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
Robert Adams 2013-01-24 14:30:12 -08:00
parent 591faac3ac
commit a2a32fc844
1 changed files with 1 additions and 3 deletions

View File

@ -1190,8 +1190,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// set directly on the vehicle. // set directly on the vehicle.
private void MoveAngular(float pTimestep) private void MoveAngular(float pTimestep)
{ {
// VehicleRotationalVelocity = Vector3.Zero;
ComputeAngularTurning(pTimestep); ComputeAngularTurning(pTimestep);
ComputeAngularVerticalAttraction(); ComputeAngularVerticalAttraction();
@ -1201,7 +1199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
ComputeAngularBanking(); ComputeAngularBanking();
// ================================================================== // ==================================================================
if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.01f)) if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.0001f))
{ {
// The vehicle is not adding anything angular wise. // The vehicle is not adding anything angular wise.
VehicleRotationalVelocity = Vector3.Zero; VehicleRotationalVelocity = Vector3.Zero;