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authorTeravus Ovares2009-04-09 21:48:11 +0000
committerTeravus Ovares2009-04-09 21:48:11 +0000
commit4050dec682e44a27451b708bcd07bade764f9aee (patch)
treebdabbc90403eaa91d645beb8e52b2c5c32e6cce1 /OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
parent* Reinstated Scene Crossing tests, now with timeouts to check for race condit... (diff)
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* Changes the timstep of the bullet world
* Enables border crossings when using the BulletDotNETPlugin * Enabled variable time steps in BulletDotNETPlugin * Still no 'linked physical objects' yet * Still no script engine integration
Diffstat (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index 03646e5..c584cd6 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -1019,10 +1019,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1019 PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ()); 1019 PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ());
1020 1020
1021 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) 1021 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1022 if (vec.X < 0.0f) vec.X = 0.0f; 1022 if (vec.X < -10.0f) vec.X = 0.0f;
1023 if (vec.Y < 0.0f) vec.Y = 0.0f; 1023 if (vec.Y < -10.0f) vec.Y = 0.0f;
1024 if (vec.X > (int)Constants.RegionSize - 0.2f) vec.X = (int)Constants.RegionSize - 0.2f; 1024 if (vec.X > (int)Constants.RegionSize + 10.2f) vec.X = (int)Constants.RegionSize + 10.2f;
1025 if (vec.Y > (int)Constants.RegionSize - 0.2f) vec.Y = (int)Constants.RegionSize - 0.2f; 1025 if (vec.Y > (int)Constants.RegionSize + 10.2f) vec.Y = (int)Constants.RegionSize + 10.2f;
1026 1026
1027 m_position.X = vec.X; 1027 m_position.X = vec.X;
1028 m_position.Y = vec.Y; 1028 m_position.Y = vec.Y;