diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 1115e7e9..b3abf32c 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -86,14 +86,14 @@ namespace //sumJ += ( 1 / deuterState.GetMass() )*frictionImpulse; // FRICTION END - Float4 forwardedDeltaPos, forwardedDeltaAxis; - { // @todo TODO: is this right? - Float4 bounceAngularImpulse = ::Oyster::Math::Float4( (worldPointOfContact - protoState.GetCenterPosition()).xyz.Cross(bounce.xyz), 0.0f ), - bounceLinearImpulse = bounce - bounceAngularImpulse; - proto->Predict( forwardedDeltaPos, forwardedDeltaAxis, bounceLinearImpulse, bounceAngularImpulse, API_instance.GetFrameTimeLength() ); - } +// Float4 forwardedDeltaPos, forwardedDeltaAxis; +// { // @todo TODO: is this right? +// Float4 bounceAngularImpulse = ::Oyster::Math::Float4( (worldPointOfContact - protoState.GetCenterPosition()).xyz.Cross(bounce.xyz), 0.0f ), +// bounceLinearImpulse = bounce - bounceAngularImpulse; +// proto->Predict( forwardedDeltaPos, forwardedDeltaAxis, bounceLinearImpulse, bounceAngularImpulse, API_instance.GetFrameTimeLength() ); +// } - protoState.ApplyForwarding( forwardedDeltaPos, forwardedDeltaAxis ); +// protoState.ApplyForwarding( forwardedDeltaPos, forwardedDeltaAxis ); protoState.ApplyImpulse( bounce, worldPointOfContact, normal ); proto->SetState( protoState ); }