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author | Robert Adams | 2013-04-28 14:44:21 -0700 |
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committer | Robert Adams | 2013-04-29 07:38:40 -0700 |
commit | e5582939fd8d78b61c6f1eeda6de45d94f4b4926 (patch) | |
tree | 1f990ab6f73f4e787566031af35c7c59c89968aa /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | BulletSim: complete BSShape classes. (diff) | |
download | opensim-SC_OLD-e5582939fd8d78b61c6f1eeda6de45d94f4b4926.zip opensim-SC_OLD-e5582939fd8d78b61c6f1eeda6de45d94f4b4926.tar.gz opensim-SC_OLD-e5582939fd8d78b61c6f1eeda6de45d94f4b4926.tar.bz2 opensim-SC_OLD-e5582939fd8d78b61c6f1eeda6de45d94f4b4926.tar.xz |
BulletSim: massive refactor of shape classes. Removed shape specific code from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 11 |
1 files changed, 2 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 309d004..b6eb619 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -88,7 +88,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
88 | 88 | ||
89 | // We don't have any physical representation yet. | 89 | // We don't have any physical representation yet. |
90 | PhysBody = new BulletBody(localID); | 90 | PhysBody = new BulletBody(localID); |
91 | PhysShape = new BulletShape(); | 91 | PhysShape = new BSShapeNull(); |
92 | 92 | ||
93 | PrimAssetState = PrimAssetCondition.Unknown; | 93 | PrimAssetState = PrimAssetCondition.Unknown; |
94 | 94 | ||
@@ -138,7 +138,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
138 | // Reference to the physical body (btCollisionObject) of this object | 138 | // Reference to the physical body (btCollisionObject) of this object |
139 | public BulletBody PhysBody; | 139 | public BulletBody PhysBody; |
140 | // Reference to the physical shape (btCollisionShape) of this object | 140 | // Reference to the physical shape (btCollisionShape) of this object |
141 | public BulletShape PhysShape; | 141 | public BSShape PhysShape; |
142 | 142 | ||
143 | // The physical representation of the prim might require an asset fetch. | 143 | // The physical representation of the prim might require an asset fetch. |
144 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. | 144 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. |
@@ -151,13 +151,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
151 | // The objects base shape information. Null if not a prim type shape. | 151 | // The objects base shape information. Null if not a prim type shape. |
152 | public PrimitiveBaseShape BaseShape { get; protected set; } | 152 | public PrimitiveBaseShape BaseShape { get; protected set; } |
153 | 153 | ||
154 | // Some types of objects have preferred physical representations. | ||
155 | // Returns SHAPE_UNKNOWN if there is no preference. | ||
156 | public virtual BSPhysicsShapeType PreferredPhysicalShape | ||
157 | { | ||
158 | get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } | ||
159 | } | ||
160 | |||
161 | // When the physical properties are updated, an EntityProperty holds the update values. | 154 | // When the physical properties are updated, an EntityProperty holds the update values. |
162 | // Keep the current and last EntityProperties to enable computation of differences | 155 | // Keep the current and last EntityProperties to enable computation of differences |
163 | // between the current update and the previous values. | 156 | // between the current update and the previous values. |