diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 6a3ada2..28d4bd7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -38,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
38 | * Class to wrap all objects. | 38 | * Class to wrap all objects. |
39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims | 39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims |
40 | * unless the difference is significant. | 40 | * unless the difference is significant. |
41 | * | 41 | * |
42 | * Variables in the physicsl objects are in three forms: | 42 | * Variables in the physicsl objects are in three forms: |
43 | * VariableName: used by the simulator and performs taint operations, etc | 43 | * VariableName: used by the simulator and performs taint operations, etc |
44 | * RawVariableName: direct reference to the BulletSim storage for the variable value | 44 | * RawVariableName: direct reference to the BulletSim storage for the variable value |
@@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | 52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce |
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | 53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse |
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | 54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v |
55 | * BS.ApplyCentralForce BS.ApplyTorque | 55 | * BS.ApplyCentralForce BS.ApplyTorque |
56 | */ | 56 | */ |
57 | 57 | ||
58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. | 58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. |
@@ -353,7 +353,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
353 | } | 353 | } |
354 | public override bool CollidingObj { | 354 | public override bool CollidingObj { |
355 | get { return (CollidingObjectStep == PhysScene.SimulationStep); } | 355 | get { return (CollidingObjectStep == PhysScene.SimulationStep); } |
356 | set { | 356 | set { |
357 | if (value) | 357 | if (value) |
358 | CollidingObjectStep = PhysScene.SimulationStep; | 358 | CollidingObjectStep = PhysScene.SimulationStep; |
359 | else | 359 | else |
@@ -447,7 +447,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
447 | 447 | ||
448 | // The CollisionCollection instance is passed around in the simulator. | 448 | // The CollisionCollection instance is passed around in the simulator. |
449 | // Make sure we don't have a handle to that one and that a new one is used for next time. | 449 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
450 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | 450 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, |
451 | // a race condition is created for the other users of this instance. | 451 | // a race condition is created for the other users of this instance. |
452 | CollisionCollection = new CollisionEventUpdate(); | 452 | CollisionCollection = new CollisionEventUpdate(); |
453 | } | 453 | } |