diff options
author | Robert Adams | 2012-12-29 21:43:43 -0800 |
---|---|---|
committer | Robert Adams | 2012-12-31 19:57:21 -0800 |
commit | 48f718f39fcd61501262878a8bcfbd98efed29d2 (patch) | |
tree | aa67dbaf54d75152f01302921bbc42226daaec8b /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: change physical data structures to classes. Add default (diff) | |
download | opensim-SC-48f718f39fcd61501262878a8bcfbd98efed29d2.zip opensim-SC-48f718f39fcd61501262878a8bcfbd98efed29d2.tar.gz opensim-SC-48f718f39fcd61501262878a8bcfbd98efed29d2.tar.bz2 opensim-SC-48f718f39fcd61501262878a8bcfbd98efed29d2.tar.xz |
BulletSim: first round of conversion from direct BulletSimAPI interfacing by BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 8 |
1 files changed, 3 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 3b77e49..d5ab245 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -210,8 +210,7 @@ public sealed class BSCharacter : BSPhysObject | |||
210 | if (!Flying && !IsColliding) | 210 | if (!Flying && !IsColliding) |
211 | { | 211 | { |
212 | stepVelocity.Z = _velocity.Z; | 212 | stepVelocity.Z = _velocity.Z; |
213 | DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", | 213 | // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); |
214 | LocalID, stepVelocity); | ||
215 | } | 214 | } |
216 | 215 | ||
217 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | 216 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. |
@@ -231,8 +230,7 @@ public sealed class BSCharacter : BSPhysObject | |||
231 | AddForce(moveForce, false, true); | 230 | AddForce(moveForce, false, true); |
232 | } | 231 | } |
233 | */ | 232 | */ |
234 | DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", | 233 | // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); |
235 | LocalID, stepVelocity, _velocity, Mass, moveForce); | ||
236 | AddForce(moveForce, false, true); | 234 | AddForce(moveForce, false, true); |
237 | }); | 235 | }); |
238 | } | 236 | } |
@@ -736,7 +734,7 @@ public sealed class BSCharacter : BSPhysObject | |||
736 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() | 734 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() |
737 | { | 735 | { |
738 | // Bullet adds this central force to the total force for this tick | 736 | // Bullet adds this central force to the total force for this tick |
739 | DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); | 737 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); |
740 | if (PhysBody.HasPhysicalBody) | 738 | if (PhysBody.HasPhysicalBody) |
741 | { | 739 | { |
742 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); | 740 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); |