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authorTeravus Ovares2008-03-10 05:56:58 +0000
committerTeravus Ovares2008-03-10 05:56:58 +0000
commitd0123a796b0066a50914c6fae5d86550dcf58636 (patch)
tree5e7a5091afffc219c96c7649c4b2535215faf8e5 /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
parent* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim. (diff)
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ODEPlugin
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs16
1 files changed, 16 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index a8f08ec..6ed63be 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -942,6 +942,22 @@ namespace OpenSim.Region.Environment.Scenes
942 } 942 }
943 } 943 }
944 944
945 public void SetFloatOnWater(int floatYN)
946 {
947 if (PhysActor != null)
948 {
949 if (floatYN == 1)
950 {
951 PhysActor.FloatOnWater = true;
952 }
953 else
954 {
955 PhysActor.FloatOnWater = false;
956 }
957
958 }
959 }
960
945 public LLVector3 GetSitTargetPositionLL() 961 public LLVector3 GetSitTargetPositionLL()
946 { 962 {
947 return new LLVector3(m_sitTargetPosition.x, m_sitTargetPosition.y, m_sitTargetPosition.z); 963 return new LLVector3(m_sitTargetPosition.x, m_sitTargetPosition.y, m_sitTargetPosition.z);