aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index a075995..9e3f0db 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -265,7 +265,7 @@ public class BSLinkset
265 BSPrim childx = child; 265 BSPrim childx = child;
266 m_physicsScene.TaintedObject("AddChildToLinkset", delegate() 266 m_physicsScene.TaintedObject("AddChildToLinkset", delegate()
267 { 267 {
268 // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); 268 DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
269 PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child 269 PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child
270 }); 270 });
271 } 271 }
@@ -293,7 +293,7 @@ public class BSLinkset
293 BSPrim childx = child; 293 BSPrim childx = child;
294 m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() 294 m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
295 { 295 {
296 // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); 296 DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
297 297
298 PhysicallyUnlinkAChildFromRoot(rootx, childx); 298 PhysicallyUnlinkAChildFromRoot(rootx, childx);
299 }); 299 });
@@ -332,10 +332,10 @@ public class BSLinkset
332 true, 332 true,
333 true 333 true
334 ); 334 );
335 /* NOTE: attempt to build constraint with full frame computation, etc. 335 /* NOTE: below is an attempt to build constraint with full frame computation, etc.
336 * Using the midpoint is easier since it lets the Bullet code use the transforms 336 * Using the midpoint is easier since it lets the Bullet code use the transforms
337 * of the objects. 337 * of the objects.
338 * Code left here as an example. 338 * Code left as a warning to future programmers.
339 // ================================================================================== 339 // ==================================================================================
340 // relative position normalized to the root prim 340 // relative position normalized to the root prim
341 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); 341 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);