From d1ede1df3a04428c83a9937059a0df00d7f3e281 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 25 Dec 2012 23:55:25 -0800 Subject: BulletSim: make llBuoyancy work. For some reason, Bullet resets an object's individual gravity to the world gravity when the object is added to the physical world. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 3fde57b..a8edd23 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -573,6 +573,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); + Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); + BulletSimAPI.SetGravity2(Prim.PhysBody.ptr, grav); + VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); } -- cgit v1.1