Universe.Physics.BulletSPlugin.BSDynamics.Step C# (CSharp) Method

Step() private method

private Step ( float pTimestep ) : void
pTimestep float
return void
        internal void Step(float pTimestep)
        {
            if (!IsActive) return;

            ForgetKnownVehicleProperties();

            MoveLinear(pTimestep);
            MoveAngular(pTimestep);

            LimitRotation(pTimestep);

            // remember the position so next step we can limit absolute movement effects
            m_lastPositionVector = VehiclePosition;

            // If we forced the changing of some vehicle parameters, update the values and
            //      for the physics engine to note the changes so an UpdateProperties event will happen.
            PushKnownChanged();

            if (m_physicsScene.VehiclePhysicalLoggingEnabled)
                m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody);

            VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}",
                ControllingPrim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
        }