aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
diff options
context:
space:
mode:
authorRobert Adams2012-09-23 18:39:46 -0700
committerRobert Adams2012-09-27 22:01:37 -0700
commitd016051fa028a485b09fac47b3fa3d8fd08e207a (patch)
tree8f483976bb64b1328439b76754675126b09943b0 /OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
parentBulletSim: fix regression that caused cylindar shapes to have a box collision... (diff)
downloadopensim-SC-d016051fa028a485b09fac47b3fa3d8fd08e207a.zip
opensim-SC-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.gz
opensim-SC-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.bz2
opensim-SC-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.xz
BulletSim: renamed members of BulletShape, BulletSim and BulletBody
so the members case is consistant. Caused modifications everywhere. New logic in BSShapeCollection to track use and sharing of shapes. I just reslized, though, that shapes cannot be shared because the shape's UserPointer is the localID of the prim and is required for tracking collisions. More changes coming. Added DuplicateCollisionShape2() to API and changed BuildNativeShape2 to take a ShapeData structure so don't have to pass so many parameters. This matches the latest version of BulletSim.dll. Additions and removal of DetailLog() statements for debugging.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
index 1376a29..c21252b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
@@ -49,7 +49,7 @@ public abstract class BSConstraint : IDisposable
49 if (m_enabled) 49 if (m_enabled)
50 { 50 {
51 m_enabled = false; 51 m_enabled = false;
52 bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); 52 bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.Ptr);
53 m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); 53 m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
54 m_constraint.Ptr = System.IntPtr.Zero; 54 m_constraint.Ptr = System.IntPtr.Zero;
55 } 55 }