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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/Environment/Scenes/SceneObjectGroup.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 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 801e614..713c3ba 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1758,10 +1758,13 @@ namespace OpenSim.Region.Environment.Scenes
1758 { 1758 {
1759 lock (m_parts) 1759 lock (m_parts)
1760 { 1760 {
1761 m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
1761 foreach (SceneObjectPart part in m_parts.Values) 1762 foreach (SceneObjectPart part in m_parts.Values)
1762 { 1763 {
1763 part.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim); 1764 if (part.LocalID != m_rootPart.LocalID)
1764 1765 {
1766 part.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
1767 }
1765 // Hack to get the physics scene geometries in the right spot 1768 // Hack to get the physics scene geometries in the right spot
1766 ResetChildPrimPhysicsPositions(); 1769 ResetChildPrimPhysicsPositions();
1767 1770