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author | Robert Adams | 2012-10-25 08:04:20 -0700 |
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committer | Robert Adams | 2012-11-03 21:12:46 -0700 |
commit | 804b332d45c3989958f5ec08e1509ba373fb84b1 (patch) | |
tree | 587774c28a74886120cd6b95682db41da3b0d3fe /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | HG Suitcase Inventory: if RootFolder type doesn't work, look for any folder w... (diff) | |
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BulletSim: Add banking and other new code to vechile dynamics. Add third party license and contributor in for for Aurora-Sim project for physics code.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 38ab3de..39d20dc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -311,6 +311,7 @@ public sealed class BSPrim : BSPhysObject | |||
311 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 311 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
312 | { | 312 | { |
313 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); | 313 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); |
314 | // TODO: a floating motor so object will bob in the water | ||
314 | if (Position.Z < waterHeight) | 315 | if (Position.Z < waterHeight) |
315 | { | 316 | { |
316 | _position.Z = waterHeight; | 317 | _position.Z = waterHeight; |
@@ -902,7 +903,8 @@ public sealed class BSPrim : BSPhysObject | |||
902 | } | 903 | } |
903 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); | 904 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); |
904 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. | 905 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. |
905 | BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); | 906 | if (fSum != OMV.Vector3.Zero) |
907 | BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); | ||
906 | }; | 908 | }; |
907 | if (inTaintTime) | 909 | if (inTaintTime) |
908 | addForceOperation(); | 910 | addForceOperation(); |