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authorRobert Adams2013-04-07 08:27:49 -0700
committerRobert Adams2013-04-08 06:27:43 -0700
commitfe16dc09da3f2736fad5a9e792f5f81098b5f9a1 (patch)
tree14df85296a103e7326726ccfb9a017bc9ecb669f /OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
parentOptimize the number of Simian calls to get the initial presence (diff)
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BulletSim: complete movement of physical object action code out of the
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
index 7219617..c40a499 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
@@ -40,7 +40,7 @@ public class BSActorLockAxis : BSActor
40 BSConstraint LockAxisConstraint = null; 40 BSConstraint LockAxisConstraint = null;
41 41
42 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) 42 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
43 : base(physicsScene, pObj,actorName) 43 : base(physicsScene, pObj, actorName)
44 { 44 {
45 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); 45 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
46 LockAxisConstraint = null; 46 LockAxisConstraint = null;
@@ -99,7 +99,7 @@ public class BSActorLockAxis : BSActor
99 // If a constraint is set up, remove it from the physical scene 99 // If a constraint is set up, remove it from the physical scene
100 RemoveAxisLockConstraint(); 100 RemoveAxisLockConstraint();
101 // Schedule a call before the next simulation step to restore the constraint. 101 // Schedule a call before the next simulation step to restore the constraint.
102 m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate() 102 m_physicsScene.PostTaintObject("BSActorLockAxis:" + ActorName, m_controllingPrim.LocalID, delegate()
103 { 103 {
104 Refresh(); 104 Refresh();
105 }); 105 });