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authorUbitUmarov2012-05-05 10:47:51 +0100
committerUbitUmarov2012-05-05 10:47:51 +0100
commite3226aecd9fd1859f450f7912a6544c563834fcf (patch)
tree20b528d5d892ca5d63b0766d5f19163d28095978
parentubitODE prims: - moved outbounds checking back to UpdatePositionAndVelocity()... (diff)
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SOG: tell physics about when we want a force or a impulse. (sorry add to change here also)
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs6
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 7e6b077..f9c2193 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2276,7 +2276,8 @@ namespace OpenSim.Region.Framework.Scenes
2276 2276
2277 if (pa != null) 2277 if (pa != null)
2278 { 2278 {
2279 pa.AddForce(impulse, true); 2279 // false to be applied as a impulse
2280 pa.AddForce(impulse, false);
2280 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2281 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2281 } 2282 }
2282 } 2283 }
@@ -2290,7 +2291,8 @@ namespace OpenSim.Region.Framework.Scenes
2290 { 2291 {
2291 if (!IsAttachment) 2292 if (!IsAttachment)
2292 { 2293 {
2293 pa.AddAngularForce(impulse, true); 2294 // false to be applied as a impulse
2295 pa.AddAngularForce(impulse, false);
2294 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2296 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2295 } 2297 }
2296 } 2298 }