BulletSim: fix problem where resizing a primary shape (cube or sphere) would not rebuild the physics mesh. Update the DLLs and SOs to latest version.

0.7.4.1
Robert Adams 2012-07-31 16:22:50 -07:00
parent e38d26a2dc
commit c51ef38e2d
6 changed files with 3 additions and 5 deletions

View File

@ -86,7 +86,7 @@ public class BSConstraint : IDisposable
public bool SetCFMAndERP(float cfm, float erp)
{
bool ret = false;
bool ret = true;
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);

View File

@ -973,7 +973,7 @@ public sealed class BSPrim : PhysicsActor
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
{
DetailLog("{0},CreateGeom,sphere", LocalID);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
@ -987,7 +987,7 @@ public sealed class BSPrim : PhysicsActor
else
{
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
{
DetailLog("{0},CreateGeom,box", LocalID);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
@ -1331,7 +1331,6 @@ public sealed class BSPrim : PhysicsActor
base.RequestPhysicsterseUpdate();
}
/*
else
{
// For debugging, we can also report the movement of children
@ -1339,7 +1338,6 @@ public sealed class BSPrim : PhysicsActor
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
entprop.Acceleration, entprop.RotationalVelocity);
}
*/
}
// I've collided with something

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