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author | Homer Horwitz | 2008-12-19 21:06:07 +0000 |
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committer | Homer Horwitz | 2008-12-19 21:06:07 +0000 |
commit | 11d04562463764e3e5562794c79ba6ac63e3a473 (patch) | |
tree | e4a80398ab62181125ddf767742f61989ce7c6a7 | |
parent | * refactor: move sound trigger from scene into sepearate SoundModule (diff) | |
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- Set acceleration and rotational velocity to 0, too
- Pull it up a bit, so the physics is notified of it, too,
before being switched off.
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 8905c18..c54f8f8 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -1425,6 +1425,16 @@ if (m_shape != null) { | |||
1425 | PhysActor.delink(); | 1425 | PhysActor.delink(); |
1426 | } | 1426 | } |
1427 | 1427 | ||
1428 | if (!UsePhysics) | ||
1429 | { | ||
1430 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
1431 | // prim still has velocity and continues to interpolate its position along the old | ||
1432 | // velocity-vector. | ||
1433 | Velocity = new Vector3(0, 0, 0); | ||
1434 | Acceleration = new Vector3(0, 0, 0); | ||
1435 | AngularVelocity = new Vector3(0, 0, 0); | ||
1436 | } | ||
1437 | |||
1428 | PhysActor.IsPhysical = UsePhysics; | 1438 | PhysActor.IsPhysical = UsePhysics; |
1429 | 1439 | ||
1430 | 1440 | ||
@@ -1450,13 +1460,6 @@ if (m_shape != null) { | |||
1450 | } | 1460 | } |
1451 | } | 1461 | } |
1452 | } | 1462 | } |
1453 | |||
1454 | if (!UsePhysics) | ||
1455 | { | ||
1456 | // reset velocity to 0. Without that, the client thinks the prim still has velocity and | ||
1457 | // continues to interpolate its position along the old velocity-vector. | ||
1458 | Velocity = new Vector3(0, 0, 0); | ||
1459 | } | ||
1460 | } | 1463 | } |
1461 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 1464 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
1462 | } | 1465 | } |