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