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author | Teravus Ovares | 2007-11-18 13:37:02 +0000 |
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committer | Teravus Ovares | 2007-11-18 13:37:02 +0000 |
commit | 46ccfa1741abbf445b49e79045e649798d1c0b63 (patch) | |
tree | 44a5495e2026a57299b819acc0dea790d66c7a33 /OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |
parent | Made the background (ie empty space) colour of the exported map image blue. (diff) | |
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* Found several cases where prim set physical were not subscribing to physics events.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs index c2bb019..3b5fc57 100644 --- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs +++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |||
@@ -46,6 +46,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
46 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); | 46 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); |
47 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); | 47 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); |
48 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) | 48 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) |
49 | { | ||
49 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( | 50 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( |
50 | rootPart.Name, | 51 | rootPart.Name, |
51 | rootPart.Shape, | 52 | rootPart.Shape, |
@@ -54,6 +55,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
54 | new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), | 55 | new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), |
55 | new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, | 56 | new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, |
56 | rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); | 57 | rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); |
58 | rootPart.doPhysicsPropertyUpdate(UsePhysics); | ||
59 | |||
60 | } | ||
57 | primCount++; | 61 | primCount++; |
58 | } | 62 | } |
59 | } | 63 | } |
@@ -112,6 +116,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
112 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); | 116 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); |
113 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); | 117 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); |
114 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) | 118 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) |
119 | { | ||
115 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( | 120 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( |
116 | rootPart.Name, | 121 | rootPart.Name, |
117 | rootPart.Shape, | 122 | rootPart.Shape, |
@@ -120,6 +125,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
120 | new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), | 125 | new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), |
121 | new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, | 126 | new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, |
122 | rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); | 127 | rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); |
128 | rootPart.doPhysicsPropertyUpdate(UsePhysics); | ||
129 | } | ||
123 | } | 130 | } |
124 | 131 | ||
125 | public void SavePrimsToXml2(string fileName) | 132 | public void SavePrimsToXml2(string fileName) |