diff options
Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
Diffstat (limited to 'OpenSim/Region/Physics/Manager')
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsActor.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsScene.cs | 12 |
2 files changed, 17 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index f1d0f84..bfe1d0b 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs | |||
@@ -58,6 +58,8 @@ namespace OpenSim.Region.Physics.Manager | |||
58 | 58 | ||
59 | public abstract Quaternion Orientation { get; set; } | 59 | public abstract Quaternion Orientation { get; set; } |
60 | 60 | ||
61 | public abstract bool IsPhysical {get; set;} | ||
62 | |||
61 | public abstract bool Flying { get; set; } | 63 | public abstract bool Flying { get; set; } |
62 | 64 | ||
63 | public abstract bool IsColliding { get; set; } | 65 | public abstract bool IsColliding { get; set; } |
@@ -100,6 +102,12 @@ namespace OpenSim.Region.Physics.Manager | |||
100 | get { return PhysicsVector.Zero; } | 102 | get { return PhysicsVector.Zero; } |
101 | } | 103 | } |
102 | 104 | ||
105 | public override bool IsPhysical | ||
106 | { | ||
107 | get { return false; } | ||
108 | set { return; } | ||
109 | } | ||
110 | |||
103 | public override bool Flying | 111 | public override bool Flying |
104 | { | 112 | { |
105 | get { return false; } | 113 | get { return false; } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 3f08234..13591ea 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -45,7 +45,9 @@ namespace OpenSim.Region.Physics.Manager | |||
45 | public abstract void RemovePrim(PhysicsActor prim); | 45 | public abstract void RemovePrim(PhysicsActor prim); |
46 | 46 | ||
47 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 47 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
48 | PhysicsVector size, Quaternion rotation); | 48 | PhysicsVector size, Quaternion rotation); //To be removed |
49 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | ||
50 | PhysicsVector size, Quaternion rotation, bool isPhysical); | ||
49 | 51 | ||
50 | public abstract void Simulate(float timeStep); | 52 | public abstract void Simulate(float timeStep); |
51 | 53 | ||
@@ -82,9 +84,13 @@ namespace OpenSim.Region.Physics.Manager | |||
82 | return PhysicsActor.Null; | 84 | return PhysicsActor.Null; |
83 | } | 85 | } |
84 | */ | 86 | */ |
85 | |||
86 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 87 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
87 | PhysicsVector size, Quaternion rotation) | 88 | PhysicsVector size, Quaternion rotation) //To be removed |
89 | { | ||
90 | return this.AddPrimShape(primName, pbs, position, size, rotation, false); | ||
91 | } | ||
92 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | ||
93 | PhysicsVector size, Quaternion rotation, bool isPhysical) | ||
88 | { | 94 | { |
89 | MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); | 95 | MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); |
90 | return PhysicsActor.Null; | 96 | return PhysicsActor.Null; |