BulletSim: change method signatures for internal AddForce methods to remove

confusion about push forces. The latter is an external, physics engine interface
feature (the force parameter has a different unit if pushing vs adding force)
and that distinction is not used internally.
This commit is contained in:
Robert Adams
2016-01-18 07:02:48 -08:00
parent fb57d31538
commit 35d4298be6
6 changed files with 21 additions and 17 deletions

View File

@@ -211,7 +211,7 @@ public class BSActorMoveToTarget : BSActor
// Add enough force to overcome the mass of the object
addedForce *= m_controllingPrim.Mass;
m_controllingPrim.AddForce(addedForce, false /* pushForce */, true /* inTaintTime */);
m_controllingPrim.AddForce(true /* inTaintTime */, addedForce);
}
m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,move,fromPos={1},addedForce={2}",
m_controllingPrim.LocalID, origPosition, addedForce);