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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 7d0f84a..5a77e52 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -369,6 +369,7 @@ public class BSShapeCollection : IDisposable
369 // an avatar capsule is close to a native shape (it is not shared) 369 // an avatar capsule is close to a native shape (it is not shared)
370 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, 370 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
371 ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); 371 ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
372 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape);
372 haveShape = true; 373 haveShape = true;
373 } 374 }
374 // If the prim attributes are simple, this could be a simple Bullet native shape 375 // If the prim attributes are simple, this could be a simple Bullet native shape
@@ -460,7 +461,6 @@ public class BSShapeCollection : IDisposable
460 } 461 }
461 else 462 else
462 { 463 {
463 // Native shapes are always built independently.
464 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); 464 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType);
465 newShape.shapeKey = (System.UInt64)shapeKey; 465 newShape.shapeKey = (System.UInt64)shapeKey;
466 newShape.isNativeShape = true; 466 newShape.isNativeShape = true;