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author | Teravus Ovares | 2007-12-28 05:25:21 +0000 |
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committer | Teravus Ovares | 2007-12-28 05:25:21 +0000 |
commit | 67bbed820290b0307f09f29343e5fc96bdfc669a (patch) | |
tree | 154efd468369742724b06589e167b66a6de937ba /OpenSim/Region/Physics | |
parent | Add 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')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 17 |
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); |