mirror of
https://github.com/opensim/opensim.git
synced 2026-08-12 04:05:42 +08:00
BulletSim: adjust friction and restitution based on material type.
This commit is contained in:
@@ -60,6 +60,9 @@ public abstract class BSPhysObject : PhysicsActor
|
||||
Linkset = BSLinkset.Factory(PhysicsScene, this);
|
||||
LastAssetBuildFailed = false;
|
||||
|
||||
// Default material type
|
||||
Material = MaterialAttributes.Material.Wood;
|
||||
|
||||
CollisionCollection = new CollisionEventUpdate();
|
||||
SubscribedEventsMs = 0;
|
||||
CollidingStep = 0;
|
||||
@@ -109,6 +112,13 @@ public abstract class BSPhysObject : PhysicsActor
|
||||
public abstract bool IsSolid { get; }
|
||||
public abstract bool IsStatic { get; }
|
||||
|
||||
// Materialness
|
||||
public MaterialAttributes.Material Material { get; private set; }
|
||||
public override void SetMaterial(int material)
|
||||
{
|
||||
Material = (MaterialAttributes.Material)material;
|
||||
}
|
||||
|
||||
// Stop all physical motion.
|
||||
public abstract void ZeroMotion(bool inTaintTime);
|
||||
public abstract void ZeroAngularMotion(bool inTaintTime);
|
||||
|
||||
Reference in New Issue
Block a user