BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.

It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can  tell the difference.
This commit is contained in:
Robert Adams
2013-01-15 15:07:38 -08:00
parent 61ff79587b
commit 5d098d8f17
5 changed files with 30 additions and 28 deletions

View File

@@ -1160,8 +1160,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (!Prim.IsColliding && VehicleVelocity.Z > 0.1)
{
// Get rid of any of the velocity vector that is pushing us up.
VehicleVelocity += new Vector3(0, 0, -VehicleVelocity.Z);
float upVelocity = VehicleVelocity.Z;
VehicleVelocity += new Vector3(0, 0, -upVelocity);
/*
// If we're pointed up into the air, we should nose down
Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
// The rotation around the Y axis is pitch up or down
@@ -1175,11 +1177,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2},corrFrc={3},aCorr={4}",
Prim.LocalID, VehicleVelocity, pointingDirection, angularCorrectionForce, angularCorrectionVector);
}
else
{
VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2}",
Prim.LocalID, VehicleVelocity, pointingDirection);
}
*/
VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}",
Prim.LocalID, Prim.IsColliding, upVelocity, VehicleVelocity);
}
}
}