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author | Robert Adams | 2012-09-14 11:11:43 -0700 |
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committer | Robert Adams | 2012-09-15 15:31:59 -0700 |
commit | dcb94b8a242dff0f3a33f084565af49d6582f663 (patch) | |
tree | 9a076b3dc225720c441dec9b5a617095ac1e91a6 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | BulletSim: Remove calculation and passing of unused collied object type. (diff) | |
download | opensim-SC_OLD-dcb94b8a242dff0f3a33f084565af49d6582f663.zip opensim-SC_OLD-dcb94b8a242dff0f3a33f084565af49d6582f663.tar.gz opensim-SC_OLD-dcb94b8a242dff0f3a33f084565af49d6582f663.tar.bz2 opensim-SC_OLD-dcb94b8a242dff0f3a33f084565af49d6582f663.tar.xz |
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.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 9 |
1 files changed, 3 insertions, 6 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)); |