//----------------------------------------------------------------------------- void PhysicsVehicle::updateTick( const float accumTime, const float deltaTime ) { if(isRemoteObject() == true) { bool test(true); test = false; } if(_updateVelocities == true) { float ctrlMove(0.0f); float ctrlRotate(0.0f); const AbstractController* controller(getController()); if(controller != nullptr) { ctrlMove = controller->getActionValue(EControllerAction_Move); ctrlRotate = controller->getActionValue(EControllerAction_Yaw); if(ctrlMove != 0.0f || ctrlRotate != 0.0f) { // you might set a breakpoint here ... bool test(true); test = false; } } updateAngularVelocityYaw(ctrlRotate, deltaTime); updateLinearVelocity(ctrlMove, deltaTime); } // integrate with given linear and angular velocity _internalMotionState.integrateMotionState(deltaTime); }
void BilliardBall::updateBilliardBall(float dt) { //log("%f %f %f %f", angularVelocity.x, angularVelocity.y, angularVelocity.z, pBody->GetAngularVelocity()); //log("%f %f", linearA.x, linearA.y); updateSprite(); updateLinearVelocity(dt); //선운동 updateAngualrVelocity(dt); //각운동 }