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-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs12
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs2
2 files changed, 12 insertions, 2 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
index 213f2eb..757f06c 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
@@ -350,7 +350,6 @@ public sealed class BSCharacter : BSPhysObject
350 } 350 }
351 } 351 }
352 352
353
354 // Check that the current position is sane and, if not, modify the position to make it so. 353 // Check that the current position is sane and, if not, modify the position to make it so.
355 // Check for being below terrain or on water. 354 // Check for being below terrain or on water.
356 // Returns 'true' of the position was made sane by some action. 355 // Returns 'true' of the position was made sane by some action.
@@ -502,6 +501,17 @@ public sealed class BSCharacter : BSPhysObject
502 } 501 }
503 } 502 }
504 503
504 // SetMomentum just sets the velocity without a target. We need to stop the movement actor if a character.
505 public override void SetMomentum(OMV.Vector3 momentum)
506 {
507 if (m_moveActor != null)
508 {
509 m_moveActor.SetVelocityAndTarget(OMV.Vector3.Zero, OMV.Vector3.Zero, false /* inTaintTime */);
510 }
511 base.SetMomentum(momentum);
512 }
513
514
505 public override OMV.Vector3 Torque { 515 public override OMV.Vector3 Torque {
506 get { return RawTorque; } 516 get { return RawTorque; }
507 set { RawTorque = value; 517 set { RawTorque = value;
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
index 7c6f213..3682455 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
@@ -625,7 +625,7 @@ public abstract class BSPhysObject : PhysicsActor
625 { 625 {
626 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 626 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
627 DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}", 627 DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}",
628 LocalID, TypeName, ms, CurrentCollisionFlags); 628 LocalID, TypeName, SubscribedEventsMs, CurrentCollisionFlags);
629 } 629 }
630 }); 630 });
631 } 631 }