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path: root/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs20
1 files changed, 10 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 7b808eb..86bbf46 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -89,7 +89,7 @@ public class BSShapeCollection : IDisposable
89 // higher level dependencies on the shape or body. Mostly used for LinkSets to 89 // higher level dependencies on the shape or body. Mostly used for LinkSets to
90 // remove the physical constraints before the body is destroyed. 90 // remove the physical constraints before the body is destroyed.
91 // Called at taint-time!! 91 // Called at taint-time!!
92 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, 92 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
93 ShapeData shapeData, PrimitiveBaseShape pbs, 93 ShapeData shapeData, PrimitiveBaseShape pbs,
94 ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) 94 ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
95 { 95 {
@@ -105,7 +105,7 @@ public class BSShapeCollection : IDisposable
105 // If we had to select a new shape geometry for the object, 105 // If we had to select a new shape geometry for the object,
106 // rebuild the body around it. 106 // rebuild the body around it.
107 // Updates prim.BSBody with information/pointers to requested body 107 // Updates prim.BSBody with information/pointers to requested body
108 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, 108 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
109 prim.BSShape, shapeData, bodyCallback); 109 prim.BSShape, shapeData, bodyCallback);
110 ret = newGeom || newBody; 110 ret = newGeom || newBody;
111 } 111 }
@@ -325,7 +325,7 @@ public class BSShapeCollection : IDisposable
325 // Info in prim.BSShape is updated to the new shape. 325 // Info in prim.BSShape is updated to the new shape.
326 // Returns 'true' if the geometry was rebuilt. 326 // Returns 'true' if the geometry was rebuilt.
327 // Called at taint-time! 327 // Called at taint-time!
328 private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData, 328 private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
329 PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) 329 PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
330 { 330 {
331 bool ret = false; 331 bool ret = false;
@@ -335,7 +335,7 @@ public class BSShapeCollection : IDisposable
335 if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR) 335 if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
336 { 336 {
337 // an avatar capsule is close to a native shape (it is not shared) 337 // an avatar capsule is close to a native shape (it is not shared)
338 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, 338 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
339 ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); 339 ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
340 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); 340 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape);
341 haveShape = true; 341 haveShape = true;
@@ -362,7 +362,7 @@ public class BSShapeCollection : IDisposable
362 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE 362 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
363 ) 363 )
364 { 364 {
365 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, 365 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
366 ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); 366 ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
367 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", 367 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
368 prim.LocalID, forceRebuild, prim.BSShape); 368 prim.LocalID, forceRebuild, prim.BSShape);
@@ -376,7 +376,7 @@ public class BSShapeCollection : IDisposable
376 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX 376 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
377 ) 377 )
378 { 378 {
379 ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, 379 ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
380 ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); 380 ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
381 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", 381 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
382 prim.LocalID, forceRebuild, prim.BSShape); 382 prim.LocalID, forceRebuild, prim.BSShape);
@@ -423,14 +423,14 @@ public class BSShapeCollection : IDisposable
423 BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey); 423 BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey);
424 424
425 // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. 425 // Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
426 DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", 426 DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
427 shapeData.ID, newShape, shapeData.Scale); 427 shapeData.ID, newShape, shapeData.Scale);
428 428
429 prim.BSShape = newShape; 429 prim.BSShape = newShape;
430 return true; 430 return true;
431 } 431 }
432 432
433 private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType, 433 private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType,
434 ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) 434 ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
435 { 435 {
436 BulletShape newShape; 436 BulletShape newShape;
@@ -438,7 +438,7 @@ public class BSShapeCollection : IDisposable
438 if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) 438 if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
439 { 439 {
440 newShape = new BulletShape( 440 newShape = new BulletShape(
441 BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale), 441 BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale),
442 shapeType); 442 shapeType);
443 } 443 }
444 else 444 else
@@ -745,7 +745,7 @@ public class BSShapeCollection : IDisposable
745 // Updates prim.BSBody with the information about the new body if one is created. 745 // Updates prim.BSBody with the information about the new body if one is created.
746 // Returns 'true' if an object was actually created. 746 // Returns 'true' if an object was actually created.
747 // Called at taint-time. 747 // Called at taint-time.
748 private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, 748 private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
749 ShapeData shapeData, BodyDestructionCallback bodyCallback) 749 ShapeData shapeData, BodyDestructionCallback bodyCallback)
750 { 750 {
751 bool ret = false; 751 bool ret = false;