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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs12
2 files changed, 2 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 3884a5d..73354bb 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -557,11 +557,12 @@ public sealed class BSCharacter : BSPhysObject
557 { 557 {
558 get 558 get
559 { 559 {
560 return _velocityMotor.TargetValue; 560 return m_targetVelocity;
561 } 561 }
562 set 562 set
563 { 563 {
564 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); 564 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
565 m_targetVelocity = value;
565 OMV.Vector3 targetVel = value; 566 OMV.Vector3 targetVel = value;
566 if (_setAlwaysRun) 567 if (_setAlwaysRun)
567 targetVel *= BSParam.AvatarAlwaysRunFactor; 568 targetVel *= BSParam.AvatarAlwaysRunFactor;
@@ -591,7 +592,6 @@ public sealed class BSCharacter : BSPhysObject
591 _velocityMotor.Reset(); 592 _velocityMotor.Reset();
592 _velocityMotor.SetCurrent(_velocity); 593 _velocityMotor.SetCurrent(_velocity);
593 _velocityMotor.SetTarget(_velocity); 594 _velocityMotor.SetTarget(_velocity);
594 // Even though the motor is initialized, it's not used and the velocity goes straight into the avatar.
595 _velocityMotor.Enabled = false; 595 _velocityMotor.Enabled = false;
596 596
597 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 597 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index a113530..823402b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -190,18 +190,6 @@ public abstract class BSPhysObject : PhysicsActor
190 public abstract OMV.Quaternion RawOrientation { get; set; } 190 public abstract OMV.Quaternion RawOrientation { get; set; }
191 public abstract OMV.Quaternion ForceOrientation { get; set; } 191 public abstract OMV.Quaternion ForceOrientation { get; set; }
192 192
193 // The system is telling us the velocity it wants to move at.
194 // Velocity in world coordinates.
195 // protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor
196 public override OMV.Vector3 TargetVelocity
197 {
198 get { return m_targetVelocity; }
199 set
200 {
201 m_targetVelocity = value;
202 Velocity = value;
203 }
204 }
205 public virtual float TargetSpeed 193 public virtual float TargetSpeed
206 { 194 {
207 get 195 get