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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/BSShapes.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/BSShapes.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 71b5074..f2e62d9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -54,10 +54,10 @@ public abstract class BSShape
54 { 54 {
55 BSShape ret = null; 55 BSShape ret = null;
56 56
57 if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR) 57 if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
58 { 58 {
59 // an avatar capsule is close to a native shape (it is not shared) 59 // an avatar capsule is close to a native shape (it is not shared)
60 ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_AVATAR, 60 ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_CAPSULE,
61 FixedShapeKey.KEY_CAPSULE); 61 FixedShapeKey.KEY_CAPSULE);
62 physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); 62 physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
63 } 63 }
@@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
141 nativeShapeData.HullKey = (ulong)shapeKey; 141 nativeShapeData.HullKey = (ulong)shapeKey;
142 142
143 143
144 if (shapeType == PhysicsShapeType.SHAPE_AVATAR) 144 if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
145 { 145 {
146 ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); 146 ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
147 physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); 147 physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);