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author | Robert Adams | 2012-09-23 18:39:46 -0700 |
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committer | Robert Adams | 2012-09-27 22:01:37 -0700 |
commit | d016051fa028a485b09fac47b3fa3d8fd08e207a (patch) | |
tree | 8f483976bb64b1328439b76754675126b09943b0 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |
parent | BulletSim: fix regression that caused cylindar shapes to have a box collision... (diff) | |
download | opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.zip opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.gz opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.bz2 opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.xz |
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 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 |
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 | { |