diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 42b5c49..b47e9a8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -64,7 +64,7 @@ public abstract class BSConstraint : IDisposable | |||
64 | { | 64 | { |
65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); | 65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); |
66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | 66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", |
67 | BSScene.DetailLogZero, | 67 | m_body1.ID, |
68 | m_body1.ID, m_body1.AddrString, | 68 | m_body1.ID, m_body1.AddrString, |
69 | m_body2.ID, m_body2.AddrString, | 69 | m_body2.ID, m_body2.AddrString, |
70 | success); | 70 | success); |
@@ -77,7 +77,10 @@ public abstract class BSConstraint : IDisposable | |||
77 | { | 77 | { |
78 | bool ret = false; | 78 | bool ret = false; |
79 | if (m_enabled) | 79 | if (m_enabled) |
80 | { | ||
81 | m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high); | ||
80 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); | 82 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); |
83 | } | ||
81 | return ret; | 84 | return ret; |
82 | } | 85 | } |
83 | 86 | ||
@@ -86,6 +89,7 @@ public abstract class BSConstraint : IDisposable | |||
86 | bool ret = false; | 89 | bool ret = false; |
87 | if (m_enabled) | 90 | if (m_enabled) |
88 | { | 91 | { |
92 | m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high); | ||
89 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); | 93 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); |
90 | } | 94 | } |
91 | return ret; | 95 | return ret; |