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authorRobert Adams2013-01-25 16:00:17 -0800
committerRobert Adams2013-01-27 12:50:05 -0800
commitddef8f16e58471d19baa63f14134b25309cf2570 (patch)
treef7f520bf8613ff818701392958572f73f4b2b91e /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parentBulletSim: parameterize several vehicle debugging values: physical linear and... (diff)
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BulletSim: first attempt at reporting top colliders
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs10
1 files changed, 6 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 5c531fc..06b4620 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -597,8 +597,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
597 // Moderate angular movement introduced by Bullet. 597 // Moderate angular movement introduced by Bullet.
598 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. 598 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
599 // Maybe compute linear and angular factor and damping from params. 599 // Maybe compute linear and angular factor and damping from params.
600 float angularDamping = BSParam.VehicleAngularDamping; 600 PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping);
601 PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping);
602 PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactorV); 601 PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactorV);
603 PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactorV); 602 PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactorV);
604 603
@@ -615,8 +614,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
615 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. 614 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
616 PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero); 615 PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero);
617 616
618 VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}", 617 VDetailLog("{0},BSDynamics.Refresh,mass={1},inert={2},grav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
619 Prim.LocalID, m_vehicleMass, Prim.Inertia, angularDamping, m_VehicleGravity); 618 Prim.LocalID, m_vehicleMass, Prim.Inertia, m_VehicleGravity,
619 BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution,
620 BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor
621 );
620 } 622 }
621 else 623 else
622 { 624 {