BulletSim: normalize physics FPS to 45.

connector_plugin
Robert Adams 2012-10-10 16:51:50 -07:00
parent 3a458e2a36
commit a86fedd25f
1 changed files with 4 additions and 3 deletions

View File

@ -581,8 +581,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// The physics engine returns the number of milliseconds it simulated this call. // The physics engine returns the number of milliseconds it simulated this call.
// These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
// Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. // We multiply by 45 to give a recognizable running rate (45 or less).
return numSubSteps * m_fixedTimeStep * 1000; return numSubSteps * m_fixedTimeStep * 1000 * 45;
// return timeStep * 1000 * 45;
} }
// Something has collided // Something has collided
@ -1300,7 +1301,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
{ {
PhysicsLogging.Write(msg, args); PhysicsLogging.Write(msg, args);
// Add the Flush() if debugging crashes to get all the messages written out. // Add the Flush() if debugging crashes to get all the messages written out.
PhysicsLogging.Flush(); // DEBUG DEBUG DEBUG // PhysicsLogging.Flush();
} }
// used to fill in the LocalID when there isn't one // used to fill in the LocalID when there isn't one
public const string DetailLogZero = "0000000000"; public const string DetailLogZero = "0000000000";