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authorRobert Adams2012-09-23 18:39:46 -0700
committerRobert Adams2012-09-27 22:01:37 -0700
commitd016051fa028a485b09fac47b3fa3d8fd08e207a (patch)
tree8f483976bb64b1328439b76754675126b09943b0 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentBulletSim: fix regression that caused cylindar shapes to have a box collision... (diff)
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BulletSim: renamed members of BulletShape, BulletSim and BulletBody
so the members case is consistant. Caused modifications everywhere. New logic in BSShapeCollection to track use and sharing of shapes. I just reslized, though, that shapes cannot be shared because the shape's UserPointer is the localID of the prim and is required for tracking collisions. More changes coming. Added DuplicateCollisionShape2() to API and changed BuildNativeShape2 to take a ShapeData structure so don't have to pass so many parameters. This matches the latest version of BulletSim.dll. Additions and removal of DetailLog() statements for debugging.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 014cd99..e4b1dd4 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -114,7 +114,7 @@ public class BSCharacter : BSPhysObject
114 // Set the buoyancy for flying. This will be refactored when all the settings happen in C# 114 // Set the buoyancy for flying. This will be refactored when all the settings happen in C#
115 BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); 115 BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy);
116 116
117 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); 117 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.ptr, LocalID));
118 }); 118 });
119 119
120 return; 120 return;
@@ -189,10 +189,10 @@ public class BSCharacter : BSPhysObject
189 _rotationalVelocity = OMV.Vector3.Zero; 189 _rotationalVelocity = OMV.Vector3.Zero;
190 190
191 // Zero some other properties directly into the physics engine 191 // Zero some other properties directly into the physics engine
192 BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); 192 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, OMV.Vector3.Zero);
193 BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); 193 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, OMV.Vector3.Zero);
194 BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); 194 BulletSimAPI.SetInterpolationVelocity2(BSBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
195 BulletSimAPI.ClearForces2(BSBody.Ptr); 195 BulletSimAPI.ClearForces2(BSBody.ptr);
196 } 196 }
197 197
198 public override void LockAngularMotion(OMV.Vector3 axis) { return; } 198 public override void LockAngularMotion(OMV.Vector3 axis) { return; }
@@ -437,7 +437,7 @@ public class BSCharacter : BSPhysObject
437 PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() 437 PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
438 { 438 {
439 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); 439 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
440 BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); 440 BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
441 }); 441 });
442 } 442 }
443 else 443 else