BulletSim: fix compile errors from last commit. Clean up passing of physics scene into vehicle dynamics code.

This commit is contained in:
Robert Adams
2012-07-18 08:49:01 -07:00
parent cda67a68de
commit 7451bb1613
2 changed files with 14 additions and 15 deletions

View File

@@ -149,7 +149,7 @@ public sealed class BSPrim : PhysicsActor
{
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
// Undo any vehicle properties
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE, 1f);
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
_scene.RemoveVehiclePrim(this); // just to make sure
// undo any dependance with/on other objects
@@ -354,7 +354,7 @@ public sealed class BSPrim : PhysicsActor
}
set {
Vehicle type = (Vehicle)value;
_vehicle.ProcessTypeChange(type, _scene.LastSimulatedTimestep);
_vehicle.ProcessTypeChange(type);
_scene.TaintedObject(delegate()
{
if (type == Vehicle.TYPE_NONE)
@@ -389,7 +389,7 @@ public sealed class BSPrim : PhysicsActor
// Called each simulation step to advance vehicle characteristics
public void StepVehicle(float timeStep)
{
_vehicle.Step(timeStep, _scene);
_vehicle.Step(timeStep);
}
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more