From 203588e3c0374505a6aa564d8f7a655d968653d7 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 29 Dec 2012 18:34:46 -0800 Subject: BulletSim: change physical data structures to classes. Add default instantiations for PhysBody and PhysShape when BSPhysObject is created to account for them being classes and not structures. Update TODO list. --- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 73b5764..b093890 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -67,6 +67,11 @@ public abstract class BSPhysObject : PhysicsActor PhysObjectName = name; TypeName = typeName; + // We don't have any physical representation yet. + PhysBody = new BulletBody(localID); + PhysShape = new BulletShape(); + + // A linkset of just me Linkset = BSLinkset.Factory(PhysicsScene, this); LastAssetBuildFailed = false; -- cgit v1.1 From 9218748321519ed04da5cdffa1f29e69030171b5 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 30 Dec 2012 10:21:47 -0800 Subject: BulletSim: another round of conversion: dynamics world and collision object functions. --- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index b093890..e7cb3e0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -308,7 +308,7 @@ public abstract class BSPhysObject : PhysicsActor PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() { if (PhysBody.HasPhysicalBody) - CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } else @@ -324,7 +324,7 @@ public abstract class BSPhysObject : PhysicsActor { // Make sure there is a body there because sometimes destruction happens in an un-ideal order. if (PhysBody.HasPhysicalBody) - CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } // Return 'true' if the simulator wants collision events -- cgit v1.1