BulletSim: fix jumping up and down of linksets when center-of-mass
was enabled. Didn't effect the physical position but the viewer saw the linkset jumping between its simulator center and its physical center.cpu-performance
parent
70d24a654b
commit
6026759406
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@ -23,11 +23,6 @@
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial
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* are Copyright (c) 2009 Linden Research, Inc and are used under their license
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* of Creative Commons Attribution-Share Alike 3.0
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* (http://creativecommons.org/licenses/by-sa/3.0/).
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*/
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*/
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using System;
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using System;
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@ -115,7 +110,7 @@ public class BSPrimDisplaced : BSPrim
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public override Vector3 ForcePosition
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public override Vector3 ForcePosition
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{
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{
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get {
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get {
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OMV.Vector3 physPosition = base.ForcePosition;
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OMV.Vector3 physPosition = PhysScene.PE.GetPosition(PhysBody);
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if (PositionDisplacement != OMV.Vector3.Zero)
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if (PositionDisplacement != OMV.Vector3.Zero)
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{
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{
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// If there is some displacement, return the physical position (center-of-mass)
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// If there is some displacement, return the physical position (center-of-mass)
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@ -125,6 +120,7 @@ public class BSPrimDisplaced : BSPrim
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LocalID, physPosition, displacement, physPosition - displacement);
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LocalID, physPosition, displacement, physPosition - displacement);
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physPosition -= displacement;
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physPosition -= displacement;
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}
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}
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RawPosition = physPosition;
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return physPosition;
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return physPosition;
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}
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}
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set
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set
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