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authorTeravus Ovares2008-03-02 09:31:39 +0000
committerTeravus Ovares2008-03-02 09:31:39 +0000
commit0a5c48b1c820d0899ffb130c9bf0a59b04bc9099 (patch)
tree9f10684320a6808503ef211d3eeda7fbac5cf086 /OpenSim/Region/Physics/Manager/PhysicsActor.cs
parentRename handler020 through handler029 with more (diff)
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* This is a very icky implementation of physical linkset prim using fixed joints. This will change quite drastically, however it's fun to play with.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
Diffstat (limited to 'OpenSim/Region/Physics/Manager/PhysicsActor.cs')
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs14
1 files changed, 14 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index aa6cf43..e31a08d 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -132,6 +132,10 @@ namespace OpenSim.Region.Physics.Manager
132 132
133 public abstract void CrossingFailure(); 133 public abstract void CrossingFailure();
134 134
135 public abstract void link(PhysicsActor obj);
136
137 public abstract void delink();
138
135 public virtual void RequestPhysicsterseUpdate() 139 public virtual void RequestPhysicsterseUpdate()
136 { 140 {
137 // Make a temporary copy of the event to avoid possibility of 141 // Make a temporary copy of the event to avoid possibility of
@@ -353,6 +357,16 @@ namespace OpenSim.Region.Physics.Manager
353 set { return; } 357 set { return; }
354 } 358 }
355 359
360 public override void link(PhysicsActor obj)
361 {
362
363 }
364
365 public override void delink()
366 {
367
368 }
369
356 public override void AddForce(PhysicsVector force) 370 public override void AddForce(PhysicsVector force)
357 { 371 {
358 return; 372 return;