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