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authorRobert Adams2013-01-04 16:45:34 -0800
committerRobert Adams2013-01-04 17:06:50 -0800
commit613f516007f8f1c0cd978fec7ec40f579af35d65 (patch)
tree00f4faa11aa27baa6df0bfb0787edf39476465c6 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentBulletSim: add initial implementation of llMoveToTarget and hover height. (diff)
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BulletSim: convert avatar movement from a force to an impulse. Shouldn't
change functionality but removes an oddity in computing the force.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 103d8fc..c215e3a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -214,7 +214,7 @@ public sealed class BSCharacter : BSPhysObject
214 } 214 }
215 215
216 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. 216 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
217 OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep; 217 OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass;
218 218
219 /* 219 /*
220 // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user 220 // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user
@@ -231,7 +231,7 @@ public sealed class BSCharacter : BSPhysObject
231 } 231 }
232 */ 232 */
233 // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); 233 // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
234 AddForce(moveForce, false, true); 234 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
235 }); 235 });
236 } 236 }
237 237