From f8e0cf0f1de3cabded7bce2e438cc37ce4bb989c Mon Sep 17 00:00:00 2001 From: darok Date: Sat, 3 Nov 2007 10:25:43 +0000 Subject: Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications. --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 19 ++++++++++++++++++- 1 file changed, 18 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 82b94db..f1db034 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -300,7 +300,12 @@ namespace OpenSim.Region.Physics.OdePlugin public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) + PhysicsVector size, Quaternion rotation) //To be removed + { + return this.AddPrimShape(primName, pbs, position, size, rotation, false); + } + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, + PhysicsVector size, Quaternion rotation, bool isPhysical) { PhysicsActor result; @@ -510,6 +515,12 @@ namespace OpenSim.Region.Physics.OdePlugin parent_scene.actor_name_map[Shell] = (PhysicsActor)this; } + public override bool IsPhysical + { + get { return false; } + set { return; } + } + public override bool Flying { get { return flying; } @@ -758,6 +769,12 @@ namespace OpenSim.Region.Physics.OdePlugin prim_geom = d.CreateTriMesh(parent_scene.space, _triMeshData, parent_scene.triCallback, null, null); } + public override bool IsPhysical + { + get { return false; } + set { return; } + } + public override bool Flying { get { return false; //no flying prims for you -- cgit v1.1