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authorRobert Adams2016-01-02 17:36:42 -0800
committerRobert Adams2016-01-10 14:53:55 -0800
commitd4e88f8883eca60021ec852a97507c2b94685452 (patch)
tree9722b54c85119556b516c79d3fa58359a56ee2f0 /OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
parentchange muckwaddle name contributors.txt (diff)
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BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,
which called BSCharacter.AddForce, can now move a character.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
index 0ad95c4..e8ea604 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
@@ -239,8 +239,10 @@ public abstract class BSPhysObject : PhysicsActor
239 public virtual OMV.Vector3 RawVelocity { get; set; } 239 public virtual OMV.Vector3 RawVelocity { get; set; }
240 public abstract OMV.Vector3 ForceVelocity { get; set; } 240 public abstract OMV.Vector3 ForceVelocity { get; set; }
241 241
242 // RawForce is a constant force applied to object (see Force { set; } )
242 public OMV.Vector3 RawForce { get; set; } 243 public OMV.Vector3 RawForce { get; set; }
243 public OMV.Vector3 RawTorque { get; set; } 244 public OMV.Vector3 RawTorque { get; set; }
245
244 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) 246 public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
245 { 247 {
246 AddAngularForce(force, pushforce, false); 248 AddAngularForce(force, pushforce, false);
@@ -570,7 +572,11 @@ public abstract class BSPhysObject : PhysicsActor
570 PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() 572 PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
571 { 573 {
572 if (PhysBody.HasPhysicalBody) 574 if (PhysBody.HasPhysicalBody)
575 {
573 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 576 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
577 DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}",
578 LocalID, TypeName, ms, CurrentCollisionFlags);
579 }
574 }); 580 });
575 } 581 }
576 else 582 else