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-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs13
1 files changed, 9 insertions, 4 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
index ab9cc27..6d5589f 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
@@ -89,6 +89,7 @@ public sealed class BSCharacter : BSPhysObject
89 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 89 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
90 Friction = BSParam.AvatarStandingFriction; 90 Friction = BSParam.AvatarStandingFriction;
91 Density = BSParam.AvatarDensity; 91 Density = BSParam.AvatarDensity;
92 _isPhysical = true;
92 93
93 // Old versions of ScenePresence passed only the height. If width and/or depth are zero, 94 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
94 // replace with the default values. 95 // replace with the default values.
@@ -457,7 +458,7 @@ public sealed class BSCharacter : BSPhysObject
457 get { return RawVelocity; } 458 get { return RawVelocity; }
458 set { 459 set {
459 RawVelocity = value; 460 RawVelocity = value;
460 OMV.Vector3 vel = RawVelocity; 461 OMV.Vector3 vel = RawVelocity;
461 462
462 DetailLog("{0}: set Velocity = {1}", LocalID, value); 463 DetailLog("{0}: set Velocity = {1}", LocalID, value);
463 464
@@ -662,10 +663,10 @@ public sealed class BSCharacter : BSPhysObject
662 addForce *= Mass * BSParam.AvatarAddForcePushFactor; 663 addForce *= Mass * BSParam.AvatarAddForcePushFactor;
663 664
664 DetailLog("{0},BSCharacter.addForce,call,force={1},addForce={2},push={3},mass={4}", LocalID, force, addForce, pushforce, Mass); 665 DetailLog("{0},BSCharacter.addForce,call,force={1},addForce={2},push={3},mass={4}", LocalID, force, addForce, pushforce, Mass);
665 AddForce(addForce, pushforce, false); 666 AddForce(false, addForce);
666 } 667 }
667 668
668 public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { 669 public override void AddForce(bool inTaintTime, OMV.Vector3 force) {
669 if (force.IsFinite()) 670 if (force.IsFinite())
670 { 671 {
671 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); 672 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
@@ -683,6 +684,10 @@ public sealed class BSCharacter : BSPhysObject
683 PhysScene.PE.ApplyCentralForce(PhysBody, addForce); 684 PhysScene.PE.ApplyCentralForce(PhysBody, addForce);
684 PhysScene.PE.Activate(PhysBody, true); 685 PhysScene.PE.Activate(PhysBody, true);
685 } 686 }
687 if (m_moveActor != null)
688 {
689 m_moveActor.SuppressStationayCheckUntilLowVelocity();
690 }
686 }); 691 });
687 } 692 }
688 else 693 else
@@ -692,7 +697,7 @@ public sealed class BSCharacter : BSPhysObject
692 } 697 }
693 } 698 }
694 699
695 public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { 700 public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) {
696 } 701 }
697 public override void SetMomentum(OMV.Vector3 momentum) { 702 public override void SetMomentum(OMV.Vector3 momentum) {
698 } 703 }