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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index e19b5b3..3b77e49 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -217,6 +217,7 @@ public sealed class BSCharacter : BSPhysObject
217 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. 217 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
218 OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep; 218 OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep;
219 219
220 /*
220 // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user 221 // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user
221 float moveForceMagnitudeSquared = moveForce.LengthSquared(); 222 float moveForceMagnitudeSquared = moveForce.LengthSquared();
222 if (moveForceMagnitudeSquared < 0.0001) 223 if (moveForceMagnitudeSquared < 0.0001)
@@ -227,10 +228,12 @@ public sealed class BSCharacter : BSPhysObject
227 } 228 }
228 else 229 else
229 { 230 {
230 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
231 LocalID, stepVelocity, _velocity, Mass, moveForce);
232 AddForce(moveForce, false, true); 231 AddForce(moveForce, false, true);
233 } 232 }
233 */
234 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
235 LocalID, stepVelocity, _velocity, Mass, moveForce);
236 AddForce(moveForce, false, true);
234 }); 237 });
235 } 238 }
236 239