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BulletSim: moving comments around. No functional change.
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@@ -65,7 +65,7 @@ public class BSActorSetTorque : BSActor
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// BSActor.Refresh()
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public override void Refresh()
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{
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m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh", m_controllingPrim.LocalID);
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m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
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// If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
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if (m_controllingPrim.RawTorque == OMV.Vector3.Zero)
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@@ -1514,16 +1514,8 @@ public class BSPrim : BSPhysObject
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LastEntityProperties = CurrentEntityProperties;
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CurrentEntityProperties = entprop;
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// Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims.
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base.RequestPhysicsterseUpdate();
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/*
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else
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{
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// For debugging, report the movement of children
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DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
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LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
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entprop.Acceleration, entprop.RotationalVelocity);
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}
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*/
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}
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}
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}
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@@ -163,6 +163,15 @@ public class BSPrimLinkable : BSPrimDisplaced
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// TODO: this will have to change when linksets are articulated.
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base.UpdateProperties(entprop);
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}
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/*
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else
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{
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// For debugging, report the movement of children
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DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
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LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
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entprop.Acceleration, entprop.RotationalVelocity);
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}
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*/
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// The linkset might like to know about changing locations
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Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
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}
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