BulletSim: Tweeks to vehicle motion.

Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
This commit is contained in:
Robert Adams
2013-01-21 23:43:24 -08:00
parent 471c477863
commit 80b1e32bfa
3 changed files with 11 additions and 15 deletions

View File

@@ -1009,6 +1009,7 @@ public sealed class BSPrim : BSPhysObject
{
DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
// PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
ActivateIfPhysical(false);
}
}
@@ -1649,7 +1650,7 @@ public sealed class BSPrim : BSPhysObject
// TODO: handle physics introduced by Bullet with computed vehicle physics.
if (_vehicle.IsActive)
{
entprop.RotationalVelocity = OMV.Vector3.Zero;
// entprop.RotationalVelocity = OMV.Vector3.Zero;
}
// Assign directly to the local variables so the normal set actions do not happen