diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 7c2f85640b..7bc6b69e40 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -146,7 +146,7 @@ public class BSCharacter : BSPhysObject ZeroMotion(); - OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSBody.ptr, MassRaw); + OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); // Set the velocity and compute the proper friction diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 5158011e4c..7998b08cfa 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -261,10 +261,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), m_DebugLogCallbackHandle)); - // Initialization to support the transition to a new API which puts most of the logic - // into the C# code so it is easier to modify and add to. - World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID)); - Constraints = new BSConstraintCollection(World); TerrainManager = new BSTerrainManager(this); @@ -1251,10 +1247,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters case PhysParameterEntry.APPLY_TO_NONE: defaultLoc = val; // setting only the default value break; - case PhysParameterEntry.APPLY_TO_ALL: - m_log.ErrorFormat("{0} Cannot change parameters of multiple objects. Someday it will be added.", LogHeader); - /* + case PhysParameterEntry.APPLY_TO_ALL: defaultLoc = val; // setting ALL also sets the default value + /* List objectIDs = lIDs; string xparm = parm.ToLower(); float xval = val; @@ -1276,15 +1271,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters // schedule the actual updating of the paramter to when the phys engine is not busy protected void TaintedUpdateParameter(string parm, uint localID, float val) { + /* Settings in the C++ code are not working at the moment. TODO: fix the settings. m_log.ErrorFormat("{0} Cannot change parameters of base objects. Someday it will be added.", LogHeader); - /* uint xlocalID = localID; string xparm = parm.ToLower(); float xval = val; TaintedObject("BSScene.TaintedUpdateParameter", delegate() { BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); }); - */ + */ } // Get parameter. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 7d0f84a525..5a77e5232b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -369,6 +369,7 @@ public class BSShapeCollection : IDisposable // an avatar capsule is close to a native shape (it is not shared) ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); + DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); haveShape = true; } // If the prim attributes are simple, this could be a simple Bullet native shape @@ -460,7 +461,6 @@ public class BSShapeCollection : IDisposable } else { - // Native shapes are always built independently. newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); newShape.shapeKey = (System.UInt64)shapeKey; newShape.isNativeShape = true;