Applying patch #4534 by Misterblue to fix ODE physics stickiness
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2953bee1f4
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8556a9f1a8
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@ -1575,6 +1575,7 @@ Console.WriteLine(" JointCreateFixed");
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{
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{
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//Console.WriteLine("Move " + m_primName);
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//Console.WriteLine("Move " + m_primName);
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if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
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if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
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/*
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// NON-'VEHICLES' are dealt with here
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// NON-'VEHICLES' are dealt with here
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if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
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if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
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{
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{
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@ -1587,6 +1588,7 @@ Console.WriteLine(" JointCreateFixed");
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avel2.Z = 0;
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avel2.Z = 0;
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d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
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d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
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}
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}
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*/
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//float PID_P = 900.0f;
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//float PID_P = 900.0f;
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float m_mass = CalculateMass();
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float m_mass = CalculateMass();
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