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path: root/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs14
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index b04e1b6..5f6601d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -233,7 +233,7 @@ public class BSLinkset
233 foreach (BSPhysObject child in m_children) 233 foreach (BSPhysObject child in m_children)
234 { 234 {
235 BSConstraint constrain; 235 BSConstraint constrain;
236 if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain)) 236 if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
237 { 237 {
238 // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", 238 // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
239 // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); 239 // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
@@ -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 }
@@ -327,7 +327,7 @@ public class BSLinkset
327 DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", 327 DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}",
328 rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); 328 rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint);
329 BS6DofConstraint constrain = new BS6DofConstraint( 329 BS6DofConstraint constrain = new BS6DofConstraint(
330 m_physicsScene.World, rootPrim.Body, childPrim.Body, 330 m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody,
331 midPoint, 331 midPoint,
332 true, 332 true,
333 true 333 true
@@ -388,10 +388,10 @@ public class BSLinkset
388 DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); 388 DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
389 389
390 // Find the constraint for this link and get rid of it from the overall collection and from my list 390 // Find the constraint for this link and get rid of it from the overall collection and from my list
391 m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body); 391 m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody);
392 392
393 // Make the child refresh its location 393 // Make the child refresh its location
394 BulletSimAPI.PushUpdate2(childPrim.Body.Ptr); 394 BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr);
395 } 395 }
396 396
397 // Remove linkage between myself and any possible children I might have 397 // Remove linkage between myself and any possible children I might have
@@ -400,7 +400,7 @@ public class BSLinkset
400 { 400 {
401 DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); 401 DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
402 402
403 m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); 403 m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody);
404 } 404 }
405 405
406 // Invoke the detailed logger and output something if it's enabled. 406 // Invoke the detailed logger and output something if it's enabled.