diff options
Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index 2f746b2..39f4e5c 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | |||
@@ -438,7 +438,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
438 | dupe.RootPart.AbsolutePosition.Z), | 438 | dupe.RootPart.AbsolutePosition.Z), |
439 | new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z), | 439 | new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z), |
440 | new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X, | 440 | new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X, |
441 | dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z)); | 441 | dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z), |
442 | dupe.RootPart.PhysActor.IsPhysical); | ||
442 | } | 443 | } |
443 | 444 | ||
444 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values); | 445 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values); |
@@ -977,7 +978,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
977 | m_rootPart.AbsolutePosition.Z), | 978 | m_rootPart.AbsolutePosition.Z), |
978 | new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z), | 979 | new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z), |
979 | new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, | 980 | new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, |
980 | m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z)); | 981 | m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z), |
982 | m_rootPart.PhysActor.IsPhysical); | ||
981 | } | 983 | } |
982 | } | 984 | } |
983 | 985 | ||