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authorTeravus Ovares2008-01-15 04:14:27 +0000
committerTeravus Ovares2008-01-15 04:14:27 +0000
commit45e945616bfdab2ef57744670d3bb21acc1b3fcf (patch)
treec23956cef7294fc1f77062b41d63fdad3e19055e /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
parent* Mother of all commits: (diff)
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* Pass 2 of collidable (non physical) linksets
* Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs22
1 files changed, 13 insertions, 9 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index f2594a9..468e2d0 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -261,7 +261,7 @@ namespace OpenSim.Region.Environment.Scenes
261 try 261 try
262 { 262 {
263 // Hack to get the child prim to update positions in the physics engine 263 // Hack to get the child prim to update positions in the physics engine
264 ParentGroup.AbsolutePosition = ParentGroup.AbsolutePosition; 264 ParentGroup.ResetChildPrimPhysicsPositions();
265 } 265 }
266 catch (System.NullReferenceException) 266 catch (System.NullReferenceException)
267 { 267 {
@@ -646,14 +646,17 @@ namespace OpenSim.Region.Environment.Scenes
646 return newobject; 646 return newobject;
647 } 647 }
648 648
649 public void ApplyPhysics() 649 public void ApplyPhysics(uint rootObjectFlags, bool m_physicalPrim)
650 { 650 {
651 bool isPhysical = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
652 bool isPhantom = ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) != 0);
653 651
654 bool usePhysics = isPhysical && !isPhantom; 652 bool isPhysical = (((rootObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0) && m_physicalPrim);
653 bool isPhantom = ((rootObjectFlags & (uint) LLObject.ObjectFlags.Phantom) != 0);
655 654
656 if (usePhysics) 655 // Added clarification.. since A rigid body is an object that you can kick around, etc.
656 bool RigidBody = isPhysical && !isPhantom;
657
658 // The only time the physics scene shouldn't know about the prim is if it's phantom
659 if (!isPhantom)
657 { 660 {
658 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 661 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
659 Name, 662 Name,
@@ -662,10 +665,11 @@ namespace OpenSim.Region.Environment.Scenes
662 AbsolutePosition.Z), 665 AbsolutePosition.Z),
663 new PhysicsVector(Scale.X, Scale.Y, Scale.Z), 666 new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
664 new Quaternion(RotationOffset.W, RotationOffset.X, 667 new Quaternion(RotationOffset.W, RotationOffset.X,
665 RotationOffset.Y, RotationOffset.Z), usePhysics); 668 RotationOffset.Y, RotationOffset.Z), RigidBody);
666 }
667 669
668 DoPhysicsPropertyUpdate(usePhysics, true); 670
671 DoPhysicsPropertyUpdate(RigidBody, true);
672 }
669 } 673 }
670 674
671 public void ApplyNextOwnerPermissions() 675 public void ApplyNextOwnerPermissions()