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author | Robert Adams | 2012-07-31 11:32:26 -0700 |
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committer | Robert Adams | 2012-07-31 16:23:48 -0700 |
commit | e38d26a2dc35ce7bf904c58200912a65c05aa39d (patch) | |
tree | 558c81cd622dffb233595d3115dbc5d2f176f998 /OpenSim/Region/Physics | |
parent | Change exception log messages in XInventoryService connector to error rather ... (diff) | |
download | opensim-SC-e38d26a2dc35ce7bf904c58200912a65c05aa39d.zip opensim-SC-e38d26a2dc35ce7bf904c58200912a65c05aa39d.tar.gz opensim-SC-e38d26a2dc35ce7bf904c58200912a65c05aa39d.tar.bz2 opensim-SC-e38d26a2dc35ce7bf904c58200912a65c05aa39d.tar.xz |
BulletSim: change boolean parameters in the shape data from int's to float's to be consistant with parameter data structure
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 10 |
2 files changed, 11 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 50d11e6..758acdc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -187,6 +187,7 @@ public sealed class BSPrim : PhysicsActor | |||
187 | { | 187 | { |
188 | _mass = CalculateMass(); // changing size changes the mass | 188 | _mass = CalculateMass(); // changing size changes the mass |
189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
190 | DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | ||
190 | RecreateGeomAndObject(); | 191 | RecreateGeomAndObject(); |
191 | }); | 192 | }); |
192 | } | 193 | } |
@@ -1201,7 +1202,8 @@ public sealed class BSPrim : PhysicsActor | |||
1201 | 1202 | ||
1202 | // Create an object in Bullet if it has not already been created | 1203 | // Create an object in Bullet if it has not already been created |
1203 | // No locking here because this is done when the physics engine is not simulating | 1204 | // No locking here because this is done when the physics engine is not simulating |
1204 | private void CreateObject() | 1205 | // Returns 'true' if an object was actually created. |
1206 | private bool CreateObject() | ||
1205 | { | 1207 | { |
1206 | // this routine is called when objects are rebuilt. | 1208 | // this routine is called when objects are rebuilt. |
1207 | 1209 | ||
@@ -1209,10 +1211,12 @@ public sealed class BSPrim : PhysicsActor | |||
1209 | ShapeData shape; | 1211 | ShapeData shape; |
1210 | FillShapeInfo(out shape); | 1212 | FillShapeInfo(out shape); |
1211 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | 1213 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); |
1212 | BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1214 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1213 | 1215 | ||
1214 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1216 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. |
1215 | m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); | 1217 | m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); |
1218 | |||
1219 | return ret; | ||
1216 | } | 1220 | } |
1217 | 1221 | ||
1218 | // Copy prim's info into the BulletSim shape description structure | 1222 | // Copy prim's info into the BulletSim shape description structure |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index fe705cc..0ffbc94 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -87,12 +87,12 @@ public struct ShapeData | |||
87 | public System.UInt64 MeshKey; | 87 | public System.UInt64 MeshKey; |
88 | public float Friction; | 88 | public float Friction; |
89 | public float Restitution; | 89 | public float Restitution; |
90 | public int Collidable; | 90 | public float Collidable; // true of things bump into this |
91 | public int Static; // true if a static object. Otherwise gravity, etc. | 91 | public float Static; // true if a static object. Otherwise gravity, etc. |
92 | 92 | ||
93 | // note that bools are passed as ints since bool size changes by language and architecture | 93 | // note that bools are passed as floats since bool size changes by language and architecture |
94 | public const int numericTrue = 1; | 94 | public const float numericTrue = 1f; |
95 | public const int numericFalse = 0; | 95 | public const float numericFalse = 0f; |
96 | } | 96 | } |
97 | [StructLayout(LayoutKind.Sequential)] | 97 | [StructLayout(LayoutKind.Sequential)] |
98 | public struct SweepHit | 98 | public struct SweepHit |