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author | Dan Lake | 2012-10-31 17:13:18 -0700 |
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committer | Dan Lake | 2012-10-31 17:13:18 -0700 |
commit | ffe4d738fbcd27e3c037693ab6812df1d9fbb977 (patch) | |
tree | ec94cca05a1d8451d4d43779a1a788b4aeaeb940 | |
parent | Also add the additional ScriptException constructor necessary to get [Seriali... (diff) | |
download | opensim-SC_OLD-ffe4d738fbcd27e3c037693ab6812df1d9fbb977.zip opensim-SC_OLD-ffe4d738fbcd27e3c037693ab6812df1d9fbb977.tar.gz opensim-SC_OLD-ffe4d738fbcd27e3c037693ab6812df1d9fbb977.tar.bz2 opensim-SC_OLD-ffe4d738fbcd27e3c037693ab6812df1d9fbb977.tar.xz |
Add TargetVelocity to PhysicsActor interface to support distributed physics. No change to existing functions.
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsActor.cs | 6 |
2 files changed, 7 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 71e322d..5f2a6b1 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -523,7 +523,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
523 | { | 523 | { |
524 | if (PhysicsActor != null) | 524 | if (PhysicsActor != null) |
525 | { | 525 | { |
526 | m_velocity = PhysicsActor.Velocity; | 526 | m_velocity = PhysicsActor.TargetVelocity; |
527 | 527 | ||
528 | // m_log.DebugFormat( | 528 | // m_log.DebugFormat( |
529 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", | 529 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 0587054..34413e5 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs | |||
@@ -257,6 +257,12 @@ namespace OpenSim.Region.Physics.Manager | |||
257 | /// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity, | 257 | /// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity, |
258 | /// time to accelerate and collisions. | 258 | /// time to accelerate and collisions. |
259 | /// </remarks> | 259 | /// </remarks> |
260 | public virtual Vector3 TargetVelocity | ||
261 | { | ||
262 | get { return Velocity; } | ||
263 | set { Velocity = value; } | ||
264 | } | ||
265 | |||
260 | public abstract Vector3 Velocity { get; set; } | 266 | public abstract Vector3 Velocity { get; set; } |
261 | 267 | ||
262 | public abstract Vector3 Torque { get; set; } | 268 | public abstract Vector3 Torque { get; set; } |