BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.

It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can  tell the difference.
This commit is contained in:
Robert Adams
2013-01-15 15:07:38 -08:00
parent 61ff79587b
commit 5d098d8f17
5 changed files with 30 additions and 28 deletions

View File

@@ -442,7 +442,8 @@ public sealed class BSShapeCollection : IDisposable
return ret;
}
// Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'.
// Create a mesh, hull or native shape.
// Return 'true' if the prim's shape was changed.
public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
bool ret = false;
@@ -472,7 +473,7 @@ public sealed class BSShapeCollection : IDisposable
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);
// It doesn't look like Bullet scales spheres so make sure the scales are all equal
// It doesn't look like Bullet scales native spheres so make sure the scales are all equal
if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)
{
@@ -484,9 +485,9 @@ public sealed class BSShapeCollection : IDisposable
{
ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE,
FixedShapeKey.KEY_SPHERE, shapeCallback);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape);
}
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}",
prim.LocalID, forceRebuild, ret, prim.PhysShape);
}
if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
{
@@ -498,9 +499,9 @@ public sealed class BSShapeCollection : IDisposable
{
ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX,
FixedShapeKey.KEY_BOX, shapeCallback);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape);
}
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}",
prim.LocalID, forceRebuild, ret, prim.PhysShape);
}
}
@@ -513,7 +514,7 @@ public sealed class BSShapeCollection : IDisposable
return ret;
}
// return 'true' if the shape was changed
// return 'true' if the prim's shape was changed.
public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
@@ -921,8 +922,9 @@ public sealed class BSShapeCollection : IDisposable
}
}
// While we figure out the real problem, stick in a simple box for the object.
// While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID);
return fillinShape;
}