Add TargetVelocity to PhysicsActor interface to support distributed physics. No change to existing functions.
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566aaef1f4
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ffe4d738fb
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@ -523,7 +523,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (PhysicsActor != null)
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if (PhysicsActor != null)
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{
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{
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m_velocity = PhysicsActor.Velocity;
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m_velocity = PhysicsActor.TargetVelocity;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
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// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
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@ -257,6 +257,12 @@ namespace OpenSim.Region.Physics.Manager
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/// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity,
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/// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity,
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/// time to accelerate and collisions.
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/// time to accelerate and collisions.
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/// </remarks>
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/// </remarks>
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public virtual Vector3 TargetVelocity
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{
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get { return Velocity; }
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set { Velocity = value; }
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}
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public abstract Vector3 Velocity { get; set; }
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public abstract Vector3 Velocity { get; set; }
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public abstract Vector3 Torque { get; set; }
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public abstract Vector3 Torque { get; set; }
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