- Timestamp:
- Jun 18, 2009, 10:00:15 AM (15 years ago)
- File:
-
- 1 edited
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code/branches/pch/src/orxonox/objects/worldentities/MobileEntity.cc
r3186 r3192 92 92 this->angularVelocity_.z += angularAcceleration_.z * dt; 93 93 // Calculate new orientation with quaternion derivative. This is about 30% faster than with angle/axis method. 94 float mult = dt * 0.5 ;94 float mult = dt * 0.5f; 95 95 // TODO: this could be optimized by writing it out. The calls currently create 4 new Quaternions! 96 96 Quaternion newOrientation(0.0f, this->angularVelocity_.x * mult, this->angularVelocity_.y * mult, this->angularVelocity_.z * mult);
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