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* Remove some super experimental stuff in BulletDotNETPlugin since it was causing issues.
* Tweak the ODEPrim PID a bit more.
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@@ -2140,8 +2140,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1));
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((btGImpactMeshShape) prim_geom).updateBound();
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}
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Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK);
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Body.setUserPointer((IntPtr) m_localID);
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//Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK);
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//Body.setUserPointer((IntPtr) (int)m_localID);
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_parent_scene.AddPrimToScene(this);
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}
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else
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@@ -134,7 +134,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
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m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration);
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m_world.setGravity(m_gravity);
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EnableCollisionInterface();
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//EnableCollisionInterface();
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}
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