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author | Robert Adams | 2013-02-16 22:14:38 -0800 |
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committer | Robert Adams | 2013-02-17 20:13:48 -0800 |
commit | 885b45b112607e3edf12838cf01cfefa6da884ae (patch) | |
tree | bd328e463e7d7da8bc1430f1d21e77b928868d4f /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.cs | 6 |
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); |