Obsolete code removed
More commentated out than deleted actually
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@ -86,14 +86,14 @@ namespace
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//sumJ += ( 1 / deuterState.GetMass() )*frictionImpulse;
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//sumJ += ( 1 / deuterState.GetMass() )*frictionImpulse;
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// FRICTION END
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// FRICTION END
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Float4 forwardedDeltaPos, forwardedDeltaAxis;
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// Float4 forwardedDeltaPos, forwardedDeltaAxis;
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{ // @todo TODO: is this right?
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// { // @todo TODO: is this right?
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Float4 bounceAngularImpulse = ::Oyster::Math::Float4( (worldPointOfContact - protoState.GetCenterPosition()).xyz.Cross(bounce.xyz), 0.0f ),
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// Float4 bounceAngularImpulse = ::Oyster::Math::Float4( (worldPointOfContact - protoState.GetCenterPosition()).xyz.Cross(bounce.xyz), 0.0f ),
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bounceLinearImpulse = bounce - bounceAngularImpulse;
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// bounceLinearImpulse = bounce - bounceAngularImpulse;
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proto->Predict( forwardedDeltaPos, forwardedDeltaAxis, bounceLinearImpulse, bounceAngularImpulse, API_instance.GetFrameTimeLength() );
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// proto->Predict( forwardedDeltaPos, forwardedDeltaAxis, bounceLinearImpulse, bounceAngularImpulse, API_instance.GetFrameTimeLength() );
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}
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// }
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protoState.ApplyForwarding( forwardedDeltaPos, forwardedDeltaAxis );
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// protoState.ApplyForwarding( forwardedDeltaPos, forwardedDeltaAxis );
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protoState.ApplyImpulse( bounce, worldPointOfContact, normal );
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protoState.ApplyImpulse( bounce, worldPointOfContact, normal );
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proto->SetState( protoState );
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proto->SetState( protoState );
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}
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}
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