BulletSim: change boolean parameters in the shape data from int's to float's to be consistant with parameter data structure
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04d8c6b4fe
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@ -187,6 +187,7 @@ public sealed class BSPrim : PhysicsActor
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{
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_mass = CalculateMass(); // changing size changes the mass
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BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
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DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
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RecreateGeomAndObject();
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});
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}
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@ -1201,7 +1202,8 @@ public sealed class BSPrim : PhysicsActor
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// Create an object in Bullet if it has not already been created
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// No locking here because this is done when the physics engine is not simulating
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private void CreateObject()
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// Returns 'true' if an object was actually created.
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private bool CreateObject()
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{
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// this routine is called when objects are rebuilt.
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@ -1209,10 +1211,12 @@ public sealed class BSPrim : PhysicsActor
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ShapeData shape;
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FillShapeInfo(out shape);
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// m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
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BulletSimAPI.CreateObject(_scene.WorldID, shape);
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bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
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// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
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m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID);
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return ret;
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}
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// Copy prim's info into the BulletSim shape description structure
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@ -87,12 +87,12 @@ public struct ShapeData
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public System.UInt64 MeshKey;
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public float Friction;
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public float Restitution;
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public int Collidable;
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public int Static; // true if a static object. Otherwise gravity, etc.
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public float Collidable; // true of things bump into this
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public float Static; // true if a static object. Otherwise gravity, etc.
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// note that bools are passed as ints since bool size changes by language and architecture
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public const int numericTrue = 1;
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public const int numericFalse = 0;
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// note that bools are passed as floats since bool size changes by language and architecture
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public const float numericTrue = 1f;
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public const float numericFalse = 0f;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct SweepHit
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