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author | UbitUmarov | 2015-10-21 00:15:09 +0100 |
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committer | UbitUmarov | 2015-10-21 00:15:09 +0100 |
commit | deb4364f4299be39600f393e2d384c757ffa5ee6 (patch) | |
tree | d9643c7b22dcfcb31bf7b55cf71e220fe3252b47 /OpenSim/Region/PhysicsModules/BulletS | |
parent | the inertia matrix inversions and body inertia changes to implement axis loc... (diff) | |
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remove the use of Vector3 for axis locks on the rest of engines
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS')
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs | 10 |
2 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs index 83fc3a6..989b339 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs | |||
@@ -300,7 +300,7 @@ public sealed class BSCharacter : BSPhysObject | |||
300 | } | 300 | } |
301 | 301 | ||
302 | 302 | ||
303 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 303 | public override void LockAngularMotion(byte axislocks) { return; } |
304 | 304 | ||
305 | public override OMV.Vector3 Position { | 305 | public override OMV.Vector3 Position { |
306 | get { | 306 | get { |
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs index 93e5e53..1d552eb 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs | |||
@@ -280,20 +280,20 @@ public class BSPrim : BSPhysObject | |||
280 | }); | 280 | }); |
281 | } | 281 | } |
282 | 282 | ||
283 | public override void LockAngularMotion(OMV.Vector3 axis) | 283 | public override void LockAngularMotion(byte axislocks) |
284 | { | 284 | { |
285 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 285 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axislocks); |
286 | 286 | ||
287 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f); | 287 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_UNLOCK_ANGULAR, 0f, 0f); |
288 | if (axis.X != 1) | 288 | if ((axislocks & 0x02) != 0) |
289 | { | 289 | { |
290 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X, 0f, 0f); | 290 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_X, 0f, 0f); |
291 | } | 291 | } |
292 | if (axis.Y != 1) | 292 | if ((axislocks & 0x04) != 0) |
293 | { | 293 | { |
294 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y, 0f, 0f); | 294 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Y, 0f, 0f); |
295 | } | 295 | } |
296 | if (axis.Z != 1) | 296 | if ((axislocks & 0x08) != 0) |
297 | { | 297 | { |
298 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z, 0f, 0f); | 298 | ApplyAxisLimits(ExtendedPhysics.PHYS_AXIS_LOCK_ANGULAR_Z, 0f, 0f); |
299 | } | 299 | } |