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author | Robert Adams | 2012-09-26 09:25:56 -0700 |
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committer | Robert Adams | 2012-09-27 22:01:47 -0700 |
commit | 4589bc84a32366c6aae68b67f1fc7a2ee08be86d (patch) | |
tree | e635ab006f40e85eeb7b49870c04e6b2ca572dee /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: btGhostObjects working to make 'volume detect' work. (diff) | |
download | opensim-SC-4589bc84a32366c6aae68b67f1fc7a2ee08be86d.zip opensim-SC-4589bc84a32366c6aae68b67f1fc7a2ee08be86d.tar.gz opensim-SC-4589bc84a32366c6aae68b67f1fc7a2ee08be86d.tar.bz2 opensim-SC-4589bc84a32366c6aae68b67f1fc7a2ee08be86d.tar.xz |
BulletSim: Terrain sets proper collision flags on creation.
Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION.
Might reconsider this and, alternatively, have dynamic objects force activation.
Clean up use of DetailLog().
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 16 |
1 files changed, 11 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 7fce8c9..aadb8d6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -344,7 +344,10 @@ public class BSShapeCollection : IDisposable | |||
344 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) | 344 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) |
345 | { | 345 | { |
346 | haveShape = true; | 346 | haveShape = true; |
347 | if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 347 | if (forceRebuild |
348 | || prim.Scale != shapeData.Size | ||
349 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE | ||
350 | ) | ||
348 | { | 351 | { |
349 | ret = GetReferenceToNativeShape(prim, shapeData, | 352 | ret = GetReferenceToNativeShape(prim, shapeData, |
350 | ShapeData.PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE); | 353 | ShapeData.PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE); |
@@ -355,7 +358,10 @@ public class BSShapeCollection : IDisposable | |||
355 | else | 358 | else |
356 | { | 359 | { |
357 | haveShape = true; | 360 | haveShape = true; |
358 | if (forceRebuild || (prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 361 | if (forceRebuild |
362 | || prim.Scale != shapeData.Size | ||
363 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX | ||
364 | ) | ||
359 | { | 365 | { |
360 | ret = GetReferenceToNativeShape( | 366 | ret = GetReferenceToNativeShape( |
361 | prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); | 367 | prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); |
@@ -406,7 +412,7 @@ public class BSShapeCollection : IDisposable | |||
406 | newShape.isNativeShape = true; | 412 | newShape.isNativeShape = true; |
407 | 413 | ||
408 | // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. | 414 | // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. |
409 | DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape); | 415 | // DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape); |
410 | 416 | ||
411 | prim.BSShape = newShape; | 417 | prim.BSShape = newShape; |
412 | return true; | 418 | return true; |
@@ -683,13 +689,13 @@ public class BSShapeCollection : IDisposable | |||
683 | { | 689 | { |
684 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, | 690 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, |
685 | shapeData.ID, shapeData.Position, shapeData.Rotation); | 691 | shapeData.ID, shapeData.Position, shapeData.Rotation); |
686 | DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); | 692 | // DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); |
687 | } | 693 | } |
688 | else | 694 | else |
689 | { | 695 | { |
690 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, | 696 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, |
691 | shapeData.ID, shapeData.Position, shapeData.Rotation); | 697 | shapeData.ID, shapeData.Position, shapeData.Rotation); |
692 | DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); | 698 | // DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); |
693 | } | 699 | } |
694 | aBody = new BulletBody(shapeData.ID, bodyPtr); | 700 | aBody = new BulletBody(shapeData.ID, bodyPtr); |
695 | 701 | ||