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authorRobert Adams2013-01-01 09:32:21 -0800
committerRobert Adams2013-01-01 17:27:33 -0800
commit0662d109c2954c7be5f5e9400b1f4afdeab2c298 (patch)
tree367dc354a16c095a511950b9e54ec6a1294b1e10 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanaged (diff)
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BulletSim: fix line endings.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs40
1 files changed, 20 insertions, 20 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index cb8108d..d4e2e87 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -894,26 +894,26 @@ public sealed class BSPrim : BSPhysObject
894 // Object MUST NOT already be in the world. 894 // Object MUST NOT already be in the world.
895 // This routine exists because some assorted properties get mangled by adding to the world. 895 // This routine exists because some assorted properties get mangled by adding to the world.
896 internal void AddObjectToPhysicalWorld() 896 internal void AddObjectToPhysicalWorld()
897 { 897 {
898 if (PhysBody.HasPhysicalBody) 898 if (PhysBody.HasPhysicalBody)
899 { 899 {
900 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); 900 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
901 901
902 // TODO: Fix this. Total kludge because adding object to world resets its gravity to default. 902 // TODO: Fix this. Total kludge because adding object to world resets its gravity to default.
903 // Replace this when the new AddObjectToWorld function is complete. 903 // Replace this when the new AddObjectToWorld function is complete.
904 PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity()); 904 PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity());
905 905
906 // Collision filter can be set only when the object is in the world 906 // Collision filter can be set only when the object is in the world
907 if (!PhysBody.ApplyCollisionMask(PhysicsScene)) 907 if (!PhysBody.ApplyCollisionMask(PhysicsScene))
908 { 908 {
909 m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID); 909 m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID);
910 DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType); 910 DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType);
911 } 911 }
912 } 912 }
913 else 913 else
914 { 914 {
915 m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID); 915 m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID);
916 DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType); 916 DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
917 } 917 }
918 } 918 }
919 919