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authorRobert Adams2012-09-23 18:39:46 -0700
committerRobert Adams2012-09-27 22:01:37 -0700
commitd016051fa028a485b09fac47b3fa3d8fd08e207a (patch)
tree8f483976bb64b1328439b76754675126b09943b0 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentBulletSim: fix regression that caused cylindar shapes to have a box collision... (diff)
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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 '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 76da42d..87c7b1b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -589,6 +589,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
589 { 589 {
590 if (localID <= TerrainManager.HighestTerrainID) 590 if (localID <= TerrainManager.HighestTerrainID)
591 { 591 {
592 DetailLog("{0},BSScene.SendCollision,collideWithTerrain,id={1},with={2}", DetailLogZero, localID, collidingWith);
592 return; // don't send collisions to the terrain 593 return; // don't send collisions to the terrain
593 } 594 }
594 595
@@ -596,6 +597,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
596 if (!PhysObjects.TryGetValue(localID, out collider)) 597 if (!PhysObjects.TryGetValue(localID, out collider))
597 { 598 {
598 // If the object that is colliding cannot be found, just ignore the collision. 599 // If the object that is colliding cannot be found, just ignore the collision.
600 DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith);
599 return; 601 return;
600 } 602 }
601 603
@@ -604,7 +606,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
604 BSPhysObject collidee = null; 606 BSPhysObject collidee = null;
605 PhysObjects.TryGetValue(collidingWith, out collidee); 607 PhysObjects.TryGetValue(collidingWith, out collidee);
606 608
607 // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); 609 DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
608 610
609 if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) 611 if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
610 { 612 {