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authorRobert Adams2012-09-21 10:40:14 -0700
committerRobert Adams2012-09-27 22:01:31 -0700
commit42802669dd8e2d574f9bbd25fbaa86b255fbe25b (patch)
treee125ec0ca849a34634fd761d732ceb8299f96eb2
parentBulletSim: complete code for managed code shape and body tracking. Not debugged. (diff)
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BulletSim: fix regression that caused cylindar shapes to have a box collision shape
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs10
1 files changed, 9 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 4d2c70c..b764379 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1091,7 +1091,14 @@ public sealed class BSPrim : BSPhysObject
1091 bool haveShape = false; 1091 bool haveShape = false;
1092 1092
1093 // If the prim attributes are simple, this could be a simple Bullet native shape 1093 // If the prim attributes are simple, this could be a simple Bullet native shape
1094 if ((_pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) 1094 if (
1095 // if the basic shape is a cube or a sphere...
1096 ((_pbs.ProfileShape == ProfileShape.Square && _pbs.PathCurve == (byte)Extrusion.Straight)
1097 || (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1098 /* && _pbs.Scale.X == _pbs.Scale.Y && _pbs.Scale.Y == _pbs.Scale.Z */ ))
1099 // ... and we are not doing sculpty meshes...
1100 && (_pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim)
1101 // ... or this is a 'simple' shape...
1095 || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 1102 || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0
1096 && _pbs.ProfileHollow == 0 1103 && _pbs.ProfileHollow == 0
1097 && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 1104 && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0
@@ -1099,6 +1106,7 @@ public sealed class BSPrim : BSPhysObject
1099 && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 1106 && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0
1100 && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 1107 && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100
1101 && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) 1108 && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) )
1109 // ... then this might be representable as a native Bullet collision shape
1102 { 1110 {
1103 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) 1111 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
1104 { 1112 {