From ac4b2b2f50d03bf94e63902961d91604734395fb Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 4 Sep 2015 09:42:33 +0100 Subject: normalise physics plugins to return fps as (simulated time / requested simulation time). improved a bit old ode simulations per call math --- OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) (limited to 'OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs') diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs index 00baa21..900e67b 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs @@ -1669,11 +1669,6 @@ namespace OpenSim.Region.Physics.OdePlugin public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) { - return AddAvatar(avName, position, size, isFlying); - } - - public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) - { Vector3 pos; pos.X = position.X; pos.Y = position.Y; @@ -3163,7 +3158,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } // end lock OdeLock - return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter! + return fps * (float)ODE_STEPSIZE * 1000.0f / timeStep; } // end Simulate public override void GetResults() -- cgit v1.1