BulletSim: remove unused MaxTaintsToProcessPerStep parameter

user_profiles
Robert Adams 2013-01-21 09:19:09 -08:00
parent 52b341e2e2
commit 3f6698a595
3 changed files with 5 additions and 8 deletions

View File

@ -236,11 +236,7 @@ public static class BSParam
(s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
(s) => { return (float)s.m_maxUpdatesPerFrame; }, (s) => { return (float)s.m_maxUpdatesPerFrame; },
(s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step",
500f,
(s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); },
(s) => { return (float)s.m_taintsToProcessPerStep; },
(s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ),
new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)",
0.0001f, 0.0001f,
(s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); },
@ -261,9 +257,9 @@ public static class BSParam
(s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); }, (s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); },
(s) => { return (float)MaxAngularVelocity; }, (s) => { return (float)MaxAngularVelocity; },
(s,p,l,v) => { MaxAngularVelocity = v; } ), (s,p,l,v) => { MaxAngularVelocity = v; } ),
// LL documentation says thie number should be 20f // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
200.0f, 20000.0f,
(s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); }, (s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); },
(s) => { return (float)MaxAddForceMagnitude; }, (s) => { return (float)MaxAddForceMagnitude; },
(s,p,l,v) => { MaxAddForceMagnitude = v; } ), (s,p,l,v) => { MaxAddForceMagnitude = v; } ),

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@ -81,7 +81,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
internal long m_simulationStep = 0; internal long m_simulationStep = 0;
internal float NominalFrameRate { get; set; } internal float NominalFrameRate { get; set; }
public long SimulationStep { get { return m_simulationStep; } } public long SimulationStep { get { return m_simulationStep; } }
internal int m_taintsToProcessPerStep;
internal float LastTimeStep { get; private set; } internal float LastTimeStep { get; private set; }
// Physical objects can register for prestep or poststep events // Physical objects can register for prestep or poststep events

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@ -2,6 +2,8 @@ CURRENT PRIORITIES
================================================= =================================================
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