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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index fcc1224..15a40fe 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -623,7 +623,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
623 { 623 {
624 if (!IsActive) return; 624 if (!IsActive) return;
625 625
626 // zap values so they will be fetched when needed 626 // Zap values so they will be fetched if needed
627 m_knownTerrainHeight = m_knownWaterLevel = float.MinValue; 627 m_knownTerrainHeight = m_knownWaterLevel = float.MinValue;
628 628
629 MoveLinear(pTimestep); 629 MoveLinear(pTimestep);
@@ -634,8 +634,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
634 // remember the position so next step we can limit absolute movement effects 634 // remember the position so next step we can limit absolute movement effects
635 m_lastPositionVector = Prim.ForcePosition; 635 m_lastPositionVector = Prim.ForcePosition;
636 636
637 // Force the physics engine to decide whether values have updated. 637 // Force the physics engine to decide whether values were updated.
638 // TODO: this is only necessary if pos, velocity, ... were updated. Is it quicker 638 // TODO: this is only necessary if pos, velocity, etc were updated. Is it quicker
639 // to check for changes here or just push the update? 639 // to check for changes here or just push the update?
640 BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); 640 BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
641 641
@@ -643,13 +643,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
643 Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); 643 Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity);
644 } 644 }
645 645
646 // Apply the effect of the linear motor. 646 // Apply the effect of the linear motor and other linear motions (like hover and float).
647 // Also does hover and float.
648 private void MoveLinear(float pTimestep) 647 private void MoveLinear(float pTimestep)
649 { 648 {
650 Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); 649 Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep);
651 650
652 // Rotate new object velocity from vehicle relative to world coordinates 651 // The movement computed in the linear motor is relative to the vehicle
652 // coordinates. Rotate the movement to world coordinates.
653 linearMotorContribution *= Prim.ForceOrientation; 653 linearMotorContribution *= Prim.ForceOrientation;
654 654
655 // ================================================================== 655 // ==================================================================