BulletSim: correct some of the debugging input and output of PrimitiveBaseShape.
Whoever defined that structure was really into esoteric coding.sedebug
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5179f078f7
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a617159f8b
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@ -953,8 +953,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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float pathShearY = pbs.PathShearY < 128 ? (float)pbs.PathShearY * 0.01f : (float)(pbs.PathShearY - 256) * 0.01f;
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float pathBegin = (float)pbs.PathBegin * 2.0e-5f;
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float pathEnd = 1.0f - (float)pbs.PathEnd * 2.0e-5f;
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float pathScaleX = (float)(pbs.PathScaleX - 100) * 0.01f;
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float pathScaleY = (float)(pbs.PathScaleY - 100) * 0.01f;
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float pathScaleX = (float)(200 - pbs.PathScaleX) * 0.01f;
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float pathScaleY = (float)(200 - pbs.PathScaleY) * 0.01f;
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float pathTaperX = pbs.PathTaperX * 0.01f;
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float pathTaperY = pbs.PathTaperY * 0.01f;
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float profileBegin = (float)pbs.ProfileBegin * 2.0e-5f;
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float profileEnd = 1.0f - (float)pbs.ProfileEnd * 2.0e-5f;
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@ -135,6 +135,8 @@ public class HullCreation : OpenSimTestCase
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pbs = PrimitiveBaseShape.CreateSphere();
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pbs.ProfileShape = (byte)ProfileShape.Circle;
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pbs.PathCurve = (byte)Extrusion.Curve1;
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pbs.PathScaleX = 100; // default hollow info as set in the viewer
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pbs.PathScaleY = 25;
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pos = new Vector3(120.0f, 120.0f, 0f);
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pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
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ObjectInitPosition = pos;
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@ -182,8 +184,8 @@ public class HullCreation : OpenSimTestCase
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prim.PhysScene.DetailLog("{0}, mesh, shapeInfo={1}", prim.Name, mShape.shapeInfo);
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break;
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case "OpenSim.Region.Physics.BulletSPlugin.BSShapeHull":
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// BSShapeHull hShape = physShape as BSShapeHull;
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// prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo);
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BSShapeHull hShape = physShape as BSShapeHull;
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prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo);
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break;
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case "OpenSim.Region.Physics.BulletSPlugin.BSShapeConvexHull":
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BSShapeConvexHull chShape = physShape as BSShapeConvexHull;
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