Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because it
conflicts with PhysicsShape type defined in later libOMVconnector_plugin
parent
3ce00e97cc
commit
3b2caa63b0
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@ -208,9 +208,9 @@ public sealed class BSCharacter : BSPhysObject
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set { BaseShape = value; }
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}
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// I want the physics engine to make an avatar capsule
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public override PhysicsShapeType PreferredPhysicalShape
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public override BSPhysicsShapeType PreferredPhysicalShape
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{
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get {return PhysicsShapeType.SHAPE_CAPSULE; }
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get {return BSPhysicsShapeType.SHAPE_CAPSULE; }
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}
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public override bool Grabbed {
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@ -82,9 +82,9 @@ public abstract class BSLinkset
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// Some linksets have a preferred physical shape.
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// Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
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public virtual PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
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public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
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{
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return PhysicsShapeType.SHAPE_UNKNOWN;
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return BSPhysicsShapeType.SHAPE_UNKNOWN;
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}
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// Linksets move around the children so the linkset might need to compute the child position
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@ -42,12 +42,12 @@ public sealed class BSLinksetCompound : BSLinkset
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}
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// For compound implimented linksets, if there are children, use compound shape for the root.
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public override PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
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public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
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{
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PhysicsShapeType ret = PhysicsShapeType.SHAPE_UNKNOWN;
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BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
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if (IsRoot(requestor) && HasAnyChildren)
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{
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ret = PhysicsShapeType.SHAPE_COMPOUND;
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ret = BSPhysicsShapeType.SHAPE_COMPOUND;
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}
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// DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
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return ret;
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@ -94,9 +94,9 @@ public abstract class BSPhysObject : PhysicsActor
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public PrimitiveBaseShape BaseShape { get; protected set; }
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// Some types of objects have preferred physical representations.
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// Returns SHAPE_UNKNOWN if there is no preference.
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public virtual PhysicsShapeType PreferredPhysicalShape
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public virtual BSPhysicsShapeType PreferredPhysicalShape
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{
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get { return PhysicsShapeType.SHAPE_UNKNOWN; }
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get { return BSPhysicsShapeType.SHAPE_UNKNOWN; }
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}
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// When the physical properties are updated, an EntityProperty holds the update values.
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@ -171,7 +171,7 @@ public sealed class BSPrim : BSPhysObject
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}
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}
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// Whatever the linkset wants is what I want.
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public override PhysicsShapeType PreferredPhysicalShape
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public override BSPhysicsShapeType PreferredPhysicalShape
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{ get { return Linkset.PreferredPhysicalShape(this); } }
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public override bool ForceBodyShapeRebuild(bool inTaintTime)
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@ -178,7 +178,7 @@ public sealed class BSShapeCollection : IDisposable
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bool ret = false;
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switch (shape.type)
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{
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case PhysicsShapeType.SHAPE_MESH:
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case BSPhysicsShapeType.SHAPE_MESH:
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MeshDesc meshDesc;
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if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
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{
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@ -201,7 +201,7 @@ public sealed class BSShapeCollection : IDisposable
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meshDesc.lastReferenced = System.DateTime.Now;
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Meshes[shape.shapeKey] = meshDesc;
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break;
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case PhysicsShapeType.SHAPE_HULL:
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case BSPhysicsShapeType.SHAPE_HULL:
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HullDesc hullDesc;
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if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
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{
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@ -224,7 +224,7 @@ public sealed class BSShapeCollection : IDisposable
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hullDesc.lastReferenced = System.DateTime.Now;
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Hulls[shape.shapeKey] = hullDesc;
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break;
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case PhysicsShapeType.SHAPE_UNKNOWN:
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case BSPhysicsShapeType.SHAPE_UNKNOWN:
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break;
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default:
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// Native shapes are not tracked and they don't go into any list
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@ -255,16 +255,16 @@ public sealed class BSShapeCollection : IDisposable
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{
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switch (shape.type)
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{
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case PhysicsShapeType.SHAPE_HULL:
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case BSPhysicsShapeType.SHAPE_HULL:
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DereferenceHull(shape, shapeCallback);
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break;
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case PhysicsShapeType.SHAPE_MESH:
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case BSPhysicsShapeType.SHAPE_MESH:
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DereferenceMesh(shape, shapeCallback);
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break;
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case PhysicsShapeType.SHAPE_COMPOUND:
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case BSPhysicsShapeType.SHAPE_COMPOUND:
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DereferenceCompound(shape, shapeCallback);
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break;
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case PhysicsShapeType.SHAPE_UNKNOWN:
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case BSPhysicsShapeType.SHAPE_UNKNOWN:
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break;
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default:
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break;
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@ -352,28 +352,28 @@ public sealed class BSShapeCollection : IDisposable
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BulletShape shapeInfo = new BulletShape(cShape);
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if (TryGetMeshByPtr(cShape, out meshDesc))
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{
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shapeInfo.type = PhysicsShapeType.SHAPE_MESH;
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shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH;
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shapeInfo.shapeKey = meshDesc.shapeKey;
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}
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else
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{
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if (TryGetHullByPtr(cShape, out hullDesc))
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{
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shapeInfo.type = PhysicsShapeType.SHAPE_HULL;
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shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL;
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shapeInfo.shapeKey = hullDesc.shapeKey;
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}
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else
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{
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if (BulletSimAPI.IsCompound2(cShape))
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{
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shapeInfo.type = PhysicsShapeType.SHAPE_COMPOUND;
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shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND;
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}
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else
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{
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if (BulletSimAPI.IsNativeShape2(cShape))
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{
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shapeInfo.isNativeShape = true;
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shapeInfo.type = PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
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shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
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}
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}
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}
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@ -381,7 +381,7 @@ public sealed class BSShapeCollection : IDisposable
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DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
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if (shapeInfo.type != PhysicsShapeType.SHAPE_UNKNOWN)
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if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN)
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{
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DereferenceShape(shapeInfo, true, null);
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}
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@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable
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bool ret = false;
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bool haveShape = false;
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if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
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if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
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{
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// an avatar capsule is close to a native shape (it is not shared)
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ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE,
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ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE,
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FixedShapeKey.KEY_CAPSULE, shapeCallback);
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DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
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ret = true;
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@ -417,7 +417,7 @@ public sealed class BSShapeCollection : IDisposable
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// Compound shapes are handled special as they are rebuilt from scratch.
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// This isn't too great a hardship since most of the child shapes will already been created.
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if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
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if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
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{
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ret = GetReferenceToCompoundShape(prim, shapeCallback);
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DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
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@ -460,10 +460,10 @@ public sealed class BSShapeCollection : IDisposable
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haveShape = true;
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if (forceRebuild
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|| prim.Scale != prim.Size
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|| prim.PhysShape.type != PhysicsShapeType.SHAPE_SPHERE
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|| prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE
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)
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{
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ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE,
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ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE,
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FixedShapeKey.KEY_SPHERE, shapeCallback);
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DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
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prim.LocalID, forceRebuild, prim.PhysShape);
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@ -474,10 +474,10 @@ public sealed class BSShapeCollection : IDisposable
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haveShape = true;
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if (forceRebuild
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|| prim.Scale != prim.Size
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|| prim.PhysShape.type != PhysicsShapeType.SHAPE_BOX
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|| prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX
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)
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{
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ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX,
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ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX,
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FixedShapeKey.KEY_BOX, shapeCallback);
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DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
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prim.LocalID, forceRebuild, prim.PhysShape);
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@ -519,7 +519,7 @@ public sealed class BSShapeCollection : IDisposable
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// Creates a native shape and assignes it to prim.BSShape.
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// "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
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private bool GetReferenceToNativeShape(BSPhysObject prim,
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PhysicsShapeType shapeType, FixedShapeKey shapeKey,
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BSPhysicsShapeType shapeType, FixedShapeKey shapeKey,
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ShapeDestructionCallback shapeCallback)
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{
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// release any previous shape
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@ -535,7 +535,7 @@ public sealed class BSShapeCollection : IDisposable
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return true;
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}
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private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType,
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private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType,
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FixedShapeKey shapeKey)
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{
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BulletShape newShape;
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@ -548,7 +548,7 @@ public sealed class BSShapeCollection : IDisposable
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nativeShapeData.MeshKey = (ulong)shapeKey;
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nativeShapeData.HullKey = (ulong)shapeKey;
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if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
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if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
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{
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// The proper scale has been calculated in the prim.
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newShape = new BulletShape(
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@ -586,7 +586,7 @@ public sealed class BSShapeCollection : IDisposable
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System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
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// if this new shape is the same as last time, don't recreate the mesh
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if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_MESH)
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if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH)
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return false;
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DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}",
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@ -644,7 +644,7 @@ public sealed class BSShapeCollection : IDisposable
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indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
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}
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}
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BulletShape newShape = new BulletShape(meshPtr, PhysicsShapeType.SHAPE_MESH);
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BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH);
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newShape.shapeKey = newMeshKey;
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return newShape;
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@ -660,7 +660,7 @@ public sealed class BSShapeCollection : IDisposable
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System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
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// if the hull hasn't changed, don't rebuild it
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if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_HULL)
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if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL)
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return false;
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DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
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@ -781,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable
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}
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}
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BulletShape newShape = new BulletShape(hullPtr, PhysicsShapeType.SHAPE_HULL);
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BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL);
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newShape.shapeKey = newHullKey;
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return newShape; // 'true' means a new shape has been added to this prim
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@ -804,7 +804,7 @@ public sealed class BSShapeCollection : IDisposable
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// DereferenceShape(prim.PhysShape, true, shapeCallback);
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BulletShape cShape = new BulletShape(
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BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), PhysicsShapeType.SHAPE_COMPOUND);
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BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND);
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// Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
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CreateGeomMeshOrHull(prim, shapeCallback);
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@ -895,7 +895,7 @@ public sealed class BSShapeCollection : IDisposable
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// While we figure out the real problem, stick a simple native shape on the object.
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BulletShape fillinShape =
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BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
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BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
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return fillinShape;
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}
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@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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public abstract class BSShape
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{
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public IntPtr ptr { get; set; }
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public PhysicsShapeType type { get; set; }
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public BSPhysicsShapeType type { get; set; }
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public System.UInt64 key { get; set; }
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public int referenceCount { get; set; }
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public DateTime lastReferenced { get; set; }
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@ -43,7 +43,7 @@ public abstract class BSShape
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public BSShape()
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{
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ptr = IntPtr.Zero;
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type = PhysicsShapeType.SHAPE_UNKNOWN;
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type = BSPhysicsShapeType.SHAPE_UNKNOWN;
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key = 0;
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referenceCount = 0;
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lastReferenced = DateTime.Now;
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@ -54,17 +54,17 @@ public abstract class BSShape
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{
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BSShape ret = null;
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if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
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if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
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{
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// an avatar capsule is close to a native shape (it is not shared)
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ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_CAPSULE,
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ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE,
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FixedShapeKey.KEY_CAPSULE);
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physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
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}
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// Compound shapes are handled special as they are rebuilt from scratch.
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// This isn't too great a hardship since most of the child shapes will already been created.
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if (ret == null && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
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if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
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{
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// Getting a reference to a compound shape gets you the compound shape with the root prim shape added
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ret = BSShapeCompound.GetReference(prim);
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@ -123,14 +123,14 @@ public class BSShapeNative : BSShape
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{
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}
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public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
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PhysicsShapeType shapeType, FixedShapeKey shapeKey)
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BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
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{
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// Native shapes are not shared and are always built anew.
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return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
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}
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private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
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PhysicsShapeType shapeType, FixedShapeKey shapeKey)
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BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
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{
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ShapeData nativeShapeData = new ShapeData();
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nativeShapeData.Type = shapeType;
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@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
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nativeShapeData.HullKey = (ulong)shapeKey;
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if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
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if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
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{
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ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
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physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
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@ -97,7 +97,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
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// Create the terrain shape from the mapInfo
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m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
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PhysicsShapeType.SHAPE_TERRAIN);
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BSPhysicsShapeType.SHAPE_TERRAIN);
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// The terrain object initial position is at the center of the object
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Vector3 centerPos;
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@ -130,7 +130,7 @@ public sealed class BSTerrainManager
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// The ground plane is here to catch things that are trying to drop to negative infinity
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BulletShape groundPlaneShape = new BulletShape(
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BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
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PhysicsShapeType.SHAPE_GROUNDPLANE);
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BSPhysicsShapeType.SHAPE_GROUNDPLANE);
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m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
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BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
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Vector3.Zero, Quaternion.Identity));
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@ -91,7 +91,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
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m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
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indicesCount, indices, verticesCount, vertices),
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PhysicsShapeType.SHAPE_MESH);
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BSPhysicsShapeType.SHAPE_MESH);
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if (m_terrainShape.ptr == IntPtr.Zero)
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{
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// DISASTER!!
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@ -88,11 +88,11 @@ public struct BulletShape
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public BulletShape(IntPtr xx)
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{
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ptr = xx;
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type=PhysicsShapeType.SHAPE_UNKNOWN;
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type=BSPhysicsShapeType.SHAPE_UNKNOWN;
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shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
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isNativeShape = false;
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}
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public BulletShape(IntPtr xx, PhysicsShapeType typ)
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public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
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{
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ptr = xx;
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type = typ;
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@ -100,7 +100,7 @@ public struct BulletShape
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isNativeShape = false;
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}
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public IntPtr ptr;
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public PhysicsShapeType type;
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public BSPhysicsShapeType type;
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public System.UInt64 shapeKey;
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public bool isNativeShape;
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public override string ToString()
|
||||
|
@ -178,7 +178,7 @@ public struct ConvexHull
|
|||
int VertexCount;
|
||||
Vector3[] Vertices;
|
||||
}
|
||||
public enum PhysicsShapeType
|
||||
public enum BSPhysicsShapeType
|
||||
{
|
||||
SHAPE_UNKNOWN = 0,
|
||||
SHAPE_CAPSULE = 1,
|
||||
|
@ -210,7 +210,7 @@ public enum FixedShapeKey : ulong
|
|||
public struct ShapeData
|
||||
{
|
||||
public uint ID;
|
||||
public PhysicsShapeType Type;
|
||||
public BSPhysicsShapeType Type;
|
||||
public Vector3 Position;
|
||||
public Quaternion Rotation;
|
||||
public Vector3 Velocity;
|
||||
|
|
Loading…
Reference in New Issue