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authorRobert Adams2012-12-11 00:35:16 -0800
committerRobert Adams2012-12-11 00:35:16 -0800
commit905d7c43ad34869df03b21fcd24eb8ea8c6beeae (patch)
treea6c741e76d3a4ff2cba01a2c228bcd5f37a6212d /OpenSim
parentBulletSim: add ini file and command line parameters to control (diff)
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BulletSim: modify LIMIT_MOTOR_UP to limit BOAT types to be at water rather than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index acddc09..82e829e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -993,8 +993,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
993 993
994 if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) 994 if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
995 { 995 {
996 // If the vehicle is motoring into the sky, get it going back down. 996 float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition);
997 float distanceAboveGround = VehiclePosition.Z - GetTerrainHeight(VehiclePosition); 997 float distanceAboveGround = VehiclePosition.Z - targetHeight;
998 // Not colliding if the vehicle is off the ground 998 // Not colliding if the vehicle is off the ground
999 if (!Prim.IsColliding) 999 if (!Prim.IsColliding)
1000 { 1000 {