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path: root/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
index 432e5b2..652c94a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
@@ -63,7 +63,7 @@ public sealed class BSConstraintSpring : BSConstraint6Dof
63 63
64 public bool SetStiffness(int pIndex, float pStiffness) 64 public bool SetStiffness(int pIndex, float pStiffness)
65 { 65 {
66 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},enable={4}", 66 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}",
67 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness); 67 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
68 PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness); 68 PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
69 return true; 69 return true;
@@ -71,7 +71,7 @@ public sealed class BSConstraintSpring : BSConstraint6Dof
71 71
72 public bool SetDamping(int pIndex, float pDamping) 72 public bool SetDamping(int pIndex, float pDamping)
73 { 73 {
74 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},enable={4}", 74 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}",
75 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping); 75 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
76 PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping); 76 PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
77 return true; 77 return true;
@@ -79,7 +79,7 @@ public sealed class BSConstraintSpring : BSConstraint6Dof
79 79
80 public bool SetEquilibriumPoint(int pIndex, float pEqPoint) 80 public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
81 { 81 {
82 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},enable={4}", 82 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}",
83 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint); 83 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
84 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint); 84 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
85 return true; 85 return true;