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author | Robert Adams | 2012-10-10 16:51:50 -0700 |
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committer | Robert Adams | 2012-10-11 14:01:22 -0700 |
commit | a86fedd25ffb02c328b0591d16eda1dab797d8f9 (patch) | |
tree | 98ec3ea0d164bd75b925901ba69a64c2fb98f12a /OpenSim/Region/Physics/BulletSPlugin | |
parent | BulletSim: Use full linkset mass when computing vehicle gravity force. Add ta... (diff) | |
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BulletSim: normalize physics FPS to 45.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 617bdb4..25f8f5f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -581,8 +581,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
581 | 581 | ||
582 | // The physics engine returns the number of milliseconds it simulated this call. | 582 | // The physics engine returns the number of milliseconds it simulated this call. |
583 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | 583 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
584 | // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. | 584 | // We multiply by 45 to give a recognizable running rate (45 or less). |
585 | return numSubSteps * m_fixedTimeStep * 1000; | 585 | return numSubSteps * m_fixedTimeStep * 1000 * 45; |
586 | // return timeStep * 1000 * 45; | ||
586 | } | 587 | } |
587 | 588 | ||
588 | // Something has collided | 589 | // Something has collided |
@@ -1300,7 +1301,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1300 | { | 1301 | { |
1301 | PhysicsLogging.Write(msg, args); | 1302 | PhysicsLogging.Write(msg, args); |
1302 | // Add the Flush() if debugging crashes to get all the messages written out. | 1303 | // Add the Flush() if debugging crashes to get all the messages written out. |
1303 | PhysicsLogging.Flush(); // DEBUG DEBUG DEBUG | 1304 | // PhysicsLogging.Flush(); |
1304 | } | 1305 | } |
1305 | // used to fill in the LocalID when there isn't one | 1306 | // used to fill in the LocalID when there isn't one |
1306 | public const string DetailLogZero = "0000000000"; | 1307 | public const string DetailLogZero = "0000000000"; |