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authorDiva Canto2015-08-31 16:23:43 -0700
committerDiva Canto2015-08-31 16:23:43 -0700
commit9435405ca1c173963dd6e97116a27b798a211801 (patch)
treee48898721c32cc0ff43e17a4ba660b8bcb55534d /OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
parentPhysics refactoring: all unit tests pass. (diff)
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Deleted physics plugin classes.
More unit tests fixed.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
index 10684d1..20b337a 100644
--- a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
+++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
@@ -94,7 +94,7 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
94 scene.RegisterModuleInterface<PhysicsScene>(this); 94 scene.RegisterModuleInterface<PhysicsScene>(this);
95 m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ); 95 m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
96 base.Initialise(scene.PhysicsRequestAsset, 96 base.Initialise(scene.PhysicsRequestAsset,
97 (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[Constants.RegionSize * Constants.RegionSize]), 97 (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]),
98 (float)scene.RegionInfo.RegionSettings.WaterHeight); 98 (float)scene.RegionInfo.RegionSettings.WaterHeight);
99 99
100 } 100 }
@@ -164,8 +164,8 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
164 Vector3 actorPosition = actor.Position; 164 Vector3 actorPosition = actor.Position;
165 Vector3 actorVelocity = actor.Velocity; 165 Vector3 actorVelocity = actor.Velocity;
166 166
167// Console.WriteLine( 167 //Console.WriteLine(
168// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); 168 // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
169 169
170 actorPosition.X += actor.Velocity.X * timeStep; 170 actorPosition.X += actor.Velocity.X * timeStep;
171 actorPosition.Y += actor.Velocity.Y * timeStep; 171 actorPosition.Y += actor.Velocity.Y * timeStep;