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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.
This commit is contained in:
@@ -386,6 +386,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, AxiomQuaternion rotation)
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{
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return this.AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, AxiomQuaternion rotation, bool isPhysical)
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{
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PhysicsActor result;
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@@ -651,10 +656,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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public override PhysicsVector Position
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{
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get
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{
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return _position;
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}
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get { return _position; }
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set
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{
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lock (BulletXScene.BulletXLock)
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@@ -666,10 +668,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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public override PhysicsVector Velocity
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{
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get
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{
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return _velocity;
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}
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get { return _velocity; }
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set
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{
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lock (BulletXScene.BulletXLock)
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@@ -689,31 +688,16 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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public override PhysicsVector Size
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{
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get
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{
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return _size;
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}
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set
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{
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lock (BulletXScene.BulletXLock)
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{
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_size = value;
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}
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}
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get { return _size; }
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set { lock (BulletXScene.BulletXLock) { _size = value; } }
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}
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public override PhysicsVector Acceleration
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{
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get
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{
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return _acceleration;
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}
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get { return _acceleration; }
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}
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public override AxiomQuaternion Orientation
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{
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get
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{
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return _orientation;
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}
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get { return _orientation; }
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set
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{
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lock (BulletXScene.BulletXLock)
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@@ -723,29 +707,29 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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}
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}
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public virtual float Mass
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{ get { return 0; } }
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public virtual float Mass
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{
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get { return 0; }
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}
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public RigidBody RigidBody
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{
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get
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{
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return rigidBody;
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}
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get { return rigidBody; }
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}
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public Vector3 RigidBodyPosition
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{
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get { return this.rigidBody.CenterOfMassPosition; }
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}
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public override bool IsPhysical
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{
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get { return false; }
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set { return; }
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}
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public override bool Flying
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{
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get
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{
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return flying;
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}
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set
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{
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flying = value;
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}
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get { return flying; }
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set { flying = value; }
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}
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public override bool IsColliding
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{
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