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authorJohn Hurliman2009-10-27 16:24:43 -0700
committerJohn Hurliman2009-10-27 16:24:43 -0700
commit0c466b28bbfeac8a4e0c3c61038290621c4f9f4f (patch)
tree1647b1d98633d0f0e1aad4963522d5ed250e04ef /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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Move the calculation of time dilation from the scene to the physics engine. The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs11
1 files changed, 9 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 2f42646..9e36020 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -159,6 +159,7 @@ namespace OpenSim.Region.Physics.OdePlugin
159 159
160 private float ODE_STEPSIZE = 0.020f; 160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f; 161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
162 163
163 public float gravityx = 0f; 164 public float gravityx = 0f;
164 public float gravityy = 0f; 165 public float gravityy = 0f;
@@ -1750,6 +1751,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1750 return result; 1751 return result;
1751 } 1752 }
1752 1753
1754 public override float TimeDilation
1755 {
1756 get { return m_timeDilation; }
1757 }
1758
1753 public override bool SupportsNINJAJoints 1759 public override bool SupportsNINJAJoints
1754 { 1760 {
1755 get { return m_NINJA_physics_joints_enabled; } 1761 get { return m_NINJA_physics_joints_enabled; }
@@ -2657,8 +2663,9 @@ namespace OpenSim.Region.Physics.OdePlugin
2657 2663
2658 // Figure out the Frames Per Second we're going at. 2664 // Figure out the Frames Per Second we're going at.
2659 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size 2665 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2660 2666
2661 fps = (step_time/ODE_STEPSIZE) * 1000; 2667 fps = (step_time / ODE_STEPSIZE) * 1000;
2668 m_timeDilation = (step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE);
2662 2669
2663 step_time = 0.09375f; 2670 step_time = 0.09375f;
2664 2671