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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs9
1 files changed, 3 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 098fea7..5f62b12 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
131 m_type = Vehicle.TYPE_NONE; 131 m_type = Vehicle.TYPE_NONE;
132 } 132 }
133 133
134 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) 134 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
135 { 135 {
136 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 136 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
137 switch (pParam) 137 switch (pParam)
@@ -230,7 +230,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
230 } 230 }
231 }//end ProcessFloatVehicleParam 231 }//end ProcessFloatVehicleParam
232 232
233 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) 233 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
234 { 234 {
235 VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 235 VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
236 switch (pParam) 236 switch (pParam)
@@ -299,7 +299,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
299 } 299 }
300 }//end ProcessVehicleFlags 300 }//end ProcessVehicleFlags
301 301
302 internal void ProcessTypeChange(Vehicle pType, float stepSize) 302 internal void ProcessTypeChange(Vehicle pType)
303 { 303 {
304 VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); 304 VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
305 // Set Defaults For Type 305 // Set Defaults For Type
@@ -537,9 +537,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
537 // Add the various forces into m_dir which will be our new direction vector (velocity) 537 // Add the various forces into m_dir which will be our new direction vector (velocity)
538 538
539 // add Gravity and Buoyancy 539 // add Gravity and Buoyancy
540 // KF: So far I have found no good method to combine a script-requested
541 // .Z velocity and gravity. Therefore only 0g will used script-requested
542 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
543 // There is some gravity, make a gravity force vector that is applied after object velocity. 540 // There is some gravity, make a gravity force vector that is applied after object velocity.
544 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; 541 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
545 Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); 542 Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy));