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authorJustin Clark-Casey2014-11-19 20:06:56 +0000
committerJustin Clark-Casey2014-11-19 20:06:56 +0000
commit7a2c77e7eace93d722ef37595e9fab21d3cd266f (patch)
treed8e8a4ca5c93654526efd6761995022038977125 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentRemove SOP.StopMoveToTarget scheduled update which is now being done in SOG.s... (diff)
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If calling llStopMoveToTarget() on an in-world prim, don't send an unnecessary object update if the prim was not moving to target.
This involves making PhysicsActor.PIDActive get as well as set. On physics components that don't implement this (all characters and some phys engines) we return false.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs7
1 files changed, 6 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 75ffeb4..f059322 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -246,7 +246,12 @@ public abstract class BSPhysObject : PhysicsActor
246 246
247 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } 247 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
248 248
249 public override bool PIDActive { set { MoveToTargetActive = value; } } 249 public override bool PIDActive
250 {
251 get { return MoveToTargetActive; }
252 set { MoveToTargetActive = value; }
253 }
254
250 public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } 255 public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
251 public override float PIDTau { set { MoveToTargetTau = value; } } 256 public override float PIDTau { set { MoveToTargetTau = value; } }
252 257