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author | Teravus Ovares | 2008-03-10 05:56:58 +0000 |
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committer | Teravus Ovares | 2008-03-10 05:56:58 +0000 |
commit | d0123a796b0066a50914c6fae5d86550dcf58636 (patch) | |
tree | 5e7a5091afffc219c96c7649c4b2535215faf8e5 /OpenSim/Region/Environment | |
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 '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 16 |
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); |