BulletSim: remove unused MaxTaintsToProcessPerStep parameter
parent
52b341e2e2
commit
3f6698a595
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@ -236,11 +236,7 @@ public static class BSParam
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(s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
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(s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
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(s) => { return (float)s.m_maxUpdatesPerFrame; },
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(s) => { return (float)s.m_maxUpdatesPerFrame; },
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(s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
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(s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
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new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step",
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500f,
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(s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); },
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(s) => { return (float)s.m_taintsToProcessPerStep; },
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(s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ),
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new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)",
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new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)",
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0.0001f,
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0.0001f,
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(s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); },
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(s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); },
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@ -261,9 +257,9 @@ public static class BSParam
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(s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); },
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(s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); },
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(s) => { return (float)MaxAngularVelocity; },
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(s) => { return (float)MaxAngularVelocity; },
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(s,p,l,v) => { MaxAngularVelocity = v; } ),
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(s,p,l,v) => { MaxAngularVelocity = v; } ),
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// LL documentation says thie number should be 20f
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// LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
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new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
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new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
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200.0f,
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20000.0f,
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(s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); },
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(s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); },
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(s) => { return (float)MaxAddForceMagnitude; },
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(s) => { return (float)MaxAddForceMagnitude; },
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(s,p,l,v) => { MaxAddForceMagnitude = v; } ),
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(s,p,l,v) => { MaxAddForceMagnitude = v; } ),
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@ -81,7 +81,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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internal long m_simulationStep = 0;
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internal long m_simulationStep = 0;
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internal float NominalFrameRate { get; set; }
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internal float NominalFrameRate { get; set; }
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public long SimulationStep { get { return m_simulationStep; } }
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public long SimulationStep { get { return m_simulationStep; } }
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internal int m_taintsToProcessPerStep;
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internal float LastTimeStep { get; private set; }
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internal float LastTimeStep { get; private set; }
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// Physical objects can register for prestep or poststep events
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// Physical objects can register for prestep or poststep events
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@ -2,6 +2,8 @@ CURRENT PRIORITIES
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=================================================
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=================================================
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Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040
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Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040
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Msg Kayaker on OSGrid when working
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Msg Kayaker on OSGrid when working
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when should angular and linear motor targets be zeroed? when selected?
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Need a vehicle.clear()? Or an 'else' in prestep if not physical.
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Teravus llMoveToTarget script debug
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Teravus llMoveToTarget script debug
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Mixing of hover, buoyancy/gravity, moveToTarget, into one force
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Mixing of hover, buoyancy/gravity, moveToTarget, into one force
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Boats floating at proper level
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Boats floating at proper level
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