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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs11
1 files changed, 5 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index ff87955..6c8ae2e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -169,7 +169,7 @@ public sealed class BSPrim : PhysicsActor
169 _parentPrim = null; 169 _parentPrim = null;
170 } 170 }
171 171
172 // make sure there are no other prims are linked to me 172 // make sure there are no other prims linked to me
173 UnlinkAllChildren(); 173 UnlinkAllChildren();
174 174
175 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. 175 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
@@ -341,11 +341,10 @@ public sealed class BSPrim : PhysicsActor
341 _rotationalVelocity = OMV.Vector3.Zero; 341 _rotationalVelocity = OMV.Vector3.Zero;
342 342
343 // Zero some other properties directly into the physics engine 343 // Zero some other properties directly into the physics engine
344 BulletBody obj = new BulletBody(LocalID, BulletSimAPI.GetBodyHandleWorldID2(_scene.WorldID, LocalID)); 344 BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero);
345 BulletSimAPI.SetVelocity2(obj.Ptr, OMV.Vector3.Zero); 345 BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero);
346 BulletSimAPI.SetAngularVelocity2(obj.Ptr, OMV.Vector3.Zero); 346 BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
347 BulletSimAPI.SetInterpolation2(obj.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); 347 BulletSimAPI.ClearForces2(Body.Ptr);
348 BulletSimAPI.ClearForces2(obj.Ptr);
349 } 348 }
350 349
351 public override void LockAngularMotion(OMV.Vector3 axis) 350 public override void LockAngularMotion(OMV.Vector3 axis)