diff options
Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsScene.cs | 12 |
1 files changed, 9 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 3f08234..13591ea 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -45,7 +45,9 @@ namespace OpenSim.Region.Physics.Manager | |||
45 | public abstract void RemovePrim(PhysicsActor prim); | 45 | public abstract void RemovePrim(PhysicsActor prim); |
46 | 46 | ||
47 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 47 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
48 | PhysicsVector size, Quaternion rotation); | 48 | PhysicsVector size, Quaternion rotation); //To be removed |
49 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | ||
50 | PhysicsVector size, Quaternion rotation, bool isPhysical); | ||
49 | 51 | ||
50 | public abstract void Simulate(float timeStep); | 52 | public abstract void Simulate(float timeStep); |
51 | 53 | ||
@@ -82,9 +84,13 @@ namespace OpenSim.Region.Physics.Manager | |||
82 | return PhysicsActor.Null; | 84 | return PhysicsActor.Null; |
83 | } | 85 | } |
84 | */ | 86 | */ |
85 | |||
86 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 87 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
87 | PhysicsVector size, Quaternion rotation) | 88 | PhysicsVector size, Quaternion rotation) //To be removed |
89 | { | ||
90 | return this.AddPrimShape(primName, pbs, position, size, rotation, false); | ||
91 | } | ||
92 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | ||
93 | PhysicsVector size, Quaternion rotation, bool isPhysical) | ||
88 | { | 94 | { |
89 | MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); | 95 | MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); |
90 | return PhysicsActor.Null; | 96 | return PhysicsActor.Null; |