Revert "Add plumbing for physics properties to get to the physics engine."

This reverts commit c658fa1c0d.
user_profiles
Melanie 2013-02-07 21:05:58 +00:00
parent c658fa1c0d
commit 9089757ea2
2 changed files with 6 additions and 55 deletions

View File

@ -1387,46 +1387,10 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
private float m_density = 10f; public float Density { get; set; }
public float Density { public float GravityModifier { get; set; }
get { return m_density; } public float Friction { get; set; }
set public float Restitution { get; set; }
{
m_density = value;
if (PhysActor != null)
PhysActor.Density = m_density;
}
}
private float m_gravityModifier = 1f;
public float GravityModifier {
get { return m_gravityModifier; }
set
{
m_gravityModifier = value;
if (PhysActor != null)
PhysActor.GravityModifier = m_gravityModifier;
}
}
private float m_friction = 0.5f;
public float Friction {
get { return m_friction; }
set
{
m_friction = value;
if (PhysActor != null)
PhysActor.Friction = m_friction;
}
}
private float m_restitution = 0f;
public float Restitution {
get { return m_restitution; }
set
{
m_restitution = value;
if (PhysActor != null)
PhysActor.Restitution = m_restitution;
}
}
#endregion Public Properties with only Get #endregion Public Properties with only Get
@ -1932,18 +1896,8 @@ namespace OpenSim.Region.Framework.Scenes
{ {
ParentGroup.Scene.AddPhysicalPrim(1); ParentGroup.Scene.AddPhysicalPrim(1);
// Update initial values for various physical properties
pa.SetMaterial(Material);
pa.Density = Density;
pa.Friction = Friction;
pa.Restitution = Restitution;
pa.GravityModifier = GravityModifier;
// Link up callbacks for property updates from the physics engine
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds += PhysicsOutOfBounds; pa.OnOutOfBounds += PhysicsOutOfBounds;
// If this is a child prim, tell the physics engine about the parent
if (ParentID != 0 && ParentID != LocalId) if (ParentID != 0 && ParentID != LocalId)
{ {
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
@ -4108,6 +4062,7 @@ namespace OpenSim.Region.Framework.Scenes
if (pa != null) if (pa != null)
{ {
pa.SetMaterial(Material);
DoPhysicsPropertyUpdate(UsePhysics, true); DoPhysicsPropertyUpdate(UsePhysics, true);
if ( if (
@ -4220,6 +4175,7 @@ namespace OpenSim.Region.Framework.Scenes
if (pa != null) if (pa != null)
{ {
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
pa.SetMaterial(Material);
DoPhysicsPropertyUpdate(rigidBody, true); DoPhysicsPropertyUpdate(rigidBody, true);
} }

View File

@ -235,11 +235,6 @@ namespace OpenSim.Region.Physics.Manager
public abstract float Mass { get; } public abstract float Mass { get; }
public abstract Vector3 Force { get; set; } public abstract Vector3 Force { get; set; }
public virtual float Density { get; set; }
public virtual float Friction { get; set; }
public virtual float Restitution { get; set; }
public virtual float GravityModifier { get; set; }
public abstract int VehicleType { get; set; } public abstract int VehicleType { get; set; }
public abstract void VehicleFloatParam(int param, float value); public abstract void VehicleFloatParam(int param, float value);
public abstract void VehicleVectorParam(int param, Vector3 value); public abstract void VehicleVectorParam(int param, Vector3 value);