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bulletRotationStep --> computeBulletRotationStep

Andrew Meadows committed 11 years ago

Commit 58bb1371 parent 23bd3f95 files · +5 −7Browse files

Showing the changes to libraries/physics/src/ObjectMotionState.cpp (1 of 5 files). Show all

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libraries/physics/src/ObjectMotionState.cpp+1−1
@@ -179,7 +179,7 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame) { · 178 unmodified lines
179179 // Bullet caps the effective rotation velocity inside its rotation integration step, therefore
180180 // we must integrate with the same algorithm and timestep in order achieve similar results.
181181 for (int i = 0; i < numFrames; ++i) {
182− _sentRotation = glm::normalize(bulletRotationStep(_sentAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _sentRotation);
182+ _sentRotation = glm::normalize(computeBulletRotationStep(_sentAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _sentRotation);
183183 }
184184 }
185185 const float MIN_ROTATION_DOT = 0.99f; // 0.99 dot threshold coresponds to about 16 degrees of slop