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author | Robert Adams | 2012-10-19 15:43:31 -0700 |
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committer | Robert Adams | 2012-10-19 15:43:31 -0700 |
commit | d94c4646ccf0703019dd5a7915afb43706a4de35 (patch) | |
tree | a9fbf5947a8a0d06b9a07ad3be7d42dd672ebc4a /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | BulletSim: reorder avatar collision checking to eliminate double collision_end. (diff) | |
download | opensim-SC_OLD-d94c4646ccf0703019dd5a7915afb43706a4de35.zip opensim-SC_OLD-d94c4646ccf0703019dd5a7915afb43706a4de35.tar.gz opensim-SC_OLD-d94c4646ccf0703019dd5a7915afb43706a4de35.tar.bz2 opensim-SC_OLD-d94c4646ccf0703019dd5a7915afb43706a4de35.tar.xz |
BulletSim: add asset fetching so BulletSim works with new physics asset handling.
Refactor some names to make them available for the asset tracking and fetching.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 202052d..ead6a08 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -47,6 +47,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
47 | TypeName = typeName; | 47 | TypeName = typeName; |
48 | 48 | ||
49 | Linkset = new BSLinkset(PhysicsScene, this); | 49 | Linkset = new BSLinkset(PhysicsScene, this); |
50 | LastAssetBuildFailed = false; | ||
50 | 51 | ||
51 | CollisionCollection = new CollisionEventUpdate(); | 52 | CollisionCollection = new CollisionEventUpdate(); |
52 | SubscribedEventsMs = 0; | 53 | SubscribedEventsMs = 0; |
@@ -69,6 +70,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
69 | // Reference to the physical shape (btCollisionShape) of this object | 70 | // Reference to the physical shape (btCollisionShape) of this object |
70 | public BulletShape BSShape; | 71 | public BulletShape BSShape; |
71 | 72 | ||
73 | // 'true' if the mesh's underlying asset failed to build. | ||
74 | // This will keep us from looping after the first time the build failed. | ||
75 | public bool LastAssetBuildFailed { get; set; } | ||
76 | |||
77 | // The objects base shape information. Null if not a prim type shape. | ||
78 | public PrimitiveBaseShape BaseShape { get; protected set; } | ||
79 | |||
72 | // When the physical properties are updated, an EntityProperty holds the update values. | 80 | // When the physical properties are updated, an EntityProperty holds the update values. |
73 | // Keep the current and last EntityProperties to enable computation of differences | 81 | // Keep the current and last EntityProperties to enable computation of differences |
74 | // between the current update and the previous values. | 82 | // between the current update and the previous values. |
@@ -101,6 +109,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
101 | 109 | ||
102 | public abstract float ForceBuoyancy { get; set; } | 110 | public abstract float ForceBuoyancy { get; set; } |
103 | 111 | ||
112 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | ||
113 | |||
104 | #region Collisions | 114 | #region Collisions |
105 | 115 | ||
106 | // Requested number of milliseconds between collision events. Zero means disabled. | 116 | // Requested number of milliseconds between collision events. Zero means disabled. |