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path: root/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 13c2539..a9fbc8b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
137 get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } 137 get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; }
138 } 138 }
139 139
140 #region Vehicle parameter setting
140 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) 141 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
141 { 142 {
142 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); 143 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
@@ -546,6 +547,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
546 m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); 547 m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
547 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 548 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
548 } 549 }
550 #endregion // Vehicle parameter setting
549 551
550 // Some of the properties of this prim may have changed. 552 // Some of the properties of this prim may have changed.
551 // Do any updating needed for a vehicle 553 // Do any updating needed for a vehicle
@@ -925,7 +927,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
925 // TODO: Consider taking the rotated size of the object or possibly casting a ray. 927 // TODO: Consider taking the rotated size of the object or possibly casting a ray.
926 if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) 928 if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition))
927 { 929 {
928 // TODO: correct position by applying force rather than forcing position. 930 // Force position because applying force won't get the vehicle through the terrain
929 Vector3 newPosition = VehiclePosition; 931 Vector3 newPosition = VehiclePosition;
930 newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; 932 newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f;
931 VehiclePosition = newPosition; 933 VehiclePosition = newPosition;