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authorRobert Adams2012-09-14 11:11:43 -0700
committerRobert Adams2012-09-15 15:31:59 -0700
commitdcb94b8a242dff0f3a33f084565af49d6582f663 (patch)
tree9a076b3dc225720c441dec9b5a617095ac1e91a6
parentBulletSim: Remove calculation and passing of unused collied object type. (diff)
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BulletSim: remove timeStep parameter from calls for vehicle parameter setting. There is no reason these should be using the simulation time interval for parameter calculation.
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs9
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs6
2 files changed, 6 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 098fea7..5f62b12 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
131 m_type = Vehicle.TYPE_NONE; 131 m_type = Vehicle.TYPE_NONE;
132 } 132 }
133 133
134 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) 134 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
135 { 135 {
136 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 136 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
137 switch (pParam) 137 switch (pParam)
@@ -230,7 +230,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
230 } 230 }
231 }//end ProcessFloatVehicleParam 231 }//end ProcessFloatVehicleParam
232 232
233 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) 233 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
234 { 234 {
235 VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 235 VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
236 switch (pParam) 236 switch (pParam)
@@ -299,7 +299,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
299 } 299 }
300 }//end ProcessVehicleFlags 300 }//end ProcessVehicleFlags
301 301
302 internal void ProcessTypeChange(Vehicle pType, float stepSize) 302 internal void ProcessTypeChange(Vehicle pType)
303 { 303 {
304 VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); 304 VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
305 // Set Defaults For Type 305 // Set Defaults For Type
@@ -537,9 +537,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
537 // Add the various forces into m_dir which will be our new direction vector (velocity) 537 // Add the various forces into m_dir which will be our new direction vector (velocity)
538 538
539 // add Gravity and Buoyancy 539 // add Gravity and Buoyancy
540 // KF: So far I have found no good method to combine a script-requested
541 // .Z velocity and gravity. Therefore only 0g will used script-requested
542 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
543 // There is some gravity, make a gravity force vector that is applied after object velocity. 540 // There is some gravity, make a gravity force vector that is applied after object velocity.
544 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; 541 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
545 Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); 542 Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy));
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 6827be0..d97231c 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -346,7 +346,7 @@ public sealed class BSPrim : BSPhysObject
346 { 346 {
347 // Done at taint time so we're sure the physics engine is not using the variables 347 // Done at taint time so we're sure the physics engine is not using the variables
348 // Vehicle code changes the parameters for this vehicle type. 348 // Vehicle code changes the parameters for this vehicle type.
349 _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); 349 _vehicle.ProcessTypeChange(type);
350 // Tell the scene about the vehicle so it will get processing each frame. 350 // Tell the scene about the vehicle so it will get processing each frame.
351 _scene.VehicleInSceneTypeChanged(this, type); 351 _scene.VehicleInSceneTypeChanged(this, type);
352 }); 352 });
@@ -356,14 +356,14 @@ public sealed class BSPrim : BSPhysObject
356 { 356 {
357 _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() 357 _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
358 { 358 {
359 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 359 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
360 }); 360 });
361 } 361 }
362 public override void VehicleVectorParam(int param, OMV.Vector3 value) 362 public override void VehicleVectorParam(int param, OMV.Vector3 value)
363 { 363 {
364 _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() 364 _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
365 { 365 {
366 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 366 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
367 }); 367 });
368 } 368 }
369 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) 369 public override void VehicleRotationParam(int param, OMV.Quaternion rotation)