BulletSim: Add Force* operations to objects to allow direct push to engine.

Update BSDynamics to use same (don't want to delay updates til next taint-time.
Suppress queuing a taint update for position and orientation calls if value
    does not change.
Move Bullet timing statistics call from C# back to C++ code.
Throttle taints per simulation step and add parameter to set.
By default, don't create hulls for physical objects. Add a
    parameter to turn on and off.
This commit is contained in:
Robert Adams
2012-10-09 12:58:06 -07:00
parent 87825b0abe
commit 68698975f1
7 changed files with 100 additions and 29 deletions

View File

@@ -407,7 +407,7 @@ public class BSShapeCollection : IDisposable
// made. Native shapes are best used in either case.
if (!haveShape)
{
if (prim.IsPhysical)
if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects)
{
// Update prim.BSShape to reference a hull of this shape.
ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);