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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 623ac8f..07dd613 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -165,7 +165,7 @@ public class BSCharacter : BSPhysObject
165 165
166 // Do this after the object has been added to the world 166 // Do this after the object has been added to the world
167 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, 167 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
168 (uint)CollisionFilterGroups.AvatarFilter, 168 (uint)CollisionFilterGroups.AvatarFilter,
169 (uint)CollisionFilterGroups.AvatarMask); 169 (uint)CollisionFilterGroups.AvatarMask);
170 } 170 }
171 171
@@ -269,7 +269,7 @@ public class BSCharacter : BSPhysObject
269 private bool PositionSanityCheck() 269 private bool PositionSanityCheck()
270 { 270 {
271 bool ret = false; 271 bool ret = false;
272 272
273 // If below the ground, move the avatar up 273 // If below the ground, move the avatar up
274 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); 274 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
275 if (Position.Z < terrainHeight) 275 if (Position.Z < terrainHeight)
@@ -413,7 +413,7 @@ public class BSCharacter : BSPhysObject
413 }); 413 });
414 } 414 }
415 } 415 }
416 // Go directly to Bullet to get/set the value. 416 // Go directly to Bullet to get/set the value.
417 public override OMV.Quaternion ForceOrientation 417 public override OMV.Quaternion ForceOrientation
418 { 418 {
419 get 419 get
@@ -478,7 +478,7 @@ public class BSCharacter : BSPhysObject
478 set { _collidingObj = value; } 478 set { _collidingObj = value; }
479 } 479 }
480 public override bool FloatOnWater { 480 public override bool FloatOnWater {
481 set { 481 set {
482 _floatOnWater = value; 482 _floatOnWater = value;
483 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() 483 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
484 { 484 {
@@ -588,7 +588,7 @@ public class BSCharacter : BSPhysObject
588 newScale.X = PhysicsScene.Params.avatarCapsuleRadius; 588 newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
589 newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; 589 newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
590 590
591 // From the total height, remote the capsule half spheres that are at each end 591 // From the total height, remote the capsule half spheres that are at each end
592 newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y); 592 newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y);
593 // newScale.Z = (size.Z * 2f); 593 // newScale.Z = (size.Z * 2f);
594 Scale = newScale; 594 Scale = newScale;