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https://github.com/opensim/opensim.git
synced 2026-08-11 03:45:35 +08:00
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:
@@ -456,6 +456,7 @@ namespace OpenSim.Region.Environment.Scenes
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AddEntity(group);
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AddEntity(group);
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group.AbsolutePosition = pos;
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group.AbsolutePosition = pos;
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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{
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{
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PrimitiveBaseShape pbs = rootPart.Shape;
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PrimitiveBaseShape pbs = rootPart.Shape;
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@@ -466,7 +467,7 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.AbsolutePosition.Z),
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rootPart.AbsolutePosition.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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}
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}
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}
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}
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}
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}
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@@ -533,6 +533,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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AddEntityFromStorage(prim);
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AddEntityFromStorage(prim);
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SceneObjectPart rootPart = prim.GetChildPart(prim.UUID);
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SceneObjectPart rootPart = prim.GetChildPart(prim.UUID);
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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rootPart.PhysActor = phyScene.AddPrimShape(
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rootPart.PhysActor = phyScene.AddPrimShape(
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rootPart.Name,
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rootPart.Name,
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@@ -541,7 +542,7 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.AbsolutePosition.Z),
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rootPart.AbsolutePosition.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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}
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}
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MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
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MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
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}
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}
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@@ -582,6 +583,7 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.ObjectFlags += (uint) LLObject.ObjectFlags.Phantom;
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rootPart.ObjectFlags += (uint) LLObject.ObjectFlags.Phantom;
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}
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}
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// if not phantom, add to physics
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// if not phantom, add to physics
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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rootPart.PhysActor =
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rootPart.PhysActor =
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phyScene.AddPrimShape(
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phyScene.AddPrimShape(
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@@ -589,7 +591,7 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.Shape,
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rootPart.Shape,
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new PhysicsVector(pos.X, pos.Y, pos.Z),
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new PhysicsVector(pos.X, pos.Y, pos.Z),
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new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
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new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
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new Quaternion());
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new Quaternion(), UsePhysics);
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}
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}
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}
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}
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@@ -669,6 +671,7 @@ namespace OpenSim.Region.Environment.Scenes
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AddEntity(obj);
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AddEntity(obj);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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rootPart.PhysActor = phyScene.AddPrimShape(
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rootPart.PhysActor = phyScene.AddPrimShape(
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rootPart.Name,
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rootPart.Name,
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@@ -677,7 +680,7 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.AbsolutePosition.Z),
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rootPart.AbsolutePosition.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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primCount++;
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primCount++;
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}
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}
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}
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}
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@@ -734,6 +737,7 @@ namespace OpenSim.Region.Environment.Scenes
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AddEntityFromStorage(obj);
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AddEntityFromStorage(obj);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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rootPart.PhysActor = phyScene.AddPrimShape(
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rootPart.PhysActor = phyScene.AddPrimShape(
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rootPart.Name,
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rootPart.Name,
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@@ -742,7 +746,7 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.AbsolutePosition.Z),
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rootPart.AbsolutePosition.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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}
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}
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public void SavePrimsToXml2(string fileName)
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public void SavePrimsToXml2(string fileName)
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@@ -438,7 +438,8 @@ namespace OpenSim.Region.Environment.Scenes
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dupe.RootPart.AbsolutePosition.Z),
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dupe.RootPart.AbsolutePosition.Z),
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new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),
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new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),
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new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
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new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
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dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z));
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dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
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dupe.RootPart.PhysActor.IsPhysical);
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}
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}
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List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values);
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List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values);
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@@ -977,7 +978,8 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.AbsolutePosition.Z),
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m_rootPart.AbsolutePosition.Z),
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new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z),
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new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z),
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X,
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X,
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m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z));
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m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z),
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m_rootPart.PhysActor.IsPhysical);
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}
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}
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}
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}
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@@ -672,6 +672,15 @@ namespace OpenSim.Region.Environment.Scenes
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//Silently ignore it - TODO: FIXME Quick
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//Silently ignore it - TODO: FIXME Quick
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}
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}
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if (UsePhysics)
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{
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AddFlag(LLObject.ObjectFlags.Physics);
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}
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else
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{
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RemFlag(LLObject.ObjectFlags.Physics);
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}
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if (IsPhantom)
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if (IsPhantom)
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{
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{
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AddFlag(LLObject.ObjectFlags.Phantom);
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AddFlag(LLObject.ObjectFlags.Phantom);
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@@ -694,18 +703,10 @@ namespace OpenSim.Region.Environment.Scenes
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AbsolutePosition.Z),
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AbsolutePosition.Z),
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new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
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new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
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new Quaternion(RotationOffset.W, RotationOffset.X,
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new Quaternion(RotationOffset.W, RotationOffset.X,
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RotationOffset.Y, RotationOffset.Z));
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RotationOffset.Y, RotationOffset.Z), UsePhysics);
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}
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}
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}
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}
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if (UsePhysics)
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{
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AddFlag(LLObject.ObjectFlags.Physics);
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}
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else
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{
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RemFlag(LLObject.ObjectFlags.Physics);
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}
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if (IsTemporary)
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if (IsTemporary)
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{
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{
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AddFlag(LLObject.ObjectFlags.TemporaryOnRez);
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AddFlag(LLObject.ObjectFlags.TemporaryOnRez);
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@@ -101,9 +101,14 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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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)
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{
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{
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return null;
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return this.AddPrimShape(primName, pbs, position, size, rotation, false);
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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, bool isPhysical)
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{
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return null;
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}
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public override void Simulate(float timeStep)
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public override void Simulate(float timeStep)
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{
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{
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@@ -186,6 +191,12 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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_acceleration = new PhysicsVector();
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_acceleration = new PhysicsVector();
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}
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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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public override bool Flying
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{
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{
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get { return flying; }
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get { return flying; }
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@@ -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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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, AxiomQuaternion rotation)
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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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{
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PhysicsActor result;
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PhysicsActor result;
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@@ -651,10 +656,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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|
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public override PhysicsVector Position
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public override PhysicsVector Position
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{
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{
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get
|
get { return _position; }
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{
|
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return _position;
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}
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set
|
set
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{
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{
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lock (BulletXScene.BulletXLock)
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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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}
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public override PhysicsVector Velocity
|
public override PhysicsVector Velocity
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{
|
{
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get
|
get { return _velocity; }
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{
|
|
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return _velocity;
|
|
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}
|
|
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set
|
set
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{
|
{
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lock (BulletXScene.BulletXLock)
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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
|
public override PhysicsVector Size
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{
|
{
|
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get
|
get { return _size; }
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{
|
set { lock (BulletXScene.BulletXLock) { _size = value; } }
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return _size;
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|
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}
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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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{
|
|
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_size = value;
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|
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}
|
|
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}
|
|
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}
|
}
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public override PhysicsVector Acceleration
|
public override PhysicsVector Acceleration
|
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{
|
{
|
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get
|
get { return _acceleration; }
|
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{
|
|
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return _acceleration;
|
|
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}
|
|
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}
|
}
|
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public override AxiomQuaternion Orientation
|
public override AxiomQuaternion Orientation
|
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{
|
{
|
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get
|
get { return _orientation; }
|
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{
|
|
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return _orientation;
|
|
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}
|
|
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set
|
set
|
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{
|
{
|
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lock (BulletXScene.BulletXLock)
|
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
|
public virtual float Mass
|
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{ get { return 0; } }
|
{
|
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|
get { return 0; }
|
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|
}
|
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public RigidBody RigidBody
|
public RigidBody RigidBody
|
||||||
{
|
{
|
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get
|
get { return rigidBody; }
|
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{
|
|
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return rigidBody;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
public Vector3 RigidBodyPosition
|
public Vector3 RigidBodyPosition
|
||||||
{
|
{
|
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get { return this.rigidBody.CenterOfMassPosition; }
|
get { return this.rigidBody.CenterOfMassPosition; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool IsPhysical
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
public override bool Flying
|
public override bool Flying
|
||||||
{
|
{
|
||||||
get
|
get { return flying; }
|
||||||
{
|
set { flying = value; }
|
||||||
return flying;
|
|
||||||
}
|
|
||||||
set
|
|
||||||
{
|
|
||||||
flying = value;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
public override bool IsColliding
|
public override bool IsColliding
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -58,6 +58,8 @@ namespace OpenSim.Region.Physics.Manager
|
|||||||
|
|
||||||
public abstract Quaternion Orientation { get; set; }
|
public abstract Quaternion Orientation { get; set; }
|
||||||
|
|
||||||
|
public abstract bool IsPhysical {get; set;}
|
||||||
|
|
||||||
public abstract bool Flying { get; set; }
|
public abstract bool Flying { get; set; }
|
||||||
|
|
||||||
public abstract bool IsColliding { get; set; }
|
public abstract bool IsColliding { get; set; }
|
||||||
@@ -100,6 +102,12 @@ namespace OpenSim.Region.Physics.Manager
|
|||||||
get { return PhysicsVector.Zero; }
|
get { return PhysicsVector.Zero; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool IsPhysical
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
public override bool Flying
|
public override bool Flying
|
||||||
{
|
{
|
||||||
get { return false; }
|
get { return false; }
|
||||||
|
|||||||
@@ -45,7 +45,9 @@ namespace OpenSim.Region.Physics.Manager
|
|||||||
public abstract void RemovePrim(PhysicsActor prim);
|
public abstract void RemovePrim(PhysicsActor prim);
|
||||||
|
|
||||||
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||||
PhysicsVector size, Quaternion rotation);
|
PhysicsVector size, Quaternion rotation); //To be removed
|
||||||
|
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||||
|
PhysicsVector size, Quaternion rotation, bool isPhysical);
|
||||||
|
|
||||||
public abstract void Simulate(float timeStep);
|
public abstract void Simulate(float timeStep);
|
||||||
|
|
||||||
@@ -82,9 +84,13 @@ namespace OpenSim.Region.Physics.Manager
|
|||||||
return PhysicsActor.Null;
|
return PhysicsActor.Null;
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||||
PhysicsVector size, Quaternion rotation)
|
PhysicsVector size, Quaternion rotation) //To be removed
|
||||||
|
{
|
||||||
|
return this.AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||||
|
}
|
||||||
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||||
|
PhysicsVector size, Quaternion rotation, bool isPhysical)
|
||||||
{
|
{
|
||||||
MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size);
|
MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size);
|
||||||
return PhysicsActor.Null;
|
return PhysicsActor.Null;
|
||||||
|
|||||||
@@ -300,7 +300,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||||||
|
|
||||||
|
|
||||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||||
PhysicsVector size, Quaternion rotation)
|
PhysicsVector size, Quaternion rotation) //To be removed
|
||||||
|
{
|
||||||
|
return this.AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||||
|
}
|
||||||
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||||
|
PhysicsVector size, Quaternion rotation, bool isPhysical)
|
||||||
{
|
{
|
||||||
PhysicsActor result;
|
PhysicsActor result;
|
||||||
|
|
||||||
@@ -510,6 +515,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||||||
parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
|
parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool IsPhysical
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
public override bool Flying
|
public override bool Flying
|
||||||
{
|
{
|
||||||
get { return flying; }
|
get { return flying; }
|
||||||
@@ -758,6 +769,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||||||
prim_geom = d.CreateTriMesh(parent_scene.space, _triMeshData, parent_scene.triCallback, null, null);
|
prim_geom = d.CreateTriMesh(parent_scene.space, _triMeshData, parent_scene.triCallback, null, null);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool IsPhysical
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
public override bool Flying
|
public override bool Flying
|
||||||
{
|
{
|
||||||
get { return false; //no flying prims for you
|
get { return false; //no flying prims for you
|
||||||
|
|||||||
@@ -120,7 +120,12 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||||||
}
|
}
|
||||||
|
|
||||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||||
PhysicsVector size, Quaternion rotation)
|
PhysicsVector size, Quaternion rotation) //To be removed
|
||||||
|
{
|
||||||
|
return this.AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||||
|
}
|
||||||
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
|
||||||
|
PhysicsVector size, Quaternion rotation, bool isPhysical)
|
||||||
{
|
{
|
||||||
return AddPrim(position, size, rotation);
|
return AddPrim(position, size, rotation);
|
||||||
}
|
}
|
||||||
@@ -193,6 +198,12 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||||||
_character = character;
|
_character = character;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool IsPhysical
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
public override bool Flying
|
public override bool Flying
|
||||||
{
|
{
|
||||||
get { return flying; }
|
get { return flying; }
|
||||||
@@ -305,6 +316,12 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||||||
_prim = prim;
|
_prim = prim;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool IsPhysical
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
public override bool Flying
|
public override bool Flying
|
||||||
{
|
{
|
||||||
get { return false; //no flying prims for you
|
get { return false; //no flying prims for you
|
||||||
|
|||||||
Reference in New Issue
Block a user