diff options
author | Revolution | 2010-02-14 15:41:57 -0600 |
---|---|---|
committer | Melanie | 2010-02-14 22:18:46 +0000 |
commit | 9821c4f566e11c75c8d87721777480c5b2e2bd4e (patch) | |
tree | 04cf7edb4cfe07e1f50ce3ee0ca5d846e6a7a379 /OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |
parent | * SQLite match code casing with regionsettings table field casing (what's wit... (diff) | |
download | opensim-SC_OLD-9821c4f566e11c75c8d87721777480c5b2e2bd4e.zip opensim-SC_OLD-9821c4f566e11c75c8d87721777480c5b2e2bd4e.tar.gz opensim-SC_OLD-9821c4f566e11c75c8d87721777480c5b2e2bd4e.tar.bz2 opensim-SC_OLD-9821c4f566e11c75c8d87721777480c5b2e2bd4e.tar.xz |
Revolution is on the roll again! :)
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
Diffstat (limited to 'OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | 19 |
1 files changed, 18 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index d5d146e..e2a6a2e 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |||
@@ -500,6 +500,18 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
500 | public BulletXScene(String sceneIdentifier) | 500 | public BulletXScene(String sceneIdentifier) |
501 | { | 501 | { |
502 | //identifier = sceneIdentifier; | 502 | //identifier = sceneIdentifier; |
503 | cDispatcher = new CollisionDispatcherLocal(this); | ||
504 | Vector3 worldMinDim = new Vector3((float)minXY, (float)minXY, (float)minZ); | ||
505 | Vector3 worldMaxDim = new Vector3((float)maxXY, (float)maxXY, (float)maxZ); | ||
506 | opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles); | ||
507 | sicSolver = new SequentialImpulseConstraintSolver(); | ||
508 | |||
509 | lock (BulletXLock) | ||
510 | { | ||
511 | ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); | ||
512 | ddWorld.Gravity = new Vector3(0, 0, -gravity); | ||
513 | } | ||
514 | //this._heightmap = new float[65536]; | ||
503 | } | 515 | } |
504 | 516 | ||
505 | public static float Gravity | 517 | public static float Gravity |
@@ -582,12 +594,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
582 | pos.Y = position.Y; | 594 | pos.Y = position.Y; |
583 | pos.Z = position.Z + 20; | 595 | pos.Z = position.Z + 20; |
584 | BulletXCharacter newAv = null; | 596 | BulletXCharacter newAv = null; |
585 | newAv.Flying = isFlying; | ||
586 | lock (BulletXLock) | 597 | lock (BulletXLock) |
587 | { | 598 | { |
588 | newAv = new BulletXCharacter(avName, this, pos); | 599 | newAv = new BulletXCharacter(avName, this, pos); |
589 | _characters.Add(newAv.RigidBody, newAv); | 600 | _characters.Add(newAv.RigidBody, newAv); |
590 | } | 601 | } |
602 | newAv.Flying = isFlying; | ||
591 | return newAv; | 603 | return newAv; |
592 | } | 604 | } |
593 | 605 | ||
@@ -984,6 +996,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
984 | { | 996 | { |
985 | 997 | ||
986 | } | 998 | } |
999 | |||
1000 | public override void VehicleFlags(int param, bool remove) | ||
1001 | { | ||
1002 | |||
1003 | } | ||
987 | 1004 | ||
988 | public override void SetVolumeDetect(int param) | 1005 | public override void SetVolumeDetect(int param) |
989 | { | 1006 | { |