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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs5
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs4
4 files changed, 13 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
index d9270d1..2e15ced 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
@@ -98,6 +98,10 @@ public abstract class BSConstraint : IDisposable
98 { 98 {
99 // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", 99 // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
100 // BSScene.DetailLogZero, Body1.ID, Body2.ID); 100 // BSScene.DetailLogZero, Body1.ID, Body2.ID);
101
102 // Setting an object's mass to zero (making it static like when it's selected)
103 // automatically disables the constraints.
104 // If enabled, be sure to set the constraint itself to enabled.
101 BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); 105 BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
102 } 106 }
103 else 107 else
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index b04e1b6..3111258 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -245,8 +245,8 @@ public class BSLinkset
245 // their constraints have not been created yet. 245 // their constraints have not been created yet.
246 // Caused by the fact that m_children is built at run time but building constraints 246 // Caused by the fact that m_children is built at run time but building constraints
247 // happens at taint time. 247 // happens at taint time.
248 // m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}", 248 // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}",
249 // m_linksetRoot.Body.ID, child.Body.ID); 249 // LogHeader, m_linksetRoot.Body.ID, child.Body.ID);
250 } 250 }
251 } 251 }
252 } 252 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index de182f8..01f231b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -472,6 +472,10 @@ public sealed class BSPrim : BSPhysObject
472 472
473 // Make gravity work if the object is physical and not selected 473 // Make gravity work if the object is physical and not selected
474 // No locking here because only called when it is safe 474 // No locking here because only called when it is safe
475 // There are three flags we're interested in:
476 // IsStatic: Object does not move, otherwise the object has mass and moves
477 // isSolid: other objects bounce off of this object
478 // collisionEvents: whether this object returns collision events
475 private void SetObjectDynamic() 479 private void SetObjectDynamic()
476 { 480 {
477 // If it's becoming dynamic, it will need hullness 481 // If it's becoming dynamic, it will need hullness
@@ -481,6 +485,7 @@ public sealed class BSPrim : BSPhysObject
481 float mass = IsStatic ? 0f : _mass; 485 float mass = IsStatic ? 0f : _mass;
482 486
483 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 487 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
488 m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
484 489
485 // recompute any linkset parameters 490 // recompute any linkset parameters
486 Linkset.Refresh(this); 491 Linkset.Refresh(this);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index ab45f8f..4285073 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -408,8 +408,8 @@ public class BSTerrainManager
408 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; 408 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
409 ret = mapInfo.heightMap[mapIndex]; 409 ret = mapInfo.heightMap[mapIndex];
410 m_terrainModified = false; 410 m_terrainModified = false;
411 DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", 411 // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
412 BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); 412 // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
413 } 413 }
414 else 414 else
415 { 415 {