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author | Robert Adams | 2013-01-24 14:30:12 -0800 |
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committer | Robert Adams | 2013-01-24 14:36:00 -0800 |
commit | a2a32fc8448e9cfb1292f7ff781875aec6d684cc (patch) | |
tree | bf62a46dd6011156adebba306e88676443a90e3f /OpenSim/Region | |
parent | BulletSim: disable CCD (continuious collision detection) and (diff) | |
download | opensim-SC_OLD-a2a32fc8448e9cfb1292f7ff781875aec6d684cc.zip opensim-SC_OLD-a2a32fc8448e9cfb1292f7ff781875aec6d684cc.tar.gz opensim-SC_OLD-a2a32fc8448e9cfb1292f7ff781875aec6d684cc.tar.bz2 opensim-SC_OLD-a2a32fc8448e9cfb1292f7ff781875aec6d684cc.tar.xz |
BulletSim: reduce the zeroing threshold for rotational velocity.
Sometimes settling of a vehicle from gravity introduces small
velocities that need to be kept.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index fe7891e..f1ef449 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -1190,8 +1190,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1190 | // set directly on the vehicle. | 1190 | // set directly on the vehicle. |
1191 | private void MoveAngular(float pTimestep) | 1191 | private void MoveAngular(float pTimestep) |
1192 | { | 1192 | { |
1193 | // VehicleRotationalVelocity = Vector3.Zero; | ||
1194 | |||
1195 | ComputeAngularTurning(pTimestep); | 1193 | ComputeAngularTurning(pTimestep); |
1196 | 1194 | ||
1197 | ComputeAngularVerticalAttraction(); | 1195 | ComputeAngularVerticalAttraction(); |
@@ -1201,7 +1199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1201 | ComputeAngularBanking(); | 1199 | ComputeAngularBanking(); |
1202 | 1200 | ||
1203 | // ================================================================== | 1201 | // ================================================================== |
1204 | if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 1202 | if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.0001f)) |
1205 | { | 1203 | { |
1206 | // The vehicle is not adding anything angular wise. | 1204 | // The vehicle is not adding anything angular wise. |
1207 | VehicleRotationalVelocity = Vector3.Zero; | 1205 | VehicleRotationalVelocity = Vector3.Zero; |