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authorRobert Adams2012-10-22 16:33:21 -0700
committerRobert Adams2012-10-22 22:24:59 -0700
commit14eeb8b31b865f7b1927703028b03b6f61693cb6 (patch)
tree3139a56a535d1919a8cb4b6d93a66e3100866c51 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parentBulletSim: fix problem of not rebuilding shape by clearing last rebuild faile... (diff)
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BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh assets weren't already in the cache. Comment cleanups.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs5
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index f71f3b0..117c878 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -464,8 +464,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
464 // Set the prim's inertia to zero. The vehicle code handles that and this 464 // Set the prim's inertia to zero. The vehicle code handles that and this
465 // removes the motion and torque actions introduced by Bullet. 465 // removes the motion and torque actions introduced by Bullet.
466 Vector3 inertia = Vector3.Zero; 466 Vector3 inertia = Vector3.Zero;
467 BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia); 467 // comment out for DEBUG test
468 BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr); 468 // BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
469 // BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
469 } 470 }
470 471
471 // One step of the vehicle properties for the next 'pTimestep' seconds. 472 // One step of the vehicle properties for the next 'pTimestep' seconds.