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authorRobert Adams2012-10-09 12:58:06 -0700
committerRobert Adams2012-10-11 14:01:07 -0700
commit68698975f1537725a1f53bc4b2db2cfc798ac7f3 (patch)
tree7a021b67a3bde146160a1e7d8befef053698e71e /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
parentBulletSim: Fix crash when linking large physical linksets. (diff)
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BulletSim: Add Force* operations to objects to allow direct push to engine.
Update BSDynamics to use same (don't want to delay updates til next taint-time. Suppress queuing a taint update for position and orientation calls if value does not change. Move Bullet timing statistics call from C# back to C++ code. Throttle taints per simulation step and add parameter to set. By default, don't create hulls for physical objects. Add a parameter to turn on and off.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 283b601..e619b48 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -407,7 +407,7 @@ public class BSShapeCollection : IDisposable
407 // made. Native shapes are best used in either case. 407 // made. Native shapes are best used in either case.
408 if (!haveShape) 408 if (!haveShape)
409 { 409 {
410 if (prim.IsPhysical) 410 if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects)
411 { 411 {
412 // Update prim.BSShape to reference a hull of this shape. 412 // Update prim.BSShape to reference a hull of this shape.
413 ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback); 413 ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);