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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs15
1 files changed, 10 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 8bb4b21..b9013ab 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -155,8 +155,7 @@ public sealed class BSCharacter : BSPhysObject
155 BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); 155 BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
156 } 156 }
157 157
158 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); 158 UpdatePhysicalMassProperties(MassRaw);
159 BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
160 159
161 // Make so capsule does not fall over 160 // Make so capsule does not fall over
162 BulletSimAPI.SetAngularFactorV2(BSBody.ptr, OMV.Vector3.Zero); 161 BulletSimAPI.SetAngularFactorV2(BSBody.ptr, OMV.Vector3.Zero);
@@ -201,8 +200,7 @@ public sealed class BSCharacter : BSPhysObject
201 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() 200 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
202 { 201 {
203 BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); 202 BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
204 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); 203 UpdatePhysicalMassProperties(MassRaw);
205 BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
206 }); 204 });
207 205
208 } 206 }
@@ -329,7 +327,14 @@ public sealed class BSCharacter : BSPhysObject
329 public override float Mass { get { return _mass; } } 327 public override float Mass { get { return _mass; } }
330 328
331 // used when we only want this prim's mass and not the linkset thing 329 // used when we only want this prim's mass and not the linkset thing
332 public override float MassRaw { get {return _mass; } } 330 public override float MassRaw {
331 get {return _mass; }
332 }
333 public override void UpdatePhysicalMassProperties(float physMass)
334 {
335 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, physMass);
336 BulletSimAPI.SetMassProps2(BSBody.ptr, physMass, localInertia);
337 }
333 338
334 public override OMV.Vector3 Force { 339 public override OMV.Vector3 Force {
335 get { return _force; } 340 get { return _force; }