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authorRobert Adams2012-12-17 13:51:39 -0800
committerRobert Adams2012-12-17 13:51:39 -0800
commit8653ea93b2669a180beaedad8765bdeec385d501 (patch)
tree735c648fd129a3d9ec218598bd12c88747cabf67 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parentBulletSim: fix vehicles going underground when unsat. Problem was that, when ... (diff)
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BulletSim: apply friction to linear and angular motion before returning advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs6
1 files changed, 0 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 48ba419..5887249 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1051,12 +1051,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1051 // ================================================================== 1051 // ==================================================================
1052 m_lastVertAttractor = verticalAttractionContribution; 1052 m_lastVertAttractor = verticalAttractionContribution;
1053 1053
1054 // DEBUG DEBUG DEBUG: optionally scale the angular velocity. Debugging SL vs ODE turning functions.
1055 Vector3 originalAngularMotorContrib = angularMotorContribution;
1056 if (PhysicsScene.VehicleScaleAngularVelocityByTimestep)
1057 angularMotorContribution *= pTimestep;
1058
1059 // Sum corrections
1060 m_lastAngularVelocity = angularMotorContribution 1054 m_lastAngularVelocity = angularMotorContribution
1061 + verticalAttractionContribution 1055 + verticalAttractionContribution
1062 + deflectionContribution 1056 + deflectionContribution