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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs13
1 files changed, 6 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 80fdfb9..bcebaec 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -148,7 +148,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
148 enableAngularVerticalAttraction = false; 148 enableAngularVerticalAttraction = false;
149 enableAngularDeflection = false; 149 enableAngularDeflection = false;
150 enableAngularBanking = false; 150 enableAngularBanking = false;
151 VDetailLog("{0},BSDynamics.SetupVehicleDebugging,settingDebugMode", Prim.LocalID);
152 } 151 }
153 } 152 }
154 153
@@ -690,10 +689,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
690 } 689 }
691 690
692 if ((m_knownChanged & m_knownChangedForce) != 0) 691 if ((m_knownChanged & m_knownChangedForce) != 0)
693 Prim.AddForce((Vector3)m_knownForce, false, true); 692 Prim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/);
694 693
695 if ((m_knownChanged & m_knownChangedForceImpulse) != 0) 694 if ((m_knownChanged & m_knownChangedForceImpulse) != 0)
696 Prim.AddForceImpulse((Vector3)m_knownForceImpulse, false, true); 695 Prim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/);
697 696
698 if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) 697 if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
699 { 698 {
@@ -703,7 +702,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
703 702
704 if ((m_knownChanged & m_knownChangedRotationalForce) != 0) 703 if ((m_knownChanged & m_knownChangedRotationalForce) != 0)
705 { 704 {
706 Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); 705 Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/);
707 } 706 }
708 707
709 // If we set one of the values (ie, the physics engine didn't do it) we must force 708 // If we set one of the values (ie, the physics engine didn't do it) we must force
@@ -970,7 +969,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
970 // Act against the inertia of the vehicle 969 // Act against the inertia of the vehicle
971 linearMotorForce *= m_vehicleMass; 970 linearMotorForce *= m_vehicleMass;
972 971
973 VehicleAddForceImpulse(linearMotorForce); 972 VehicleAddForceImpulse(linearMotorForce * pTimestep);
974 973
975 VDetailLog("{0}, MoveLinear,velocity,vehVel={1},step={2},stepVel={3},mix={4},force={5}", 974 VDetailLog("{0}, MoveLinear,velocity,vehVel={1},step={2},stepVel={3},mix={4},force={5}",
976 Prim.LocalID, VehicleVelocity, linearMotorStep, linearMotorVelocity, mixFactor, linearMotorForce); 975 Prim.LocalID, VehicleVelocity, linearMotorStep, linearMotorVelocity, mixFactor, linearMotorForce);
@@ -1033,7 +1032,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1033 { 1032 {
1034 // Error is positive if below the target and negative if above. 1033 // Error is positive if below the target and negative if above.
1035 float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; 1034 float verticalError = m_VhoverTargetHeight - VehiclePosition.Z;
1036 float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; 1035 float verticalCorrectionVelocity = verticalError / m_VhoverTimescale * pTimestep;
1037 1036
1038 // TODO: implement m_VhoverEfficiency correctly 1037 // TODO: implement m_VhoverEfficiency correctly
1039 VehicleAddForceImpulse(new Vector3(0f, 0f, verticalCorrectionVelocity)); 1038 VehicleAddForceImpulse(new Vector3(0f, 0f, verticalCorrectionVelocity));
@@ -1323,7 +1322,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1323 // this creates an over-correction and then wabbling as the target is overshot. 1322 // this creates an over-correction and then wabbling as the target is overshot.
1324 // TODO: rethink how the different correction computations inter-relate. 1323 // TODO: rethink how the different correction computations inter-relate.
1325 1324
1326 if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleVelocity != Vector3.Zero) 1325 if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2)
1327 { 1326 {
1328 // The direction the vehicle is moving 1327 // The direction the vehicle is moving
1329 Vector3 movingDirection = VehicleVelocity; 1328 Vector3 movingDirection = VehicleVelocity;