BulletSim: minor change to insure avatar body recreation when shape changes.
							parent
							
								
									36bfd3667c
								
							
						
					
					
						commit
						b49f8a377b
					
				|  | @ -338,6 +338,7 @@ public class BSShapeCollection : IDisposable | |||
|             ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, | ||||
|                             ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); | ||||
|             DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); | ||||
|             ret = true; | ||||
|             haveShape = true; | ||||
|         } | ||||
|         // If the prim attributes are simple, this could be a simple Bullet native shape | ||||
|  | @ -411,15 +412,14 @@ public class BSShapeCollection : IDisposable | |||
|                             ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, | ||||
|                             ShapeDestructionCallback shapeCallback) | ||||
|     { | ||||
|         // release any previous shape | ||||
|         DereferenceShape(prim.BSShape, true, shapeCallback); | ||||
| 
 | ||||
|         shapeData.Type = shapeType; | ||||
|         // Bullet native objects are scaled by the Bullet engine so pass the size in | ||||
|         prim.Scale = shapeData.Size; | ||||
|         shapeData.Scale = shapeData.Size; | ||||
| 
 | ||||
|         // release any previous shape | ||||
|         DereferenceShape(prim.BSShape, true, shapeCallback); | ||||
| 
 | ||||
|         BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey); | ||||
| 
 | ||||
|         // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. | ||||
|  |  | |||
		Loading…
	
		Reference in New Issue
	
	 Robert Adams
						Robert Adams