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authorRobert Adams2012-08-17 13:30:46 -0700
committerRobert Adams2012-08-17 13:34:22 -0700
commit03d76e94034bbaa82d1872284d1fadbaa263411d (patch)
tree1671d1481282e0fb64d609b4be8d82a2faf78c0f /OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
parentModify order of code so SOP doesn't set the physics actor flying (diff)
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BulletSim: restore most of the Detail logging statements. Will have
no effect on non-logging running. Capture region name that is passed to the physics engine and use it for detail logging file name prefix. Fix problem with avatars dropping when flying across region boundries.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index a075995..9e3f0db 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -265,7 +265,7 @@ public class BSLinkset
265 BSPrim childx = child; 265 BSPrim childx = child;
266 m_physicsScene.TaintedObject("AddChildToLinkset", delegate() 266 m_physicsScene.TaintedObject("AddChildToLinkset", delegate()
267 { 267 {
268 // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); 268 DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
269 PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child 269 PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child
270 }); 270 });
271 } 271 }
@@ -293,7 +293,7 @@ public class BSLinkset
293 BSPrim childx = child; 293 BSPrim childx = child;
294 m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() 294 m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
295 { 295 {
296 // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); 296 DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
297 297
298 PhysicallyUnlinkAChildFromRoot(rootx, childx); 298 PhysicallyUnlinkAChildFromRoot(rootx, childx);
299 }); 299 });
@@ -332,10 +332,10 @@ public class BSLinkset
332 true, 332 true,
333 true 333 true
334 ); 334 );
335 /* NOTE: attempt to build constraint with full frame computation, etc. 335 /* NOTE: below is an attempt to build constraint with full frame computation, etc.
336 * Using the midpoint is easier since it lets the Bullet code use the transforms 336 * Using the midpoint is easier since it lets the Bullet code use the transforms
337 * of the objects. 337 * of the objects.
338 * Code left here as an example. 338 * Code left as a warning to future programmers.
339 // ================================================================================== 339 // ==================================================================================
340 // relative position normalized to the root prim 340 // relative position normalized to the root prim
341 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); 341 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);