BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually having mesh avatars.

connector_plugin
Robert Adams 2012-11-20 11:33:42 -08:00
parent 65e55ada87
commit 8dd5813889
4 changed files with 8 additions and 8 deletions

View File

@ -205,7 +205,7 @@ public sealed class BSCharacter : BSPhysObject
// I want the physics engine to make an avatar capsule
public override PhysicsShapeType PreferredPhysicalShape
{
get {return PhysicsShapeType.SHAPE_AVATAR; }
get {return PhysicsShapeType.SHAPE_CAPSULE; }
}
public override bool Grabbed {

View File

@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable
bool ret = false;
bool haveShape = false;
if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR)
if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
{
// an avatar capsule is close to a native shape (it is not shared)
ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_AVATAR,
ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE,
FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
ret = true;
@ -551,7 +551,7 @@ public sealed class BSShapeCollection : IDisposable
nativeShapeData.MeshKey = (ulong)shapeKey;
nativeShapeData.HullKey = (ulong)shapeKey;
if (shapeType == PhysicsShapeType.SHAPE_AVATAR)
if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
{
newShape = new BulletShape(
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)

View File

@ -54,10 +54,10 @@ public abstract class BSShape
{
BSShape ret = null;
if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR)
if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
{
// an avatar capsule is close to a native shape (it is not shared)
ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_AVATAR,
ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_CAPSULE,
FixedShapeKey.KEY_CAPSULE);
physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
}
@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
nativeShapeData.HullKey = (ulong)shapeKey;
if (shapeType == PhysicsShapeType.SHAPE_AVATAR)
if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
{
ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);

View File

@ -181,7 +181,7 @@ public struct ConvexHull
public enum PhysicsShapeType
{
SHAPE_UNKNOWN = 0,
SHAPE_AVATAR = 1,
SHAPE_CAPSULE = 1,
SHAPE_BOX = 2,
SHAPE_CONE = 3,
SHAPE_CYLINDER = 4,