BulletSim: Fix problem where box shapes were not being rebuilt if the shape type changed.

connector_plugin
Robert Adams 2012-10-02 10:56:39 -07:00
parent ce97ebdc88
commit d8a786870b
1 changed files with 6 additions and 4 deletions

View File

@ -108,7 +108,8 @@ public class BSShapeCollection : IDisposable
// If we had to select a new shape geometry for the object,
// rebuild the body around it.
// Updates prim.BSBody with information/pointers to requested body
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData, bodyCallback);
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
prim.BSShape, shapeData, bodyCallback);
ret = newGeom || newBody;
}
DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}",
@ -140,7 +141,7 @@ public class BSShapeCollection : IDisposable
bodyDesc.lastReferenced = System.DateTime.Now;
Bodies[body.ID] = bodyDesc;
}
}
}
// Release the usage of a body.
// Called when releasing use of a BSBody. BSShape is handled separately.
@ -167,7 +168,7 @@ public class BSShapeCollection : IDisposable
{
DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}",
body.ID, body.ptr.ToString("X"));
// If the caller needs to know, pass the event up.
// If the caller needs to know the old body is going away, pass the event up.
if (bodyCallback != null) bodyCallback(body);
// Zero any reference to the shape so it is not freed when the body is deleted.
@ -448,7 +449,8 @@ public class BSShapeCollection : IDisposable
ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod);
// if this new shape is the same as last time, don't recreate the mesh
if (prim.BSShape.shapeKey == newMeshKey) return false;
if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
return false;
DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}",
prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));