aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
diff options
context:
space:
mode:
authorRobert Adams2013-01-01 16:49:38 -0800
committerRobert Adams2013-01-01 17:27:33 -0800
commit9d840fd2ee5c3e6c6f788e8145f06701e9ea2724 (patch)
tree063fd046a04a125671edf147161b34ed95c59329 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: fix line endings. (diff)
downloadopensim-SC_OLD-9d840fd2ee5c3e6c6f788e8145f06701e9ea2724.zip
opensim-SC_OLD-9d840fd2ee5c3e6c6f788e8145f06701e9ea2724.tar.gz
opensim-SC_OLD-9d840fd2ee5c3e6c6f788e8145f06701e9ea2724.tar.bz2
opensim-SC_OLD-9d840fd2ee5c3e6c6f788e8145f06701e9ea2724.tar.xz
BulletSim: move over and port the interface for BulletXNA.
Copied BulletSNPlugin.BulletSimAPI to a new BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to comply with the BSAPITemplate definition. Not totally debugged but the code is all there for an INI variable to select either unmanaged C++ Bullet or the C# version of Bullet.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs11
1 files changed, 0 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index d4e2e87..826261c 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -898,17 +898,6 @@ public sealed class BSPrim : BSPhysObject
898 if (PhysBody.HasPhysicalBody) 898 if (PhysBody.HasPhysicalBody)
899 { 899 {
900 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); 900 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
901
902 // TODO: Fix this. Total kludge because adding object to world resets its gravity to default.
903 // Replace this when the new AddObjectToWorld function is complete.
904 PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity());
905
906 // Collision filter can be set only when the object is in the world
907 if (!PhysBody.ApplyCollisionMask(PhysicsScene))
908 {
909 m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID);
910 DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType);
911 }
912 } 901 }
913 else 902 else
914 { 903 {