BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually having mesh avatars.
parent
65e55ada87
commit
8dd5813889
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@ -205,7 +205,7 @@ public sealed class BSCharacter : BSPhysObject
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// I want the physics engine to make an avatar capsule
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// I want the physics engine to make an avatar capsule
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public override PhysicsShapeType PreferredPhysicalShape
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public override PhysicsShapeType PreferredPhysicalShape
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{
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{
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get {return PhysicsShapeType.SHAPE_AVATAR; }
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get {return PhysicsShapeType.SHAPE_CAPSULE; }
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}
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}
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public override bool Grabbed {
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public override bool Grabbed {
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@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable
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bool ret = false;
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bool ret = false;
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bool haveShape = false;
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bool haveShape = false;
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if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR)
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if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
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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, PhysicsShapeType.SHAPE_AVATAR,
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ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE,
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FixedShapeKey.KEY_CAPSULE, shapeCallback);
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FixedShapeKey.KEY_CAPSULE, shapeCallback);
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DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
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DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
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ret = true;
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ret = true;
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@ -551,7 +551,7 @@ public sealed class BSShapeCollection : IDisposable
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nativeShapeData.MeshKey = (ulong)shapeKey;
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nativeShapeData.MeshKey = (ulong)shapeKey;
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nativeShapeData.HullKey = (ulong)shapeKey;
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nativeShapeData.HullKey = (ulong)shapeKey;
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if (shapeType == PhysicsShapeType.SHAPE_AVATAR)
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if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
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{
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{
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newShape = new BulletShape(
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newShape = new BulletShape(
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BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
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BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
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@ -54,10 +54,10 @@ public abstract class BSShape
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{
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{
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BSShape ret = null;
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BSShape ret = null;
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if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR)
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if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
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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 = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_AVATAR,
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ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_CAPSULE,
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FixedShapeKey.KEY_CAPSULE);
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FixedShapeKey.KEY_CAPSULE);
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physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
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physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
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}
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}
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@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
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nativeShapeData.HullKey = (ulong)shapeKey;
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nativeShapeData.HullKey = (ulong)shapeKey;
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if (shapeType == PhysicsShapeType.SHAPE_AVATAR)
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if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
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{
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{
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ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
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ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
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physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
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physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
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@ -181,7 +181,7 @@ public struct ConvexHull
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public enum PhysicsShapeType
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public enum PhysicsShapeType
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{
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{
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SHAPE_UNKNOWN = 0,
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SHAPE_UNKNOWN = 0,
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SHAPE_AVATAR = 1,
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SHAPE_CAPSULE = 1,
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SHAPE_BOX = 2,
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SHAPE_BOX = 2,
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SHAPE_CONE = 3,
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SHAPE_CONE = 3,
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SHAPE_CYLINDER = 4,
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SHAPE_CYLINDER = 4,
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