diff options
author | Robert Adams | 2012-12-08 09:12:45 -0800 |
---|---|---|
committer | Robert Adams | 2012-12-08 09:14:40 -0800 |
commit | 04e64d73dfddf9ef3e3716f6c43752c6f63438cb (patch) | |
tree | 4bfc555b52f23d8b65fb3b20242f124eb73b7da5 /OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |
parent | BulletSim: fix small problem with setting size/scale of native shapes which c... (diff) | |
download | opensim-SC_OLD-04e64d73dfddf9ef3e3716f6c43752c6f63438cb.zip opensim-SC_OLD-04e64d73dfddf9ef3e3716f6c43752c6f63438cb.tar.gz opensim-SC_OLD-04e64d73dfddf9ef3e3716f6c43752c6f63438cb.tar.bz2 opensim-SC_OLD-04e64d73dfddf9ef3e3716f6c43752c6f63438cb.tar.xz |
BulletSim: set material properties for static objects. Move Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 492c7b1..1f7c398 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -257,6 +257,11 @@ public sealed class BSLinksetCompound : BSLinkset | |||
257 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot); | 257 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot); |
258 | } | 258 | } |
259 | } | 259 | } |
260 | |||
261 | // TODO: need to phantomize the child prims left behind. | ||
262 | // Maybe just destroy the children bodies and shapes and have them rebuild on unlink. | ||
263 | // Selection/deselection might cause way too many build/destructions esp. for LARGE linksets. | ||
264 | |||
260 | return false; // 'false' says to move onto the next child in the list | 265 | return false; // 'false' says to move onto the next child in the list |
261 | }); | 266 | }); |
262 | 267 | ||