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author | Robert Adams | 2012-12-01 15:39:13 -0800 |
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committer | Robert Adams | 2012-12-01 15:39:13 -0800 |
commit | b124aae05e6aeca02f692a7a5d96569b804612bd (patch) | |
tree | 306bde2370b7c9c548957f0251c78dcc3d5344f3 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: remove time scaling of computed vehicle absolute velocity since Bu... (diff) | |
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BulletSim: Add DumpActivationInfo2 function. Change static objects from DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add DumpActivationInfo2 function.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 54b4167..42a362f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -687,9 +687,9 @@ public sealed class BSPrim : BSPhysObject | |||
687 | // There can be special things needed for implementing linksets | 687 | // There can be special things needed for implementing linksets |
688 | Linkset.MakeStatic(this); | 688 | Linkset.MakeStatic(this); |
689 | // The activation state is 'disabled' so Bullet will not try to act on it. | 689 | // The activation state is 'disabled' so Bullet will not try to act on it. |
690 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | 690 | // BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); |
691 | // Start it out sleeping and physical actions could wake it up. | 691 | // Start it out sleeping and physical actions could wake it up. |
692 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); | 692 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING); |
693 | 693 | ||
694 | PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; | 694 | PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; |
695 | PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; | 695 | PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; |