diff options
author | Robert Adams | 2012-11-18 22:58:36 -0800 |
---|---|---|
committer | Robert Adams | 2012-11-18 22:58:36 -0800 |
commit | 6c961d8addf5c6aad81165042e684e45429b3b21 (patch) | |
tree | 57142277399f50a0a44b4e7ab7eeaf9fc54f7004 /OpenSim/Region/Physics | |
parent | BulletSim: fix the problem with flying being disabled when crossing region bo... (diff) | |
download | opensim-SC-6c961d8addf5c6aad81165042e684e45429b3b21.zip opensim-SC-6c961d8addf5c6aad81165042e684e45429b3b21.tar.gz opensim-SC-6c961d8addf5c6aad81165042e684e45429b3b21.tar.bz2 opensim-SC-6c961d8addf5c6aad81165042e684e45429b3b21.tar.xz |
BulletSim: Use base class constructors for initialization of BSShape and other classes.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 5 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 421 |
4 files changed, 214 insertions, 216 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e803072..991e5b1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -47,7 +47,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
47 | */ | 47 | */ |
48 | public abstract class BSPhysObject : PhysicsActor | 48 | public abstract class BSPhysObject : PhysicsActor |
49 | { | 49 | { |
50 | protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName) | 50 | protected BSPhysObject() |
51 | { | ||
52 | } | ||
53 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | ||
51 | { | 54 | { |
52 | PhysicsScene = parentScene; | 55 | PhysicsScene = parentScene; |
53 | LocalID = localID; | 56 | LocalID = localID; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 14eb505..500c84a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -88,9 +88,9 @@ public sealed class BSPrim : BSPhysObject | |||
88 | 88 | ||
89 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 89 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
90 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 90 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
91 | : base(parent_scene, localID, primName, "BSPrim") | ||
91 | { | 92 | { |
92 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 93 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
93 | base.BaseInitialize(parent_scene, localID, primName, "BSPrim"); | ||
94 | _physicsActorType = (int)ActorTypes.Prim; | 94 | _physicsActorType = (int)ActorTypes.Prim; |
95 | _position = pos; | 95 | _position = pos; |
96 | _size = size; | 96 | _size = size; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 1cc607a..2fee95e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -683,7 +683,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
683 | #region Taints | 683 | #region Taints |
684 | 684 | ||
685 | // Calls to the PhysicsActors can't directly call into the physics engine | 685 | // Calls to the PhysicsActors can't directly call into the physics engine |
686 | // because it might be busy. We delay changes to a known time. | 686 | // because it might be busy. We delay changes to a known time. |
687 | // We rely on C#'s closure to save and restore the context for the delegate. | 687 | // We rely on C#'s closure to save and restore the context for the delegate. |
688 | public void TaintedObject(String ident, TaintCallback callback) | 688 | public void TaintedObject(String ident, TaintCallback callback) |
689 | { | 689 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 5e2c4a8..d59a486 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -1,213 +1,208 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyrightD | 9 | * * Redistributions in binary form must reproduce the above copyrightD |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Linq; | 30 | using System.Linq; |
31 | using System.Text; | 31 | using System.Text; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | public abstract class BSShape | 35 | public abstract class BSShape |
36 | { | 36 | { |
37 | public IntPtr ptr { get; set; } | 37 | public IntPtr ptr { get; set; } |
38 | public ShapeData.PhysicsShapeType type { get; set; } | 38 | public ShapeData.PhysicsShapeType type { get; set; } |
39 | public System.UInt64 key { get; set; } | 39 | public System.UInt64 key { get; set; } |
40 | public int referenceCount { get; set; } | 40 | public int referenceCount { get; set; } |
41 | public DateTime lastReferenced { get; set; } | 41 | public DateTime lastReferenced { get; set; } |
42 | 42 | ||
43 | protected void Initialize() | 43 | public BSShape() |
44 | { | 44 | { |
45 | ptr = IntPtr.Zero; | 45 | ptr = IntPtr.Zero; |
46 | type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | 46 | type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; |
47 | key = 0; | 47 | key = 0; |
48 | referenceCount = 0; | 48 | referenceCount = 0; |
49 | lastReferenced = DateTime.Now; | 49 | lastReferenced = DateTime.Now; |
50 | } | 50 | } |
51 | 51 | ||
52 | // Get a reference to a physical shape. Create if it doesn't exist | 52 | // Get a reference to a physical shape. Create if it doesn't exist |
53 | public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | 53 | public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) |
54 | { | 54 | { |
55 | BSShape ret = null; | 55 | BSShape ret = null; |
56 | 56 | ||
57 | if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 57 | if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR) |
58 | { | 58 | { |
59 | // an avatar capsule is close to a native shape (it is not shared) | 59 | // an avatar capsule is close to a native shape (it is not shared) |
60 | ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR, | 60 | ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR, |
61 | ShapeData.FixedShapeKey.KEY_CAPSULE); | 61 | ShapeData.FixedShapeKey.KEY_CAPSULE); |
62 | physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); | 62 | physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); |
63 | } | 63 | } |
64 | 64 | ||
65 | // Compound shapes are handled special as they are rebuilt from scratch. | 65 | // Compound shapes are handled special as they are rebuilt from scratch. |
66 | // This isn't too great a hardship since most of the child shapes will already been created. | 66 | // This isn't too great a hardship since most of the child shapes will already been created. |
67 | if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND) | 67 | if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND) |
68 | { | 68 | { |
69 | // Getting a reference to a compound shape gets you the compound shape with the root prim shape added | 69 | // Getting a reference to a compound shape gets you the compound shape with the root prim shape added |
70 | ret = BSShapeCompound.GetReference(prim); | 70 | ret = BSShapeCompound.GetReference(prim); |
71 | physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); | 71 | physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); |
72 | } | 72 | } |
73 | 73 | ||
74 | if (ret == null) | 74 | if (ret == null) |
75 | ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); | 75 | ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); |
76 | 76 | ||
77 | return ret; | 77 | return ret; |
78 | } | 78 | } |
79 | public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | 79 | public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) |
80 | { | 80 | { |
81 | return null; | 81 | return null; |
82 | } | 82 | } |
83 | public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | 83 | public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) |
84 | { | 84 | { |
85 | return null; | 85 | return null; |
86 | } | 86 | } |
87 | 87 | ||
88 | // Release the use of a physical shape. | 88 | // Release the use of a physical shape. |
89 | public abstract void Dereference(BSScene physicsScene); | 89 | public abstract void Dereference(BSScene physicsScene); |
90 | 90 | ||
91 | // All shapes have a static call to get a reference to the physical shape | 91 | // All shapes have a static call to get a reference to the physical shape |
92 | // protected abstract static BSShape GetReference(); | 92 | // protected abstract static BSShape GetReference(); |
93 | 93 | ||
94 | public override string ToString() | 94 | public override string ToString() |
95 | { | 95 | { |
96 | StringBuilder buff = new StringBuilder(); | 96 | StringBuilder buff = new StringBuilder(); |
97 | buff.Append("<p="); | 97 | buff.Append("<p="); |
98 | buff.Append(ptr.ToString("X")); | 98 | buff.Append(ptr.ToString("X")); |
99 | buff.Append(",s="); | 99 | buff.Append(",s="); |
100 | buff.Append(type.ToString()); | 100 | buff.Append(type.ToString()); |
101 | buff.Append(",k="); | 101 | buff.Append(",k="); |
102 | buff.Append(key.ToString("X")); | 102 | buff.Append(key.ToString("X")); |
103 | buff.Append(",c="); | 103 | buff.Append(",c="); |
104 | buff.Append(referenceCount.ToString()); | 104 | buff.Append(referenceCount.ToString()); |
105 | buff.Append(">"); | 105 | buff.Append(">"); |
106 | return buff.ToString(); | 106 | return buff.ToString(); |
107 | } | 107 | } |
108 | } | 108 | } |
109 | 109 | ||
110 | public class BSShapeNull : BSShape | 110 | public class BSShapeNull : BSShape |
111 | { | 111 | { |
112 | public BSShapeNull() | 112 | public BSShapeNull() : base() |
113 | { | 113 | { |
114 | base.Initialize(); | 114 | } |
115 | } | 115 | public static BSShape GetReference() { return new BSShapeNull(); } |
116 | public static BSShape GetReference() { return new BSShapeNull(); } | 116 | public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } |
117 | public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } | 117 | } |
118 | } | 118 | |
119 | 119 | public class BSShapeNative : BSShape | |
120 | public class BSShapeNative : BSShape | 120 | { |
121 | { | 121 | private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; |
122 | private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; | 122 | public BSShapeNative() : base() |
123 | public BSShapeNative() | 123 | { |
124 | { | 124 | } |
125 | base.Initialize(); | 125 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, |
126 | } | 126 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) |
127 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, | 127 | { |
128 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) | 128 | // Native shapes are not shared and are always built anew. |
129 | { | 129 | return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); |
130 | // Native shapes are not shared and are always built anew. | 130 | } |
131 | return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); | 131 | |
132 | } | 132 | private BSShapeNative(BSScene physicsScene, BSPhysObject prim, |
133 | 133 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) | |
134 | private BSShapeNative(BSScene physicsScene, BSPhysObject prim, | 134 | { |
135 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) | 135 | ShapeData nativeShapeData = new ShapeData(); |
136 | { | 136 | nativeShapeData.Type = shapeType; |
137 | ShapeData nativeShapeData = new ShapeData(); | 137 | nativeShapeData.ID = prim.LocalID; |
138 | nativeShapeData.Type = shapeType; | 138 | nativeShapeData.Scale = prim.Scale; |
139 | nativeShapeData.ID = prim.LocalID; | 139 | nativeShapeData.Size = prim.Scale; |
140 | nativeShapeData.Scale = prim.Scale; | 140 | nativeShapeData.MeshKey = (ulong)shapeKey; |
141 | nativeShapeData.Size = prim.Scale; | 141 | nativeShapeData.HullKey = (ulong)shapeKey; |
142 | nativeShapeData.MeshKey = (ulong)shapeKey; | 142 | |
143 | nativeShapeData.HullKey = (ulong)shapeKey; | 143 | |
144 | 144 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | |
145 | 145 | { | |
146 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 146 | ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); |
147 | { | 147 | physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); |
148 | ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); | 148 | } |
149 | physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | 149 | else |
150 | } | 150 | { |
151 | else | 151 | ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); |
152 | { | 152 | } |
153 | ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); | 153 | if (ptr == IntPtr.Zero) |
154 | } | 154 | { |
155 | if (ptr == IntPtr.Zero) | 155 | physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", |
156 | { | 156 | LogHeader, prim.LocalID, shapeType); |
157 | physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | 157 | } |
158 | LogHeader, prim.LocalID, shapeType); | 158 | type = shapeType; |
159 | } | 159 | key = (UInt64)shapeKey; |
160 | type = shapeType; | 160 | } |
161 | key = (UInt64)shapeKey; | 161 | // Make this reference to the physical shape go away since native shapes are not shared. |
162 | } | 162 | public override void Dereference(BSScene physicsScene) |
163 | // Make this reference to the physical shape go away since native shapes are not shared. | 163 | { |
164 | public override void Dereference(BSScene physicsScene) | 164 | // Native shapes are not tracked and are released immediately |
165 | { | 165 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); |
166 | // Native shapes are not tracked and are released immediately | 166 | BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); |
167 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); | 167 | ptr = IntPtr.Zero; |
168 | BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); | 168 | // Garbage collection will free up this instance. |
169 | ptr = IntPtr.Zero; | 169 | } |
170 | // Garbage collection will free up this instance. | 170 | } |
171 | } | 171 | |
172 | } | 172 | public class BSShapeMesh : BSShape |
173 | 173 | { | |
174 | public class BSShapeMesh : BSShape | 174 | private static string LogHeader = "[BULLETSIM SHAPE MESH]"; |
175 | { | 175 | private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); |
176 | private static string LogHeader = "[BULLETSIM SHAPE MESH]"; | 176 | |
177 | private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); | 177 | public BSShapeMesh() : base() |
178 | 178 | { | |
179 | public BSShapeMesh() | 179 | } |
180 | { | 180 | public static BSShape GetReference() { return new BSShapeNull(); } |
181 | base.Initialize(); | 181 | public override void Dereference(BSScene physicsScene) { } |
182 | } | 182 | } |
183 | public static BSShape GetReference() { return new BSShapeNull(); } | 183 | |
184 | public override void Dereference(BSScene physicsScene) { } | 184 | public class BSShapeHull : BSShape |
185 | } | 185 | { |
186 | 186 | private static string LogHeader = "[BULLETSIM SHAPE HULL]"; | |
187 | public class BSShapeHull : BSShape | 187 | private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); |
188 | { | 188 | |
189 | private static string LogHeader = "[BULLETSIM SHAPE HULL]"; | 189 | public BSShapeHull() : base() |
190 | private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); | 190 | { |
191 | 191 | } | |
192 | public BSShapeHull() | 192 | public static BSShape GetReference() { return new BSShapeNull(); } |
193 | { | 193 | public override void Dereference(BSScene physicsScene) { } |
194 | base.Initialize(); | 194 | } |
195 | } | 195 | |
196 | public static BSShape GetReference() { return new BSShapeNull(); } | 196 | public class BSShapeCompound : BSShape |
197 | public override void Dereference(BSScene physicsScene) { } | 197 | { |
198 | } | 198 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; |
199 | 199 | public BSShapeCompound() : base() | |
200 | public class BSShapeCompound : BSShape | 200 | { |
201 | { | 201 | } |
202 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; | 202 | public static BSShape GetReference(BSPhysObject prim) |
203 | public BSShapeCompound() | 203 | { |
204 | { | 204 | return new BSShapeNull(); |
205 | base.Initialize(); | 205 | } |
206 | } | 206 | public override void Dereference(BSScene physicsScene) { } |
207 | public static BSShape GetReference(BSPhysObject prim) | 207 | } |
208 | { | 208 | } |
209 | return new BSShapeNull(); | ||
210 | } | ||
211 | public override void Dereference(BSScene physicsScene) { } | ||
212 | } | ||
213 | } | ||