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author | Robert Adams | 2012-08-07 17:15:06 -0700 |
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committer | Robert Adams | 2012-08-07 17:15:06 -0700 |
commit | 19417fca41e59e931193ee99d3e4a12092488f1f (patch) | |
tree | 55e2853fb2f55b04d6ebad151b9921220d417b84 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | Release http-in URLs when llResetScript is called (diff) | |
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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.cs | 8 |
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 | { |