public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData);
public static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { BulletShape newShape; ShapeData nativeShapeData = new ShapeData(); nativeShapeData.Type = shapeType; nativeShapeData.ID = prim.LocalID; nativeShapeData.Scale = prim.Scale; nativeShapeData.Size = prim.Scale; nativeShapeData.MeshKey = (ulong)shapeKey; nativeShapeData.HullKey = (ulong)shapeKey; if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) { newShape = physicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); physicsScene.DetailLog("{0},BSShapeNative,capsule,scale={1}", prim.LocalID, prim.Scale); } else { newShape = physicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); } if (!newShape.HasPhysicalShape) { physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } newShape.shapeType = shapeType; newShape.isNativeShape = true; newShape.shapeKey = (UInt64) shapeKey; return newShape; }