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);
}