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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index d59e455..cd77581 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 (!BulletSimAPI.IsInWorld2(body.ptr)) 144 if (!PhysicsScene.PE.IsInWorld(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 (BulletSimAPI.IsInWorld2(body.ptr)) 169 if (PhysicsScene.PE.IsInWorld(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);
@@ -332,7 +332,7 @@ public sealed class BSShapeCollection : IDisposable
332 // Called at taint-time. 332 // Called at taint-time.
333 private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) 333 private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback)
334 { 334 {
335 if (!BulletSimAPI.IsCompound2(shape.ptr)) 335 if (!PhysicsScene.PE.IsCompound(shape))
336 { 336 {
337 // Failed the sanity check!! 337 // Failed the sanity check!!
338 PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", 338 PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
@@ -376,7 +376,7 @@ public sealed class BSShapeCollection : IDisposable
376 } 376 }
377 else 377 else
378 { 378 {
379 if (BulletSimAPI.IsCompound2(cShape)) 379 if (PhysicsScene.PE.IsCompound(shapeInfo))
380 { 380 {
381 shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; 381 shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND;
382 } 382 }
@@ -467,7 +467,7 @@ public sealed class BSShapeCollection : IDisposable
467 // Get the scale of any existing shape so we can see if the new shape is same native type and same size. 467 // Get the scale of any existing shape so we can see if the new shape is same native type and same size.
468 OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; 468 OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero;
469 if (prim.PhysShape.HasPhysicalShape) 469 if (prim.PhysShape.HasPhysicalShape)
470 scaleOfExistingShape = BulletSimAPI.GetLocalScaling2(prim.PhysShape.ptr); 470 scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape);
471 471
472 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", 472 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
473 prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); 473 prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);