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author | Robert Adams | 2012-11-28 08:05:01 -0800 |
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committer | Robert Adams | 2012-11-28 09:48:33 -0800 |
commit | 0a66317fa6414dff9a7a4ab5bae10802e1e6693f (patch) | |
tree | a0705a43191649f43c80d43ee8537f5ab6581e94 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff) | |
download | opensim-SC-0a66317fa6414dff9a7a4ab5bae10802e1e6693f.zip opensim-SC-0a66317fa6414dff9a7a4ab5bae10802e1e6693f.tar.gz opensim-SC-0a66317fa6414dff9a7a4ab5bae10802e1e6693f.tar.bz2 opensim-SC-0a66317fa6414dff9a7a4ab5bae10802e1e6693f.tar.xz |
BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 7 |
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 | { |