* Changes the timstep of the bullet world

* Enables border crossings when using the BulletDotNETPlugin 
* Enabled variable time steps in BulletDotNETPlugin
* Still no 'linked physical objects' yet
* Still no script engine integration
This commit is contained in:
Teravus Ovares
2009-04-09 21:48:11 +00:00
parent 08f83f275d
commit 4050dec682
2 changed files with 12 additions and 11 deletions

View File

@@ -1019,10 +1019,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ());
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
if (vec.X < 0.0f) vec.X = 0.0f;
if (vec.Y < 0.0f) vec.Y = 0.0f;
if (vec.X > (int)Constants.RegionSize - 0.2f) vec.X = (int)Constants.RegionSize - 0.2f;
if (vec.Y > (int)Constants.RegionSize - 0.2f) vec.Y = (int)Constants.RegionSize - 0.2f;
if (vec.X < -10.0f) vec.X = 0.0f;
if (vec.Y < -10.0f) vec.Y = 0.0f;
if (vec.X > (int)Constants.RegionSize + 10.2f) vec.X = (int)Constants.RegionSize + 10.2f;
if (vec.Y > (int)Constants.RegionSize + 10.2f) vec.Y = (int)Constants.RegionSize + 10.2f;
m_position.X = vec.X;
m_position.Y = vec.Y;