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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs10
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 202052d..ead6a08 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -47,6 +47,7 @@ public abstract class BSPhysObject : PhysicsActor
47 TypeName = typeName; 47 TypeName = typeName;
48 48
49 Linkset = new BSLinkset(PhysicsScene, this); 49 Linkset = new BSLinkset(PhysicsScene, this);
50 LastAssetBuildFailed = false;
50 51
51 CollisionCollection = new CollisionEventUpdate(); 52 CollisionCollection = new CollisionEventUpdate();
52 SubscribedEventsMs = 0; 53 SubscribedEventsMs = 0;
@@ -69,6 +70,13 @@ public abstract class BSPhysObject : PhysicsActor
69 // Reference to the physical shape (btCollisionShape) of this object 70 // Reference to the physical shape (btCollisionShape) of this object
70 public BulletShape BSShape; 71 public BulletShape BSShape;
71 72
73 // 'true' if the mesh's underlying asset failed to build.
74 // This will keep us from looping after the first time the build failed.
75 public bool LastAssetBuildFailed { get; set; }
76
77 // The objects base shape information. Null if not a prim type shape.
78 public PrimitiveBaseShape BaseShape { get; protected set; }
79
72 // When the physical properties are updated, an EntityProperty holds the update values. 80 // When the physical properties are updated, an EntityProperty holds the update values.
73 // Keep the current and last EntityProperties to enable computation of differences 81 // Keep the current and last EntityProperties to enable computation of differences
74 // between the current update and the previous values. 82 // between the current update and the previous values.
@@ -101,6 +109,8 @@ public abstract class BSPhysObject : PhysicsActor
101 109
102 public abstract float ForceBuoyancy { get; set; } 110 public abstract float ForceBuoyancy { get; set; }
103 111
112 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
113
104 #region Collisions 114 #region Collisions
105 115
106 // Requested number of milliseconds between collision events. Zero means disabled. 116 // Requested number of milliseconds between collision events. Zero means disabled.