aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
diff options
context:
space:
mode:
authorRobert Adams2012-08-07 17:15:06 -0700
committerRobert Adams2012-08-07 17:15:06 -0700
commit19417fca41e59e931193ee99d3e4a12092488f1f (patch)
tree55e2853fb2f55b04d6ebad151b9921220d417b84 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentRelease http-in URLs when llResetScript is called (diff)
downloadopensim-SC-19417fca41e59e931193ee99d3e4a12092488f1f.zip
opensim-SC-19417fca41e59e931193ee99d3e4a12092488f1f.tar.gz
opensim-SC-19417fca41e59e931193ee99d3e4a12092488f1f.tar.bz2
opensim-SC-19417fca41e59e931193ee99d3e4a12092488f1f.tar.xz
BulletSim: Added avatar capsule scaling for size of avatar.
This also fixes computation of avatar mass. Added parameter MaxPersistantManifoldPoolSize. Fixed a parameter setting bug which caused crashes of there were more than 400 or so physical objects. I tested up to 5000. Updated BulletSim DLLs and SOs.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 8e6685b..11868bc 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -977,8 +977,8 @@ public sealed class BSPrim : PhysicsActor
977 { 977 {
978 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) 978 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
979 { 979 {
980 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) 980 // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
981 { 981 // {
982 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); 982 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
983 if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) 983 if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
984 { 984 {
@@ -989,7 +989,7 @@ public sealed class BSPrim : PhysicsActor
989 // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? 989 // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
990 ret = true; 990 ret = true;
991 } 991 }
992 } 992 // }
993 } 993 }
994 else 994 else
995 { 995 {
@@ -1039,7 +1039,7 @@ public sealed class BSPrim : PhysicsActor
1039 // if this new shape is the same as last time, don't recreate the mesh 1039 // if this new shape is the same as last time, don't recreate the mesh
1040 if (_meshKey == newMeshKey) return; 1040 if (_meshKey == newMeshKey) return;
1041 1041
1042 DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey); 1042 DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
1043 // Since we're recreating new, get rid of any previously generated shape 1043 // Since we're recreating new, get rid of any previously generated shape
1044 if (_meshKey != 0) 1044 if (_meshKey != 0)
1045 { 1045 {