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path: root/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs (follow)
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* BulletSim: tweeking avatar capsule code in an attempt to haveRobert Adams2012-12-291-0/+13
| | | | | | | | | asymmetrical avatar capsule work now that rotation is being passed from the simulator. Turns out the Bullet capsule is just not very functional: it doesn't scale properly, the implementation only half does asymmetry and, in general, is hard to work with. Avatar shape is about what it was before these changes. Added initial data structures for avatar shape mesh.
* Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-221-8/+8
| | | | conflicts with PhysicsShape type defined in later libOMV
* BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams2012-11-211-3/+3
| | | | having mesh avatars.
* BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵Robert Adams2012-11-211-3/+3
| | | | getting simplified out of existance someday) and update all the references to same.
* BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams2012-11-211-8/+8
| | | | getting simplified out of existance someday) and update all the references to that enum.
* BulletSim: Use base class constructors for initialization of BSShape and ↵Robert Adams2012-11-181-213/+208
| | | | other classes.
* BulletSim: add skeleton classes for shape objectification. This will ↵Robert Adams2012-11-071-0/+213
eventually replace all the if's and switches in ShapeCollection with polymorphism.