BulletSim: zero velocity target when setting velocity through the
SetMomentum method.melanie
parent
f3e7603c37
commit
e13fecfd3d
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@ -350,7 +350,6 @@ public sealed class BSCharacter : BSPhysObject
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}
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}
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}
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}
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// Check that the current position is sane and, if not, modify the position to make it so.
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// Check that the current position is sane and, if not, modify the position to make it so.
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// Check for being below terrain or on water.
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// Check for being below terrain or on water.
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// Returns 'true' of the position was made sane by some action.
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// Returns 'true' of the position was made sane by some action.
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@ -502,6 +501,17 @@ public sealed class BSCharacter : BSPhysObject
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}
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}
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}
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}
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// SetMomentum just sets the velocity without a target. We need to stop the movement actor if a character.
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public override void SetMomentum(OMV.Vector3 momentum)
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{
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if (m_moveActor != null)
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{
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m_moveActor.SetVelocityAndTarget(OMV.Vector3.Zero, OMV.Vector3.Zero, false /* inTaintTime */);
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}
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base.SetMomentum(momentum);
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}
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public override OMV.Vector3 Torque {
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public override OMV.Vector3 Torque {
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get { return RawTorque; }
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get { return RawTorque; }
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set { RawTorque = value;
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set { RawTorque = value;
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@ -625,7 +625,7 @@ public abstract class BSPhysObject : PhysicsActor
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{
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{
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CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}",
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DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}",
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LocalID, TypeName, ms, CurrentCollisionFlags);
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LocalID, TypeName, SubscribedEventsMs, CurrentCollisionFlags);
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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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