mirror of
https://github.com/opensim/opensim.git
synced 2026-08-10 19:36:07 +08:00
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:
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user