aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
diff options
context:
space:
mode:
authorRobert Adams2013-01-15 15:07:38 -0800
committerRobert Adams2013-01-15 21:08:46 -0800
commit5d098d8f17fe24d9ad2999ddce819787d02989ce (patch)
tree35f64a4781217e822b3793cfa0bec136d9894268 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parentBulletSim: add debugging messages to know when assets for physical (diff)
downloadopensim-SC_OLD-5d098d8f17fe24d9ad2999ddce819787d02989ce.zip
opensim-SC_OLD-5d098d8f17fe24d9ad2999ddce819787d02989ce.tar.gz
opensim-SC_OLD-5d098d8f17fe24d9ad2999ddce819787d02989ce.tar.bz2
opensim-SC_OLD-5d098d8f17fe24d9ad2999ddce819787d02989ce.tar.xz
BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.
It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index e434412..6601479 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1160,8 +1160,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1160 if (!Prim.IsColliding && VehicleVelocity.Z > 0.1) 1160 if (!Prim.IsColliding && VehicleVelocity.Z > 0.1)
1161 { 1161 {
1162 // Get rid of any of the velocity vector that is pushing us up. 1162 // Get rid of any of the velocity vector that is pushing us up.
1163 VehicleVelocity += new Vector3(0, 0, -VehicleVelocity.Z); 1163 float upVelocity = VehicleVelocity.Z;
1164 VehicleVelocity += new Vector3(0, 0, -upVelocity);
1164 1165
1166 /*
1165 // If we're pointed up into the air, we should nose down 1167 // If we're pointed up into the air, we should nose down
1166 Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; 1168 Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
1167 // The rotation around the Y axis is pitch up or down 1169 // The rotation around the Y axis is pitch up or down
@@ -1175,11 +1177,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1175 VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2},corrFrc={3},aCorr={4}", 1177 VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2},corrFrc={3},aCorr={4}",
1176 Prim.LocalID, VehicleVelocity, pointingDirection, angularCorrectionForce, angularCorrectionVector); 1178 Prim.LocalID, VehicleVelocity, pointingDirection, angularCorrectionForce, angularCorrectionVector);
1177 } 1179 }
1178 else 1180 */
1179 { 1181 VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}",
1180 VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2}", 1182 Prim.LocalID, Prim.IsColliding, upVelocity, VehicleVelocity);
1181 Prim.LocalID, VehicleVelocity, pointingDirection);
1182 }
1183 } 1183 }
1184 } 1184 }
1185 } 1185 }