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authorRobert Adams2012-11-28 08:05:01 -0800
committerRobert Adams2012-11-28 09:48:33 -0800
commit0a66317fa6414dff9a7a4ab5bae10802e1e6693f (patch)
treea0705a43191649f43c80d43ee8537f5ab6581e94 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs7
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index c62c79a..3fb0300 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -253,8 +253,9 @@ public sealed class BSPrim : BSPhysObject
253 // Zero some other properties in the physics engine 253 // Zero some other properties in the physics engine
254 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() 254 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
255 { 255 {
256 BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); 256 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
257 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); 257 BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
258 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
258 }); 259 });
259 } 260 }
260 261
@@ -329,7 +330,7 @@ public sealed class BSPrim : BSPhysObject
329 330
330 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 331 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
331 { 332 {
332 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); 333 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
333 // TODO: a floating motor so object will bob in the water 334 // TODO: a floating motor so object will bob in the water
334 if (Math.Abs(Position.Z - waterHeight) > 0.1f) 335 if (Math.Abs(Position.Z - waterHeight) > 0.1f)
335 { 336 {