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authorTeravus Ovares2007-12-28 05:25:21 +0000
committerTeravus Ovares2007-12-28 05:25:21 +0000
commit67bbed820290b0307f09f29343e5fc96bdfc669a (patch)
tree154efd468369742724b06589e167b66a6de937ba /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
parentAdd missing "System." to System.NullReferenceException (diff)
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* Added ability to create new prim on existing prim (rezzing prim from inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs17
1 files changed, 4 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 2193d07..006d829 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -299,10 +299,7 @@ namespace OpenSim.Region.Physics.OdePlugin
299 p2.PhysicsActorType == (int) ActorTypes.Prim)) 299 p2.PhysicsActorType == (int) ActorTypes.Prim))
300 { 300 {
301 if (p2.PhysicsActorType == (int) ActorTypes.Agent) 301 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
302 { if (p1.IsPhysical) 302 {
303 {
304 int q = 1;
305 }
306 p2.CollidingObj = true; 303 p2.CollidingObj = true;
307 //contacts[i].depth = 0.003f; 304 //contacts[i].depth = 0.003f;
308 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); 305 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
@@ -313,18 +310,12 @@ namespace OpenSim.Region.Physics.OdePlugin
313 } 310 }
314 else 311 else
315 { 312 {
316 if (p1.IsPhysical) 313
317 { 314 //contacts[i].depth = 0.0000000f;
318 int q = 1;
319 }
320 contacts[i].depth = 0.0000000f;
321 } 315 }
322 if (p1.PhysicsActorType == (int) ActorTypes.Agent) 316 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
323 { 317 {
324 if (p2.IsPhysical) 318
325 {
326 int q = 1;
327 }
328 p1.CollidingObj = true; 319 p1.CollidingObj = true;
329 //contacts[i].depth = 0.003f; 320 //contacts[i].depth = 0.003f;
330 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); 321 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);