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authorRobert Adams2012-12-21 10:04:12 -0800
committerRobert Adams2012-12-21 10:04:12 -0800
commit2e3e95e84634853366d61fa483b44597f8c53797 (patch)
tree5dd780242891f0cba0ebd7df89f250bf5e6bbe54
parentBulletSim: avatar movement smoothed with motor that modifies avatar velocity ... (diff)
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BulletSim: small fix to avatar movement motor use which keeps avatar from flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 695896e..57c5898 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -763,7 +763,8 @@ public sealed class BSCharacter : BSPhysObject
763 // and that velocity component must be retained. 763 // and that velocity component must be retained.
764 float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX 764 float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX
765 OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); 765 OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep);
766 stepVelocity.Z += entprop.Velocity.Z; 766 // Remove next line so avatars don't fly up forever. DEBUG DEBUG this is only temporary.
767 // stepVelocity.Z += entprop.Velocity.Z;
767 _velocity = stepVelocity; 768 _velocity = stepVelocity;
768 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); 769 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
769 /* 770 /*