diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4d2c70c98b..b7643795c0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1091,7 +1091,14 @@ public sealed class BSPrim : BSPhysObject bool haveShape = false; // If the prim attributes are simple, this could be a simple Bullet native shape - if ((_pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) + if ( + // if the basic shape is a cube or a sphere... + ((_pbs.ProfileShape == ProfileShape.Square && _pbs.PathCurve == (byte)Extrusion.Straight) + || (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1 + /* && _pbs.Scale.X == _pbs.Scale.Y && _pbs.Scale.Y == _pbs.Scale.Z */ )) + // ... and we are not doing sculpty meshes... + && (_pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) + // ... or this is a 'simple' shape... || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 && _pbs.ProfileHollow == 0 && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 @@ -1099,6 +1106,7 @@ public sealed class BSPrim : BSPhysObject && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) + // ... then this might be representable as a native Bullet collision shape { if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) {