raycast vehicle, cylinder shape
parent
2527835c38
commit
af3586db85
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@ -2895,8 +2895,9 @@ GameLib.D3.Physics.World.prototype.Step = function(
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) {
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) {
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if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
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if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
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this.worldObject.internalStep(timeStep);
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// todo: figure out, why this call to internal step is more stable for trimesh collisions.....
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return;
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//this.worldObject.internalStep(timeStep);
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//return;
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var now = performance.now() / 1000;
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var now = performance.now() / 1000;
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if(!this.lastCallTime){
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if(!this.lastCallTime){
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