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authorRobert Adams2012-12-01 15:39:13 -0800
committerRobert Adams2012-12-01 15:39:13 -0800
commitb124aae05e6aeca02f692a7a5d96569b804612bd (patch)
tree306bde2370b7c9c548957f0251c78dcc3d5344f3 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: 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.cs4
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;