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authorRobert Adams2012-12-27 06:58:07 -0800
committerRobert Adams2012-12-27 22:12:25 -0800
commitf3baed5827853c5041f042ff36cf394b1e45538f (patch)
tree3560e4990a9eb4be19e30be88e4bcbff6718fce7 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: complete applyImpulse function in BSCharacter (like I said (diff)
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BulletSim: add physical parameter min/max constants in BSParam. I just don't like raw numbers scattered around the code.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 9013414..c7a81e0 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1025,10 +1025,10 @@ public sealed class BSPrim : BSPhysObject
1025 if (force.IsFinite()) 1025 if (force.IsFinite())
1026 { 1026 {
1027 float magnitude = force.Length(); 1027 float magnitude = force.Length();
1028 if (magnitude > 20000f) 1028 if (magnitude > BSParam.MaxAddForceMagnitude)
1029 { 1029 {
1030 // Force has a limit 1030 // Force has a limit
1031 force = force / magnitude * 20000f; 1031 force = force / magnitude * BSParam.MaxAddForceMagnitude;
1032 } 1032 }
1033 1033
1034 OMV.Vector3 addForce = force; 1034 OMV.Vector3 addForce = force;