diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 098fea773d..5f62b12b9b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -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)); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6827be0891..d97231c6e2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -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)