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@@ -300,21 +300,6 @@ namespace BansheeEngine
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}
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}
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- /// <summary>
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- /// Determines interpolation mode that controls how is the rigidbody transfrom updated from the physics simulation.
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- /// </summary>
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- public RigidbodyInterpolationMode InterpolationMode
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- {
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- get { return serializableData.interpolationMode; }
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- set
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- {
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- serializableData.interpolationMode = value;
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-
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- if (native != null)
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- serializableData.interpolationMode = value;
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- }
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- }
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-
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/// <summary>
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/// Determines which (if any) collision events are reported.
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/// </summary>
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@@ -679,7 +664,6 @@ namespace BansheeEngine
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native.SleepThreshold = serializableData.sleepThreshold;
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native.UseGravity = serializableData.useGravity;
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native.Kinematic = serializableData.isKinematic;
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- native.InterpolationMode = serializableData.interpolationMode;
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native.Flags = serializableData.flags;
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if ((serializableData.flags & RigidbodyFlag.AutoTensors) == 0)
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@@ -707,7 +691,6 @@ namespace BansheeEngine
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public int positionSolverCount = 4;
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public int velocitySolverCount = 1;
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public RigidbodyFlag flags = RigidbodyFlag.AutoTensors | RigidbodyFlag.AutoMass;
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- public RigidbodyInterpolationMode interpolationMode = RigidbodyInterpolationMode.None;
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public CollisionReportMode collisionReportMode = CollisionReportMode.None;
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public Vector3 centerMassPosition = Vector3.Zero;
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public Quaternion centerMassRotation = Quaternion.Identity;
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@@ -785,30 +768,5 @@ namespace BansheeEngine
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CCD = 0x04
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}
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- /// <summary>
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- /// Determines interpolation mode for a rigidbody transform during physics simulation.
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- /// </summary>
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- public enum RigidbodyInterpolationMode
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- {
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- /// <summary>
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- /// No interpolation is performed, physics transform is copied straight to the rigidbody when physics tick is done.
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- /// </summary>
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- None,
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- /// <summary>
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- /// Physics transfrom from the most recent tick is saved and slowly interpolated to during the following render
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- /// frames. This can improve smoothness of the visible movement at framerates higher than the physics simulation
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- /// but will introduce a delay of one physics tick to all such objects. This can create slight inconsistencies as
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- /// non-interpolated objects will have no such delay, as well as cause input lag due to the delayed reaction.
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- /// </summary>
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- Interpolate,
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- /// <summary>
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- /// Physics transform movement will be extrapolated from the last physics simulation tick. This will improve
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- /// smoothness of visible movement at framerates higher than the physics simulation. Unlike Interpolate it will
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- /// not introduce an input delay, but will introduce an error as the exact position/rotation of the objects is
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- /// extrapolated from the last frame's movement and velocities.
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- /// </summary>
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- Extrapolate
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- }
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-
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/** @} */
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}
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