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authorRobert Adams2012-12-21 10:04:12 -0800
committerRobert Adams2012-12-21 10:04:12 -0800
commit2e3e95e84634853366d61fa483b44597f8c53797 (patch)
tree5dd780242891f0cba0ebd7df89f250bf5e6bbe54 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
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.
Diffstat (limited to '')
-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 /*