From 41f1c5b7f712ed9c093ce421b39460c7711aece4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 2 Dec 2012 23:39:17 -0800 Subject: BulletSim: rework angular corrections to remove any hybrid code and compute absolute collections. --- OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 17 +++++++++++++++-- 1 file changed, 15 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs') 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 } } // Can all the incremental stepping be replaced with motor classes? + +// Motor which moves CurrentValue to TargetValue over TimeScale seconds. +// The TargetValue is decays in TargetValueDecayTimeScale and +// the CurrentValue will be held back by FrictionTimeScale. +// TimeScale and TargetDelayTimeScale may be 'infinite' which means go decay. + +// For instance, if something is moving at speed X and the desired speed is Y, +// CurrentValue is X and TargetValue is Y. As the motor is stepped, new +// values of CurrentValue are returned that approach the TargetValue. +// The feature of decaying TargetValue is so vehicles will eventually +// come to a stop rather than run forever. This can be disabled by +// setting TargetValueDecayTimescale to 'infinite'. +// The change from CurrentValue to TargetValue is linear over TimeScale seconds. public class BSVMotor : BSMotor { - public Vector3 FrameOfReference { get; set; } - public Vector3 Offset { get; set; } + // public Vector3 FrameOfReference { get; set; } + // public Vector3 Offset { get; set; } public float TimeScale { get; set; } public float TargetValueDecayTimeScale { get; set; } -- cgit v1.1