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

LimitRotation() private method

private LimitRotation ( float timestep ) : void
timestep float
return void
        internal void LimitRotation(float timestep)
        {
            Quaternion rotq = VehicleOrientation;
            Quaternion m_rot = rotq;
            if (m_RollreferenceFrame != Quaternion.Identity)
            {
                if (rotq.X >= m_RollreferenceFrame.X)
                {
                    m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
                }
                if (rotq.Y >= m_RollreferenceFrame.Y)
                {
                    m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
                }
                if (rotq.X <= -m_RollreferenceFrame.X)
                {
                    m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
                }
                if (rotq.Y <= -m_RollreferenceFrame.Y)
                {
                    m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
                }
            }
            if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
            {
                m_rot.X = 0;
                m_rot.Y = 0;
            }
            if (rotq != m_rot)
            {
                VehicleOrientation = m_rot;
                VDetailLog("{0},  LimitRotation,done,orig={1},new={2}", ControllingPrim.LocalID, rotq, m_rot);
            }
        }