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authorRobert Adams2013-04-28 14:44:21 -0700
committerRobert Adams2013-04-29 07:38:40 -0700
commite5582939fd8d78b61c6f1eeda6de45d94f4b4926 (patch)
tree1f990ab6f73f4e787566031af35c7c59c89968aa /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentBulletSim: complete BSShape classes. (diff)
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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-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs11
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.