BulletSim: clean up TargetVelocity implementation by using the default defn in the PhysicsActor base class.

user_profiles
Robert Adams 2013-01-30 14:38:19 -08:00
parent f984922dfd
commit 371449db2f
2 changed files with 2 additions and 14 deletions

View File

@ -557,11 +557,12 @@ public sealed class BSCharacter : BSPhysObject
{
get
{
return _velocityMotor.TargetValue;
return m_targetVelocity;
}
set
{
DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
m_targetVelocity = value;
OMV.Vector3 targetVel = value;
if (_setAlwaysRun)
targetVel *= BSParam.AvatarAlwaysRunFactor;
@ -591,7 +592,6 @@ public sealed class BSCharacter : BSPhysObject
_velocityMotor.Reset();
_velocityMotor.SetCurrent(_velocity);
_velocityMotor.SetTarget(_velocity);
// Even though the motor is initialized, it's not used and the velocity goes straight into the avatar.
_velocityMotor.Enabled = false;
DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);

View File

@ -190,18 +190,6 @@ public abstract class BSPhysObject : PhysicsActor
public abstract OMV.Quaternion RawOrientation { get; set; }
public abstract OMV.Quaternion ForceOrientation { get; set; }
// The system is telling us the velocity it wants to move at.
// Velocity in world coordinates.
// protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor
public override OMV.Vector3 TargetVelocity
{
get { return m_targetVelocity; }
set
{
m_targetVelocity = value;
Velocity = value;
}
}
public virtual float TargetSpeed
{
get