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