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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index aa04726..86d86cb 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -782,7 +782,7 @@ public class BSShapeHull : BSShape
782 782
783 if (meshShape.physShapeInfo.HasPhysicalShape) 783 if (meshShape.physShapeInfo.HasPhysicalShape)
784 { 784 {
785 HACDParams parms; 785 HACDParams parms = new HACDParams();
786 parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; 786 parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull;
787 parms.minClusters = BSParam.BHullMinClusters; 787 parms.minClusters = BSParam.BHullMinClusters;
788 parms.compacityWeight = BSParam.BHullCompacityWeight; 788 parms.compacityWeight = BSParam.BHullCompacityWeight;
@@ -792,6 +792,7 @@ public class BSShapeHull : BSShape
792 parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); 792 parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints);
793 parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); 793 parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints);
794 parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); 794 parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin);
795 parms.whichHACD = 0; // Use the HACD routine that comes with Bullet
795 796
796 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); 797 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
797 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); 798 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);