diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 9 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 6 |
2 files changed, 6 insertions, 9 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)); |
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) |