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authorRobert Adams2012-11-26 10:47:34 -0800
committerRobert Adams2012-11-26 10:47:34 -0800
commit5685b33071c683c41643fcb78d6f8a28d98db468 (patch)
tree3e180ef8124130c127823fefabed217031df6dd9 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentBulletSim: use m_angularMotor to do the basic movement. Add the setting of sa... (diff)
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BulletSim: increase vehicle stability by suppressing Bullet's update to angular velocity.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 805e670..09b1423 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -515,9 +515,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
515 collidersCount = 0; 515 collidersCount = 0;
516 } 516 }
517 517
518 // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in 518 // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in.
519 519
520 // Get a value for 'now' so all the collision and update routines don't have to get their own 520 // Get a value for 'now' so all the collision and update routines don't have to get their own.
521 SimulationNowTime = Util.EnvironmentTickCount(); 521 SimulationNowTime = Util.EnvironmentTickCount();
522 522
523 // If there were collisions, process them by sending the event to the prim. 523 // If there were collisions, process them by sending the event to the prim.
@@ -563,6 +563,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
563 ObjectsWithCollisions.Remove(po); 563 ObjectsWithCollisions.Remove(po);
564 ObjectsWithNoMoreCollisions.Clear(); 564 ObjectsWithNoMoreCollisions.Clear();
565 } 565 }
566 // Done with collisions.
566 567
567 // If any of the objects had updated properties, tell the object it has been changed by the physics engine 568 // If any of the objects had updated properties, tell the object it has been changed by the physics engine
568 if (updatedEntityCount > 0) 569 if (updatedEntityCount > 0)
@@ -586,9 +587,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
586 587
587 // The physics engine returns the number of milliseconds it simulated this call. 588 // The physics engine returns the number of milliseconds it simulated this call.
588 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. 589 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
589 // We multiply by 55 to give a recognizable running rate (55 or less). 590 // Multiply by 55 to give a nominal frame rate of 55.
590 return numSubSteps * m_fixedTimeStep * 1000 * 55; 591 return (float)numSubSteps * m_fixedTimeStep * 1000f * 55f;
591 // return timeStep * 1000 * 55;
592 } 592 }
593 593
594 // Something has collided 594 // Something has collided
@@ -1172,7 +1172,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
1172 (s) => { return s.m_params[0].avatarFriction; }, 1172 (s) => { return s.m_params[0].avatarFriction; },
1173 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), 1173 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ),
1174 new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", 1174 new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
1175 0.99f, 1175 10.0f,
1176 (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, 1176 (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); },
1177 (s) => { return s.m_params[0].avatarStandingFriction; }, 1177 (s) => { return s.m_params[0].avatarStandingFriction; },
1178 (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), 1178 (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ),