aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
diff options
context:
space:
mode:
authorTeravus Ovares2008-01-15 04:14:27 +0000
committerTeravus Ovares2008-01-15 04:14:27 +0000
commit45e945616bfdab2ef57744670d3bb21acc1b3fcf (patch)
treec23956cef7294fc1f77062b41d63fdad3e19055e /OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
parent* Mother of all commits: (diff)
downloadopensim-SC-45e945616bfdab2ef57744670d3bb21acc1b3fcf.zip
opensim-SC-45e945616bfdab2ef57744670d3bb21acc1b3fcf.tar.gz
opensim-SC-45e945616bfdab2ef57744670d3bb21acc1b3fcf.tar.bz2
opensim-SC-45e945616bfdab2ef57744670d3bb21acc1b3fcf.tar.xz
* Pass 2 of collidable (non physical) linksets
* Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs22
1 files changed, 16 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index ffc72c9..b591802 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -249,7 +249,7 @@ namespace OpenSim.Region.Environment.Scenes
249 249
250 AttachToBackup(); 250 AttachToBackup();
251 251
252 ApplyPhysics(); 252 ApplyPhysics(scene.m_physicalPrim);
253 253
254 ScheduleGroupForFullUpdate(); 254 ScheduleGroupForFullUpdate();
255 } 255 }
@@ -302,7 +302,7 @@ namespace OpenSim.Region.Environment.Scenes
302 302
303 AttachToBackup(); 303 AttachToBackup();
304 304
305 ApplyPhysics(); 305 ApplyPhysics(scene.m_physicalPrim);
306 306
307 ScheduleGroupForFullUpdate(); 307 ScheduleGroupForFullUpdate();
308 } 308 }
@@ -426,7 +426,7 @@ namespace OpenSim.Region.Environment.Scenes
426 426
427 AttachToBackup(); 427 AttachToBackup();
428 428
429 ApplyPhysics(); 429 //ApplyPhysics(scene.m_physicalPrim);
430 } 430 }
431 431
432 /// <summary> 432 /// <summary>
@@ -1577,6 +1577,12 @@ namespace OpenSim.Region.Environment.Scenes
1577 } 1577 }
1578 } 1578 }
1579 1579
1580 public void ResetChildPrimPhysicsPositions()
1581 {
1582 AbsolutePosition = AbsolutePosition;
1583 HasChanged = false;
1584 }
1585
1580 public LLUUID GetPartsFullID(uint localID) 1586 public LLUUID GetPartsFullID(uint localID)
1581 { 1587 {
1582 SceneObjectPart part = GetChildPart(localID); 1588 SceneObjectPart part = GetChildPart(localID);
@@ -1649,18 +1655,22 @@ namespace OpenSim.Region.Environment.Scenes
1649 Text = text; 1655 Text = text;
1650 } 1656 }
1651 1657
1652 public void ApplyPhysics() 1658 public void ApplyPhysics(bool m_physicalPrim)
1653 { 1659 {
1654 if (m_parts.Count > 1) 1660 if (m_parts.Count > 1)
1655 { 1661 {
1656 foreach (SceneObjectPart parts in m_parts.Values) 1662 foreach (SceneObjectPart parts in m_parts.Values)
1657 { 1663 {
1658 parts.ApplyPhysics(); 1664 parts.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
1665
1666 // Hack to get the physics scene geometries in the right spot
1667 ResetChildPrimPhysicsPositions();
1668
1659 } 1669 }
1660 } 1670 }
1661 else 1671 else
1662 { 1672 {
1663 m_rootPart.ApplyPhysics(); 1673 m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
1664 } 1674 }
1665 } 1675 }
1666 } 1676 }