From 52947b628019736e6f4ad20d6e75ec5ba3c37e28 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 5 Feb 2019 08:35:27 -0800 Subject: [PATCH] Remove some more cut-and-paste typos in 6dof constraint setup in XNA version of BulletSim. Could only effect operation of flexible linksets when using the C# version of the Bullet physics engine. Found by Tampa and AliciaRaven and reported in Mantis 7612. --- OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs b/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs index 56a666a699..a439cc0dcc 100755 --- a/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs @@ -1882,7 +1882,7 @@ private sealed class BulletConstraintXNA : BulletConstraint IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); - frame2._origin = frame1v; + frame2._origin = frame2v; constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); @@ -1932,7 +1932,7 @@ private sealed class BulletConstraintXNA : BulletConstraint IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); - frame2._origin = frame1v; + frame2._origin = frame2v; constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); @@ -1959,7 +1959,7 @@ private sealed class BulletConstraintXNA : BulletConstraint IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); - frame2._origin = frame1v; + frame2._origin = frame2v; constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);