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authorTeravus Ovares2008-03-02 09:31:39 +0000
committerTeravus Ovares2008-03-02 09:31:39 +0000
commit0a5c48b1c820d0899ffb130c9bf0a59b04bc9099 (patch)
tree9f10684320a6808503ef211d3eeda7fbac5cf086 /OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
parentRename handler020 through handler029 with more (diff)
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* This is a very icky implementation of physical linkset prim using fixed joints. This will change quite drastically, however it's fun to play with.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs20
1 files changed, 20 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
index 83930c3..0c42260 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -366,6 +366,16 @@ namespace OpenSim.Region.Physics.PhysXPlugin
366 { 366 {
367 } 367 }
368 368
369 public override void link(PhysicsActor obj)
370 {
371
372 }
373
374 public override void delink()
375 {
376
377 }
378
369 public override void SetMomentum(PhysicsVector momentum) 379 public override void SetMomentum(PhysicsVector momentum)
370 { 380 {
371 } 381 }
@@ -582,6 +592,16 @@ namespace OpenSim.Region.Physics.PhysXPlugin
582 set { } 592 set { }
583 } 593 }
584 594
595 public override void link(PhysicsActor obj)
596 {
597
598 }
599
600 public override void delink()
601 {
602
603 }
604
585 public override float Mass 605 public override float Mass
586 { 606 {
587 get { return 0f; } 607 get { return 0f; }