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author | Robert Adams | 2012-08-17 13:30:46 -0700 |
---|---|---|
committer | Robert Adams | 2012-08-17 13:34:22 -0700 |
commit | 03d76e94034bbaa82d1872284d1fadbaa263411d (patch) | |
tree | 1671d1481282e0fb64d609b4be8d82a2faf78c0f /OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |
parent | Modify order of code so SOP doesn't set the physics actor flying (diff) | |
download | opensim-SC-03d76e94034bbaa82d1872284d1fadbaa263411d.zip opensim-SC-03d76e94034bbaa82d1872284d1fadbaa263411d.tar.gz opensim-SC-03d76e94034bbaa82d1872284d1fadbaa263411d.tar.bz2 opensim-SC-03d76e94034bbaa82d1872284d1fadbaa263411d.tar.xz |
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-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 8 |
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); |