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authorRobert Adams2012-12-09 22:10:32 -0800
committerRobert Adams2012-12-09 22:32:46 -0800
commitce5083a504a82712149f5e3dab622d42e260bba3 (patch)
tree37c54b8649e07ed227a947208ddad0f7bfa79043 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentHGAssetMapper: Get wasn't really working. It's true that some assets are copi... (diff)
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BulletSim: adjust friction and restitution based on material type.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs10
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index f6a890e..b05d4ee 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -60,6 +60,9 @@ public abstract class BSPhysObject : PhysicsActor
60 Linkset = BSLinkset.Factory(PhysicsScene, this); 60 Linkset = BSLinkset.Factory(PhysicsScene, this);
61 LastAssetBuildFailed = false; 61 LastAssetBuildFailed = false;
62 62
63 // Default material type
64 Material = MaterialAttributes.Material.Wood;
65
63 CollisionCollection = new CollisionEventUpdate(); 66 CollisionCollection = new CollisionEventUpdate();
64 SubscribedEventsMs = 0; 67 SubscribedEventsMs = 0;
65 CollidingStep = 0; 68 CollidingStep = 0;
@@ -109,6 +112,13 @@ public abstract class BSPhysObject : PhysicsActor
109 public abstract bool IsSolid { get; } 112 public abstract bool IsSolid { get; }
110 public abstract bool IsStatic { get; } 113 public abstract bool IsStatic { get; }
111 114
115 // Materialness
116 public MaterialAttributes.Material Material { get; private set; }
117 public override void SetMaterial(int material)
118 {
119 Material = (MaterialAttributes.Material)material;
120 }
121
112 // Stop all physical motion. 122 // Stop all physical motion.
113 public abstract void ZeroMotion(bool inTaintTime); 123 public abstract void ZeroMotion(bool inTaintTime);
114 public abstract void ZeroAngularMotion(bool inTaintTime); 124 public abstract void ZeroAngularMotion(bool inTaintTime);