Thanks Gerhard for a patch that implements part 3 of VolumeDetection / persistance

This commit is contained in:
Dahlia Trimble
2008-12-22 09:29:59 +00:00
parent 1fbbdb6714
commit 6e68a11082
4 changed files with 25 additions and 5 deletions

View File

@@ -1281,11 +1281,15 @@ if (m_shape != null) {
/// </summary>
/// <param name="rootObjectFlags"></param>
/// <param name="m_physicalPrim"></param>
public void ApplyPhysics(uint rootObjectFlags, bool m_physicalPrim)
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
{
bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0);
// Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
if (VolumeDetectActive)
isPhantom = false;
// Added clarification.. since A rigid body is an object that you can kick around, etc.
bool RigidBody = isPhysical && !isPhantom;
@@ -1305,6 +1309,7 @@ if (m_shape != null) {
{
PhysActor.LocalID = LocalId;
DoPhysicsPropertyUpdate(RigidBody, true);
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
}
}
}