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-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs15
1 files changed, 9 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 9338130..7cd364b 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -274,7 +274,7 @@ namespace OpenSim.Region.Physics.Manager
274 public virtual float Density { get; set; } 274 public virtual float Density { get; set; }
275 public virtual float GravModifier { get; set; } 275 public virtual float GravModifier { get; set; }
276 public virtual float Friction { get; set; } 276 public virtual float Friction { get; set; }
277 public virtual float Bounce { get; set; } 277 public virtual float Restitution { get; set; }
278 278
279 /// <summary> 279 /// <summary>
280 /// Position of this actor. 280 /// Position of this actor.
@@ -349,17 +349,20 @@ namespace OpenSim.Region.Physics.Manager
349 } 349 }
350 350
351 /// <summary> 351 /// <summary>
352 /// Velocity of this actor. 352 /// The desired velocity of this actor.
353 /// </summary> 353 /// </summary>
354 /// <remarks> 354 /// <remarks>
355 /// Setting this provides a target velocity for physics scene updates. 355 /// Setting this provides a target velocity for physics scene updates.
356 /// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity, 356 /// Getting this returns the last set target. Fetch Velocity to get the current velocity.
357 /// time to accelerate and collisions.
358 /// </remarks> 357 /// </remarks>
358 protected Vector3 m_targetVelocity;
359 public virtual Vector3 TargetVelocity 359 public virtual Vector3 TargetVelocity
360 { 360 {
361 get { return Velocity; } 361 get { return m_targetVelocity; }
362 set { Velocity = value; } 362 set {
363 m_targetVelocity = value;
364 Velocity = m_targetVelocity;
365 }
363 } 366 }
364 367
365 public abstract Vector3 Velocity { get; set; } 368 public abstract Vector3 Velocity { get; set; }