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authorMW2007-08-23 10:53:42 +0000
committerMW2007-08-23 10:53:42 +0000
commit9a8742e838cdefba925292d554a2f8bc9a6b3806 (patch)
tree53da4c3f519202b09727c9e3fc1d4110faa23a90 /OpenSim/Region/Environment
parentMore lsl functions (thanks to ldviopeng and wjordan!) (diff)
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Added danx0r's physics patch, although for now have disabled the lines in Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
Diffstat (limited to 'OpenSim/Region/Environment')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs12
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs1
2 files changed, 13 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 91ff0a8..7317361 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -503,6 +503,11 @@ namespace OpenSim.Region.Environment.Scenes
503 foreach (SceneObjectGroup prim in PrimsFromDB) 503 foreach (SceneObjectGroup prim in PrimsFromDB)
504 { 504 {
505 AddEntityFromStorage(prim); 505 AddEntityFromStorage(prim);
506 // phyScene.AddPrim(
507 // new PhysicsVector(prim.RootPart.AbsolutePosition.X, prim.RootPart.AbsolutePosition.Y, prim.RootPart.AbsolutePosition.Z),
508 // new PhysicsVector(prim.RootPart.Scale.X, prim.RootPart.Scale.Y, prim.RootPart.Scale.Z),
509 // new Axiom.Math.Quaternion(prim.RootPart.RotationOffset.W, prim.RootPart.RotationOffset.X,
510 // prim.RootPart.RotationOffset.Y, prim.RootPart.RotationOffset.Z));
506 } 511 }
507 MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)"); 512 MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
508 } 513 }
@@ -540,6 +545,8 @@ namespace OpenSim.Region.Environment.Scenes
540 { 545 {
541 SceneObjectGroup sceneOb = new SceneObjectGroup(this, this.m_regionHandle, ownerID, PrimIDAllocate(), pos, shape); 546 SceneObjectGroup sceneOb = new SceneObjectGroup(this, this.m_regionHandle, ownerID, PrimIDAllocate(), pos, shape);
542 AddEntity(sceneOb); 547 AddEntity(sceneOb);
548 //phyScene.AddPrim(new PhysicsVector(pos.X, pos.Y, pos.Z), new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
549 // new Axiom.Math.Quaternion());
543 } 550 }
544 551
545 public void RemovePrim(uint localID, LLUUID avatar_deleter) 552 public void RemovePrim(uint localID, LLUUID avatar_deleter)
@@ -615,6 +622,11 @@ namespace OpenSim.Region.Environment.Scenes
615 //if we want this to be a import method then we need new uuids for the object to avoid any clashes 622 //if we want this to be a import method then we need new uuids for the object to avoid any clashes
616 //obj.RegenerateFullIDs(); 623 //obj.RegenerateFullIDs();
617 AddEntity(obj); 624 AddEntity(obj);
625 // phyScene.AddPrim(
626 // new PhysicsVector(obj.RootPart.AbsolutePosition.X, obj.RootPart.AbsolutePosition.Y, obj.RootPart.AbsolutePosition.Z),
627 // new PhysicsVector(obj.RootPart.Scale.X, obj.RootPart.Scale.Y, obj.RootPart.Scale.Z),
628 // new Axiom.Math.Quaternion(obj.RootPart.RotationOffset.W, obj.RootPart.RotationOffset.X,
629 // obj.RootPart.RotationOffset.Y, obj.RootPart.RotationOffset.Z));
618 primCount++; 630 primCount++;
619 } 631 }
620 } 632 }
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index c3d70ea..56ac9be 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -57,6 +57,7 @@ namespace OpenSim.Region.Environment.Scenes
57 57
58 public SceneObjectPart RootPart 58 public SceneObjectPart RootPart
59 { 59 {
60 get { return this.m_rootPart; }
60 set { m_rootPart = value; } 61 set { m_rootPart = value; }
61 } 62 }
62 63