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authorRobert Adams2012-11-03 21:08:39 -0700
committerRobert Adams2012-11-03 21:16:02 -0700
commit79f7c466a116bf368423d4e18163f34fd8d66ce1 (patch)
tree8acd97fa89b1d900f785cec052fedfac7dde6027 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parentBulletSim: search the mesh and hull lists to find shapes if type is not known... (diff)
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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.cs6
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);