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authorUbitUmarov2012-06-11 22:43:35 +0100
committerUbitUmarov2012-06-11 22:43:35 +0100
commitcd4994947858516f9177501499a1139f23ddd3cf (patch)
treed2043adf76b04e310efb4b11e759d6718f1f7e97
parentMerge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork (diff)
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change object drag so it applies a impulse and not a push force so it works as before my fix to impulse/forces
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs8
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 8fa7880..aab6a49 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2992,10 +2992,14 @@ namespace OpenSim.Region.Framework.Scenes
2992 { 2992 {
2993 if (!m_rootPart.BlockGrab) 2993 if (!m_rootPart.BlockGrab)
2994 { 2994 {
2995 Vector3 llmoveforce = pos - AbsolutePosition; 2995/* Vector3 llmoveforce = pos - AbsolutePosition;
2996 Vector3 grabforce = llmoveforce; 2996 Vector3 grabforce = llmoveforce;
2997 grabforce = (grabforce / 10) * pa.Mass; 2997 grabforce = (grabforce / 10) * pa.Mass;
2998 pa.AddForce(grabforce, true); 2998 */
2999 // empirically convert distance diference to a impulse
3000 Vector3 grabforce = pos - AbsolutePosition;
3001 grabforce = grabforce * (pa.Mass/ 10.0f);
3002 pa.AddForce(grabforce, false);
2999 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3003 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
3000 } 3004 }
3001 } 3005 }