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author | Robert Adams | 2012-12-17 13:51:39 -0800 |
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committer | Robert Adams | 2012-12-17 13:51:39 -0800 |
commit | 8653ea93b2669a180beaedad8765bdeec385d501 (patch) | |
tree | 735c648fd129a3d9ec218598bd12c88747cabf67 /OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |
parent | BulletSim: 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 'OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index cf0a9dc..e0faf4e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -134,8 +134,6 @@ public class BSVMotor : BSMotor | |||
134 | Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; | 134 | Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; |
135 | CurrentValue += addAmount; | 135 | CurrentValue += addAmount; |
136 | 136 | ||
137 | returnCurrent = CurrentValue; | ||
138 | |||
139 | // The desired value reduces to zero which also reduces the difference with current. | 137 | // The desired value reduces to zero which also reduces the difference with current. |
140 | // If the decay time is infinite, don't decay at all. | 138 | // If the decay time is infinite, don't decay at all. |
141 | float decayFactor = 0f; | 139 | float decayFactor = 0f; |
@@ -156,6 +154,8 @@ public class BSVMotor : BSMotor | |||
156 | CurrentValue *= (Vector3.One - frictionFactor); | 154 | CurrentValue *= (Vector3.One - frictionFactor); |
157 | } | 155 | } |
158 | 156 | ||
157 | returnCurrent = CurrentValue; | ||
158 | |||
159 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", | 159 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", |
160 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | 160 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, |
161 | timeStep, TimeScale, addAmount, | 161 | timeStep, TimeScale, addAmount, |