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authorRobert Adams2012-09-14 11:11:43 -0700
committerRobert Adams2012-09-15 15:31:59 -0700
commitdcb94b8a242dff0f3a33f084565af49d6582f663 (patch)
tree9a076b3dc225720c441dec9b5a617095ac1e91a6 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
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.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs6
1 files changed, 3 insertions, 3 deletions
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)