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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs7
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index ea1f71a..62aaf80 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1010,6 +1010,9 @@ public sealed class BSPrim : BSPhysObject
1010 }); 1010 });
1011 } 1011 }
1012 // A torque impulse. 1012 // A torque impulse.
1013 // ApplyTorqueImpulse adds torque directly to the angularVelocity.
1014 // AddAngularForce accumulates the force and applied it to the angular velocity all at once.
1015 // Computed as: angularVelocity += impulse * inertia;
1013 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) 1016 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
1014 { 1017 {
1015 OMV.Vector3 applyImpulse = impulse; 1018 OMV.Vector3 applyImpulse = impulse;
@@ -1396,7 +1399,7 @@ public sealed class BSPrim : BSPhysObject
1396 _rotationalVelocity = entprop.RotationalVelocity; 1399 _rotationalVelocity = entprop.RotationalVelocity;
1397 1400
1398 // The sanity check can change the velocity and/or position. 1401 // The sanity check can change the velocity and/or position.
1399 if (PositionSanityCheck(true)) 1402 if (IsPhysical && PositionSanityCheck(true))
1400 { 1403 {
1401 entprop.Position = _position; 1404 entprop.Position = _position;
1402 entprop.Velocity = _velocity; 1405 entprop.Velocity = _velocity;
@@ -1410,8 +1413,6 @@ public sealed class BSPrim : BSPhysObject
1410 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", 1413 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
1411 LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); 1414 LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
1412 1415
1413 // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG
1414
1415 base.RequestPhysicsterseUpdate(); 1416 base.RequestPhysicsterseUpdate();
1416 } 1417 }
1417 /* 1418 /*