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authorUbitUmarov2015-10-21 00:15:09 +0100
committerUbitUmarov2015-10-21 00:15:09 +0100
commitdeb4364f4299be39600f393e2d384c757ffa5ee6 (patch)
treed9643c7b22dcfcb31bf7b55cf71e220fe3252b47 /OpenSim/Region/PhysicsModules/BulletS
parent the inertia matrix inversions and body inertia changes to implement axis loc... (diff)
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remove the use of Vector3 for axis locks on the rest of engines
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs2
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs10
2 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
index 83fc3a6..989b339 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
@@ -300,7 +300,7 @@ public sealed class BSCharacter : BSPhysObject
300 } 300 }
301 301
302 302
303 public override void LockAngularMotion(OMV.Vector3 axis) { return; } 303 public override void LockAngularMotion(byte axislocks) { return; }
304 304
305 public override OMV.Vector3 Position { 305 public override OMV.Vector3 Position {
306 get { 306 get {
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
index 93e5e53..1d552eb 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
@@ -280,20 +280,20 @@ public class BSPrim : BSPhysObject
280 }); 280 });
281 } 281 }
282 282
283 public override void LockAngularMotion(OMV.Vector3 axis) 283 public override void LockAngularMotion(byte axislocks)
284 { 284 {
285 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); 285 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axislocks);
286 286
287 ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f); 287 ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f);
288 if (axis.X != 1) 288 if ((axislocks & 0x02) != 0)
289 { 289 {
290 ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X, 0f, 0f); 290 ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X, 0f, 0f);
291 } 291 }
292 if (axis.Y != 1) 292 if ((axislocks & 0x04) != 0)
293 { 293 {
294 ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y, 0f, 0f); 294 ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y, 0f, 0f);
295 } 295 }
296 if (axis.Z != 1) 296 if ((axislocks & 0x08) != 0)
297 { 297 {
298 ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z, 0f, 0f); 298 ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z, 0f, 0f);
299 } 299 }