BulletSim: reduce the zeroing threshold for rotational velocity.

Sometimes settling of a vehicle from gravity introduces small
velocities that need to be kept.
This commit is contained in:
Robert Adams
2013-01-24 14:30:12 -08:00
parent 591faac3ac
commit a2a32fc844

View File

@@ -1190,8 +1190,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// set directly on the vehicle.
private void MoveAngular(float pTimestep)
{
// VehicleRotationalVelocity = Vector3.Zero;
ComputeAngularTurning(pTimestep);
ComputeAngularVerticalAttraction();
@@ -1201,7 +1199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
ComputeAngularBanking();
// ==================================================================
if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.01f))
if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.0001f))
{
// The vehicle is not adding anything angular wise.
VehicleRotationalVelocity = Vector3.Zero;