dBodySetFiniteRotationMode

@brief controls the way a body's orientation is updated at each timestep. @ingroup bodies @param mode can be 0 or 1: \li 0: An `infinitesimal'' orientation update is used. This is fast to compute, but it can occasionally cause inaccuracies for bodies that are rotating at high speed, especially when those bodies are joined to other bodies. This is the default for every new body that is created. \li 1: A `finite'' orientation update is used. This is more costly to compute, but will be more accurate for high speed rotations. @remarks Note however that high speed rotations can result in many types of error in a simulation, and the finite mode will only fix one of those sources of error.

extern (C) nothrow
void
dBodySetFiniteRotationMode

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