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author | Robert Adams | 2012-12-30 10:21:47 -0800 |
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committer | Robert Adams | 2012-12-31 19:57:22 -0800 |
commit | 9218748321519ed04da5cdffa1f29e69030171b5 (patch) | |
tree | 7516cfbea32d716651430bc3124dbdd4cb772105 /OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |
parent | BulletSim: add the implementation files for the two versions of Bullet: (diff) | |
download | opensim-SC_OLD-9218748321519ed04da5cdffa1f29e69030171b5.zip opensim-SC_OLD-9218748321519ed04da5cdffa1f29e69030171b5.tar.gz opensim-SC_OLD-9218748321519ed04da5cdffa1f29e69030171b5.tar.bz2 opensim-SC_OLD-9218748321519ed04da5cdffa1f29e69030171b5.tar.xz |
BulletSim: another round of conversion: dynamics world and collision object functions.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 9bb951c..3c99ca7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -131,10 +131,10 @@ public sealed class BSLinksetCompound : BSLinkset | |||
131 | { | 131 | { |
132 | // The origional prims are removed from the world as the shape of the root compound | 132 | // The origional prims are removed from the world as the shape of the root compound |
133 | // shape takes over. | 133 | // shape takes over. |
134 | BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 134 | PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
135 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | 135 | PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); |
136 | // We don't want collisions from the old linkset children. | 136 | // We don't want collisions from the old linkset children. |
137 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 137 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
138 | 138 | ||
139 | child.PhysBody.collisionType = CollisionType.LinksetChild; | 139 | child.PhysBody.collisionType = CollisionType.LinksetChild; |
140 | 140 | ||
@@ -159,12 +159,12 @@ public sealed class BSLinksetCompound : BSLinkset | |||
159 | else | 159 | else |
160 | { | 160 | { |
161 | // The non-physical children can come back to life. | 161 | // The non-physical children can come back to life. |
162 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 162 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
163 | 163 | ||
164 | child.PhysBody.collisionType = CollisionType.LinksetChild; | 164 | child.PhysBody.collisionType = CollisionType.LinksetChild; |
165 | 165 | ||
166 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | 166 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. |
167 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); | 167 | PhysicsScene.PE.Activate(child.PhysBody, false); |
168 | ret = true; | 168 | ret = true; |
169 | } | 169 | } |
170 | return ret; | 170 | return ret; |
@@ -371,7 +371,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
371 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | 371 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", |
372 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | 372 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); |
373 | } | 373 | } |
374 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); | 374 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); |
375 | } | 375 | } |
376 | } | 376 | } |
377 | return false; // 'false' says to move onto the next child in the list | 377 | return false; // 'false' says to move onto the next child in the list |