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) => { return (float)s.m_maxUpdatesPerFrame; },
(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)",
0.0001f,
(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) => { return (float)MaxAngularVelocity; },
(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)",
200.0f,
20000.0f,
(s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); },
(s) => { return (float)MaxAddForceMagnitude; },
(s,p,l,v) => { MaxAddForceMagnitude = v; } ),

View File

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

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@ -2,6 +2,8 @@ CURRENT PRIORITIES
=================================================
Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040
Msg Kayaker on OSGrid when working
when should angular and linear motor targets be zeroed? when selected?
Need a vehicle.clear()? Or an 'else' in prestep if not physical.
Teravus llMoveToTarget script debug
Mixing of hover, buoyancy/gravity, moveToTarget, into one force
Boats floating at proper level