diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 12 |
1 files changed, 5 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index a369c1f..5c531fc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -583,8 +583,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
583 | 583 | ||
584 | // Some of the properties of this prim may have changed. | 584 | // Some of the properties of this prim may have changed. |
585 | // Do any updating needed for a vehicle | 585 | // Do any updating needed for a vehicle |
586 | Vector3 m_physicsLinearFactor = new Vector3(0.2f, 0.2f, 0.2f); // DEBUG DEBUG | ||
587 | Vector3 m_physicsAngularFactor = new Vector3(0.2f, 0.2f, 0.2f); // DEBUG DEBUG | ||
588 | public void Refresh() | 586 | public void Refresh() |
589 | { | 587 | { |
590 | if (IsActive) | 588 | if (IsActive) |
@@ -593,16 +591,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
593 | m_vehicleMass = Prim.Linkset.LinksetMass; | 591 | m_vehicleMass = Prim.Linkset.LinksetMass; |
594 | 592 | ||
595 | // Friction affects are handled by this vehicle code | 593 | // Friction affects are handled by this vehicle code |
596 | float friction = 0f; | 594 | PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); |
597 | PhysicsScene.PE.SetFriction(Prim.PhysBody, friction); | 595 | PhysicsScene.PE.SetRestitution(Prim.PhysBody, BSParam.VehicleRestitution); |
598 | 596 | ||
599 | // Moderate angular movement introduced by Bullet. | 597 | // Moderate angular movement introduced by Bullet. |
600 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 598 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
601 | // Maybe compute linear and angular factor and damping from params. | 599 | // Maybe compute linear and angular factor and damping from params. |
602 | float angularDamping = BSParam.VehicleAngularDamping; | 600 | float angularDamping = BSParam.VehicleAngularDamping; |
603 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); | 601 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); |
604 | PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, m_physicsLinearFactor); // DEBUG DEBUG | 602 | PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactorV); |
605 | PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, m_physicsAngularFactor); // DEBUG DEBUG | 603 | PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactorV); |
606 | 604 | ||
607 | // Vehicles report collision events so we know when it's on the ground | 605 | // Vehicles report collision events so we know when it's on the ground |
608 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 606 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
@@ -618,7 +616,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
618 | PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero); | 616 | PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero); |
619 | 617 | ||
620 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}", | 618 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}", |
621 | Prim.LocalID, m_vehicleMass, friction, Prim.Inertia, angularDamping, m_VehicleGravity); | 619 | Prim.LocalID, m_vehicleMass, Prim.Inertia, angularDamping, m_VehicleGravity); |
622 | } | 620 | } |
623 | else | 621 | else |
624 | { | 622 | { |