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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs13
1 files changed, 11 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 2b744a0..d20d094 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -309,11 +309,20 @@ public abstract class BSPhysObject : PhysicsActor
309 // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. 309 // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass.
310 public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } 310 public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; }
311 311
312 public OMV.Vector3 LockedLinearAxis { get; set; } // zero means locked. one means free. 312 public OMV.Vector3 LockedLinearAxis; // zero means locked. one means free.
313 public OMV.Vector3 LockedAngularAxis { get; set; } // zero means locked. one means free. 313 public OMV.Vector3 LockedAngularAxis; // zero means locked. one means free.
314 public const float FreeAxis = 1f; 314 public const float FreeAxis = 1f;
315 public const float LockedAxis = 0f;
315 public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free 316 public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free
316 317
318 // If an axis is locked (flagged above) then the limits of that axis are specified here.
319 // Linear axis limits are relative to the object's starting coordinates.
320 // Angular limits are limited to -PI to +PI
321 public OMV.Vector3 LockedLinearAxisLow;
322 public OMV.Vector3 LockedLinearAxisHigh;
323 public OMV.Vector3 LockedAngularAxisLow;
324 public OMV.Vector3 LockedAngularAxisHigh;
325
317 // Enable physical actions. Bullet will keep sleeping non-moving physical objects so 326 // Enable physical actions. Bullet will keep sleeping non-moving physical objects so
318 // they need waking up when parameters are changed. 327 // they need waking up when parameters are changed.
319 // Called in taint-time!! 328 // Called in taint-time!!