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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 38609e3..819635a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -89,7 +89,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
89 89
90 //Angular properties 90 //Angular properties
91 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor 91 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
92 private int m_angularMotorApply = 0; // application frame counter 92 // private int m_angularMotorApply = 0; // application frame counter
93 private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity 93 private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
94 private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate 94 private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
95 private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate 95 private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
@@ -199,7 +199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
199 break; 199 break;
200 case Vehicle.ANGULAR_MOTOR_DIRECTION: 200 case Vehicle.ANGULAR_MOTOR_DIRECTION:
201 m_angularMotorDirection = new Vector3(pValue, pValue, pValue); 201 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
202 m_angularMotorApply = 100; 202 // m_angularMotorApply = 100;
203 break; 203 break;
204 case Vehicle.LINEAR_FRICTION_TIMESCALE: 204 case Vehicle.LINEAR_FRICTION_TIMESCALE:
205 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); 205 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
@@ -229,7 +229,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
229 pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); 229 pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f));
230 pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); 230 pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f));
231 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); 231 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
232 m_angularMotorApply = 100; 232 // m_angularMotorApply = 100;
233 break; 233 break;
234 case Vehicle.LINEAR_FRICTION_TIMESCALE: 234 case Vehicle.LINEAR_FRICTION_TIMESCALE:
235 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); 235 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);