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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs5
1 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 046c12c..395dbe3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -580,7 +580,6 @@ public class BSShapeHull : BSShape
580 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) 580 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
581 { 581 {
582 BulletShape newShape = new BulletShape(); 582 BulletShape newShape = new BulletShape();
583 newShape.shapeKey = newHullKey;
584 583
585 IMesh meshData = null; 584 IMesh meshData = null;
586 List<List<OMV.Vector3>> allHulls = null; 585 List<List<OMV.Vector3>> allHulls = null;
@@ -784,6 +783,7 @@ public class BSShapeHull : BSShape
784 // create the hull data structure in Bullet 783 // create the hull data structure in Bullet
785 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); 784 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
786 } 785 }
786 newShape.shapeKey = newHullKey;
787 return newShape; 787 return newShape;
788 } 788 }
789 // Callback from convex hull creater with a newly created hull. 789 // Callback from convex hull creater with a newly created hull.
@@ -908,6 +908,7 @@ public class BSShapeCompound : BSShape
908 } 908 }
909 else 909 else
910 { 910 {
911 // Didn't find it in the lists of specific types. It could be compound.
911 if (physicsScene.PE.IsCompound(pShape)) 912 if (physicsScene.PE.IsCompound(pShape))
912 { 913 {
913 BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); 914 BSShapeCompound recursiveCompound = new BSShapeCompound(pShape);
@@ -915,6 +916,7 @@ public class BSShapeCompound : BSShape
915 } 916 }
916 else 917 else
917 { 918 {
919 // If none of the above, maybe it is a simple native shape.
918 if (physicsScene.PE.IsNativeShape(pShape)) 920 if (physicsScene.PE.IsNativeShape(pShape))
919 { 921 {
920 BSShapeNative nativeShape = new BSShapeNative(pShape); 922 BSShapeNative nativeShape = new BSShapeNative(pShape);
@@ -1054,6 +1056,7 @@ public class BSShapeGImpact : BSShape
1054 1056
1055 // Check to see if mesh was created (might require an asset). 1057 // Check to see if mesh was created (might require an asset).
1056 newShape = VerifyMeshCreated(physicsScene, newShape, prim); 1058 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
1059 newShape.shapeKey = newMeshKey;
1057 if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) 1060 if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
1058 { 1061 {
1059 // If a mesh was what was created, remember the built shape for later sharing. 1062 // If a mesh was what was created, remember the built shape for later sharing.