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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs21
1 files changed, 21 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 7aa2d92..aaa6fe5 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -502,6 +502,12 @@ public sealed class BSPrim : BSPhysObject
502 RegisterPreStepAction("BSPrim.setForce", LocalID, 502 RegisterPreStepAction("BSPrim.setForce", LocalID,
503 delegate(float timeStep) 503 delegate(float timeStep)
504 { 504 {
505 if (!IsPhysicallyActive)
506 {
507 UnRegisterPreStepAction("BSPrim.setForce", LocalID);
508 return;
509 }
510
505 DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); 511 DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force);
506 if (PhysBody.HasPhysicalBody) 512 if (PhysBody.HasPhysicalBody)
507 { 513 {
@@ -627,6 +633,12 @@ public sealed class BSPrim : BSPhysObject
627 RegisterPreStepAction("BSPrim.setTorque", LocalID, 633 RegisterPreStepAction("BSPrim.setTorque", LocalID,
628 delegate(float timeStep) 634 delegate(float timeStep)
629 { 635 {
636 if (!IsPhysicallyActive)
637 {
638 UnRegisterPreStepAction("BSPrim.setTorque", LocalID);
639 return;
640 }
641
630 if (PhysBody.HasPhysicalBody) 642 if (PhysBody.HasPhysicalBody)
631 AddAngularForce(_torque, false, true); 643 AddAngularForce(_torque, false, true);
632 } 644 }
@@ -1061,6 +1073,12 @@ public sealed class BSPrim : BSPhysObject
1061 1073
1062 RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep) 1074 RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep)
1063 { 1075 {
1076 if (!IsPhysicallyActive)
1077 {
1078 UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID);
1079 return;
1080 }
1081
1064 OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) 1082 OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below)
1065 1083
1066 // 'movePosition' is where we'd like the prim to be at this moment. 1084 // 'movePosition' is where we'd like the prim to be at this moment.
@@ -1108,6 +1126,9 @@ public sealed class BSPrim : BSPhysObject
1108 1126
1109 RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) 1127 RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
1110 { 1128 {
1129 if (!IsPhysicallyActive)
1130 return;
1131
1111 _hoverMotor.SetCurrent(RawPosition.Z); 1132 _hoverMotor.SetCurrent(RawPosition.Z);
1112 _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); 1133 _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
1113 float targetHeight = _hoverMotor.Step(timeStep); 1134 float targetHeight = _hoverMotor.Step(timeStep);