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

@@ -127,7 +127,7 @@ public class BSActorSetTorque : BSActor
m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
if (m_controllingPrim.PhysBody.HasPhysicalBody)
{
m_controllingPrim.AddAngularForce(m_controllingPrim.RawTorque, false, true);
m_controllingPrim.AddAngularForce(true /* inTaintTime */, m_controllingPrim.RawTorque);
m_controllingPrim.ActivateIfPhysical(false);
}