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author | Robert Adams | 2012-11-01 10:23:37 -0700 |
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committer | Robert Adams | 2012-11-03 21:15:14 -0700 |
commit | 39c02dcc8c537d5989238ec97c876e033895a8a9 (patch) | |
tree | b23392da13d4ff36ba3258d0239ea928584a6a99 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ... (diff) | |
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BulletSim: Remove use of shapeData in ShapeCollection and rely on the available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 30 |
1 files changed, 5 insertions, 25 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 8dd48ca..8ce960d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -171,6 +171,10 @@ public sealed class BSPrim : BSPhysObject | |||
171 | ForceBodyShapeRebuild(false); | 171 | ForceBodyShapeRebuild(false); |
172 | } | 172 | } |
173 | } | 173 | } |
174 | // Whatever the linkset wants is what I want. | ||
175 | public override ShapeData.PhysicsShapeType PreferredPhysicalShape | ||
176 | { get { return Linkset.PreferredPhysicalShape; } } | ||
177 | |||
174 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 178 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
175 | { | 179 | { |
176 | LastAssetBuildFailed = false; | 180 | LastAssetBuildFailed = false; |
@@ -1310,34 +1314,11 @@ public sealed class BSPrim : BSPhysObject | |||
1310 | }// end CalculateMass | 1314 | }// end CalculateMass |
1311 | #endregion Mass Calculation | 1315 | #endregion Mass Calculation |
1312 | 1316 | ||
1313 | // Copy prim's info into the BulletSim shape description structure | ||
1314 | public void FillShapeInfo(out ShapeData shape) | ||
1315 | { | ||
1316 | shape.ID = LocalID; | ||
1317 | shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | ||
1318 | shape.Position = _position; | ||
1319 | shape.Rotation = _orientation; | ||
1320 | shape.Velocity = _velocity; | ||
1321 | shape.Size = _size; | ||
1322 | shape.Scale = Scale; | ||
1323 | shape.Mass = _isPhysical ? _mass : 0f; | ||
1324 | shape.Buoyancy = _buoyancy; | ||
1325 | shape.HullKey = 0; | ||
1326 | shape.MeshKey = 0; | ||
1327 | shape.Friction = _friction; | ||
1328 | shape.Restitution = _restitution; | ||
1329 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; | ||
1330 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1331 | shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1332 | } | ||
1333 | // Rebuild the geometry and object. | 1317 | // Rebuild the geometry and object. |
1334 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1318 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1335 | // Called at taint-time!!! | 1319 | // Called at taint-time!!! |
1336 | private void CreateGeomAndObject(bool forceRebuild) | 1320 | private void CreateGeomAndObject(bool forceRebuild) |
1337 | { | 1321 | { |
1338 | ShapeData shapeData; | ||
1339 | FillShapeInfo(out shapeData); | ||
1340 | |||
1341 | // If this prim is part of a linkset, we must remove and restore the physical | 1322 | // If this prim is part of a linkset, we must remove and restore the physical |
1342 | // links if the body is rebuilt. | 1323 | // links if the body is rebuilt. |
1343 | bool needToRestoreLinkset = false; | 1324 | bool needToRestoreLinkset = false; |
@@ -1346,8 +1327,7 @@ public sealed class BSPrim : BSPhysObject | |||
1346 | // Updates BSBody and BSShape with the new information. | 1327 | // Updates BSBody and BSShape with the new information. |
1347 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | 1328 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1348 | // Returns 'true' if either the body or the shape was changed. | 1329 | // Returns 'true' if either the body or the shape was changed. |
1349 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, | 1330 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) |
1350 | null, delegate(BulletBody dBody) | ||
1351 | { | 1331 | { |
1352 | // Called if the current prim body is about to be destroyed. | 1332 | // Called if the current prim body is about to be destroyed. |
1353 | // Remove all the physical dependencies on the old body. | 1333 | // Remove all the physical dependencies on the old body. |