|
@@ -17,12 +17,23 @@
|
|
|
}
|
|
|
gravity = gravity || new Vector3(0, -9.807, 0)
|
|
|
this.setGravity(gravity);
|
|
|
+ this.setTimeStep();
|
|
|
}
|
|
|
|
|
|
public setGravity(gravity: Vector3): void {
|
|
|
this.gravity = gravity;
|
|
|
this._physicsPlugin.setGravity(this.gravity);
|
|
|
}
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Set the time step of the physics engine.
|
|
|
+ * default is 1/60.
|
|
|
+ * To slow it down, enter 1/600 for example.
|
|
|
+ * To speed it up, 1/30
|
|
|
+ */
|
|
|
+ public setTimeStep(newTimeStep: number = 1/60) {
|
|
|
+ this._physicsPlugin.setTimeStep(newTimeStep);
|
|
|
+ }
|
|
|
|
|
|
public dispose(): void {
|
|
|
this._impostors.forEach(function(impostor) {
|
|
@@ -139,6 +150,7 @@
|
|
|
world: any;
|
|
|
name: string;
|
|
|
setGravity(gravity: Vector3);
|
|
|
+ setTimeStep(timeStep: number);
|
|
|
executeStep(delta: number, impostors: Array<PhysicsImpostor>): void; //not forgetting pre and post events
|
|
|
applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3);
|
|
|
applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3);
|