From 45e945616bfdab2ef57744670d3bb21acc1b3fcf Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Tue, 15 Jan 2008 04:14:27 +0000 Subject: * Pass 2 of collidable (non physical) linksets * Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore) --- OpenSim/Region/Environment/Scenes/Scene.cs | 27 +++------------------------ 1 file changed, 3 insertions(+), 24 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs') diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 43486e8..86f43b3 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -908,17 +908,8 @@ namespace OpenSim.Region.Environment.Scenes SceneObjectPart rootPart = group.GetChildPart(group.UUID); rootPart.ApplySanePermissions(); - bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); - if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) - rootPart.PhysActor = PhysicsScene.AddPrimShape( - rootPart.Name, - rootPart.Shape, - new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, - rootPart.AbsolutePosition.Z), - new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), - new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, - rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); - rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); + group.ApplyPhysics(m_physicalPrim); + //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); } MainLog.Instance.Verbose("SCENE", "Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)"); @@ -1054,19 +1045,7 @@ namespace OpenSim.Region.Environment.Scenes //rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom; } // if not phantom, add to physics - bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); - if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) - { - rootPart.PhysActor = - PhysicsScene.AddPrimShape( - rootPart.Name, - rootPart.Shape, - new PhysicsVector(pos.X, pos.Y, pos.Z), - new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z), - new Quaternion(), UsePhysics); - // subscribe to physics events. - rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); - } + sceneOb.ApplyPhysics(m_physicalPrim); } public void AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position, -- cgit v1.1