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author | Justin Clark-Casey (justincc) | 2013-04-02 00:46:53 +0100 |
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committer | Justin Clark-Casey (justincc) | 2013-04-02 00:46:53 +0100 |
commit | 600087ab49e9489e37471ccfb7360ac14d31b7f2 (patch) | |
tree | 7fd908e81185346da6d0bd3561c2712519942117 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | Change recent MSSQL migrations to drop COLUMN from ALTER TABLE which is eithe... (diff) | |
parent | BulletSim: stop an avatar from moving if standing on a stationary (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 13 |
1 files changed, 12 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 6bb88c7..98ea833 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -78,6 +78,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. | 78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. |
79 | TypeName = typeName; | 79 | TypeName = typeName; |
80 | 80 | ||
81 | // The collection of things that push me around | ||
82 | PhysicalActors = new BSActorCollection(PhysicsScene); | ||
83 | |||
81 | // Initialize variables kept in base. | 84 | // Initialize variables kept in base. |
82 | GravModifier = 1.0f; | 85 | GravModifier = 1.0f; |
83 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); | 86 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); |
@@ -109,6 +112,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
109 | { | 112 | { |
110 | UnRegisterAllPreStepActions(); | 113 | UnRegisterAllPreStepActions(); |
111 | UnRegisterAllPostStepActions(); | 114 | UnRegisterAllPostStepActions(); |
115 | PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate() | ||
116 | { | ||
117 | PhysicalActors.Release(); | ||
118 | }); | ||
112 | } | 119 | } |
113 | 120 | ||
114 | public BSScene PhysicsScene { get; protected set; } | 121 | public BSScene PhysicsScene { get; protected set; } |
@@ -180,7 +187,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
180 | Friction = matAttrib.friction; | 187 | Friction = matAttrib.friction; |
181 | Restitution = matAttrib.restitution; | 188 | Restitution = matAttrib.restitution; |
182 | Density = matAttrib.density / BSParam.DensityScaleFactor; | 189 | Density = matAttrib.density / BSParam.DensityScaleFactor; |
183 | DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); | 190 | // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); |
184 | } | 191 | } |
185 | 192 | ||
186 | // Stop all physical motion. | 193 | // Stop all physical motion. |
@@ -230,6 +237,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
230 | 237 | ||
231 | public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. | 238 | public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. |
232 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free | 239 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free |
240 | public readonly String LockedAxisActorName = "BSPrim.LockedAxis"; | ||
233 | 241 | ||
234 | #region Collisions | 242 | #region Collisions |
235 | 243 | ||
@@ -413,6 +421,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
413 | #endregion // Collisions | 421 | #endregion // Collisions |
414 | 422 | ||
415 | #region Per Simulation Step actions | 423 | #region Per Simulation Step actions |
424 | |||
425 | public BSActorCollection PhysicalActors; | ||
426 | |||
416 | // There are some actions that must be performed for a physical object before each simulation step. | 427 | // There are some actions that must be performed for a physical object before each simulation step. |
417 | // These actions are optional so, rather than scanning all the physical objects and asking them | 428 | // These actions are optional so, rather than scanning all the physical objects and asking them |
418 | // if they have anything to do, a physical object registers for an event call before the step is performed. | 429 | // if they have anything to do, a physical object registers for an event call before the step is performed. |