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author | Robert Adams | 2016-01-02 17:36:42 -0800 |
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committer | Robert Adams | 2016-01-10 14:53:55 -0800 |
commit | d4e88f8883eca60021ec852a97507c2b94685452 (patch) | |
tree | 9722b54c85119556b516c79d3fa58359a56ee2f0 /OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs | |
parent | change muckwaddle name contributors.txt (diff) | |
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BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,
which called BSCharacter.AddForce, can now move a character.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs index 0ad95c4..e8ea604 100755 --- a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs | |||
@@ -239,8 +239,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
239 | public virtual OMV.Vector3 RawVelocity { get; set; } | 239 | public virtual OMV.Vector3 RawVelocity { get; set; } |
240 | public abstract OMV.Vector3 ForceVelocity { get; set; } | 240 | public abstract OMV.Vector3 ForceVelocity { get; set; } |
241 | 241 | ||
242 | // RawForce is a constant force applied to object (see Force { set; } ) | ||
242 | public OMV.Vector3 RawForce { get; set; } | 243 | public OMV.Vector3 RawForce { get; set; } |
243 | public OMV.Vector3 RawTorque { get; set; } | 244 | public OMV.Vector3 RawTorque { get; set; } |
245 | |||
244 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) | 246 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) |
245 | { | 247 | { |
246 | AddAngularForce(force, pushforce, false); | 248 | AddAngularForce(force, pushforce, false); |
@@ -570,7 +572,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
570 | PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() | 572 | PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() |
571 | { | 573 | { |
572 | if (PhysBody.HasPhysicalBody) | 574 | if (PhysBody.HasPhysicalBody) |
575 | { | ||
573 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 576 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
577 | DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}", | ||
578 | LocalID, TypeName, ms, CurrentCollisionFlags); | ||
579 | } | ||
574 | }); | 580 | }); |
575 | } | 581 | } |
576 | else | 582 | else |