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author | Robert Adams | 2012-12-21 13:35:44 -0800 |
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committer | Robert Adams | 2012-12-21 13:35:44 -0800 |
commit | ae4d932e7f00e781db9c9cdd5c29efc51e2425fb (patch) | |
tree | b03beb291cd35d4227fb82baf04ce14512b859eb /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: small fix to avatar movement motor use which keeps avatar from fly... (diff) | |
download | opensim-SC-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.zip opensim-SC-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.gz opensim-SC-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.bz2 opensim-SC-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.xz |
BulletSim: Move all the parameter variables, tables and get and fetch logic to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index ea996ae..939d5e9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -456,7 +456,7 @@ public sealed class BSShapeCollection : IDisposable | |||
456 | if (!haveShape | 456 | if (!haveShape |
457 | && pbs != null | 457 | && pbs != null |
458 | && nativeShapePossible | 458 | && nativeShapePossible |
459 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) | 459 | && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) |
460 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | 460 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 |
461 | && pbs.ProfileHollow == 0 | 461 | && pbs.ProfileHollow == 0 |
462 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | 462 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 |
@@ -520,7 +520,7 @@ public sealed class BSShapeCollection : IDisposable | |||
520 | bool ret = false; | 520 | bool ret = false; |
521 | // Note that if it's a native shape, the check for physical/non-physical is not | 521 | // Note that if it's a native shape, the check for physical/non-physical is not |
522 | // made. Native shapes work in either case. | 522 | // made. Native shapes work in either case. |
523 | if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) | 523 | if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) |
524 | { | 524 | { |
525 | // Update prim.BSShape to reference a hull of this shape. | 525 | // Update prim.BSShape to reference a hull of this shape. |
526 | ret = GetReferenceToHull(prim,shapeCallback); | 526 | ret = GetReferenceToHull(prim,shapeCallback); |
@@ -836,14 +836,14 @@ public sealed class BSShapeCollection : IDisposable | |||
836 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) | 836 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) |
837 | { | 837 | { |
838 | // level of detail based on size and type of the object | 838 | // level of detail based on size and type of the object |
839 | float lod = PhysicsScene.MeshLOD; | 839 | float lod = BSParam.MeshLOD; |
840 | if (pbs.SculptEntry) | 840 | if (pbs.SculptEntry) |
841 | lod = PhysicsScene.SculptLOD; | 841 | lod = BSParam.SculptLOD; |
842 | 842 | ||
843 | // Mega prims usually get more detail because one can interact with shape approximations at this size. | 843 | // Mega prims usually get more detail because one can interact with shape approximations at this size. |
844 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); | 844 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); |
845 | if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) | 845 | if (maxAxis > BSParam.MeshMegaPrimThreshold) |
846 | lod = PhysicsScene.MeshMegaPrimLOD; | 846 | lod = BSParam.MeshMegaPrimLOD; |
847 | 847 | ||
848 | retLod = lod; | 848 | retLod = lod; |
849 | return pbs.GetMeshKey(size, lod); | 849 | return pbs.GetMeshKey(size, lod); |