diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 20 |
1 files changed, 11 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index aeeb4dd..38ab3de 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -173,6 +173,7 @@ public sealed class BSPrim : BSPhysObject | |||
173 | } | 173 | } |
174 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 174 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
175 | { | 175 | { |
176 | LastAssetBuildFailed = false; | ||
176 | BSScene.TaintCallback rebuildOperation = delegate() | 177 | BSScene.TaintCallback rebuildOperation = delegate() |
177 | { | 178 | { |
178 | _mass = CalculateMass(); // changing the shape changes the mass | 179 | _mass = CalculateMass(); // changing the shape changes the mass |
@@ -295,7 +296,7 @@ public sealed class BSPrim : BSPhysObject | |||
295 | private bool PositionSanityCheck() | 296 | private bool PositionSanityCheck() |
296 | { | 297 | { |
297 | bool ret = false; | 298 | bool ret = false; |
298 | 299 | ||
299 | // If totally below the ground, move the prim up | 300 | // If totally below the ground, move the prim up |
300 | // TODO: figure out the right solution for this... only for dynamic objects? | 301 | // TODO: figure out the right solution for this... only for dynamic objects? |
301 | /* | 302 | /* |
@@ -398,7 +399,7 @@ public sealed class BSPrim : BSPhysObject | |||
398 | { | 399 | { |
399 | // Done at taint time so we're sure the physics engine is not using the variables | 400 | // Done at taint time so we're sure the physics engine is not using the variables |
400 | // Vehicle code changes the parameters for this vehicle type. | 401 | // Vehicle code changes the parameters for this vehicle type. |
401 | this._vehicle.ProcessTypeChange(type); | 402 | _vehicle.ProcessTypeChange(type); |
402 | }); | 403 | }); |
403 | } | 404 | } |
404 | } | 405 | } |
@@ -510,7 +511,7 @@ public sealed class BSPrim : BSPhysObject | |||
510 | }); | 511 | }); |
511 | } | 512 | } |
512 | } | 513 | } |
513 | // Go directly to Bullet to get/set the value. | 514 | // Go directly to Bullet to get/set the value. |
514 | public override OMV.Quaternion ForceOrientation | 515 | public override OMV.Quaternion ForceOrientation |
515 | { | 516 | { |
516 | get | 517 | get |
@@ -768,7 +769,7 @@ public sealed class BSPrim : BSPhysObject | |||
768 | } | 769 | } |
769 | } | 770 | } |
770 | public override bool FloatOnWater { | 771 | public override bool FloatOnWater { |
771 | set { | 772 | set { |
772 | _floatOnWater = value; | 773 | _floatOnWater = value; |
773 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 774 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() |
774 | { | 775 | { |
@@ -971,7 +972,7 @@ public sealed class BSPrim : BSPhysObject | |||
971 | if (hollowAmount > 0.0) | 972 | if (hollowAmount > 0.0) |
972 | { | 973 | { |
973 | hollowVolume *= hollowAmount; | 974 | hollowVolume *= hollowAmount; |
974 | 975 | ||
975 | switch (BaseShape.HollowShape) | 976 | switch (BaseShape.HollowShape) |
976 | { | 977 | { |
977 | case HollowShape.Square: | 978 | case HollowShape.Square: |
@@ -1245,13 +1246,14 @@ public sealed class BSPrim : BSPhysObject | |||
1245 | FillShapeInfo(out shapeData); | 1246 | FillShapeInfo(out shapeData); |
1246 | 1247 | ||
1247 | // If this prim is part of a linkset, we must remove and restore the physical | 1248 | // If this prim is part of a linkset, we must remove and restore the physical |
1248 | // links of the body is rebuilt. | 1249 | // links if the body is rebuilt. |
1249 | bool needToRestoreLinkset = false; | 1250 | bool needToRestoreLinkset = false; |
1250 | 1251 | ||
1251 | // Create the correct physical representation for this type of object. | 1252 | // Create the correct physical representation for this type of object. |
1252 | // Updates BSBody and BSShape with the new information. | 1253 | // Updates BSBody and BSShape with the new information. |
1253 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | 1254 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1254 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, | 1255 | // Returns 'true' if either the body or the shape was changed. |
1256 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, | ||
1255 | null, delegate(BulletBody dBody) | 1257 | null, delegate(BulletBody dBody) |
1256 | { | 1258 | { |
1257 | // Called if the current prim body is about to be destroyed. | 1259 | // Called if the current prim body is about to be destroyed. |
@@ -1354,7 +1356,7 @@ public sealed class BSPrim : BSPhysObject | |||
1354 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1356 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1355 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1357 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1356 | 1358 | ||
1357 | // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr); | 1359 | // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG |
1358 | 1360 | ||
1359 | base.RequestPhysicsterseUpdate(); | 1361 | base.RequestPhysicsterseUpdate(); |
1360 | } | 1362 | } |
@@ -1367,8 +1369,8 @@ public sealed class BSPrim : BSPhysObject | |||
1367 | entprop.Acceleration, entprop.RotationalVelocity); | 1369 | entprop.Acceleration, entprop.RotationalVelocity); |
1368 | } | 1370 | } |
1369 | */ | 1371 | */ |
1370 | // The linkset implimentation might want to know about this. | ||
1371 | 1372 | ||
1373 | // The linkset implimentation might want to know about this. | ||
1372 | Linkset.UpdateProperties(this); | 1374 | Linkset.UpdateProperties(this); |
1373 | } | 1375 | } |
1374 | } | 1376 | } |