BulletSim: Properly regenerate hulls when objects made physical.
This fixes the problem of non-base shapes (cubes and spheres) falling through the terrain.integration
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f57c1ac386
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7243d4f842
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@ -481,11 +481,8 @@ public sealed class BSPrim : PhysicsActor
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// No locking here because only called when it is safe
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private void SetObjectDynamic()
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{
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// RA: remove this for the moment.
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// The problem is that dynamic objects are hulls so if we are becoming physical
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// the shape has to be checked and possibly built.
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// Maybe a VerifyCorrectPhysicalShape() routine?
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// RecreateGeomAndObject();
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// If it's becoming dynamic, it will need hullness
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VerifyCorrectPhysicalShape();
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// Bullet wants static objects to have a mass of zero
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float mass = IsStatic ? 0f : _mass;
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@ -1214,6 +1211,27 @@ public sealed class BSPrim : PhysicsActor
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return;
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}
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private void VerifyCorrectPhysicalShape()
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{
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if (IsStatic)
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{
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// if static, we don't need a hull so, if there is one, rebuild without it
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if (_hullKey != 0)
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{
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RecreateGeomAndObject();
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}
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}
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else
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{
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// if not static, it will need a hull to efficiently collide with things
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if (_hullKey == 0)
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{
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RecreateGeomAndObject();
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}
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}
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}
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// Create an object in Bullet if it has not already been created
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// No locking here because this is done when the physics engine is not simulating
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// Returns 'true' if an object was actually created.
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@ -1338,10 +1356,8 @@ public sealed class BSPrim : PhysicsActor
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_acceleration = entprop.Acceleration;
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_rotationalVelocity = entprop.RotationalVelocity;
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// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
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// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
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// DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
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// LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
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DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
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LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
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base.RequestPhysicsterseUpdate();
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}
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