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205 lines
8.9 KiB
C#
205 lines
8.9 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using NUnit.Framework;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.PhysicsModule.BulletS;
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using OpenSim.Region.PhysicsModules.SharedBase;
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using OpenSim.Tests.Common;
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using OpenMetaverse;
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namespace OpenSim.Region.PhysicsModule.BulletS.Tests
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{
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[TestFixture]
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public class HullCreation : OpenSimTestCase
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{
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// Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
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// Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
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BSScene PhysicsScene { get; set; }
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Vector3 ObjectInitPosition;
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[TestFixtureSetUp]
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public void Init()
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{
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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if (PhysicsScene != null)
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{
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// The Dispose() will also free any physical objects in the scene
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PhysicsScene.Dispose();
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PhysicsScene = null;
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}
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}
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[TestCase(7, 2, 5f, 5f, 32, 0f)] /* default hull parameters */
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public void GeomHullConvexDecomp( int maxDepthSplit,
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int maxDepthSplitForSimpleShapes,
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float concavityThresholdPercent,
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float volumeConservationThresholdPercent,
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int maxVertices,
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float maxSkinWidth)
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{
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// Setup the physics engine to use the C# version of convex decomp
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Dictionary<string, string> engineParams = new Dictionary<string, string>();
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engineParams.Add("MeshSculptedPrim", "true"); // ShouldMeshSculptedPrim
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engineParams.Add("ForceSimplePrimMeshing", "false"); // ShouldForceSimplePrimMeshing
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engineParams.Add("UseHullsForPhysicalObjects", "true"); // ShouldUseHullsForPhysicalObjects
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engineParams.Add("ShouldRemoveZeroWidthTriangles", "true");
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engineParams.Add("ShouldUseBulletHACD", "false");
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engineParams.Add("ShouldUseSingleConvexHullForPrims", "true");
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engineParams.Add("ShouldUseGImpactShapeForPrims", "false");
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engineParams.Add("ShouldUseAssetHulls", "true");
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engineParams.Add("CSHullMaxDepthSplit", maxDepthSplit.ToString());
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engineParams.Add("CSHullMaxDepthSplitForSimpleShapes", maxDepthSplitForSimpleShapes.ToString());
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engineParams.Add("CSHullConcavityThresholdPercent", concavityThresholdPercent.ToString());
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engineParams.Add("CSHullVolumeConservationThresholdPercent", volumeConservationThresholdPercent.ToString());
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engineParams.Add("CSHullMaxVertices", maxVertices.ToString());
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engineParams.Add("CSHullMaxSkinWidth", maxSkinWidth.ToString());
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PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
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PrimitiveBaseShape pbs;
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Vector3 pos;
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Vector3 size;
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Quaternion rot;
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bool isPhys;
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// Cylinder
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pbs = PrimitiveBaseShape.CreateCylinder();
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pos = new Vector3(100.0f, 100.0f, 0f);
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pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
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ObjectInitPosition = pos;
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size = new Vector3(2f, 2f, 2f);
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pbs.Scale = size;
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rot = Quaternion.Identity;
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isPhys = true;
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uint cylinderLocalID = 123;
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PhysicsScene.AddPrimShape("testCylinder", pbs, pos, size, rot, isPhys, cylinderLocalID);
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BSPrim primTypeCylinder = (BSPrim)PhysicsScene.PhysObjects[cylinderLocalID];
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// Hollow Cylinder
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pbs = PrimitiveBaseShape.CreateCylinder();
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pbs.ProfileHollow = (ushort)(0.70f * 50000);
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pos = new Vector3(110.0f, 110.0f, 0f);
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pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
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ObjectInitPosition = pos;
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size = new Vector3(2f, 2f, 2f);
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pbs.Scale = size;
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rot = Quaternion.Identity;
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isPhys = true;
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uint hollowCylinderLocalID = 124;
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PhysicsScene.AddPrimShape("testHollowCylinder", pbs, pos, size, rot, isPhys, hollowCylinderLocalID);
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BSPrim primTypeHollowCylinder = (BSPrim)PhysicsScene.PhysObjects[hollowCylinderLocalID];
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// Torus
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// ProfileCurve = Circle, PathCurve = Curve1
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pbs = PrimitiveBaseShape.CreateSphere();
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pbs.ProfileShape = (byte)ProfileShape.Circle;
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pbs.PathCurve = (byte)Extrusion.Curve1;
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pbs.PathScaleX = 100; // default hollow info as set in the viewer
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pbs.PathScaleY = (int)(.25f / 0.01f) + 200;
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pos = new Vector3(120.0f, 120.0f, 0f);
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pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 10f;
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ObjectInitPosition = pos;
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size = new Vector3(2f, 4f, 4f);
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pbs.Scale = size;
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rot = Quaternion.Identity;
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isPhys = true;
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uint torusLocalID = 125;
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PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID);
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BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID];
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// The actual prim shape creation happens at taint time
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PhysicsScene.ProcessTaints();
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// Check out the created hull shapes and report their characteristics
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ReportShapeGeom(primTypeCylinder);
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ReportShapeGeom(primTypeHollowCylinder);
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ReportShapeGeom(primTypeTorus);
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}
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[TestCase]
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public void GeomHullBulletHACD()
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{
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// Cylinder
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// Hollow Cylinder
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// Torus
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}
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private void ReportShapeGeom(BSPrim prim)
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{
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if (prim != null)
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{
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if (prim.PhysShape.HasPhysicalShape)
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{
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BSShape physShape = prim.PhysShape;
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string shapeType = physShape.GetType().ToString();
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switch (shapeType)
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{
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case "OpenSim.Region.Physics.BulletSPlugin.BSShapeNative":
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BSShapeNative nShape = physShape as BSShapeNative;
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prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
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break;
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case "OpenSim.Region.Physics.BulletSPlugin.BSShapeMesh":
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BSShapeMesh mShape = physShape as BSShapeMesh;
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prim.PhysScene.DetailLog("{0}, mesh, shapeInfo={1}", prim.Name, mShape.shapeInfo);
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break;
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case "OpenSim.Region.Physics.BulletSPlugin.BSShapeHull":
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// BSShapeHull hShape = physShape as BSShapeHull;
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// prim.PhysScene.DetailLog("{0}, hull, shapeInfo={1}", prim.Name, hShape.shapeInfo);
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break;
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case "OpenSim.Region.Physics.BulletSPlugin.BSShapeConvexHull":
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BSShapeConvexHull chShape = physShape as BSShapeConvexHull;
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prim.PhysScene.DetailLog("{0}, convexHull, shapeInfo={1}", prim.Name, chShape.shapeInfo);
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break;
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case "OpenSim.Region.Physics.BulletSPlugin.BSShapeCompound":
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BSShapeCompound cShape = physShape as BSShapeCompound;
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prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
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break;
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default:
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prim.PhysScene.DetailLog("{0}, type={1}", prim.Name, shapeType);
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break;
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}
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}
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}
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}
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}
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} |