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authorRobert Adams2012-11-20 11:33:42 -0800
committerRobert Adams2012-11-21 16:43:06 -0800
commit8dd5813889b17cc213d20491b41dbf8142b3ccb9 (patch)
tree7377d9f15e5afa6205df23711219ae2c15b25e20 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
parentBulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is gett... (diff)
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BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually having mesh avatars.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 0232618..a53ad6e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable
405 bool ret = false; 405 bool ret = false;
406 bool haveShape = false; 406 bool haveShape = false;
407 407
408 if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR) 408 if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
409 { 409 {
410 // an avatar capsule is close to a native shape (it is not shared) 410 // an avatar capsule is close to a native shape (it is not shared)
411 ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_AVATAR, 411 ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE,
412 FixedShapeKey.KEY_CAPSULE, shapeCallback); 412 FixedShapeKey.KEY_CAPSULE, shapeCallback);
413 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); 413 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
414 ret = true; 414 ret = true;
@@ -551,7 +551,7 @@ public sealed class BSShapeCollection : IDisposable
551 nativeShapeData.MeshKey = (ulong)shapeKey; 551 nativeShapeData.MeshKey = (ulong)shapeKey;
552 nativeShapeData.HullKey = (ulong)shapeKey; 552 nativeShapeData.HullKey = (ulong)shapeKey;
553 553
554 if (shapeType == PhysicsShapeType.SHAPE_AVATAR) 554 if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
555 { 555 {
556 newShape = new BulletShape( 556 newShape = new BulletShape(
557 BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) 557 BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)