BulletSim: remove trailing spaces to make git happy.
parent
c245178eee
commit
65c131c4a3
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@ -165,7 +165,7 @@ public class BSCharacter : BSPhysObject
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// Do this after the object has been added to the world
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// Do this after the object has been added to the world
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BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
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BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
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(uint)CollisionFilterGroups.AvatarFilter,
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(uint)CollisionFilterGroups.AvatarFilter,
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(uint)CollisionFilterGroups.AvatarMask);
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(uint)CollisionFilterGroups.AvatarMask);
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}
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}
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@ -269,7 +269,7 @@ public class BSCharacter : BSPhysObject
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private bool PositionSanityCheck()
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private bool PositionSanityCheck()
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{
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{
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bool ret = false;
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bool ret = false;
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// If below the ground, move the avatar up
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// If below the ground, move the avatar up
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float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
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float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
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if (Position.Z < terrainHeight)
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if (Position.Z < terrainHeight)
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@ -413,7 +413,7 @@ public class BSCharacter : BSPhysObject
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});
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});
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}
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}
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}
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}
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// Go directly to Bullet to get/set the value.
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// Go directly to Bullet to get/set the value.
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public override OMV.Quaternion ForceOrientation
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public override OMV.Quaternion ForceOrientation
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{
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{
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get
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get
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@ -478,7 +478,7 @@ public class BSCharacter : BSPhysObject
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set { _collidingObj = value; }
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set { _collidingObj = value; }
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}
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}
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public override bool FloatOnWater {
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public override bool FloatOnWater {
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set {
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set {
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_floatOnWater = value;
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_floatOnWater = value;
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PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
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PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
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{
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{
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@ -588,7 +588,7 @@ public class BSCharacter : BSPhysObject
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newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
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newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
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newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
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newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
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// From the total height, remote the capsule half spheres that are at each end
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// From the total height, remote the capsule half spheres that are at each end
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newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y);
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newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y);
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// newScale.Z = (size.Z * 2f);
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// newScale.Z = (size.Z * 2f);
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Scale = newScale;
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Scale = newScale;
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@ -53,7 +53,7 @@ public abstract class BSConstraint : IDisposable
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{
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{
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bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr);
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bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr);
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m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
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m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
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BSScene.DetailLogZero,
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BSScene.DetailLogZero,
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m_body1.ID, m_body1.ptr.ToString("X"),
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m_body1.ID, m_body1.ptr.ToString("X"),
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m_body2.ID, m_body2.ptr.ToString("X"),
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m_body2.ID, m_body2.ptr.ToString("X"),
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success);
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success);
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@ -23,7 +23,7 @@
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*
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/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
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/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
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* call the BulletSim system.
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* call the BulletSim system.
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@ -352,7 +352,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// m_bankingMix = 1;
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// m_bankingMix = 1;
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// m_bankingTimescale = 1;
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// m_bankingTimescale = 1;
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// m_referenceFrame = Quaternion.Identity;
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// m_referenceFrame = Quaternion.Identity;
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP
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| VehicleFlag.LIMIT_ROLL_ONLY
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| VehicleFlag.LIMIT_ROLL_ONLY
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| VehicleFlag.LIMIT_MOTOR_UP);
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| VehicleFlag.LIMIT_MOTOR_UP);
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m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
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m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
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@ -382,7 +382,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// m_bankingTimescale = 1;
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// m_bankingTimescale = 1;
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// m_referenceFrame = Quaternion.Identity;
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// m_referenceFrame = Quaternion.Identity;
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m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
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m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
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| VehicleFlag.HOVER_GLOBAL_HEIGHT
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| VehicleFlag.HOVER_GLOBAL_HEIGHT
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| VehicleFlag.LIMIT_ROLL_ONLY
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| VehicleFlag.LIMIT_ROLL_ONLY
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| VehicleFlag.HOVER_UP_ONLY);
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| VehicleFlag.HOVER_UP_ONLY);
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP
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@ -458,7 +458,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Do any updating needed for a vehicle
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// Do any updating needed for a vehicle
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public void Refresh()
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public void Refresh()
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{
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{
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if (!IsActive)
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if (!IsActive)
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return;
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return;
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// Set the prim's inertia to zero. The vehicle code handles that and this
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// Set the prim's inertia to zero. The vehicle code handles that and this
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@ -791,7 +791,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Sum velocities
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// Sum velocities
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m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
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m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
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if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
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if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
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{
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{
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m_lastAngularVelocity.X = 0;
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m_lastAngularVelocity.X = 0;
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@ -54,7 +54,7 @@ public class BSLinksetConstraints : BSLinkset
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BSScene.TaintCallback refreshOperation = delegate()
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BSScene.TaintCallback refreshOperation = delegate()
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{
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{
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RecomputeLinksetConstraintVariables();
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RecomputeLinksetConstraintVariables();
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DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
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DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
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LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
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LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
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};
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};
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if (inTaintTime)
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if (inTaintTime)
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@ -179,7 +179,7 @@ public class BSLinksetConstraints : BSLinkset
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PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
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PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
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{
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{
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DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
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DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
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rootx.LocalID,
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rootx.LocalID,
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rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
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rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
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childx.LocalID, childx.BSBody.ptr.ToString("X"));
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childx.LocalID, childx.BSBody.ptr.ToString("X"));
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@ -213,7 +213,7 @@ public class BSLinksetConstraints : BSLinkset
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BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
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BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
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BSPhysObject childx = child;
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BSPhysObject childx = child;
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DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
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DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
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childx.LocalID,
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childx.LocalID,
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rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
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rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
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childx.LocalID, childx.BSBody.ptr.ToString("X"));
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childx.LocalID, childx.BSBody.ptr.ToString("X"));
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@ -378,13 +378,13 @@ public class BSLinksetConstraints : BSLinkset
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{
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{
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// If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
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// If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
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OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
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OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
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BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
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BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
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centerOfMass, OMV.Quaternion.Identity);
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centerOfMass, OMV.Quaternion.Identity);
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DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
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DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
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LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
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LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
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foreach (BSPhysObject child in m_taintChildren)
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foreach (BSPhysObject child in m_taintChildren)
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{
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{
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BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
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BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
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centerOfMass, OMV.Quaternion.Identity);
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centerOfMass, OMV.Quaternion.Identity);
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}
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}
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@ -78,7 +78,7 @@ public abstract class BSPhysObject : PhysicsActor
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public PrimitiveBaseShape BaseShape { get; protected set; }
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public PrimitiveBaseShape BaseShape { get; protected set; }
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// When the physical properties are updated, an EntityProperty holds the update values.
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// When the physical properties are updated, an EntityProperty holds the update values.
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// Keep the current and last EntityProperties to enable computation of differences
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// Keep the current and last EntityProperties to enable computation of differences
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// between the current update and the previous values.
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// between the current update and the previous values.
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public EntityProperties CurrentEntityProperties { get; set; }
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public EntityProperties CurrentEntityProperties { get; set; }
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public EntityProperties LastEntityProperties { get; set; }
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public EntityProperties LastEntityProperties { get; set; }
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@ -213,7 +213,7 @@ public abstract class BSPhysObject : PhysicsActor
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UnSubscribeEvents();
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UnSubscribeEvents();
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}
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}
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}
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}
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public override void UnSubscribeEvents() {
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public override void UnSubscribeEvents() {
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// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
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// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
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SubscribedEventsMs = 0;
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SubscribedEventsMs = 0;
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PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
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PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
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@ -222,7 +222,7 @@ public abstract class BSPhysObject : PhysicsActor
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});
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});
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}
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}
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// Return 'true' if the simulator wants collision events
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// Return 'true' if the simulator wants collision events
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public override bool SubscribedEvents() {
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public override bool SubscribedEvents() {
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return (SubscribedEventsMs > 0);
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return (SubscribedEventsMs > 0);
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}
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}
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@ -295,7 +295,7 @@ public sealed class BSPrim : BSPhysObject
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private bool PositionSanityCheck()
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private bool PositionSanityCheck()
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{
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{
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bool ret = false;
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bool ret = false;
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// If totally below the ground, move the prim up
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// If totally below the ground, move the prim up
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// TODO: figure out the right solution for this... only for dynamic objects?
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// TODO: figure out the right solution for this... only for dynamic objects?
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/*
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/*
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@ -510,7 +510,7 @@ public sealed class BSPrim : BSPhysObject
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});
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});
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}
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}
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}
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}
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// Go directly to Bullet to get/set the value.
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// Go directly to Bullet to get/set the value.
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public override OMV.Quaternion ForceOrientation
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public override OMV.Quaternion ForceOrientation
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{
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{
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get
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get
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@ -768,7 +768,7 @@ public sealed class BSPrim : BSPhysObject
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}
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}
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}
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}
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public override bool FloatOnWater {
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public override bool FloatOnWater {
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set {
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set {
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_floatOnWater = value;
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_floatOnWater = value;
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PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
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PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
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{
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{
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@ -971,7 +971,7 @@ public sealed class BSPrim : BSPhysObject
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if (hollowAmount > 0.0)
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if (hollowAmount > 0.0)
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{
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{
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hollowVolume *= hollowAmount;
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hollowVolume *= hollowAmount;
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switch (BaseShape.HollowShape)
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switch (BaseShape.HollowShape)
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{
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{
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case HollowShape.Square:
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case HollowShape.Square:
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@ -1251,7 +1251,7 @@ public sealed class BSPrim : BSPhysObject
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// Create the correct physical representation for this type of object.
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// Create the correct physical representation for this type of object.
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// Updates BSBody and BSShape with the new information.
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// Updates BSBody and BSShape with the new information.
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// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
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// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
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PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
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PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
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null, delegate(BulletBody dBody)
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null, delegate(BulletBody dBody)
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{
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{
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// Called if the current prim body is about to be destroyed.
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// Called if the current prim body is about to be destroyed.
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@ -320,7 +320,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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{
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{
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m_log.Debug("[BULLETS UNMANAGED]:" + msg);
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m_log.Debug("[BULLETS UNMANAGED]:" + msg);
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}
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}
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// Called directly from unmanaged code so don't do much
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// Called directly from unmanaged code so don't do much
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private void BulletLoggerPhysLog(string msg)
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private void BulletLoggerPhysLog(string msg)
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{
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{
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}
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}
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// This is a kludge to get avatar movement updates.
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// This is a kludge to get avatar movement updates.
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// The simulator expects collisions for avatars even if there are have been no collisions.
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// The simulator expects collisions for avatars even if there are have been no collisions.
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// The event updates avatar animations and stuff.
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// The event updates avatar animations and stuff.
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// If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
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// If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
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foreach (BSPhysObject bsp in m_avatars)
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foreach (BSPhysObject bsp in m_avatars)
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@ -89,7 +89,7 @@ public class BSShapeCollection : IDisposable
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// higher level dependencies on the shape or body. Mostly used for LinkSets to
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// higher level dependencies on the shape or body. Mostly used for LinkSets to
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// remove the physical constraints before the body is destroyed.
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// remove the physical constraints before the body is destroyed.
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// Called at taint-time!!
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// Called at taint-time!!
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public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
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public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
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ShapeData shapeData, PrimitiveBaseShape pbs,
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ShapeData shapeData, PrimitiveBaseShape pbs,
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ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
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ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
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{
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{
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@ -105,7 +105,7 @@ public class BSShapeCollection : IDisposable
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// If we had to select a new shape geometry for the object,
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// If we had to select a new shape geometry for the object,
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// rebuild the body around it.
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// rebuild the body around it.
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// Updates prim.BSBody with information/pointers to requested body
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// Updates prim.BSBody with information/pointers to requested body
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bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
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bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
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prim.BSShape, shapeData, bodyCallback);
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prim.BSShape, shapeData, bodyCallback);
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ret = newGeom || newBody;
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ret = newGeom || newBody;
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}
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}
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@ -325,7 +325,7 @@ public class BSShapeCollection : IDisposable
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// Info in prim.BSShape is updated to the new shape.
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// Info in prim.BSShape is updated to the new shape.
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// Returns 'true' if the geometry was rebuilt.
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// Returns 'true' if the geometry was rebuilt.
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// Called at taint-time!
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// Called at taint-time!
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private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
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private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
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PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
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PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
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{
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{
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bool ret = false;
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bool ret = false;
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@ -335,7 +335,7 @@ public class BSShapeCollection : IDisposable
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if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
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if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
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{
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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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// an avatar capsule is close to a native shape (it is not shared)
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ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
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ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
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ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
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ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
|
||||||
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape);
|
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape);
|
||||||
haveShape = true;
|
haveShape = true;
|
||||||
|
@ -362,7 +362,7 @@ public class BSShapeCollection : IDisposable
|
||||||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
|
||||||
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
|
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
|
||||||
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
|
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
|
||||||
prim.LocalID, forceRebuild, prim.BSShape);
|
prim.LocalID, forceRebuild, prim.BSShape);
|
||||||
|
@ -376,7 +376,7 @@ public class BSShapeCollection : IDisposable
|
||||||
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
|
||||||
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
|
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
|
||||||
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
|
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
|
||||||
prim.LocalID, forceRebuild, prim.BSShape);
|
prim.LocalID, forceRebuild, prim.BSShape);
|
||||||
|
@ -423,14 +423,14 @@ public class BSShapeCollection : IDisposable
|
||||||
BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey);
|
BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey);
|
||||||
|
|
||||||
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
|
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
|
||||||
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
|
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
|
||||||
shapeData.ID, newShape, shapeData.Scale);
|
shapeData.ID, newShape, shapeData.Scale);
|
||||||
|
|
||||||
prim.BSShape = newShape;
|
prim.BSShape = newShape;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType,
|
private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType,
|
||||||
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
|
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
|
||||||
{
|
{
|
||||||
BulletShape newShape;
|
BulletShape newShape;
|
||||||
|
@ -438,7 +438,7 @@ public class BSShapeCollection : IDisposable
|
||||||
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||||
{
|
{
|
||||||
newShape = new BulletShape(
|
newShape = new BulletShape(
|
||||||
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale),
|
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale),
|
||||||
shapeType);
|
shapeType);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -745,7 +745,7 @@ public class BSShapeCollection : IDisposable
|
||||||
// Updates prim.BSBody with the information about the new body if one is created.
|
// Updates prim.BSBody with the information about the new body if one is created.
|
||||||
// Returns 'true' if an object was actually created.
|
// Returns 'true' if an object was actually created.
|
||||||
// Called at taint-time.
|
// Called at taint-time.
|
||||||
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
|
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
|
||||||
ShapeData shapeData, BodyDestructionCallback bodyCallback)
|
ShapeData shapeData, BodyDestructionCallback bodyCallback)
|
||||||
{
|
{
|
||||||
bool ret = false;
|
bool ret = false;
|
||||||
|
|
Loading…
Reference in New Issue