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authordahlia2009-10-04 02:54:36 -0700
committerdahlia2009-10-04 02:54:36 -0700
commitefebc809ce1ecbce0e3619af5439805f91e14870 (patch)
treef7017f4fc13c3bbc1eba109261608eaf42d433e6
parentExclude sculpt proxies from mesh caching (diff)
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disable physics actors for flexible prims
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs7
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ea6bc9c..801a7db 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1344,7 +1344,8 @@ if (m_shape != null) {
1344 bool RigidBody = isPhysical && !isPhantom; 1344 bool RigidBody = isPhysical && !isPhantom;
1345 1345
1346 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1346 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1347 if (!isPhantom && !IsAttachment) 1347 // or flexible
1348 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1348 { 1349 {
1349 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1350 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1350 Name, 1351 Name,
@@ -3426,8 +3427,8 @@ if (m_shape != null) {
3426 } 3427 }
3427 } 3428 }
3428 3429
3429 3430
3430 if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints 3431 if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3431 { 3432 {
3432 AddFlag(PrimFlags.Phantom); 3433 AddFlag(PrimFlags.Phantom);
3433 PhysicsActor pa = PhysActor; 3434 PhysicsActor pa = PhysActor;