Add rotationalVelocity and acceleration to variables that are synced in PhysicsActor. Remove unused Prop class.
parent
8d87d9e42d
commit
270f7e653a
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@ -390,6 +390,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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pa.Position = data["position"].AsVector3();
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pa.Position = data["position"].AsVector3();
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pa.Force = data["force"].AsVector3();
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pa.Force = data["force"].AsVector3();
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pa.Velocity = data["velocity"].AsVector3();
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pa.Velocity = data["velocity"].AsVector3();
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pa.RotationalVelocity = data["rotationalVelocity"].AsVector3();
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pa.Acceleration = data["acceleration"].AsVector3();
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pa.Torque = data["torque"].AsVector3();
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pa.Torque = data["torque"].AsVector3();
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pa.Orientation = data["orientantion"].AsQuaternion();
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pa.Orientation = data["orientantion"].AsQuaternion();
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pa.IsPhysical = data["isPhysical"].AsBoolean(); // receive??
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pa.IsPhysical = data["isPhysical"].AsBoolean(); // receive??
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@ -444,6 +446,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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data["position"] = OSD.FromVector3(pa.Position);
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data["position"] = OSD.FromVector3(pa.Position);
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data["force"] = OSD.FromVector3(pa.Force);
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data["force"] = OSD.FromVector3(pa.Force);
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data["velocity"] = OSD.FromVector3(pa.Velocity);
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data["velocity"] = OSD.FromVector3(pa.Velocity);
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data["rotationalVelocity"] = OSD.FromVector3(pa.RotationalVelocity);
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data["acceleration"] = OSD.FromVector3(pa.Acceleration);
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data["torque"] = OSD.FromVector3(pa.Torque);
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data["torque"] = OSD.FromVector3(pa.Torque);
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data["orientation"] = OSD.FromQuaternion(pa.Orientation);
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data["orientation"] = OSD.FromQuaternion(pa.Orientation);
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data["isPhysical"] = OSD.FromBoolean(pa.IsPhysical);
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data["isPhysical"] = OSD.FromBoolean(pa.IsPhysical);
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@ -350,6 +350,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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pa.Position = data["position"].AsVector3();
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pa.Position = data["position"].AsVector3();
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pa.Force = data["force"].AsVector3();
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pa.Force = data["force"].AsVector3();
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pa.Velocity = data["velocity"].AsVector3();
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pa.Velocity = data["velocity"].AsVector3();
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pa.RotationalVelocity = data["rotationalVelocity"].AsVector3();
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pa.Acceleration = data["acceleration"].AsVector3();
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pa.Torque = data["torque"].AsVector3();
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pa.Torque = data["torque"].AsVector3();
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pa.Orientation = data["orientantion"].AsQuaternion();
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pa.Orientation = data["orientantion"].AsQuaternion();
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pa.IsPhysical = data["isPhysical"].AsBoolean(); // receive??
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pa.IsPhysical = data["isPhysical"].AsBoolean(); // receive??
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@ -402,6 +404,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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data["position"] = OSD.FromVector3(pa.Position);
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data["position"] = OSD.FromVector3(pa.Position);
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data["force"] = OSD.FromVector3(pa.Force);
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data["force"] = OSD.FromVector3(pa.Force);
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data["velocity"] = OSD.FromVector3(pa.Velocity);
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data["velocity"] = OSD.FromVector3(pa.Velocity);
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data["rotationalVelocity"] = OSD.FromVector3(pa.RotationalVelocity);
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data["acceleration"] = OSD.FromVector3(pa.Acceleration);
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data["torque"] = OSD.FromVector3(pa.Torque);
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data["torque"] = OSD.FromVector3(pa.Torque);
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data["orientation"] = OSD.FromQuaternion(pa.Orientation);
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data["orientation"] = OSD.FromQuaternion(pa.Orientation);
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data["isPhysical"] = OSD.FromBoolean(pa.IsPhysical);
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data["isPhysical"] = OSD.FromBoolean(pa.IsPhysical);
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@ -273,7 +273,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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public void SendUpdate(PhysicsActor pa)
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public void SendUpdate(PhysicsActor pa)
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{
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{
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// m_log.DebugFormat("{0}: SendUpdate for {1}", LogHeader, pa.LocalID);
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// m_log.DebugFormat("{0}: SendUpdate for {1}", LogHeader, pa.LocalID);
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this.m_sceneToPhysEngineConnector.SendPhysUpdateAttributes(pa);
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if (m_sceneToPhysEngineConnector != null)
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{
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this.m_sceneToPhysEngineConnector.SendPhysUpdateAttributes(pa);
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}
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}
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}
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#endregion
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#endregion
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@ -127,6 +127,7 @@ namespace OpenSim.Region.Physics.Manager
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public Vector3 position;
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public Vector3 position;
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public Vector3 force;
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public Vector3 force;
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public Vector3 velocity;
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public Vector3 velocity;
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public Vector3 rotationalVelocity;
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public Vector3 torque;
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public Vector3 torque;
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public Quaternion orientation;
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public Quaternion orientation;
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public Boolean isPhysical;
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public Boolean isPhysical;
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@ -140,6 +141,7 @@ namespace OpenSim.Region.Physics.Manager
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if (!AlmostEqual(position, pa.Position)) { position = pa.Position; ret = true; }
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if (!AlmostEqual(position, pa.Position)) { position = pa.Position; ret = true; }
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if (!AlmostEqual(force, pa.Force)) { force = pa.Force; ret = true; }
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if (!AlmostEqual(force, pa.Force)) { force = pa.Force; ret = true; }
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if (!AlmostEqual(velocity, pa.Velocity)) { velocity = pa.Velocity; ret = true; }
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if (!AlmostEqual(velocity, pa.Velocity)) { velocity = pa.Velocity; ret = true; }
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if (!AlmostEqual(rotationalVelocity, pa.RotationalVelocity)) { rotationalVelocity = pa.RotationalVelocity; ret = true; }
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if (!AlmostEqual(torque, pa.Torque)) { torque = pa.Torque; ret = true; }
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if (!AlmostEqual(torque, pa.Torque)) { torque = pa.Torque; ret = true; }
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if (orientation != pa.Orientation) { orientation = pa.Orientation; ret = true; }
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if (orientation != pa.Orientation) { orientation = pa.Orientation; ret = true; }
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if (isPhysical != pa.IsPhysical) { isPhysical = pa.IsPhysical; ret = true; }
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if (isPhysical != pa.IsPhysical) { isPhysical = pa.IsPhysical; ret = true; }
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@ -149,9 +151,9 @@ namespace OpenSim.Region.Physics.Manager
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}
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}
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private bool AlmostEqual(Vector3 a, Vector3 b)
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private bool AlmostEqual(Vector3 a, Vector3 b)
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{
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{
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if (Math.Abs(a.X - b.X) > 0.001) return false;
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if (Math.Abs(a.X - b.X) > 0.01) return false;
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if (Math.Abs(a.Y - b.Y) > 0.001) return false;
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if (Math.Abs(a.Y - b.Y) > 0.01) return false;
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if (Math.Abs(a.Z - b.Z) > 0.001) return false;
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if (Math.Abs(a.Z - b.Z) > 0.01) return false;
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return true;
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return true;
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}
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}
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}
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}
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@ -273,7 +275,12 @@ namespace OpenSim.Region.Physics.Manager
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public abstract Vector3 Velocity { get; set; }
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public abstract Vector3 Velocity { get; set; }
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public abstract Vector3 Torque { get; set; }
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public abstract Vector3 Torque { get; set; }
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public abstract float CollisionScore { get; set;}
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public abstract float CollisionScore { get; set;}
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public abstract Vector3 Acceleration { get; }
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// RA: used to be abstract but made virtual so 'set' does not need to be added to all phys engines
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private Vector3 _acceleration;
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public virtual Vector3 Acceleration {
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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public abstract Quaternion Orientation { get; set; }
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public abstract Quaternion Orientation { get; set; }
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public abstract int PhysicsActorType { get; set; }
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public abstract int PhysicsActorType { get; set; }
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public abstract bool IsPhysical { get; set; }
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public abstract bool IsPhysical { get; set; }
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@ -471,6 +478,7 @@ namespace OpenSim.Region.Physics.Manager
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public override Vector3 Acceleration
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public override Vector3 Acceleration
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{
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{
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get { return Vector3.Zero; }
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get { return Vector3.Zero; }
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set { }
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}
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}
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public override bool IsPhysical
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public override bool IsPhysical
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@ -835,6 +835,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override Vector3 Acceleration
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public override Vector3 Acceleration
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{
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{
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get { return _acceleration; }
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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}
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public void SetAcceleration(Vector3 accel)
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public void SetAcceleration(Vector3 accel)
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@ -2501,6 +2501,7 @@ Console.WriteLine(" JointCreateFixed");
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public override Vector3 Acceleration
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public override Vector3 Acceleration
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{
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{
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get { return _acceleration; }
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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}
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@ -44,7 +44,10 @@ public class PECharacter : PhysicsActor
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private bool _grabbed;
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private bool _grabbed;
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private bool _selected;
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private bool _selected;
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private Vector3 _position;
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private Vector3 _position;
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private float _mass;
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private float _mass = 80f;
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public float _density = 60f;
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public float CAPSULE_RADIUS = 0.37f;
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public float CAPSULE_LENGTH = 2.140599f;
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private Vector3 _force;
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private Vector3 _force;
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private Vector3 _velocity;
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private Vector3 _velocity;
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private Vector3 _torque;
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private Vector3 _torque;
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@ -79,6 +82,7 @@ public class PECharacter : PhysicsActor
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{
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{
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_position = pos;
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_position = pos;
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_size = size;
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_size = size;
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_density = density;
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return;
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return;
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}
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}
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@ -88,30 +92,25 @@ public class PECharacter : PhysicsActor
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public override Vector3 Size {
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public override Vector3 Size {
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get { return _size; }
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get { return _size; }
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set { _size = value;
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set { _size = value;
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Prop.Set(_localID, PropType.Size, _size);
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}
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}
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}
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}
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public override PrimitiveBaseShape Shape {
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public override PrimitiveBaseShape Shape {
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set { _pbs = value;
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set { _pbs = value;
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Prop.Set(_localID, PropType.Shape, _pbs);
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}
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}
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}
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}
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public override uint LocalID {
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public override uint LocalID {
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set { _localID = value;
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set { _localID = value;
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Prop.Set(_localID, PropType.LocalID, _localID);
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}
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}
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get { return _localID; }
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get { return _localID; }
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}
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}
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public override bool Grabbed {
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public override bool Grabbed {
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set { _grabbed = value;
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set { _grabbed = value;
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m_log.Debug("[RPE] PEChar set Grabbed");
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m_log.Debug("[RPE] PEChar set Grabbed");
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Prop.Set(_localID, PropType.Grabbed, _grabbed);
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}
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}
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}
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}
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public override bool Selected {
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public override bool Selected {
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set { _selected = value;
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set { _selected = value;
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m_log.Debug("[RPE] PEChar set Selected");
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m_log.Debug("[RPE] PEChar set Selected");
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Prop.Set(_localID, PropType.Selected, _selected);
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}
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}
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}
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}
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public override void CrossingFailure() { return; }
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public override void CrossingFailure() { return; }
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@ -122,16 +121,18 @@ public class PECharacter : PhysicsActor
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public override Vector3 Position {
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public override Vector3 Position {
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get { return _position; }
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get { return _position; }
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set { _position = value;
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set { _position = value;
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Prop.Set(_localID, PropType.Position, _position);
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}
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}
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}
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}
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public override float Mass {
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public override float Mass {
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get { return _mass; }
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get {
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float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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_mass = _density*AVvolume;
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return _mass;
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}
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}
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}
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public override Vector3 Force {
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public override Vector3 Force {
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get { return _force; }
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get { return _force; }
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set { _force = value;
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set { _force = value;
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Prop.Set(_localID, PropType.Force, _force);
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}
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}
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}
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}
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@ -152,19 +153,16 @@ public class PECharacter : PhysicsActor
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public override Vector3 Velocity {
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public override Vector3 Velocity {
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get { return _velocity; }
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get { return _velocity; }
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set { _velocity = value;
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set { _velocity = value;
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Prop.Set(_localID, PropType.Velocity, _velocity);
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}
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}
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}
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}
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public override Vector3 Torque {
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public override Vector3 Torque {
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get { return _torque; }
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get { return _torque; }
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set { _torque = value;
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set { _torque = value;
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Prop.Set(_localID, PropType.Torque, _torque);
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}
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}
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}
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}
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public override float CollisionScore {
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public override float CollisionScore {
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get { return _collisionScore; }
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get { return _collisionScore; }
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set { _collisionScore = value;
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set { _collisionScore = value;
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Prop.Set(_localID, PropType.CollisionScore, _collisionScore);
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}
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}
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}
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}
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public override Vector3 Acceleration {
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public override Vector3 Acceleration {
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public override Quaternion Orientation {
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public override Quaternion Orientation {
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get { return _orientation; }
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get { return _orientation; }
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set { _orientation = value;
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set { _orientation = value;
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Prop.Set(_localID, PropType.Orientation, _orientation);
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}
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}
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}
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}
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public override int PhysicsActorType {
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public override int PhysicsActorType {
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public override float APIDDamping { set { return; } }
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public override float APIDDamping { set { return; } }
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public override void AddForce(Vector3 force, bool pushforce) {
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public override void AddForce(Vector3 force, bool pushforce) {
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if (force.IsFinite())
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{
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// base.ChangingActorID = RegionSyncServerModule.ActorID;
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_velocity.X += force.X;
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_velocity.Y += force.Y;
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_velocity.Z += force.Z;
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
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}
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//m_lastUpdateSent = false;
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}
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}
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public override void AddAngularForce(Vector3 force, bool pushforce) {
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public override void AddAngularForce(Vector3 force, bool pushforce) {
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}
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}
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set { _size = value;
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set { _size = value;
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// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Size");
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// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Size");
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ChangingActorID = RegionSyncServerModule.ActorID;
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ChangingActorID = RegionSyncServerModule.ActorID;
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Prop.Set(_localID, PropType.Size, _size);
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}
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}
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}
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}
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public override PrimitiveBaseShape Shape {
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public override PrimitiveBaseShape Shape {
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set { _pbs = value;
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set { _pbs = value;
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m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Shape");
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m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Shape");
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ChangingActorID = RegionSyncServerModule.ActorID;
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ChangingActorID = RegionSyncServerModule.ActorID;
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Prop.Set(_localID, PropType.Shape, _pbs);
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}
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}
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}
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}
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public override uint LocalID {
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public override uint LocalID {
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set { _localID = value;
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set { _localID = value;
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// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set LocalID");
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// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set LocalID");
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ChangingActorID = RegionSyncServerModule.ActorID;
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ChangingActorID = RegionSyncServerModule.ActorID;
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Prop.Set(_localID, PropType.LocalID, _localID);
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}
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}
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get { return _localID; }
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get { return _localID; }
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}
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}
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public override bool Grabbed {
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public override bool Grabbed {
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set { _grabbed = value;
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set { _grabbed = value;
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m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Grabbed");
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m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Grabbed");
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Prop.Set(_localID, PropType.Grabbed, _grabbed);
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}
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}
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}
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}
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public override bool Selected {
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public override bool Selected {
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set { _selected = value;
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set { _selected = value;
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m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Selected");
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m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Selected");
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Prop.Set(_localID, PropType.Selected, _selected);
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}
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}
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}
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}
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public override void CrossingFailure() { return; }
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public override void CrossingFailure() { return; }
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@ -132,7 +127,6 @@ public sealed class PEPrim : PhysicsActor
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set { _position = value;
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set { _position = value;
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ChangingActorID = RegionSyncServerModule.ActorID;
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ChangingActorID = RegionSyncServerModule.ActorID;
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// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Position");
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// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Position");
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Prop.Set(_localID, PropType.Position, _position);
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}
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}
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}
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}
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public override float Mass {
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public override float Mass {
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@ -143,7 +137,6 @@ public sealed class PEPrim : PhysicsActor
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set { _force = value;
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set { _force = value;
|
||||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||||
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Force");
|
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Force");
|
||||||
Prop.Set(_localID, PropType.Force, _force);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -165,21 +158,18 @@ public sealed class PEPrim : PhysicsActor
|
||||||
get { return _velocity; }
|
get { return _velocity; }
|
||||||
set { _velocity = value;
|
set { _velocity = value;
|
||||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||||
Prop.Set(_localID, PropType.Velocity, _velocity);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override Vector3 Torque {
|
public override Vector3 Torque {
|
||||||
get { return _torque; }
|
get { return _torque; }
|
||||||
set { _torque = value;
|
set { _torque = value;
|
||||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||||
Prop.Set(_localID, PropType.Torque, _torque);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override float CollisionScore {
|
public override float CollisionScore {
|
||||||
get { return _collisionScore; }
|
get { return _collisionScore; }
|
||||||
set { _collisionScore = value;
|
set { _collisionScore = value;
|
||||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||||
Prop.Set(_localID, PropType.CollisionScore, _collisionScore);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override Vector3 Acceleration {
|
public override Vector3 Acceleration {
|
||||||
|
@ -189,7 +179,6 @@ public sealed class PEPrim : PhysicsActor
|
||||||
get { return _orientation; }
|
get { return _orientation; }
|
||||||
set { _orientation = value;
|
set { _orientation = value;
|
||||||
ChangingActorID = RegionSyncServerModule.ActorID;
|
ChangingActorID = RegionSyncServerModule.ActorID;
|
||||||
Prop.Set(_localID, PropType.Orientation, _orientation);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override int PhysicsActorType {
|
public override int PhysicsActorType {
|
||||||
|
|
|
@ -1,46 +0,0 @@
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using OpenMetaverse;
|
|
||||||
using OpenSim.Framework;
|
|
||||||
using OpenSim.Region.Physics.Manager;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.Physics.PEPlugin
|
|
||||||
{
|
|
||||||
public enum PropType
|
|
||||||
{
|
|
||||||
Size,
|
|
||||||
Shape,
|
|
||||||
LocalID,
|
|
||||||
Grabbed,
|
|
||||||
Selected,
|
|
||||||
Position,
|
|
||||||
Force,
|
|
||||||
Velocity,
|
|
||||||
Torque,
|
|
||||||
CollisionScore,
|
|
||||||
Orientation
|
|
||||||
};
|
|
||||||
|
|
||||||
public class Prop
|
|
||||||
{
|
|
||||||
public static void Set(uint localID, PropType type, uint val)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
public static void Set(uint localID, PropType type, Vector3 val)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
public static void Set(uint localID, PropType type, PrimitiveBaseShape val)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
public static void Set(uint localID, PropType type, bool val)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
public static void Set(uint localID, PropType type, float val)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
public static void Set(uint localID, PropType type, Quaternion val)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
Loading…
Reference in New Issue