From c93c9ea072f319125f466c913f5f4fe1f6864045 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 15 Oct 2011 02:02:39 +0100
Subject: factor common code out into SOP.RemoveFromPhysics()
---
OpenSim/Region/Framework/Scenes/Scene.cs | 3 +--
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 22 +++++++++++++++++-----
2 files changed, 18 insertions(+), 7 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index f2b7014..a6ffe6e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2023,8 +2023,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else if (part.PhysActor != null)
{
- PhysicsScene.RemovePrim(part.PhysActor);
- part.PhysActor = null;
+ part.RemoveFromPhysics();
}
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e52131e..822d54f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1589,6 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
PhysActor = null;
}
+
// Basic Physics returns null.. joy joy joy.
if (PhysActor != null)
{
@@ -4399,12 +4400,9 @@ namespace OpenSim.Region.Framework.Scenes
|| (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
{
AddFlag(PrimFlags.Phantom);
+
if (PhysActor != null)
- {
- m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
- /// that's not wholesome. Had to make Scene public
- PhysActor = null;
- }
+ RemoveFromPhysics();
}
else // Not phantom
{
@@ -4518,6 +4516,20 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
}
+ ///
+ /// This removes the part from physics
+ ///
+ ///
+ /// This isn't the same as turning off physical, since even without being physical the prim has a physics
+ /// representation for collision detection. Rather, this would be used in situations such as making a prim
+ /// phantom.
+ ///
+ public void RemoveFromPhysics()
+ {
+ ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
+ PhysActor = null;
+ }
+
public void UpdateRotation(Quaternion rot)
{
if ((rot.X != RotationOffset.X) ||
--
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