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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.
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@@ -58,6 +58,8 @@ namespace OpenSim.Region.Physics.Manager
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public abstract Quaternion Orientation { get; set; }
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public abstract bool IsPhysical {get; set;}
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public abstract bool Flying { get; set; }
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public abstract bool IsColliding { get; set; }
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@@ -100,6 +102,12 @@ namespace OpenSim.Region.Physics.Manager
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get { return PhysicsVector.Zero; }
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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 { return false; }
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@@ -45,7 +45,9 @@ namespace OpenSim.Region.Physics.Manager
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public abstract void RemovePrim(PhysicsActor prim);
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public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation);
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PhysicsVector size, Quaternion rotation); //To be removed
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public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation, bool isPhysical);
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public abstract void Simulate(float timeStep);
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@@ -82,9 +84,13 @@ namespace OpenSim.Region.Physics.Manager
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return PhysicsActor.Null;
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}
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*/
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation)
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PhysicsVector size, Quaternion rotation) //To be removed
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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, Quaternion rotation, bool isPhysical)
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{
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MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size);
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return PhysicsActor.Null;
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