BulletSim: remove timeStep parameter from calls for vehicle parameter setting. There is no reason these should be using the simulation time interval for parameter calculation.

connector_plugin
Robert Adams 2012-09-14 11:11:43 -07:00
parent 6632eb7c05
commit dcb94b8a24
2 changed files with 6 additions and 9 deletions

View File

@ -131,7 +131,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_type = Vehicle.TYPE_NONE;
}
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep)
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{
VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
@ -230,7 +230,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
}//end ProcessFloatVehicleParam
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep)
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
{
VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam)
@ -299,7 +299,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
}//end ProcessVehicleFlags
internal void ProcessTypeChange(Vehicle pType, float stepSize)
internal void ProcessTypeChange(Vehicle pType)
{
VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
// Set Defaults For Type
@ -537,9 +537,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Add the various forces into m_dir which will be our new direction vector (velocity)
// add Gravity and Buoyancy
// KF: So far I have found no good method to combine a script-requested
// .Z velocity and gravity. Therefore only 0g will used script-requested
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
// There is some gravity, make a gravity force vector that is applied after object velocity.
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy));

View File

@ -346,7 +346,7 @@ public sealed class BSPrim : BSPhysObject
{
// Done at taint time so we're sure the physics engine is not using the variables
// Vehicle code changes the parameters for this vehicle type.
_vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep);
_vehicle.ProcessTypeChange(type);
// Tell the scene about the vehicle so it will get processing each frame.
_scene.VehicleInSceneTypeChanged(this, type);
});
@ -356,14 +356,14 @@ public sealed class BSPrim : BSPhysObject
{
_scene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
{
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
});
}
public override void VehicleVectorParam(int param, OMV.Vector3 value)
{
_scene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
{
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
});
}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation)