From d6db0d5740dae03174f65846556f2f06d573b5c4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 20 Nov 2012 11:24:25 -0800 Subject: BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is getting simplified out of existance someday) and update all the references to that enum. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 4 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 6 +-- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +- .../Physics/BulletSPlugin/BSShapeCollection.cs | 56 +++++++++++----------- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 16 +++---- .../Physics/BulletSPlugin/BSTerrainManager.cs | 4 +- .../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 37 +++++++------- 9 files changed, 67 insertions(+), 66 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index fa1a23f..92ff804 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -203,9 +203,9 @@ public sealed class BSCharacter : BSPhysObject set { BaseShape = value; } } // I want the physics engine to make an avatar capsule - public override ShapeData.PhysicsShapeType PreferredPhysicalShape + public override PhysicsShapeType PreferredPhysicalShape { - get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; } + get {return PhysicsShapeType.SHAPE_AVATAR; } } public override bool Grabbed { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 436e043..4ee047b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -82,9 +82,9 @@ public abstract class BSLinkset // Some linksets have a preferred physical shape. // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. - public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) + public virtual PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) { - return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; + return PhysicsShapeType.SHAPE_UNKNOWN; } // Linksets move around the children so the linkset might need to compute the child position diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 3238c85..cb37840 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -42,12 +42,12 @@ public sealed class BSLinksetCompound : BSLinkset } // For compound implimented linksets, if there are children, use compound shape for the root. - public override ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) + public override PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) { - ShapeData.PhysicsShapeType ret = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; + PhysicsShapeType ret = PhysicsShapeType.SHAPE_UNKNOWN; if (IsRoot(requestor) && HasAnyChildren) { - ret = ShapeData.PhysicsShapeType.SHAPE_COMPOUND; + ret = PhysicsShapeType.SHAPE_COMPOUND; } // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); return ret; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 991e5b1..e68b167 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -94,9 +94,9 @@ public abstract class BSPhysObject : PhysicsActor public PrimitiveBaseShape BaseShape { get; protected set; } // Some types of objects have preferred physical representations. // Returns SHAPE_UNKNOWN if there is no preference. - public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape + public virtual PhysicsShapeType PreferredPhysicalShape { - get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; } + get { return PhysicsShapeType.SHAPE_UNKNOWN; } } // When the physical properties are updated, an EntityProperty holds the update values. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index b1b5846..2657e4b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -169,7 +169,7 @@ public sealed class BSPrim : BSPhysObject } } // Whatever the linkset wants is what I want. - public override ShapeData.PhysicsShapeType PreferredPhysicalShape + public override PhysicsShapeType PreferredPhysicalShape { get { return Linkset.PreferredPhysicalShape(this); } } public override bool ForceBodyShapeRebuild(bool inTaintTime) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 7ef6429..746a52e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -178,7 +178,7 @@ public sealed class BSShapeCollection : IDisposable bool ret = false; switch (shape.type) { - case ShapeData.PhysicsShapeType.SHAPE_MESH: + case PhysicsShapeType.SHAPE_MESH: MeshDesc meshDesc; if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) { @@ -201,7 +201,7 @@ public sealed class BSShapeCollection : IDisposable meshDesc.lastReferenced = System.DateTime.Now; Meshes[shape.shapeKey] = meshDesc; break; - case ShapeData.PhysicsShapeType.SHAPE_HULL: + case PhysicsShapeType.SHAPE_HULL: HullDesc hullDesc; if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) { @@ -224,7 +224,7 @@ public sealed class BSShapeCollection : IDisposable hullDesc.lastReferenced = System.DateTime.Now; Hulls[shape.shapeKey] = hullDesc; break; - case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: + case PhysicsShapeType.SHAPE_UNKNOWN: break; default: // Native shapes are not tracked and they don't go into any list @@ -255,16 +255,16 @@ public sealed class BSShapeCollection : IDisposable { switch (shape.type) { - case ShapeData.PhysicsShapeType.SHAPE_HULL: + case PhysicsShapeType.SHAPE_HULL: DereferenceHull(shape, shapeCallback); break; - case ShapeData.PhysicsShapeType.SHAPE_MESH: + case PhysicsShapeType.SHAPE_MESH: DereferenceMesh(shape, shapeCallback); break; - case ShapeData.PhysicsShapeType.SHAPE_COMPOUND: + case PhysicsShapeType.SHAPE_COMPOUND: DereferenceCompound(shape, shapeCallback); break; - case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: + case PhysicsShapeType.SHAPE_UNKNOWN: break; default: break; @@ -352,28 +352,28 @@ public sealed class BSShapeCollection : IDisposable BulletShape shapeInfo = new BulletShape(cShape); if (TryGetMeshByPtr(cShape, out meshDesc)) { - shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_MESH; + shapeInfo.type = PhysicsShapeType.SHAPE_MESH; shapeInfo.shapeKey = meshDesc.shapeKey; } else { if (TryGetHullByPtr(cShape, out hullDesc)) { - shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_HULL; + shapeInfo.type = PhysicsShapeType.SHAPE_HULL; shapeInfo.shapeKey = hullDesc.shapeKey; } else { if (BulletSimAPI.IsCompound2(cShape)) { - shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_COMPOUND; + shapeInfo.type = PhysicsShapeType.SHAPE_COMPOUND; } else { if (BulletSimAPI.IsNativeShape2(cShape)) { shapeInfo.isNativeShape = true; - shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) + shapeInfo.type = PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) } } } @@ -381,7 +381,7 @@ public sealed class BSShapeCollection : IDisposable DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); - if (shapeInfo.type != ShapeData.PhysicsShapeType.SHAPE_UNKNOWN) + if (shapeInfo.type != PhysicsShapeType.SHAPE_UNKNOWN) { DereferenceShape(shapeInfo, true, null); } @@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable bool ret = false; bool haveShape = false; - if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR) + if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR) { // an avatar capsule is close to a native shape (it is not shared) - ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR, + ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_AVATAR, ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); ret = true; @@ -417,7 +417,7 @@ public sealed class BSShapeCollection : IDisposable // Compound shapes are handled special as they are rebuilt from scratch. // This isn't too great a hardship since most of the child shapes will already been created. - if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND) + if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND) { ret = GetReferenceToCompoundShape(prim, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); @@ -460,10 +460,10 @@ public sealed class BSShapeCollection : IDisposable haveShape = true; if (forceRebuild || prim.Scale != prim.Size - || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE + || prim.PhysShape.type != PhysicsShapeType.SHAPE_SPHERE ) { - ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_SPHERE, + ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", prim.LocalID, forceRebuild, prim.PhysShape); @@ -474,10 +474,10 @@ public sealed class BSShapeCollection : IDisposable haveShape = true; if (forceRebuild || prim.Scale != prim.Size - || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX + || prim.PhysShape.type != PhysicsShapeType.SHAPE_BOX ) { - ret = GetReferenceToNativeShape( prim, ShapeData.PhysicsShapeType.SHAPE_BOX, + ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", prim.LocalID, forceRebuild, prim.PhysShape); @@ -519,7 +519,7 @@ public sealed class BSShapeCollection : IDisposable // Creates a native shape and assignes it to prim.BSShape. // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). private bool GetReferenceToNativeShape(BSPhysObject prim, - ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, + PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, ShapeDestructionCallback shapeCallback) { // release any previous shape @@ -538,7 +538,7 @@ public sealed class BSShapeCollection : IDisposable return true; } - private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType, + private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) { BulletShape newShape; @@ -551,7 +551,7 @@ public sealed class BSShapeCollection : IDisposable nativeShapeData.MeshKey = (ulong)shapeKey; nativeShapeData.HullKey = (ulong)shapeKey; - if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) + if (shapeType == PhysicsShapeType.SHAPE_AVATAR) { newShape = new BulletShape( BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) @@ -585,7 +585,7 @@ public sealed class BSShapeCollection : IDisposable System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); // if this new shape is the same as last time, don't recreate the mesh - if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) + if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_MESH) return false; DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", @@ -643,7 +643,7 @@ public sealed class BSShapeCollection : IDisposable indices.GetLength(0), indices, vertices.Count, verticesAsFloats); } } - BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); + BulletShape newShape = new BulletShape(meshPtr, PhysicsShapeType.SHAPE_MESH); newShape.shapeKey = newMeshKey; return newShape; @@ -659,7 +659,7 @@ public sealed class BSShapeCollection : IDisposable System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); // if the hull hasn't changed, don't rebuild it - if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) + if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_HULL) return false; DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", @@ -780,7 +780,7 @@ public sealed class BSShapeCollection : IDisposable } } - BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); + BulletShape newShape = new BulletShape(hullPtr, PhysicsShapeType.SHAPE_HULL); newShape.shapeKey = newHullKey; return newShape; // 'true' means a new shape has been added to this prim @@ -803,7 +803,7 @@ public sealed class BSShapeCollection : IDisposable // DereferenceShape(prim.PhysShape, true, shapeCallback); BulletShape cShape = new BulletShape( - BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), ShapeData.PhysicsShapeType.SHAPE_COMPOUND); + BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), PhysicsShapeType.SHAPE_COMPOUND); // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. CreateGeomMeshOrHull(prim, shapeCallback); @@ -894,7 +894,7 @@ public sealed class BSShapeCollection : IDisposable // While we figure out the real problem, stick a simple native shape on the object. BulletShape fillinShape = - BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); + BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); return fillinShape; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index d59a486..2896805 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin public abstract class BSShape { public IntPtr ptr { get; set; } - public ShapeData.PhysicsShapeType type { get; set; } + public PhysicsShapeType type { get; set; } public System.UInt64 key { get; set; } public int referenceCount { get; set; } public DateTime lastReferenced { get; set; } @@ -43,7 +43,7 @@ public abstract class BSShape public BSShape() { ptr = IntPtr.Zero; - type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; + type = PhysicsShapeType.SHAPE_UNKNOWN; key = 0; referenceCount = 0; lastReferenced = DateTime.Now; @@ -54,17 +54,17 @@ public abstract class BSShape { BSShape ret = null; - if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR) + if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR) { // an avatar capsule is close to a native shape (it is not shared) - ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR, + ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_AVATAR, ShapeData.FixedShapeKey.KEY_CAPSULE); physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); } // Compound shapes are handled special as they are rebuilt from scratch. // This isn't too great a hardship since most of the child shapes will already been created. - if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND) + if (ret == null && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND) { // Getting a reference to a compound shape gets you the compound shape with the root prim shape added ret = BSShapeCompound.GetReference(prim); @@ -123,14 +123,14 @@ public class BSShapeNative : BSShape { } public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, - ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) + PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) { // Native shapes are not shared and are always built anew. return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); } private BSShapeNative(BSScene physicsScene, BSPhysObject prim, - ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) + PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) { ShapeData nativeShapeData = new ShapeData(); nativeShapeData.Type = shapeType; @@ -141,7 +141,7 @@ public class BSShapeNative : BSShape nativeShapeData.HullKey = (ulong)shapeKey; - if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) + if (shapeType == PhysicsShapeType.SHAPE_AVATAR) { ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 7c34af2..cc28e4d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -109,7 +109,7 @@ public sealed class BSTerrainManager // The ground plane is here to catch things that are trying to drop to negative infinity BulletShape groundPlaneShape = new BulletShape( BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), - ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); + PhysicsShapeType.SHAPE_GROUNDPLANE); m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity)); @@ -299,7 +299,7 @@ public sealed class BSTerrainManager // Create the terrain shape from the mapInfo mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), - ShapeData.PhysicsShapeType.SHAPE_TERRAIN); + PhysicsShapeType.SHAPE_TERRAIN); // The terrain object initial position is at the center of the object Vector3 centerPos; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 28fae13..bb63b0a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -88,11 +88,11 @@ public struct BulletShape public BulletShape(IntPtr xx) { ptr = xx; - type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; + type=PhysicsShapeType.SHAPE_UNKNOWN; shapeKey = 0; isNativeShape = false; } - public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ) + public BulletShape(IntPtr xx, PhysicsShapeType typ) { ptr = xx; type = typ; @@ -100,7 +100,7 @@ public struct BulletShape isNativeShape = false; } public IntPtr ptr; - public ShapeData.PhysicsShapeType type; + public PhysicsShapeType type; public System.UInt64 shapeKey; public bool isNativeShape; public override string ToString() @@ -178,24 +178,25 @@ public struct ConvexHull int VertexCount; Vector3[] Vertices; } +public enum PhysicsShapeType +{ + SHAPE_UNKNOWN = 0, + SHAPE_AVATAR = 1, + SHAPE_BOX = 2, + SHAPE_CONE = 3, + SHAPE_CYLINDER = 4, + SHAPE_SPHERE = 5, + SHAPE_MESH = 6, + SHAPE_HULL = 7, + // following defined by BulletSim + SHAPE_GROUNDPLANE = 20, + SHAPE_TERRAIN = 21, + SHAPE_COMPOUND = 22, + SHAPE_HEIGHTMAP = 23, +}; [StructLayout(LayoutKind.Sequential)] public struct ShapeData { - public enum PhysicsShapeType - { - SHAPE_UNKNOWN = 0, - SHAPE_AVATAR = 1, - SHAPE_BOX = 2, - SHAPE_CONE = 3, - SHAPE_CYLINDER = 4, - SHAPE_SPHERE = 5, - SHAPE_MESH = 6, - SHAPE_HULL = 7, - // following defined by BulletSim - SHAPE_GROUNDPLANE = 20, - SHAPE_TERRAIN = 21, - SHAPE_COMPOUND = 22, - }; public uint ID; public PhysicsShapeType Type; public Vector3 Position; -- cgit v1.1