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authorRobert Adams2013-01-20 09:33:13 -0800
committerRobert Adams2013-01-20 23:09:53 -0800
commit3b0df52d10c157cd2711d64ef9007d2afccbd468 (patch)
treeff548c66f9ee84933e33988ec21fb6712b6b82c1 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentThis updates prebuild to remove BulletSimN, implements the BulletSim API in B... (diff)
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BulletSim: modify motors to return correction rather than current value
to better use them for incremental updates. Modify prim and character to use the new motors. Simplify the vehicle linear movement code to just update the velocity directly or the basic movement.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 478aeab..696c4bd 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -198,7 +198,8 @@ public sealed class BSCharacter : BSPhysObject
198 // TODO: Decide if the step parameters should be changed depending on the avatar's 198 // TODO: Decide if the step parameters should be changed depending on the avatar's
199 // state (flying, colliding, ...). There is code in ODE to do this. 199 // state (flying, colliding, ...). There is code in ODE to do this.
200 200
201 OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); 201 _velocityMotor.Step(timeStep);
202 OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
202 203
203 // If falling, we keep the world's downward vector no matter what the other axis specify. 204 // If falling, we keep the world's downward vector no matter what the other axis specify.
204 if (!Flying && !IsColliding) 205 if (!Flying && !IsColliding)