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authordarok2007-11-03 10:25:43 +0000
committerdarok2007-11-03 10:25:43 +0000
commitf8e0cf0f1de3cabded7bce2e438cc37ce4bb989c (patch)
treefa9f855fc58616c24bdeed613f7f7edef395ee85 /OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
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 '')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.Inventory.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index a0c9a50..17f7566 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -456,6 +456,7 @@ namespace OpenSim.Region.Environment.Scenes
456 AddEntity(group); 456 AddEntity(group);
457 group.AbsolutePosition = pos; 457 group.AbsolutePosition = pos;
458 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 458 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
459 bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
459 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) 460 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
460 { 461 {
461 PrimitiveBaseShape pbs = rootPart.Shape; 462 PrimitiveBaseShape pbs = rootPart.Shape;
@@ -466,7 +467,7 @@ namespace OpenSim.Region.Environment.Scenes
466 rootPart.AbsolutePosition.Z), 467 rootPart.AbsolutePosition.Z),
467 new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), 468 new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
468 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, 469 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
469 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z)); 470 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
470 } 471 }
471 } 472 }
472 } 473 }