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authorRobert Adams2013-02-07 21:57:31 -0800
committerRobert Adams2013-02-08 16:29:29 -0800
commit1b203601f43662541526369f540dd04f5b485be6 (patch)
tree418bae04970c59ed4ab7653686843bc2e916b730 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parentBulletSim: 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.cs2
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);