diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 48ba419c06..5887249621 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1051,12 +1051,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin // ================================================================== m_lastVertAttractor = verticalAttractionContribution; - // DEBUG DEBUG DEBUG: optionally scale the angular velocity. Debugging SL vs ODE turning functions. - Vector3 originalAngularMotorContrib = angularMotorContribution; - if (PhysicsScene.VehicleScaleAngularVelocityByTimestep) - angularMotorContribution *= pTimestep; - - // Sum corrections m_lastAngularVelocity = angularMotorContribution + verticalAttractionContribution + deflectionContribution diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index cf0a9dc4ab..e0faf4ed1a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs @@ -134,8 +134,6 @@ public class BSVMotor : BSMotor Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; CurrentValue += addAmount; - returnCurrent = CurrentValue; - // The desired value reduces to zero which also reduces the difference with current. // If the decay time is infinite, don't decay at all. float decayFactor = 0f; @@ -156,6 +154,8 @@ public class BSVMotor : BSMotor CurrentValue *= (Vector3.One - frictionFactor); } + returnCurrent = CurrentValue; + MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", BSScene.DetailLogZero, UseName, origCurrVal, origTarget, timeStep, TimeScale, addAmount, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index ebaf97e246..069cb0da88 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -189,7 +189,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // 'true' of the vehicle code is to log lots of details public bool VehicleLoggingEnabled { get; private set; } public bool VehiclePhysicalLoggingEnabled { get; private set; } - public bool VehicleScaleAngularVelocityByTimestep { get; private set; } #region Construction and Initialization public BSScene(string identifier) @@ -1239,11 +1238,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters (s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].vehicleAngularDamping; }, (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), - new ParameterDefn("VehicleScaleAngularVelocityByTimestep", "If true, scale angular turning by timestep", - ConfigurationParameters.numericTrue, - (s,cf,p,v) => { s.VehicleScaleAngularVelocityByTimestep = cf.GetBoolean(p, s.BoolNumeric(v)); }, - (s) => { return s.NumericBool(s.VehicleScaleAngularVelocityByTimestep); }, - (s,p,l,v) => { s.VehicleScaleAngularVelocityByTimestep = s.BoolNumeric(v); } ), new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 0f,