cvar_t physics_ode_world_damping_angular_threshold = {0, "physics_ode_world_damping_angular_threshold", "0.01", "world angular damping threshold (see ODE User Guide); use defaults when set to -1"};
cvar_t physics_ode_world_gravitymod = {0, "physics_ode_world_gravitymod", "1", "multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used"};
cvar_t physics_ode_iterationsperframe = {0, "physics_ode_iterationsperframe", "1", "divisor for time step, runs multiple physics steps per frame"};
-cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "1", "use constant step (sys_ticrate value) instead of variable step which tends to increase stability"};
+cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "0", "use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value"};
cvar_t physics_ode_autodisable = {0, "physics_ode_autodisable", "1", "automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster"};
cvar_t physics_ode_autodisable_steps = {0, "physics_ode_autodisable_steps", "10", "how many steps object should be dormant to be autodisabled"};
cvar_t physics_ode_autodisable_time = {0, "physics_ode_autodisable_time", "0", "how many seconds object should be dormant to be autodisabled"};
prvm_edict_t *ed;
world->physics.ode_iterations = bound(1, physics_ode_iterationsperframe.integer, 1000);
- if (physics_ode_constantstep.integer)
- world->physics.ode_step = sys_ticrate.value / world->physics.ode_iterations;
+ if (physics_ode_constantstep.integer > 0 && physics_ode_constantstep.integer < 1)
+ world->physics.ode_step = physics_ode_constantstep.integer / world->physics.ode_iterations;
+ else if (physics_ode_constantstep.integer)
+ world->physics.ode_step = sys_ticrate.integer / world->physics.ode_iterations;
else
world->physics.ode_step = frametime / world->physics.ode_iterations;
world->physics.ode_movelimit = physics_ode_movelimit.value / world->physics.ode_step;
collisiontime += (Sys_DirtyTime() - tdelta3)*10000;
// run physics (move objects, calculate new velocities)
+ // be sure not to pass 0 as step time because that causes an ODE error
dWorldSetQuickStepNumIterations((dWorldID)world->physics.ode_world, bound(1, physics_ode_worldstep_iterations.integer, 200));
- dWorldQuickStep((dWorldID)world->physics.ode_world, world->physics.ode_step);
+ if (world->physics.ode_step > 0)
+ dWorldQuickStep((dWorldID)world->physics.ode_world, world->physics.ode_step);
// clear the JointGroup now that we're done with it
dJointGroupEmpty((dJointGroupID)world->physics.ode_contactgroup);