void *ode_world;
void *ode_space;
void *ode_contactgroup;
- // number of constraint solver iterations to use (for dWorldStepFast)
+ // number of constraint solver iterations to use (for dWorldQuickStep)
int ode_iterations;
// actual step (server frametime / ode_iterations)
vec_t ode_step;
+ // time we need to simulate, for constantstep
+ vec_t ode_time;
// stats
int ode_numobjects; // total objects cound
int ode_activeovjects; // active objects count
void World_Start(world_t *world);
void World_End(world_t *world);
+// physics macros
+#ifndef ODE_STATIC
+# define ODE_DYNAMIC 1
+#endif
+
+#if defined(ODE_STATIC) || defined(ODE_DYNAMIC)
+# define USEODE 1
+#endif
+
// update physics
// this is called by SV_Physics
void World_Physics_Frame(world_t *world, double frametime, double gravity);