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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 96eaa6b..38596fa 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1437,21 +1437,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1437 // As the vehicle rolls to the right or left, the Y value will increase from 1437 // As the vehicle rolls to the right or left, the Y value will increase from
1438 // zero (straight up) to 1 or -1 (full tilt right or left) 1438 // zero (straight up) to 1 or -1 (full tilt right or left)
1439 Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; 1439 Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation;
1440
1440 // Figure out the yaw value for this much roll. 1441 // Figure out the yaw value for this much roll.
1441 // Squared because that seems to give a good value
1442 // float yawAngle = (float)Math.Asin(rollComponents.X * rollComponents.X) * m_bankingEfficiency;
1443 float yawAngle = m_angularMotorDirection.X * m_bankingEfficiency; 1442 float yawAngle = m_angularMotorDirection.X * m_bankingEfficiency;
1444 // actual error = static turn error + dynamic turn error 1443 // actual error = static turn error + dynamic turn error
1445 float mixedYawAngle =(yawAngle * (1f - m_bankingMix)) + ((yawAngle * m_bankingMix) * VehicleForwardSpeed); 1444 float mixedYawAngle =(yawAngle * (1f - m_bankingMix)) + ((yawAngle * m_bankingMix) * VehicleForwardSpeed);
1446 // TODO: the banking effect should not go to infinity but what to limit it to? and what should happen when this is 1445
1447 // being added to a user defined yaw that is already PI*4? 1446 // TODO: the banking effect should not go to infinity but what to limit it to?
1447 // And what should happen when this is being added to a user defined yaw that is already PI*4?
1448 mixedYawAngle = ClampInRange(-12, mixedYawAngle, 12); 1448 mixedYawAngle = ClampInRange(-12, mixedYawAngle, 12);
1449 1449
1450 // Build the force vector to change rotation from what it is to what it should be 1450 // Build the force vector to change rotation from what it is to what it should be
1451 bankingContributionV.Z = -mixedYawAngle; 1451 bankingContributionV.Z = -mixedYawAngle;
1452 1452
1453 // Don't do it all at once. 60 becouse 1 second is too fast with most user defined roll as PI*4 1453 // Don't do it all at once. Fudge because 1 second is too fast with most user defined roll as PI*4.
1454 bankingContributionV /= m_bankingTimescale*60; 1454 bankingContributionV /= m_bankingTimescale * BSParam.VehicleAngularBankingTimescaleFudge;
1455 1455
1456 //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; 1456 //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation;
1457 VehicleRotationalVelocity += bankingContributionV; 1457 VehicleRotationalVelocity += bankingContributionV;