BulletSim: fix regression that caused cylindar shapes to have a box collision shape
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22290ef35a
commit
42802669dd
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@ -1091,7 +1091,14 @@ public sealed class BSPrim : BSPhysObject
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bool haveShape = false;
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bool haveShape = false;
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// If the prim attributes are simple, this could be a simple Bullet native shape
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// If the prim attributes are simple, this could be a simple Bullet native shape
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if ((_pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim)
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if (
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// if the basic shape is a cube or a sphere...
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((_pbs.ProfileShape == ProfileShape.Square && _pbs.PathCurve == (byte)Extrusion.Straight)
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|| (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
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/* && _pbs.Scale.X == _pbs.Scale.Y && _pbs.Scale.Y == _pbs.Scale.Z */ ))
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// ... and we are not doing sculpty meshes...
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&& (_pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim)
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// ... or this is a 'simple' shape...
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|| (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0
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|| (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0
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&& _pbs.ProfileHollow == 0
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&& _pbs.ProfileHollow == 0
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&& _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0
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&& _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0
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@ -1099,6 +1106,7 @@ public sealed class BSPrim : BSPhysObject
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&& _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0
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&& _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0
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&& _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100
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&& _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100
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&& _pbs.PathShearX == 0 && _pbs.PathShearY == 0) )
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&& _pbs.PathShearX == 0 && _pbs.PathShearY == 0) )
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// ... then this might be representable as a native Bullet collision shape
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{
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{
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if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
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if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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{
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