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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.cs16
1 files changed, 10 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 4a31c7d..29a23c0 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -38,7 +38,7 @@ public sealed class BSShapeCollection : IDisposable
38{ 38{
39 private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; 39 private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
40 40
41 protected BSScene PhysicsScene { get; set; } 41 private BSScene PhysicsScene { get; set; }
42 42
43 private Object m_collectionActivityLock = new Object(); 43 private Object m_collectionActivityLock = new Object();
44 44
@@ -103,11 +103,12 @@ public sealed class BSShapeCollection : IDisposable
103 { 103 {
104 // Do we have the correct geometry for this type of object? 104 // Do we have the correct geometry for this type of object?
105 // Updates prim.BSShape with information/pointers to shape. 105 // Updates prim.BSShape with information/pointers to shape.
106 // CreateGeom returns 'true' of BSShape as changed to a new shape. 106 // Returns 'true' of BSShape is changed to a new shape.
107 bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback); 107 bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback);
108 // If we had to select a new shape geometry for the object, 108 // If we had to select a new shape geometry for the object,
109 // rebuild the body around it. 109 // rebuild the body around it.
110 // Updates prim.BSBody with information/pointers to requested body 110 // Updates prim.BSBody with information/pointers to requested body
111 // Returns 'true' if BSBody was changed.
111 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, 112 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
112 prim.PhysShape, bodyCallback); 113 prim.PhysShape, bodyCallback);
113 ret = newGeom || newBody; 114 ret = newGeom || newBody;
@@ -431,6 +432,7 @@ public sealed class BSShapeCollection : IDisposable
431 return ret; 432 return ret;
432 } 433 }
433 434
435 // Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'.
434 private bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) 436 private bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
435 { 437 {
436 bool ret = false; 438 bool ret = false;
@@ -797,15 +799,17 @@ public sealed class BSShapeCollection : IDisposable
797 private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback) 799 private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
798 { 800 {
799 // Remove reference to the old shape 801 // Remove reference to the old shape
800 // Don't need to do this as the shape is freed when we create the new root shape below. 802 // Don't need to do this as the shape is freed when the new root shape is created below.
801 // DereferenceShape(prim.PhysShape, true, shapeCallback); 803 // DereferenceShape(prim.PhysShape, true, shapeCallback);
802 804
803 BulletShape cShape = new BulletShape( 805 BulletShape cShape = new BulletShape(
804 BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr), ShapeData.PhysicsShapeType.SHAPE_COMPOUND); 806 BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), ShapeData.PhysicsShapeType.SHAPE_COMPOUND);
805 807
806 // Create the shape for the root prim and add it to the compound shape 808 // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
807 CreateGeomNonSpecial(true, prim, null); 809 CreateGeomMeshOrHull(prim, shapeCallback);
808 BulletSimAPI.AddChildShapeToCompoundShape2(cShape.ptr, prim.PhysShape.ptr, OMV.Vector3.Zero, OMV.Quaternion.Identity); 810 BulletSimAPI.AddChildShapeToCompoundShape2(cShape.ptr, prim.PhysShape.ptr, OMV.Vector3.Zero, OMV.Quaternion.Identity);
811 DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}",
812 prim.LocalID, cShape, prim.PhysShape);
809 813
810 prim.PhysShape = cShape; 814 prim.PhysShape = cShape;
811 815