From 885b45b112607e3edf12838cf01cfefa6da884ae Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 16 Feb 2013 22:14:38 -0800 Subject: BulletSim: rework parameter setting for different types of values (like vectors or quaternions). --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 41d353a..e6933f9 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin enableAngularVerticalAttraction = true; enableAngularDeflection = false; enableAngularBanking = false; - if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) + if (BSParam.VehicleDebuggingEnabled) { enableAngularVerticalAttraction = true; enableAngularDeflection = false; @@ -607,8 +607,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. // Maybe compute linear and angular factor and damping from params. PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping); - PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactorV); - PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactorV); + PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactor); + PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactor); // Vehicles report collision events so we know when it's on the ground PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); -- cgit v1.1