diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index aa04726..86d86cb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -782,7 +782,7 @@ public class BSShapeHull : BSShape | |||
782 | 782 | ||
783 | if (meshShape.physShapeInfo.HasPhysicalShape) | 783 | if (meshShape.physShapeInfo.HasPhysicalShape) |
784 | { | 784 | { |
785 | HACDParams parms; | 785 | HACDParams parms = new HACDParams(); |
786 | parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; | 786 | parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; |
787 | parms.minClusters = BSParam.BHullMinClusters; | 787 | parms.minClusters = BSParam.BHullMinClusters; |
788 | parms.compacityWeight = BSParam.BHullCompacityWeight; | 788 | parms.compacityWeight = BSParam.BHullCompacityWeight; |
@@ -792,6 +792,7 @@ public class BSShapeHull : BSShape | |||
792 | parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); | 792 | parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); |
793 | parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); | 793 | parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); |
794 | parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); | 794 | parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); |
795 | parms.whichHACD = 0; // Use the HACD routine that comes with Bullet | ||
795 | 796 | ||
796 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); | 797 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); |
797 | newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); | 798 | newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); |