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path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 38ab3de..39d20dc 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -311,6 +311,7 @@ public sealed class BSPrim : BSPhysObject
311 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 311 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
312 { 312 {
313 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); 313 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
314 // TODO: a floating motor so object will bob in the water
314 if (Position.Z < waterHeight) 315 if (Position.Z < waterHeight)
315 { 316 {
316 _position.Z = waterHeight; 317 _position.Z = waterHeight;
@@ -902,7 +903,8 @@ public sealed class BSPrim : BSPhysObject
902 } 903 }
903 // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); 904 // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum);
904 // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. 905 // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object.
905 BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); 906 if (fSum != OMV.Vector3.Zero)
907 BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum);
906 }; 908 };
907 if (inTaintTime) 909 if (inTaintTime)
908 addForceOperation(); 910 addForceOperation();