public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData);
public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData);
public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData) { BulletWorldUnman worldu = world as BulletWorldUnman; return new BulletShapeUnman(BSAPICPP.BuildNativeShape2(worldu.ptr, shapeData), shapeData.Type); }
private BSShapeNative(BSScene physicsScene, BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { 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) { ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); } else { ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); } if (ptr == IntPtr.Zero) { physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } type = shapeType; key = (UInt64)shapeKey; */ }