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author | Robert Adams | 2013-01-06 14:01:15 -0800 |
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committer | Robert Adams | 2013-01-06 14:01:15 -0800 |
commit | 939340325396c80e8798ec43361ffd983ce325c9 (patch) | |
tree | d44d92743c96ea0abb998eaaa42d0118c04c1f36 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | BulletSim: fix problem where mesh shapes were physically just their bounding ... (diff) | |
download | opensim-SC_OLD-939340325396c80e8798ec43361ffd983ce325c9.zip opensim-SC_OLD-939340325396c80e8798ec43361ffd983ce325c9.tar.gz opensim-SC_OLD-939340325396c80e8798ec43361ffd983ce325c9.tar.bz2 opensim-SC_OLD-939340325396c80e8798ec43361ffd983ce325c9.tar.xz |
BulletSim: update DLLs and SOs with better debugging output.
Add definition of hand crafted avatar mesh. Not used yet.
Comments and cleanup.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 13c2539..a9fbc8b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -137,6 +137,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
137 | get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } | 137 | get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } |
138 | } | 138 | } |
139 | 139 | ||
140 | #region Vehicle parameter setting | ||
140 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | 141 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
141 | { | 142 | { |
142 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 143 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); |
@@ -546,6 +547,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
546 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); | 547 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); |
547 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | 548 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
548 | } | 549 | } |
550 | #endregion // Vehicle parameter setting | ||
549 | 551 | ||
550 | // Some of the properties of this prim may have changed. | 552 | // Some of the properties of this prim may have changed. |
551 | // Do any updating needed for a vehicle | 553 | // Do any updating needed for a vehicle |
@@ -925,7 +927,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
925 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. | 927 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. |
926 | if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) | 928 | if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) |
927 | { | 929 | { |
928 | // TODO: correct position by applying force rather than forcing position. | 930 | // Force position because applying force won't get the vehicle through the terrain |
929 | Vector3 newPosition = VehiclePosition; | 931 | Vector3 newPosition = VehiclePosition; |
930 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; | 932 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; |
931 | VehiclePosition = newPosition; | 933 | VehiclePosition = newPosition; |