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author | Robert Adams | 2013-07-22 12:09:17 -0700 |
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committer | Robert Adams | 2013-07-22 12:09:17 -0700 |
commit | c45659863d8821a48a32e5b687c7b2a6d90b0300 (patch) | |
tree | ab9dcd8912dd1b339e70e6de22784d1db90fb9f3 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | Revert "BulletSim: only create vehicle prim actor when vehicles are enabled." (diff) | |
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Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"
The changes don't seem to be ready for prime time.
This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 11 |
1 files changed, 0 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index d34b797..fc4545f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -353,16 +353,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
353 | CollidingStep = BSScene.NotASimulationStep; | 353 | CollidingStep = BSScene.NotASimulationStep; |
354 | } | 354 | } |
355 | } | 355 | } |
356 | // Complex objects (like linksets) need to know if there is a collision on any part of | ||
357 | // their shape. 'IsColliding' has an existing definition of reporting a collision on | ||
358 | // only this specific prim or component of linksets. | ||
359 | // 'HasSomeCollision' is defined as reporting if there is a collision on any part of | ||
360 | // the complex body that this prim is the root of. | ||
361 | public virtual bool HasSomeCollision | ||
362 | { | ||
363 | get { return IsColliding; } | ||
364 | set { IsColliding = value; } | ||
365 | } | ||
366 | public override bool CollidingGround { | 356 | public override bool CollidingGround { |
367 | get { return (CollidingGroundStep == PhysScene.SimulationStep); } | 357 | get { return (CollidingGroundStep == PhysScene.SimulationStep); } |
368 | set | 358 | set |
@@ -396,7 +386,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
396 | // Return 'true' if a collision was processed and should be sent up. | 386 | // Return 'true' if a collision was processed and should be sent up. |
397 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. | 387 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. |
398 | // Called at taint time from within the Step() function | 388 | // Called at taint time from within the Step() function |
399 | public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | ||
400 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | 389 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, |
401 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 390 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
402 | { | 391 | { |