BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually having mesh avatars.

This commit is contained in:
Robert Adams
2012-11-20 11:33:42 -08:00
parent 65e55ada87
commit 8dd5813889
4 changed files with 8 additions and 8 deletions

View File

@@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable
bool ret = false;
bool haveShape = false;
if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR)
if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
{
// an avatar capsule is close to a native shape (it is not shared)
ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_AVATAR,
ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE,
FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
ret = true;
@@ -551,7 +551,7 @@ public sealed class BSShapeCollection : IDisposable
nativeShapeData.MeshKey = (ulong)shapeKey;
nativeShapeData.HullKey = (ulong)shapeKey;
if (shapeType == PhysicsShapeType.SHAPE_AVATAR)
if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
{
newShape = new BulletShape(
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)