diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 8bd8117..4981007 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -539,6 +539,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
539 | { | 539 | { |
540 | if (!IsActive) return; | 540 | if (!IsActive) return; |
541 | 541 | ||
542 | m_lastAngularVelocity = Prim.ForceRotationalVelocity; // DEBUG: account for what Bullet did last time | ||
543 | |||
542 | MoveLinear(pTimestep); | 544 | MoveLinear(pTimestep); |
543 | MoveAngular(pTimestep); | 545 | MoveAngular(pTimestep); |
544 | LimitRotation(pTimestep); | 546 | LimitRotation(pTimestep); |
@@ -558,7 +560,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
558 | Prim.ForceOrientation = newOrientation; | 560 | Prim.ForceOrientation = newOrientation; |
559 | } | 561 | } |
560 | */ | 562 | */ |
561 | BulletSimAPI.SetInterpolationVelocity2(Prim.BSBody.ptr, m_newVelocity, m_lastAngularVelocity); | 563 | // DEBUG: Trying to figure out why Bullet goes crazy when the root prim is moved. |
564 | BulletSimAPI.SetInterpolationVelocity2(Prim.BSBody.ptr, m_newVelocity, m_lastAngularVelocity); // DEBUG DEBUG DEBUG | ||
562 | 565 | ||
563 | // remember the position so next step we can limit absolute movement effects | 566 | // remember the position so next step we can limit absolute movement effects |
564 | m_lastPositionVector = Prim.ForcePosition; | 567 | m_lastPositionVector = Prim.ForcePosition; |
@@ -762,13 +765,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
762 | // Apply velocity | 765 | // Apply velocity |
763 | Prim.ForceVelocity = m_newVelocity; | 766 | Prim.ForceVelocity = m_newVelocity; |
764 | // Prim.AddForce(m_newVelocity * Prim.Linkset.LinksetMass, false); | 767 | // Prim.AddForce(m_newVelocity * Prim.Linkset.LinksetMass, false); |
765 | // Prim.AddForce(grav * Prim.Linkset.LinksetMass, false); | 768 | Prim.AddForce(grav * Prim.Linkset.LinksetMass, false); |
766 | 769 | ||
767 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4}", | 770 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4}", |
768 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav); | 771 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav); |
769 | 772 | ||
770 | } // end MoveLinear() | 773 | } // end MoveLinear() |
771 | 774 | ||
775 | // ======================================================================= | ||
772 | // Apply the effect of the angular motor. | 776 | // Apply the effect of the angular motor. |
773 | private void MoveAngular(float pTimestep) | 777 | private void MoveAngular(float pTimestep) |
774 | { | 778 | { |