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authordan miller2007-09-06 03:31:32 +0000
committerdan miller2007-09-06 03:31:32 +0000
commit3586beb81bdc1f2355e458f2f6f6e4ea9393158e (patch)
tree83acf6aa300fab8228c49326f6f66ca447b66b72
parentAdded "force-update" console command (when a region is set as active), which ... (diff)
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fixed mantis bug 375 (copy broken with physics/ODE enabled)
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs11
2 files changed, 12 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index f0acf52..4e87032 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -60,7 +60,7 @@ namespace OpenSim.Region.Environment.Scenes
60 protected Timer m_heartbeatTimer = new Timer(); 60 protected Timer m_heartbeatTimer = new Timer();
61 protected Dictionary<LLUUID, ScenePresence> Avatars; 61 protected Dictionary<LLUUID, ScenePresence> Avatars;
62 protected Dictionary<LLUUID, SceneObjectGroup> Prims; 62 protected Dictionary<LLUUID, SceneObjectGroup> Prims;
63 protected PhysicsScene phyScene; 63 public PhysicsScene phyScene; /// publicized so it can be accessed from SceneObjectGroup.
64 protected float timeStep = 0.1f; 64 protected float timeStep = 0.1f;
65 private Random Rand = new Random(); 65 private Random Rand = new Random();
66 private uint _primCount = 702000; 66 private uint _primCount = 702000;
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index eead762..1869a63 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -285,6 +285,17 @@ namespace OpenSim.Region.Environment.Scenes
285 dupe.m_regionHandle = this.m_regionHandle; 285 dupe.m_regionHandle = this.m_regionHandle;
286 dupe.CopyRootPart(this.m_rootPart); 286 dupe.CopyRootPart(this.m_rootPart);
287 287
288 /// may need to create a new Physics actor.
289 if (dupe.RootPart.PhysActor != null)
290 {
291 dupe.RootPart.PhysActor = m_scene.phyScene.AddPrim(
292 new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y, dupe.RootPart.AbsolutePosition.Z),
293 new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),
294 new Axiom.Math.Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
295 dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z));
296
297 }
298
288 List<SceneObjectPart> partList = new List<SceneObjectPart>(this.m_parts.Values); 299 List<SceneObjectPart> partList = new List<SceneObjectPart>(this.m_parts.Values);
289 foreach (SceneObjectPart part in partList) 300 foreach (SceneObjectPart part in partList)
290 { 301 {