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author | Robert Adams | 2012-12-29 08:03:57 -0800 |
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committer | Robert Adams | 2012-12-29 08:03:57 -0800 |
commit | db6c0363f05db8b2a180eff04db9138a378d227f (patch) | |
tree | f5bb7eb9bb396c3d8c05066aa9da5b7bbf026b1b /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: update values in OpenSimDefaults.ini to reflect the values really ... (diff) | |
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BulletSim: tweeking avatar capsule code in an attempt to have
asymmetrical avatar capsule work now that rotation is being passed
from the simulator. Turns out the Bullet capsule is just not very
functional: it doesn't scale properly, the implementation only half
does asymmetry and, in general, is hard to work with.
Avatar shape is about what it was before these changes.
Added initial data structures for avatar shape mesh.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 65ebcaa..0cc51b0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -420,8 +420,7 @@ public sealed class BSShapeCollection : IDisposable | |||
420 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) | 420 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) |
421 | { | 421 | { |
422 | // an avatar capsule is close to a native shape (it is not shared) | 422 | // an avatar capsule is close to a native shape (it is not shared) |
423 | GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, | 423 | GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE, shapeCallback); |
424 | FixedShapeKey.KEY_CAPSULE, shapeCallback); | ||
425 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); | 424 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); |
426 | ret = true; | 425 | ret = true; |
427 | haveShape = true; | 426 | haveShape = true; |
@@ -573,6 +572,9 @@ public sealed class BSShapeCollection : IDisposable | |||
573 | { | 572 | { |
574 | // The proper scale has been calculated in the prim. | 573 | // The proper scale has been calculated in the prim. |
575 | newShape = new BulletShape( | 574 | newShape = new BulletShape( |
575 | // Bullet's capsule total height is the passed "height + (radius * 2)" so, the base | ||
576 | // capsule is radius of 0.5f (1 diameter) and height of two (1.0f + 0.5f * 2)". | ||
577 | // This must be taken into account when computing the scaling of the capsule. | ||
576 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) | 578 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) |
577 | , shapeType); | 579 | , shapeType); |
578 | if (DDetail) DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | 580 | if (DDetail) DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); |