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author | Robert Adams | 2013-01-01 16:49:38 -0800 |
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committer | Robert Adams | 2013-01-01 17:27:33 -0800 |
commit | 9d840fd2ee5c3e6c6f788e8145f06701e9ea2724 (patch) | |
tree | 063fd046a04a125671edf147161b34ed95c59329 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: fix line endings. (diff) | |
download | opensim-SC-9d840fd2ee5c3e6c6f788e8145f06701e9ea2724.zip opensim-SC-9d840fd2ee5c3e6c6f788e8145f06701e9ea2724.tar.gz opensim-SC-9d840fd2ee5c3e6c6f788e8145f06701e9ea2724.tar.bz2 opensim-SC-9d840fd2ee5c3e6c6f788e8145f06701e9ea2724.tar.xz |
BulletSim: move over and port the interface for BulletXNA.
Copied BulletSNPlugin.BulletSimAPI to a new
BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to
comply with the BSAPITemplate definition. Not totally debugged
but the code is all there for an INI variable to select either
unmanaged C++ Bullet or the C# version of Bullet.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 2b652f5..d361f18 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -141,7 +141,7 @@ public sealed class BSShapeCollection : IDisposable | |||
141 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); | 141 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); |
142 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate() | 142 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate() |
143 | { | 143 | { |
144 | if (!PhysicsScene.PE.IsInWorld(body)) | 144 | if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) |
145 | { | 145 | { |
146 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body); | 146 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body); |
147 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); | 147 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); |
@@ -166,7 +166,7 @@ public sealed class BSShapeCollection : IDisposable | |||
166 | // If the caller needs to know the old body is going away, pass the event up. | 166 | // If the caller needs to know the old body is going away, pass the event up. |
167 | if (bodyCallback != null) bodyCallback(body); | 167 | if (bodyCallback != null) bodyCallback(body); |
168 | 168 | ||
169 | if (PhysicsScene.PE.IsInWorld(body)) | 169 | if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) |
170 | { | 170 | { |
171 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); | 171 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); |
172 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); | 172 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); |