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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 014cd99..e4b1dd4 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -114,7 +114,7 @@ public class BSCharacter : BSPhysObject
114 // Set the buoyancy for flying. This will be refactored when all the settings happen in C# 114 // Set the buoyancy for flying. This will be refactored when all the settings happen in C#
115 BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); 115 BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy);
116 116
117 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); 117 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.ptr, LocalID));
118 }); 118 });
119 119
120 return; 120 return;
@@ -189,10 +189,10 @@ public class BSCharacter : BSPhysObject
189 _rotationalVelocity = OMV.Vector3.Zero; 189 _rotationalVelocity = OMV.Vector3.Zero;
190 190
191 // Zero some other properties directly into the physics engine 191 // Zero some other properties directly into the physics engine
192 BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); 192 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, OMV.Vector3.Zero);
193 BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); 193 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, OMV.Vector3.Zero);
194 BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); 194 BulletSimAPI.SetInterpolationVelocity2(BSBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
195 BulletSimAPI.ClearForces2(BSBody.Ptr); 195 BulletSimAPI.ClearForces2(BSBody.ptr);
196 } 196 }
197 197
198 public override void LockAngularMotion(OMV.Vector3 axis) { return; } 198 public override void LockAngularMotion(OMV.Vector3 axis) { return; }
@@ -437,7 +437,7 @@ public class BSCharacter : BSPhysObject
437 PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() 437 PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
438 { 438 {
439 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); 439 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
440 BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); 440 BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
441 }); 441 });
442 } 442 }
443 else 443 else