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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/BSScene.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 '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index ebaf97e..069cb0d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -189,7 +189,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
189 | // 'true' of the vehicle code is to log lots of details | 189 | // 'true' of the vehicle code is to log lots of details |
190 | public bool VehicleLoggingEnabled { get; private set; } | 190 | public bool VehicleLoggingEnabled { get; private set; } |
191 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | 191 | public bool VehiclePhysicalLoggingEnabled { get; private set; } |
192 | public bool VehicleScaleAngularVelocityByTimestep { get; private set; } | ||
193 | 192 | ||
194 | #region Construction and Initialization | 193 | #region Construction and Initialization |
195 | public BSScene(string identifier) | 194 | public BSScene(string identifier) |
@@ -1239,11 +1238,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1239 | (s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); }, | 1238 | (s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); }, |
1240 | (s) => { return s.m_params[0].vehicleAngularDamping; }, | 1239 | (s) => { return s.m_params[0].vehicleAngularDamping; }, |
1241 | (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), | 1240 | (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), |
1242 | new ParameterDefn("VehicleScaleAngularVelocityByTimestep", "If true, scale angular turning by timestep", | ||
1243 | ConfigurationParameters.numericTrue, | ||
1244 | (s,cf,p,v) => { s.VehicleScaleAngularVelocityByTimestep = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1245 | (s) => { return s.NumericBool(s.VehicleScaleAngularVelocityByTimestep); }, | ||
1246 | (s,p,l,v) => { s.VehicleScaleAngularVelocityByTimestep = s.BoolNumeric(v); } ), | ||
1247 | 1241 | ||
1248 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 1242 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
1249 | 0f, | 1243 | 0f, |