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Revert "Add plumbing for physics properties to get to the physics engine."
This reverts commit c658fa1c0d.
This commit is contained in:
@@ -1387,46 +1387,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private float m_density = 10f;
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public float Density {
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get { return m_density; }
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set
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{
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m_density = value;
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if (PhysActor != null)
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PhysActor.Density = m_density;
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}
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}
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private float m_gravityModifier = 1f;
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public float GravityModifier {
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get { return m_gravityModifier; }
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set
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{
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m_gravityModifier = value;
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if (PhysActor != null)
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PhysActor.GravityModifier = m_gravityModifier;
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}
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}
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private float m_friction = 0.5f;
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public float Friction {
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get { return m_friction; }
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set
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{
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m_friction = value;
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if (PhysActor != null)
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PhysActor.Friction = m_friction;
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}
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}
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private float m_restitution = 0f;
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public float Restitution {
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get { return m_restitution; }
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set
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{
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m_restitution = value;
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if (PhysActor != null)
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PhysActor.Restitution = m_restitution;
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}
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}
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public float Density { get; set; }
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public float GravityModifier { get; set; }
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public float Friction { get; set; }
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public float Restitution { get; set; }
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#endregion Public Properties with only Get
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@@ -1932,18 +1896,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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ParentGroup.Scene.AddPhysicalPrim(1);
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// Update initial values for various physical properties
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pa.SetMaterial(Material);
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pa.Density = Density;
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pa.Friction = Friction;
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pa.Restitution = Restitution;
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pa.GravityModifier = GravityModifier;
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// Link up callbacks for property updates from the physics engine
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pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
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pa.OnOutOfBounds += PhysicsOutOfBounds;
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// If this is a child prim, tell the physics engine about the parent
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if (ParentID != 0 && ParentID != LocalId)
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{
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PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
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@@ -4108,6 +4062,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (pa != null)
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{
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pa.SetMaterial(Material);
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DoPhysicsPropertyUpdate(UsePhysics, true);
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if (
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@@ -4220,6 +4175,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (pa != null)
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{
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pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
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pa.SetMaterial(Material);
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DoPhysicsPropertyUpdate(rigidBody, true);
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}
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