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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs16
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 4c2c1c1..1540df1 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1001,7 +1001,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1001 else if (newVelocityLengthSq < 0.001f) 1001 else if (newVelocityLengthSq < 0.001f)
1002 VehicleVelocity = Vector3.Zero; 1002 VehicleVelocity = Vector3.Zero;
1003 1003
1004 VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.IsColliding, VehicleVelocity ); 1004 VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, VehicleVelocity );
1005 1005
1006 } // end MoveLinear() 1006 } // end MoveLinear()
1007 1007
@@ -1062,7 +1062,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1062 Vector3 linearDeflectionW = linearDeflectionV * VehicleOrientation; 1062 Vector3 linearDeflectionW = linearDeflectionV * VehicleOrientation;
1063 1063
1064 // Optionally, if not colliding, don't effect world downward velocity. Let falling things fall. 1064 // Optionally, if not colliding, don't effect world downward velocity. Let falling things fall.
1065 if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.IsColliding) 1065 if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.HasSomeCollision)
1066 { 1066 {
1067 linearDeflectionW.Z = 0f; 1067 linearDeflectionW.Z = 0f;
1068 } 1068 }
@@ -1222,7 +1222,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1222 float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); 1222 float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition);
1223 distanceAboveGround = VehiclePosition.Z - targetHeight; 1223 distanceAboveGround = VehiclePosition.Z - targetHeight;
1224 // Not colliding if the vehicle is off the ground 1224 // Not colliding if the vehicle is off the ground
1225 if (!Prim.IsColliding) 1225 if (!Prim.HasSomeCollision)
1226 { 1226 {
1227 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); 1227 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
1228 VehicleVelocity += new Vector3(0, 0, -distanceAboveGround); 1228 VehicleVelocity += new Vector3(0, 0, -distanceAboveGround);
@@ -1233,12 +1233,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1233 // be computed with a motor. 1233 // be computed with a motor.
1234 // TODO: add interaction with banking. 1234 // TODO: add interaction with banking.
1235 VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", 1235 VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}",
1236 Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); 1236 Prim.LocalID, distanceAboveGround, Prim.HasSomeCollision, ret);
1237 */ 1237 */
1238 1238
1239 // Another approach is to measure if we're going up. If going up and not colliding, 1239 // Another approach is to measure if we're going up. If going up and not colliding,
1240 // the vehicle is in the air. Fix that by pushing down. 1240 // the vehicle is in the air. Fix that by pushing down.
1241 if (!ControllingPrim.IsColliding && VehicleVelocity.Z > 0.1) 1241 if (!ControllingPrim.HasSomeCollision && VehicleVelocity.Z > 0.1)
1242 { 1242 {
1243 // Get rid of any of the velocity vector that is pushing us up. 1243 // Get rid of any of the velocity vector that is pushing us up.
1244 float upVelocity = VehicleVelocity.Z; 1244 float upVelocity = VehicleVelocity.Z;
@@ -1260,7 +1260,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1260 } 1260 }
1261 */ 1261 */
1262 VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", 1262 VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}",
1263 ControllingPrim.LocalID, ControllingPrim.IsColliding, upVelocity, VehicleVelocity); 1263 ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, upVelocity, VehicleVelocity);
1264 } 1264 }
1265 } 1265 }
1266 } 1266 }
@@ -1270,14 +1270,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1270 Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; 1270 Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass;
1271 1271
1272 // Hack to reduce downward force if the vehicle is probably sitting on the ground 1272 // Hack to reduce downward force if the vehicle is probably sitting on the ground
1273 if (ControllingPrim.IsColliding && IsGroundVehicle) 1273 if (ControllingPrim.HasSomeCollision && IsGroundVehicle)
1274 appliedGravity *= BSParam.VehicleGroundGravityFudge; 1274 appliedGravity *= BSParam.VehicleGroundGravityFudge;
1275 1275
1276 VehicleAddForce(appliedGravity); 1276 VehicleAddForce(appliedGravity);
1277 1277
1278 VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={5}", 1278 VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={5}",
1279 ControllingPrim.LocalID, m_VehicleGravity, 1279 ControllingPrim.LocalID, m_VehicleGravity,
1280 ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); 1280 ControllingPrim.HasSomeCollision, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
1281 } 1281 }
1282 1282
1283 // ======================================================================= 1283 // =======================================================================