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authorRobert Adams2013-02-16 22:14:38 -0800
committerRobert Adams2013-02-17 20:13:48 -0800
commit885b45b112607e3edf12838cf01cfefa6da884ae (patch)
treebd328e463e7d7da8bc1430f1d21e77b928868d4f /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parent* Fix walking to <NaN, NaN, NaN> via autopilot. (diff)
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BulletSim: rework parameter setting for different types of values
(like vectors or quaternions).
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 41d353a..e6933f9 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
144 enableAngularVerticalAttraction = true; 144 enableAngularVerticalAttraction = true;
145 enableAngularDeflection = false; 145 enableAngularDeflection = false;
146 enableAngularBanking = false; 146 enableAngularBanking = false;
147 if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) 147 if (BSParam.VehicleDebuggingEnabled)
148 { 148 {
149 enableAngularVerticalAttraction = true; 149 enableAngularVerticalAttraction = true;
150 enableAngularDeflection = false; 150 enableAngularDeflection = false;
@@ -607,8 +607,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
607 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. 607 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
608 // Maybe compute linear and angular factor and damping from params. 608 // Maybe compute linear and angular factor and damping from params.
609 PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping); 609 PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping);
610 PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactorV); 610 PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactor);
611 PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactorV); 611 PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactor);
612 612
613 // Vehicles report collision events so we know when it's on the ground 613 // Vehicles report collision events so we know when it's on the ground
614 PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); 614 PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);