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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs14
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index b9e1908..8013e68 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -48,10 +48,10 @@ public sealed class BSPrim : BSPhysObject
48 48
49 private PrimitiveBaseShape _pbs; 49 private PrimitiveBaseShape _pbs;
50 50
51 // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. 51 // _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
52 // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. 52 // Often Scale is unity because the meshmerizer will apply _size when creating the mesh.
53 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user 53 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
54 private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer 54 // private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
55 55
56 private bool _grabbed; 56 private bool _grabbed;
57 private bool _isSelected; 57 private bool _isSelected;
@@ -98,7 +98,7 @@ public sealed class BSPrim : BSPhysObject
98 _physicsActorType = (int)ActorTypes.Prim; 98 _physicsActorType = (int)ActorTypes.Prim;
99 _position = pos; 99 _position = pos;
100 _size = size; 100 _size = size;
101 _scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type 101 Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
102 _orientation = rotation; 102 _orientation = rotation;
103 _buoyancy = 1f; 103 _buoyancy = 1f;
104 _velocity = OMV.Vector3.Zero; 104 _velocity = OMV.Vector3.Zero;
@@ -166,7 +166,7 @@ public sealed class BSPrim : BSPhysObject
166 // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct 166 // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct
167 // scale and margins are set. 167 // scale and margins are set.
168 CreateGeomAndObject(true); 168 CreateGeomAndObject(true);
169 // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical); 169 // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, Scale, _mass, IsPhysical);
170 }); 170 });
171 } 171 }
172 } 172 }
@@ -1224,7 +1224,8 @@ public sealed class BSPrim : BSPhysObject
1224 shape.Position = _position; 1224 shape.Position = _position;
1225 shape.Rotation = _orientation; 1225 shape.Rotation = _orientation;
1226 shape.Velocity = _velocity; 1226 shape.Velocity = _velocity;
1227 shape.Scale = _scale; 1227 shape.Size = _size;
1228 shape.Scale = Scale;
1228 shape.Mass = _isPhysical ? _mass : 0f; 1229 shape.Mass = _isPhysical ? _mass : 0f;
1229 shape.Buoyancy = _buoyancy; 1230 shape.Buoyancy = _buoyancy;
1230 shape.HullKey = 0; 1231 shape.HullKey = 0;
@@ -1234,7 +1235,6 @@ public sealed class BSPrim : BSPhysObject
1234 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; 1235 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
1235 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; 1236 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
1236 shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue; 1237 shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue;
1237 shape.Size = _size;
1238 } 1238 }
1239 // Rebuild the geometry and object. 1239 // Rebuild the geometry and object.
1240 // This is called when the shape changes so we need to recreate the mesh/hull. 1240 // This is called when the shape changes so we need to recreate the mesh/hull.