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author | Robert Adams | 2013-10-15 17:02:22 -0700 |
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committer | Robert Adams | 2013-10-15 17:02:22 -0700 |
commit | 766a31431e41033b9cddf5759e9b6e1b4c77682a (patch) | |
tree | af063e5d51907e554d9464cdc6c366887508080c /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | Fixed rezzing coalesced objects from a prim's inventory (diff) | |
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BulletSim: implement the SL bug where VEHICLE_HOVER_UP_ONLY disables
the vehicle buoyancy if the vehicle is above its hover height.
This is a known misfeature of this vehicle flag which has been accepted
since it would break too many implementations. The problem is noticed
when creating a jetski-like vehicle that jumps over sand bars. A boat
normally is configured with neutral buoyancy and hovering at water
height. When it jumps the sandbar, it needs to have gravity applied
to get back to water level.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index f0d17d3..7b98f9d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -1125,7 +1125,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1125 | { | 1125 | { |
1126 | // If body is already heigher, use its height as target height | 1126 | // If body is already heigher, use its height as target height |
1127 | if (VehiclePosition.Z > m_VhoverTargetHeight) | 1127 | if (VehiclePosition.Z > m_VhoverTargetHeight) |
1128 | { | ||
1128 | m_VhoverTargetHeight = VehiclePosition.Z; | 1129 | m_VhoverTargetHeight = VehiclePosition.Z; |
1130 | |||
1131 | // A 'misfeature' of this flag is that if the vehicle is above it's hover height, | ||
1132 | // the vehicle's buoyancy goes away. This is an SL bug that got used by so many | ||
1133 | // scripts that it could not be changed. | ||
1134 | // So, if above the height, reapply gravity if buoyancy had it turned off. | ||
1135 | if (m_VehicleBuoyancy != 0) | ||
1136 | { | ||
1137 | Vector3 appliedGravity = ControllingPrim.ComputeGravity(ControllingPrim.Buoyancy) * m_vehicleMass; | ||
1138 | VehicleAddForce(appliedGravity); | ||
1139 | } | ||
1140 | } | ||
1129 | } | 1141 | } |
1130 | 1142 | ||
1131 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 1143 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |