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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index aeeb4dd..7b211fa 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -295,7 +295,7 @@ public sealed class BSPrim : BSPhysObject
295 private bool PositionSanityCheck() 295 private bool PositionSanityCheck()
296 { 296 {
297 bool ret = false; 297 bool ret = false;
298 298
299 // If totally below the ground, move the prim up 299 // If totally below the ground, move the prim up
300 // TODO: figure out the right solution for this... only for dynamic objects? 300 // TODO: figure out the right solution for this... only for dynamic objects?
301 /* 301 /*
@@ -510,7 +510,7 @@ public sealed class BSPrim : BSPhysObject
510 }); 510 });
511 } 511 }
512 } 512 }
513 // Go directly to Bullet to get/set the value. 513 // Go directly to Bullet to get/set the value.
514 public override OMV.Quaternion ForceOrientation 514 public override OMV.Quaternion ForceOrientation
515 { 515 {
516 get 516 get
@@ -768,7 +768,7 @@ public sealed class BSPrim : BSPhysObject
768 } 768 }
769 } 769 }
770 public override bool FloatOnWater { 770 public override bool FloatOnWater {
771 set { 771 set {
772 _floatOnWater = value; 772 _floatOnWater = value;
773 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() 773 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
774 { 774 {
@@ -971,7 +971,7 @@ public sealed class BSPrim : BSPhysObject
971 if (hollowAmount > 0.0) 971 if (hollowAmount > 0.0)
972 { 972 {
973 hollowVolume *= hollowAmount; 973 hollowVolume *= hollowAmount;
974 974
975 switch (BaseShape.HollowShape) 975 switch (BaseShape.HollowShape)
976 { 976 {
977 case HollowShape.Square: 977 case HollowShape.Square:
@@ -1251,7 +1251,7 @@ public sealed class BSPrim : BSPhysObject
1251 // Create the correct physical representation for this type of object. 1251 // Create the correct physical representation for this type of object.
1252 // Updates BSBody and BSShape with the new information. 1252 // Updates BSBody and BSShape with the new information.
1253 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. 1253 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
1254 PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, 1254 PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
1255 null, delegate(BulletBody dBody) 1255 null, delegate(BulletBody dBody)
1256 { 1256 {
1257 // Called if the current prim body is about to be destroyed. 1257 // Called if the current prim body is about to be destroyed.