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author | Robert Adams | 2013-07-23 08:13:01 -0700 |
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committer | Robert Adams | 2013-07-23 08:13:01 -0700 |
commit | aec8852af793699a4c1093a38b992daf2dbd97f3 (patch) | |
tree | 8d628e8e17e0773fc2ee95e500a2ae919fcd6da9 /OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |
parent | Revert "Revert "Add experimental stubs for an extension function interface on... (diff) | |
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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 '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 32 |
1 files changed, 25 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 1fbcfcc..2f392da 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |||
@@ -200,20 +200,38 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
200 | } | 200 | } |
201 | 201 | ||
202 | // Called after a simulation step to post a collision with this object. | 202 | // Called after a simulation step to post a collision with this object. |
203 | // This returns 'true' if the collision has been queued and the SendCollisions call must | ||
204 | // be made at the end of the simulation step. | ||
203 | public override bool Collide(uint collidingWith, BSPhysObject collidee, | 205 | public override bool Collide(uint collidingWith, BSPhysObject collidee, |
204 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 206 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
205 | { | 207 | { |
206 | // prims in the same linkset cannot collide with each other | 208 | bool ret = false; |
207 | BSPrimLinkable convCollidee = collidee as BSPrimLinkable; | 209 | // Ask the linkset if it wants to handle the collision |
208 | if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID)) | 210 | if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth)) |
209 | { | 211 | { |
210 | return false; | 212 | // The linkset didn't handle it so pass the collision through normal processing |
213 | ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); | ||
211 | } | 214 | } |
215 | return ret; | ||
216 | } | ||
212 | 217 | ||
213 | // TODO: handle collisions of other objects with with children of linkset. | 218 | // A linkset reports any collision on any part of the linkset. |
214 | // This is a problem for LinksetCompound since the children are packed into the root. | 219 | public long SomeCollisionSimulationStep = 0; |
220 | public override bool HasSomeCollision | ||
221 | { | ||
222 | get | ||
223 | { | ||
224 | return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding; | ||
225 | } | ||
226 | set | ||
227 | { | ||
228 | if (value) | ||
229 | SomeCollisionSimulationStep = PhysScene.SimulationStep; | ||
230 | else | ||
231 | SomeCollisionSimulationStep = 0; | ||
215 | 232 | ||
216 | return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); | 233 | base.HasSomeCollision = value; |
234 | } | ||
217 | } | 235 | } |
218 | } | 236 | } |
219 | } | 237 | } |