Universe.Physics.BulletSPlugin.BSDynamics.ApplyGravity C# (CSharp) Method

ApplyGravity() private method

private ApplyGravity ( float pTimeStep ) : void
pTimeStep float
return void
        void ApplyGravity(float pTimeStep)
        {
            Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass;

            // Hack to reduce downward force if the vehicle is probably sitting on the ground
            if (ControllingPrim.IsColliding && IsGroundVehicle)
                appliedGravity *= BSParam.VehicleGroundGravityFudge;

            VehicleAddForce(appliedGravity);

            VDetailLog("{0},  MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",
                ControllingPrim.LocalID, m_VehicleGravity,
                ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
        }