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authorTeravus Ovares2008-02-23 11:42:55 +0000
committerTeravus Ovares2008-02-23 11:42:55 +0000
commit27508c1ad87786935dbf28aa217bcbe55a9aa645 (patch)
tree0ae701c00cb8e92ab6416fb6688afeb536960b6e /OpenSim/Region/Physics/Manager
parent* Reduced size of 'startup complete message' by several thousand lines. (diff)
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* Added Support within the ODEPlugin for Selected. Which means that;
* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs7
1 files changed, 7 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 7e88479..aa6cf43 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -124,6 +124,8 @@ namespace OpenSim.Region.Physics.Manager
124 124
125 public abstract PrimitiveBaseShape Shape { set; } 125 public abstract PrimitiveBaseShape Shape { set; }
126 126
127 public abstract uint LocalID { set; }
128
127 public abstract bool Grabbed { set; } 129 public abstract bool Grabbed { set; }
128 130
129 public abstract bool Selected { set; } 131 public abstract bool Selected { set; }
@@ -228,6 +230,11 @@ namespace OpenSim.Region.Physics.Manager
228 set { return; } 230 set { return; }
229 } 231 }
230 232
233 public override uint LocalID
234 {
235 set { return; }
236 }
237
231 public override bool Grabbed 238 public override bool Grabbed
232 { 239 {
233 set { return; } 240 set { return; }