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author | Robert Adams | 2012-09-23 18:39:46 -0700 |
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committer | Robert Adams | 2012-09-27 22:01:37 -0700 |
commit | d016051fa028a485b09fac47b3fa3d8fd08e207a (patch) | |
tree | 8f483976bb64b1328439b76754675126b09943b0 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: fix regression that caused cylindar shapes to have a box collision... (diff) | |
download | opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.zip opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.gz opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.bz2 opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.xz |
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 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 12 |
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 |