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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSMotors.cs17
1 files changed, 15 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index e9f1549..851d508 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -63,10 +63,23 @@ public abstract class BSMotor
63 } 63 }
64} 64}
65// Can all the incremental stepping be replaced with motor classes? 65// Can all the incremental stepping be replaced with motor classes?
66
67// Motor which moves CurrentValue to TargetValue over TimeScale seconds.
68// The TargetValue is decays in TargetValueDecayTimeScale and
69// the CurrentValue will be held back by FrictionTimeScale.
70// TimeScale and TargetDelayTimeScale may be 'infinite' which means go decay.
71
72// For instance, if something is moving at speed X and the desired speed is Y,
73// CurrentValue is X and TargetValue is Y. As the motor is stepped, new
74// values of CurrentValue are returned that approach the TargetValue.
75// The feature of decaying TargetValue is so vehicles will eventually
76// come to a stop rather than run forever. This can be disabled by
77// setting TargetValueDecayTimescale to 'infinite'.
78// The change from CurrentValue to TargetValue is linear over TimeScale seconds.
66public class BSVMotor : BSMotor 79public class BSVMotor : BSMotor
67{ 80{
68 public Vector3 FrameOfReference { get; set; } 81 // public Vector3 FrameOfReference { get; set; }
69 public Vector3 Offset { get; set; } 82 // public Vector3 Offset { get; set; }
70 83
71 public float TimeScale { get; set; } 84 public float TimeScale { get; set; }
72 public float TargetValueDecayTimeScale { get; set; } 85 public float TargetValueDecayTimeScale { get; set; }