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author | Robert Adams | 2013-02-07 21:57:31 -0800 |
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committer | Robert Adams | 2013-02-08 16:29:29 -0800 |
commit | 1b203601f43662541526369f540dd04f5b485be6 (patch) | |
tree | 418bae04970c59ed4ab7653686843bc2e916b730 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | BulletSim: reclass BSPrim into layers so linkset and physical world displacem... (diff) | |
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BulletSim: include the linkage to the layered prim implementation. Separate layers for physical (vs simulator) location displacement and linksets.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index b51e9fd..41d353a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -597,7 +597,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
597 | if (IsActive) | 597 | if (IsActive) |
598 | { | 598 | { |
599 | // Remember the mass so we don't have to fetch it every step | 599 | // Remember the mass so we don't have to fetch it every step |
600 | m_vehicleMass = Prim.Linkset.LinksetMass; | 600 | m_vehicleMass = Prim.TotalMass; |
601 | 601 | ||
602 | // Friction affects are handled by this vehicle code | 602 | // Friction affects are handled by this vehicle code |
603 | PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); | 603 | PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); |