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authordarok2007-11-03 10:25:43 +0000
committerdarok2007-11-03 10:25:43 +0000
commitf8e0cf0f1de3cabded7bce2e438cc37ce4bb989c (patch)
treefa9f855fc58616c24bdeed613f7f7edef395ee85 /OpenSim/Region/Physics/Manager
parentAdded temporary try catch to udpserver while testing something out (will remo... (diff)
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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 'OpenSim/Region/Physics/Manager')
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs8
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs12
2 files changed, 17 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index f1d0f84..bfe1d0b 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -58,6 +58,8 @@ namespace OpenSim.Region.Physics.Manager
58 58
59 public abstract Quaternion Orientation { get; set; } 59 public abstract Quaternion Orientation { get; set; }
60 60
61 public abstract bool IsPhysical {get; set;}
62
61 public abstract bool Flying { get; set; } 63 public abstract bool Flying { get; set; }
62 64
63 public abstract bool IsColliding { get; set; } 65 public abstract bool IsColliding { get; set; }
@@ -100,6 +102,12 @@ namespace OpenSim.Region.Physics.Manager
100 get { return PhysicsVector.Zero; } 102 get { return PhysicsVector.Zero; }
101 } 103 }
102 104
105 public override bool IsPhysical
106 {
107 get { return false; }
108 set { return; }
109 }
110
103 public override bool Flying 111 public override bool Flying
104 { 112 {
105 get { return false; } 113 get { return false; }
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;