BulletSim: reduce the zeroing threshold for rotational velocity.
Sometimes settling of a vehicle from gravity introduces small velocities that need to be kept.user_profiles
parent
591faac3ac
commit
a2a32fc844
|
@ -1190,8 +1190,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// set directly on the vehicle.
|
||||
private void MoveAngular(float pTimestep)
|
||||
{
|
||||
// VehicleRotationalVelocity = Vector3.Zero;
|
||||
|
||||
ComputeAngularTurning(pTimestep);
|
||||
|
||||
ComputeAngularVerticalAttraction();
|
||||
|
@ -1201,7 +1199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
ComputeAngularBanking();
|
||||
|
||||
// ==================================================================
|
||||
if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.01f))
|
||||
if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.0001f))
|
||||
{
|
||||
// The vehicle is not adding anything angular wise.
|
||||
VehicleRotationalVelocity = Vector3.Zero;
|
||||
|
|
Loading…
Reference in New Issue