* 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)
This commit is contained in:
Teravus Ovares
2008-01-15 04:14:27 +00:00
parent b25f9f322c
commit 45e945616b
4 changed files with 33 additions and 39 deletions

View File

@@ -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,