From 8653ea93b2669a180beaedad8765bdeec385d501 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 17 Dec 2012 13:51:39 -0800 Subject: 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. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 6 ------ 1 file changed, 6 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs') 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 // ================================================================== m_lastVertAttractor = verticalAttractionContribution; - // DEBUG DEBUG DEBUG: optionally scale the angular velocity. Debugging SL vs ODE turning functions. - Vector3 originalAngularMotorContrib = angularMotorContribution; - if (PhysicsScene.VehicleScaleAngularVelocityByTimestep) - angularMotorContribution *= pTimestep; - - // Sum corrections m_lastAngularVelocity = angularMotorContribution + verticalAttractionContribution + deflectionContribution -- cgit v1.1