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author | Robert Adams | 2012-11-03 21:08:39 -0700 |
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committer | Robert Adams | 2012-11-03 21:16:02 -0700 |
commit | 79f7c466a116bf368423d4e18163f34fd8d66ce1 (patch) | |
tree | 8acd97fa89b1d900f785cec052fedfac7dde6027 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | BulletSim: search the mesh and hull lists to find shapes if type is not known... (diff) | |
download | opensim-SC_OLD-79f7c466a116bf368423d4e18163f34fd8d66ce1.zip opensim-SC_OLD-79f7c466a116bf368423d4e18163f34fd8d66ce1.tar.gz opensim-SC_OLD-79f7c466a116bf368423d4e18163f34fd8d66ce1.tar.bz2 opensim-SC_OLD-79f7c466a116bf368423d4e18163f34fd8d66ce1.tar.xz |
BulletSim: fix compound linkset crash by not freeing shape of child prims.
Remove all compilation warnings (mostly 'protected' in sealed classes.)
Add the dynamicAabbEnable parameter to creation of compound shapes.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 38609e3..819635a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -89,7 +89,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
89 | 89 | ||
90 | //Angular properties | 90 | //Angular properties |
91 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | 91 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor |
92 | private int m_angularMotorApply = 0; // application frame counter | 92 | // private int m_angularMotorApply = 0; // application frame counter |
93 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | 93 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity |
94 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | 94 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate |
95 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | 95 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate |
@@ -199,7 +199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
199 | break; | 199 | break; |
200 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 200 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
201 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | 201 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); |
202 | m_angularMotorApply = 100; | 202 | // m_angularMotorApply = 100; |
203 | break; | 203 | break; |
204 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 204 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
205 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | 205 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); |
@@ -229,7 +229,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
229 | pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); | 229 | pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); |
230 | pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); | 230 | pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); |
231 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | 231 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
232 | m_angularMotorApply = 100; | 232 | // m_angularMotorApply = 100; |
233 | break; | 233 | break; |
234 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 234 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
235 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 235 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |