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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs11
1 files changed, 11 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index fc4545f..d34b797 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -353,6 +353,16 @@ public abstract class BSPhysObject : PhysicsActor
353 CollidingStep = BSScene.NotASimulationStep; 353 CollidingStep = BSScene.NotASimulationStep;
354 } 354 }
355 } 355 }
356 // Complex objects (like linksets) need to know if there is a collision on any part of
357 // their shape. 'IsColliding' has an existing definition of reporting a collision on
358 // only this specific prim or component of linksets.
359 // 'HasSomeCollision' is defined as reporting if there is a collision on any part of
360 // the complex body that this prim is the root of.
361 public virtual bool HasSomeCollision
362 {
363 get { return IsColliding; }
364 set { IsColliding = value; }
365 }
356 public override bool CollidingGround { 366 public override bool CollidingGround {
357 get { return (CollidingGroundStep == PhysScene.SimulationStep); } 367 get { return (CollidingGroundStep == PhysScene.SimulationStep); }
358 set 368 set
@@ -386,6 +396,7 @@ public abstract class BSPhysObject : PhysicsActor
386 // Return 'true' if a collision was processed and should be sent up. 396 // Return 'true' if a collision was processed and should be sent up.
387 // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. 397 // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
388 // Called at taint time from within the Step() function 398 // Called at taint time from within the Step() function
399 public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
389 public virtual bool Collide(uint collidingWith, BSPhysObject collidee, 400 public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
390 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) 401 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
391 { 402 {