BulletSim: set removing zero width triangles in meshes to be enabled by default. This should fix the invisible barrier in sculptie doorways bug.

user_profiles
Robert Adams 2013-02-06 15:59:59 -08:00
parent 0baa2590be
commit d2ece00e68
2 changed files with 2 additions and 1 deletions

View File

@ -220,7 +220,7 @@ public static class BSParam
(s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
(s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
ConfigurationParameters.numericFalse, ConfigurationParameters.numericTrue,
(s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, (s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
(s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); }, (s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
(s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ), (s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),

View File

@ -75,6 +75,7 @@ public abstract class BSPhysObject : PhysicsActor
PhysicsScene = parentScene; PhysicsScene = parentScene;
LocalID = localID; LocalID = localID;
PhysObjectName = name; PhysObjectName = name;
Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
TypeName = typeName; TypeName = typeName;
// We don't have any physical representation yet. // We don't have any physical representation yet.