0166666f));
     177            physicalWorld_->stepSimulation(dt,(int)(dt/0.0166666f + 1.0f));
    176178    }
    177179
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