Universe.Physics.BulletSPlugin.BSPrim.MakeSolid C# (CSharp) Method

MakeSolid() private method

private MakeSolid ( bool makeSolid ) : void
makeSolid bool
return void
        void MakeSolid(bool makeSolid)
        {
            CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody);
            if (makeSolid)
            {
                // Verify the previous code created the correct shape for this type of thing.
                if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0)
                {
                    MainConsole.Instance.ErrorFormat(
                        "{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID,
                        bodyType);
                }
                CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody,
                    CollisionFlags.CF_NO_CONTACT_RESPONSE);
            }
            else
            {
                if ((bodyType & CollisionObjectTypes.CO_GHOST_OBJECT) == 0)
                {
                    MainConsole.Instance.ErrorFormat(
                        "{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader,
                        LocalID, bodyType);
                }
                CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody,
                    CollisionFlags.CF_NO_CONTACT_RESPONSE);

                // Change collision info from a static object to a ghosty collision object
                PhysBody.collisionType = CollisionType.VolumeDetect;
            }
        }