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-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs20
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs4
2 files changed, 12 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index 9415fff..5ced2d1 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -282,9 +282,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin
282 bool needsCollision;// = base.NeedsCollision(bodyA, bodyB); 282 bool needsCollision;// = base.NeedsCollision(bodyA, bodyB);
283 int c1 = 3; 283 int c1 = 3;
284 int c2 = 3; 284 int c2 = 3;
285 285
286 //////////////////////////////////////////////////////// 286 ////////////////////////////////////////////////////////
287 //BulletX Mesh Collisions 287 //BulletX Mesh Collisions
288 //added by Jed zhu 288 //added by Jed zhu
289 //data: May 07,2005 289 //data: May 07,2005
290 //////////////////////////////////////////////////////// 290 ////////////////////////////////////////////////////////
@@ -302,9 +302,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin
302 else 302 else
303 needsCollision = base.NeedsCollision(bodyA, bodyB); 303 needsCollision = base.NeedsCollision(bodyA, bodyB);
304 304
305 305
306 #endregion 306 #endregion
307 307
308 308
309 //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB, 309 //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB,
310 //needsCollision); 310 //needsCollision);
@@ -705,7 +705,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
705 } 705 }
706 foreach (BulletXPrim prim in _prims.Values) 706 foreach (BulletXPrim prim in _prims.Values)
707 { 707 {
708 //_height = HeightValue(prim.RigidBodyPosition); 708 //_height = HeightValue(prim.RigidBodyPosition);
709 _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); 709 _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition);
710 prim.ValidateHeight(_height); 710 prim.ValidateHeight(_height);
711 //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); 711 //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height);
@@ -741,8 +741,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
741 741
742 public override bool IsThreaded 742 public override bool IsThreaded
743 { 743 {
744 get 744 get
745 { 745 {
746 return (false); // for now we won't be multithreaded 746 return (false); // for now we won't be multithreaded
747 } 747 }
748 } 748 }
@@ -1380,17 +1380,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1380 /// </summary> 1380 /// </summary>
1381 public class BulletXPrim : BulletXActor 1381 public class BulletXPrim : BulletXActor
1382 { 1382 {
1383 //Density it will depends of material. 1383 //Density it will depends of material.
1384 //For now all prims have the same density, all prims are made of water. Be water my friend! :D 1384 //For now all prims have the same density, all prims are made of water. Be water my friend! :D
1385 private const float _density = 1000.0f; 1385 private const float _density = 1000.0f;
1386 private BulletXScene _parent_scene; 1386 private BulletXScene _parent_scene;
1387 private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0); 1387 private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0);
1388 private bool m_lastUpdateSent = false; 1388 private bool m_lastUpdateSent = false;
1389 //added by jed zhu 1389 //added by jed zhu
1390 private IMesh _mesh; 1390 private IMesh _mesh;
1391 public IMesh GetMesh() { return _mesh; } 1391 public IMesh GetMesh() { return _mesh; }
1392 1392
1393 1393
1394 1394
1395 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, 1395 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
1396 AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) 1396 AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
diff --git a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs
index 0902077..637cf6e 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs
@@ -20,8 +20,8 @@
20*/ 20*/
21 21
22/* 22/*
23 This file contains a class TriangleIndexVertexArray. I tried using the class with the same name 23 This file contains a class TriangleIndexVertexArray. I tried using the class with the same name
24 from the BulletX implementation and found it unusable for the purpose of using triangle meshes 24 from the BulletX implementation and found it unusable for the purpose of using triangle meshes
25 within BulletX as the implementation was painfully incomplete. 25 within BulletX as the implementation was painfully incomplete.
26 The attempt to derive from the original class failed as viable members were hidden. 26 The attempt to derive from the original class failed as viable members were hidden.
27 Fiddling around with BulletX itself was not my intention. 27 Fiddling around with BulletX itself was not my intention.