BulletSim: Fix for mantis 6487, also minor adjustment to fix flying while you are running.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>user_profiles
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66c328f51b
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b135f1d58a
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@ -419,7 +419,7 @@ public sealed class BSCharacter : BSPhysObject
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DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
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DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
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m_targetVelocity = value;
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m_targetVelocity = value;
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OMV.Vector3 targetVel = value;
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OMV.Vector3 targetVel = value;
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if (_setAlwaysRun)
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if (_setAlwaysRun && !_flying)
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targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f);
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targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f);
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if (m_moveActor != null)
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if (m_moveActor != null)
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@ -481,7 +481,10 @@ public sealed class BSCharacter : BSPhysObject
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_orientation = value;
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_orientation = value;
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PhysScene.TaintedObject("BSCharacter.setOrientation", delegate()
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PhysScene.TaintedObject("BSCharacter.setOrientation", delegate()
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{
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{
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ForceOrientation = _orientation;
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// Bullet assumes we know what we are doing when forcing orientation
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// so it lets us go against all the rules and just compensates for them later.
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// This keeps us from flipping the capsule over which the veiwer does not understand.
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ForceOrientation = new OMV.Quaternion(0, 0, _orientation.Z,0);
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});
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});
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}
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}
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}
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}
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