From 0c466b28bbfeac8a4e0c3c61038290621c4f9f4f Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Tue, 27 Oct 2009 16:24:43 -0700 Subject: Move the calculation of time dilation from the scene to the physics engine. The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 2f42646..9e36020 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -159,6 +159,7 @@ namespace OpenSim.Region.Physics.OdePlugin private float ODE_STEPSIZE = 0.020f; private float metersInSpace = 29.9f; + private float m_timeDilation = 1.0f; public float gravityx = 0f; public float gravityy = 0f; @@ -1750,6 +1751,11 @@ namespace OpenSim.Region.Physics.OdePlugin return result; } + public override float TimeDilation + { + get { return m_timeDilation; } + } + public override bool SupportsNINJAJoints { get { return m_NINJA_physics_joints_enabled; } @@ -2657,8 +2663,9 @@ namespace OpenSim.Region.Physics.OdePlugin // Figure out the Frames Per Second we're going at. //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size - - fps = (step_time/ODE_STEPSIZE) * 1000; + + fps = (step_time / ODE_STEPSIZE) * 1000; + m_timeDilation = (step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE); step_time = 0.09375f; -- cgit v1.1