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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs15
1 files changed, 9 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index e77b6ba..933f573 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -415,7 +415,7 @@ public sealed class BSShapeCollection : IDisposable
415 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) 415 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
416 { 416 {
417 // an avatar capsule is close to a native shape (it is not shared) 417 // an avatar capsule is close to a native shape (it is not shared)
418 ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, 418 GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE,
419 FixedShapeKey.KEY_CAPSULE, shapeCallback); 419 FixedShapeKey.KEY_CAPSULE, shapeCallback);
420 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); 420 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
421 ret = true; 421 ret = true;
@@ -423,7 +423,7 @@ public sealed class BSShapeCollection : IDisposable
423 } 423 }
424 424
425 // Compound shapes are handled special as they are rebuilt from scratch. 425 // Compound shapes are handled special as they are rebuilt from scratch.
426 // This isn't too great a hardship since most of the child shapes will already been created. 426 // This isn't too great a hardship since most of the child shapes will have already been created.
427 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) 427 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
428 { 428 {
429 ret = GetReferenceToCompoundShape(prim, shapeCallback); 429 ret = GetReferenceToCompoundShape(prim, shapeCallback);
@@ -460,6 +460,9 @@ public sealed class BSShapeCollection : IDisposable
460 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 460 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
461 && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) 461 && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
462 { 462 {
463 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
464 prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);
465
463 // It doesn't look like Bullet scales spheres so make sure the scales are all equal 466 // It doesn't look like Bullet scales spheres so make sure the scales are all equal
464 if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) 467 if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
465 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z) 468 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)
@@ -538,6 +541,8 @@ public sealed class BSShapeCollection : IDisposable
538 if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", 541 if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
539 prim.LocalID, newShape, prim.Scale); 542 prim.LocalID, newShape, prim.Scale);
540 543
544 // native shapes are scaled by Bullet
545 prim.Scale = prim.Size;
541 prim.PhysShape = newShape; 546 prim.PhysShape = newShape;
542 return true; 547 return true;
543 } 548 }
@@ -550,8 +555,8 @@ public sealed class BSShapeCollection : IDisposable
550 ShapeData nativeShapeData = new ShapeData(); 555 ShapeData nativeShapeData = new ShapeData();
551 nativeShapeData.Type = shapeType; 556 nativeShapeData.Type = shapeType;
552 nativeShapeData.ID = prim.LocalID; 557 nativeShapeData.ID = prim.LocalID;
553 nativeShapeData.Scale = prim.Scale; 558 nativeShapeData.Scale = prim.Size;
554 nativeShapeData.Size = prim.Scale; // unneeded, I think. 559 nativeShapeData.Size = prim.Size; // unneeded, I think.
555 nativeShapeData.MeshKey = (ulong)shapeKey; 560 nativeShapeData.MeshKey = (ulong)shapeKey;
556 nativeShapeData.HullKey = (ulong)shapeKey; 561 nativeShapeData.HullKey = (ulong)shapeKey;
557 562
@@ -566,8 +571,6 @@ public sealed class BSShapeCollection : IDisposable
566 else 571 else
567 { 572 {
568 // Native shapes are scaled in Bullet so set the scaling to the size 573 // Native shapes are scaled in Bullet so set the scaling to the size
569 prim.Scale = prim.Size;
570 nativeShapeData.Scale = prim.Scale;
571 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); 574 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
572 } 575 }
573 if (newShape.ptr == IntPtr.Zero) 576 if (newShape.ptr == IntPtr.Zero)