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-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs4
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsJoint.cs16
2 files changed, 10 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 3ba5ce5..e7aa9d1 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -127,8 +127,8 @@ namespace OpenSim.Region.Physics.Manager
127 127
128 public abstract bool Selected { set; } 128 public abstract bool Selected { set; }
129 129
130 public String SOPName { get; set; } 130 public virtual String SOPName { get { return String.Empty; } set { return; } }
131 public String SOPDescription { get; set; } 131 public virtual String SOPDescription { get { return String.Empty; } set { return; } }
132 132
133 public abstract void CrossingFailure(); 133 public abstract void CrossingFailure();
134 134
diff --git a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs b/OpenSim/Region/Physics/Manager/PhysicsJoint.cs
index 52f7e5f..6ef2330 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsJoint.cs
@@ -41,15 +41,15 @@ namespace OpenSim.Region.Physics.Manager
41 public class PhysicsJoint 41 public class PhysicsJoint
42 { 42 {
43 public virtual bool IsInPhysicsEngine { get { return false; } } // set internally to indicate if this joint has already been passed to the physics engine or is still pending 43 public virtual bool IsInPhysicsEngine { get { return false; } } // set internally to indicate if this joint has already been passed to the physics engine or is still pending
44 public PhysicsJointType Type { get; set; } 44 public virtual PhysicsJointType Type { get {return ((PhysicsJointType)(-1)); } set { return; } }
45 public string RawParams { get; set; } 45 public virtual string RawParams { get { return string.Empty; } set { return; } }
46 public List<string> BodyNames = new List<string>(); 46 public List<string> BodyNames = new List<string>();
47 public PhysicsVector Position { get; set; } // global coords 47 public virtual PhysicsVector Position { get { return PhysicsVector.Zero; } set { return; } } // global coords
48 public Quaternion Rotation { get; set; } // global coords 48 public virtual Quaternion Rotation { get { return Quaternion.Identity; } set { return; } } // global coords
49 public string ObjectNameInScene { get; set; } // proxy object in scene that represents the joint position/orientation 49 public virtual string ObjectNameInScene { get { return string.Empty; } set { return; } } // proxy object in scene that represents the joint position/orientation
50 public string TrackedBodyName { get; set; } // body name that this joint is attached to (ObjectNameInScene will follow TrackedBodyName) 50 public virtual string TrackedBodyName { get { return string.Empty; } set { return; } } // body name that this joint is attached to (ObjectNameInScene will follow TrackedBodyName)
51 public Quaternion LocalRotation { get; set; } // joint orientation relative to one of the involved bodies, the tracked body 51 public virtual Quaternion LocalRotation { get { return Quaternion.Identity; } set { return; } } // joint orientation relative to one of the involved bodies, the tracked body
52 public int ErrorMessageCount { get; set; } // total # of error messages printed for this joint since its creation. if too many, further error messages are suppressed to prevent flooding. 52 public virtual int ErrorMessageCount { get { return 0; } set { return; } } // total # of error messages printed for this joint since its creation. if too many, further error messages are suppressed to prevent flooding.
53 public const int maxErrorMessages = 100; // no more than this # of error messages will be printed for each joint 53 public const int maxErrorMessages = 100; // no more than this # of error messages will be printed for each joint
54 } 54 }
55} 55}