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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index c4999f6..cc414e9 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1013,8 +1013,8 @@ public sealed class BSPrim : PhysicsActor
1013 // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); 1013 // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount);
1014 BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls); 1014 BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls);
1015 _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; 1015 _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
1016 // Let the object be scaled by Bullet (the mesh was created as a unit mesh) 1016 // meshes are already scaled by the meshmerizer
1017 _scale = _size; 1017 _scale = new OMV.Vector3(1f, 1f, 1f);
1018 } 1018 }
1019 return; 1019 return;
1020 } 1020 }
@@ -1138,9 +1138,7 @@ public sealed class BSPrim : PhysicsActor
1138 if (_scene.NeedsMeshing(_pbs)) // linksets with constraints don't need a root mesh 1138 if (_scene.NeedsMeshing(_pbs)) // linksets with constraints don't need a root mesh
1139 { 1139 {
1140 // m_log.DebugFormat("{0}: RecreateGeomAndObject: creating mesh", LogHeader); 1140 // m_log.DebugFormat("{0}: RecreateGeomAndObject: creating mesh", LogHeader);
1141 // Make the mesh scaled to 1 and use Bullet's scaling feature to scale it in world 1141 _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, _scene.MeshLOD, _isPhysical);
1142 OMV.Vector3 scaleFactor = new OMV.Vector3(1.0f, 1.0f, 1.0f);
1143 _mesh = _scene.mesher.CreateMesh(_avName, _pbs, scaleFactor, _scene.MeshLOD, _isPhysical);
1144 } 1142 }
1145 else 1143 else
1146 { 1144 {
@@ -1225,6 +1223,8 @@ public sealed class BSPrim : PhysicsActor
1225 else 1223 else
1226 { 1224 {
1227 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. 1225 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
1226
1227 // Only updates only for individual prims and for the root object of a linkset.
1228 if (this._parentPrim == null) 1228 if (this._parentPrim == null)
1229 { 1229 {
1230 // Assign to the local variables so the normal set action does not happen 1230 // Assign to the local variables so the normal set action does not happen