diff options
author | Robert Adams | 2013-07-23 08:13:01 -0700 |
---|---|---|
committer | Robert Adams | 2013-07-23 08:13:01 -0700 |
commit | aec8852af793699a4c1093a38b992daf2dbd97f3 (patch) | |
tree | 8d628e8e17e0773fc2ee95e500a2ae919fcd6da9 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | Revert "Revert "Add experimental stubs for an extension function interface on... (diff) | |
download | opensim-SC-aec8852af793699a4c1093a38b992daf2dbd97f3.zip opensim-SC-aec8852af793699a4c1093a38b992daf2dbd97f3.tar.gz opensim-SC-aec8852af793699a4c1093a38b992daf2dbd97f3.tar.bz2 opensim-SC-aec8852af793699a4c1093a38b992daf2dbd97f3.tar.xz |
Revert "Revert "BulletSim: move collision processing for linksets from BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index fc4545f..d34b797 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -353,6 +353,16 @@ public abstract class BSPhysObject : PhysicsActor | |||
353 | CollidingStep = BSScene.NotASimulationStep; | 353 | CollidingStep = BSScene.NotASimulationStep; |
354 | } | 354 | } |
355 | } | 355 | } |
356 | // Complex objects (like linksets) need to know if there is a collision on any part of | ||
357 | // their shape. 'IsColliding' has an existing definition of reporting a collision on | ||
358 | // only this specific prim or component of linksets. | ||
359 | // 'HasSomeCollision' is defined as reporting if there is a collision on any part of | ||
360 | // the complex body that this prim is the root of. | ||
361 | public virtual bool HasSomeCollision | ||
362 | { | ||
363 | get { return IsColliding; } | ||
364 | set { IsColliding = value; } | ||
365 | } | ||
356 | public override bool CollidingGround { | 366 | public override bool CollidingGround { |
357 | get { return (CollidingGroundStep == PhysScene.SimulationStep); } | 367 | get { return (CollidingGroundStep == PhysScene.SimulationStep); } |
358 | set | 368 | set |
@@ -386,6 +396,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
386 | // Return 'true' if a collision was processed and should be sent up. | 396 | // Return 'true' if a collision was processed and should be sent up. |
387 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. | 397 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. |
388 | // Called at taint time from within the Step() function | 398 | // Called at taint time from within the Step() function |
399 | public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | ||
389 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | 400 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, |
390 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 401 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
391 | { | 402 | { |