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authorRobert Adams2012-12-21 13:35:44 -0800
committerRobert Adams2012-12-21 13:35:44 -0800
commitae4d932e7f00e781db9c9cdd5c29efc51e2425fb (patch)
treeb03beb291cd35d4227fb82baf04ce14512b859eb /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
parentBulletSim: small fix to avatar movement motor use which keeps avatar from fly... (diff)
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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 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs12
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);