diff options
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 9 |
2 files changed, 7 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5cff668..c19eda1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -373,7 +373,7 @@ public static class BSParam | |||
373 | true ), | 373 | true ), |
374 | new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", | 374 | new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", |
375 | false ), | 375 | false ), |
376 | new ParameterDefn<bool>("UseAssetHulls", "If true, use hull if specified in the mesh asset info", | 376 | new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", |
377 | false ), | 377 | false ), |
378 | 378 | ||
379 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", | 379 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index b7f7e6c..6729d6b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -619,6 +619,9 @@ public class BSShapeHull : BSShape | |||
619 | 619 | ||
620 | // create the hull data structure in Bullet | 620 | // create the hull data structure in Bullet |
621 | newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); | 621 | newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); |
622 | |||
623 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", | ||
624 | prim.LocalID, hullCount, totalVertices, newShape); | ||
622 | } | 625 | } |
623 | } | 626 | } |
624 | } | 627 | } |
@@ -627,7 +630,7 @@ public class BSShapeHull : BSShape | |||
627 | { | 630 | { |
628 | // Build the hull shape from an existing mesh shape. | 631 | // Build the hull shape from an existing mesh shape. |
629 | // The mesh should have already been created in Bullet. | 632 | // The mesh should have already been created in Bullet. |
630 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); | 633 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID); |
631 | BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); | 634 | BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); |
632 | 635 | ||
633 | if (meshShape.physShapeInfo.HasPhysicalShape) | 636 | if (meshShape.physShapeInfo.HasPhysicalShape) |
@@ -645,12 +648,12 @@ public class BSShapeHull : BSShape | |||
645 | 648 | ||
646 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); | 649 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); |
647 | newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); | 650 | newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); |
648 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | 651 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape); |
649 | 652 | ||
650 | // Now done with the mesh shape. | 653 | // Now done with the mesh shape. |
651 | meshShape.Dereference(physicsScene); | 654 | meshShape.Dereference(physicsScene); |
652 | } | 655 | } |
653 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); | 656 | physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); |
654 | } | 657 | } |
655 | // If no hull specified, use our HACD hull approximation. | 658 | // If no hull specified, use our HACD hull approximation. |
656 | if (!newShape.HasPhysicalShape) | 659 | if (!newShape.HasPhysicalShape) |