diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | 13 |
1 files changed, 10 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index f5826ed..0816b7b 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | |||
@@ -49,8 +49,10 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
49 | 49 | ||
50 | //protected internal string sceneIdentifier; | 50 | //protected internal string sceneIdentifier; |
51 | 51 | ||
52 | public BasicScene(string _sceneIdentifier) | 52 | public BasicScene(string engineType, string _sceneIdentifier) |
53 | { | 53 | { |
54 | EngineType = engineType; | ||
55 | Name = EngineType + "/" + _sceneIdentifier; | ||
54 | //sceneIdentifier = _sceneIdentifier; | 56 | //sceneIdentifier = _sceneIdentifier; |
55 | } | 57 | } |
56 | 58 | ||
@@ -100,6 +102,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
100 | 102 | ||
101 | public override float Simulate(float timeStep) | 103 | public override float Simulate(float timeStep) |
102 | { | 104 | { |
105 | // Console.WriteLine("Simulating"); | ||
106 | |||
103 | float fps = 0; | 107 | float fps = 0; |
104 | for (int i = 0; i < _actors.Count; ++i) | 108 | for (int i = 0; i < _actors.Count; ++i) |
105 | { | 109 | { |
@@ -107,8 +111,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
107 | Vector3 actorPosition = actor.Position; | 111 | Vector3 actorPosition = actor.Position; |
108 | Vector3 actorVelocity = actor.Velocity; | 112 | Vector3 actorVelocity = actor.Velocity; |
109 | 113 | ||
110 | actorPosition.X += actor.Velocity.X*timeStep; | 114 | // Console.WriteLine( |
111 | actorPosition.Y += actor.Velocity.Y*timeStep; | 115 | // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); |
116 | |||
117 | actorPosition.X += actor.Velocity.X * timeStep; | ||
118 | actorPosition.Y += actor.Velocity.Y * timeStep; | ||
112 | 119 | ||
113 | if (actor.Position.Y < 0) | 120 | if (actor.Position.Y < 0) |
114 | { | 121 | { |