Merge branch 'master' of /home/opensim/var/repo/opensim
commit
e8909703ae
|
@ -102,9 +102,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
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||||||
PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
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PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
|
||||||
Vector3 groupPosition = new Vector3(10, 20, 30);
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Vector3 groupPosition = new Vector3(10, 20, 30);
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||||||
Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
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Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
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Vector3 offsetPosition = new Vector3(5, 10, 15);
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// Vector3 offsetPosition = new Vector3(5, 10, 15);
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return new SceneObjectPart(ownerId, shape, groupPosition, rotationOffset, offsetPosition) { Name = partName };
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return new SceneObjectPart(ownerId, shape, groupPosition, rotationOffset, Vector3.Zero) { Name = partName };
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}
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}
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protected SceneObjectPart CreateSceneObjectPart2()
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protected SceneObjectPart CreateSceneObjectPart2()
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@ -684,8 +684,8 @@ namespace OpenSim.Region.Framework.Scenes
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//Animation states
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//Animation states
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
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PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
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CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
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CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
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m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
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m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
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if (RegionInfo.NonphysPrimMax > 0)
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if (RegionInfo.NonphysPrimMax > 0)
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@ -800,13 +800,11 @@ namespace OpenSim.Region.Framework.Scenes
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StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
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StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
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}
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}
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/// <summary>
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/// Mock constructor for scene group persistency unit tests.
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/// SceneObjectGroup RegionId property is delegated to Scene.
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/// </summary>
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/// <param name="regInfo"></param>
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public Scene(RegionInfo regInfo)
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public Scene(RegionInfo regInfo)
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{
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{
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PhysicalPrims = true;
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CollidablePrims = true;
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BordersLocked = true;
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BordersLocked = true;
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Border northBorder = new Border();
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Border northBorder = new Border();
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northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
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northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
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@ -833,8 +831,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_eventManager = new EventManager();
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m_eventManager = new EventManager();
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m_permissions = new ScenePermissions(this);
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m_permissions = new ScenePermissions(this);
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// m_lastUpdate = Util.EnvironmentTickCount();
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}
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}
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#endregion
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#endregion
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@ -4290,7 +4290,10 @@ namespace OpenSim.Region.Framework.Scenes
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AddFlag(PrimFlags.Phantom);
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AddFlag(PrimFlags.Phantom);
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if (PhysActor != null)
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if (PhysActor != null)
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{
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RemoveFromPhysics();
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RemoveFromPhysics();
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pa = null;
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}
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}
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}
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else // Not phantom
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else // Not phantom
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{
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{
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@ -4356,7 +4359,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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pa.SetVolumeDetect(1);
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pa.SetVolumeDetect(1);
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AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
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AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
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this.VolumeDetectActive = true;
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VolumeDetectActive = true;
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}
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}
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}
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}
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else
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else
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@ -4364,9 +4367,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
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// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
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// (mumbles, well, at least if you have infinte CPU powers :-))
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// (mumbles, well, at least if you have infinte CPU powers :-))
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if (pa != null)
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if (pa != null)
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PhysActor.SetVolumeDetect(0);
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pa.SetVolumeDetect(0);
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this.VolumeDetectActive = false;
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VolumeDetectActive = false;
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}
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}
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if (SetTemporary)
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if (SetTemporary)
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@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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{
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{
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TestHelpers.InMethod();
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TestHelpers.InMethod();
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m_scene.AddSceneObject(m_so1);
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SceneObjectPart rootPart = m_so1.RootPart;
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SceneObjectPart rootPart = m_so1.RootPart;
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
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@ -80,6 +82,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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{
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{
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TestHelpers.InMethod();
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TestHelpers.InMethod();
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m_scene.AddSceneObject(m_so1);
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SceneObjectPart rootPart = m_so1.RootPart;
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SceneObjectPart rootPart = m_so1.RootPart;
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
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@ -36,13 +36,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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{
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public class BasicActor : PhysicsActor
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public class BasicActor : PhysicsActor
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{
|
{
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private Vector3 _position;
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private Vector3 _velocity;
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private Vector3 _acceleration;
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private Vector3 _size;
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private Vector3 _size;
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private Vector3 m_rotationalVelocity;
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private bool flying;
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private bool iscolliding;
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public BasicActor(Vector3 size)
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public BasicActor(Vector3 size)
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{
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{
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@ -55,11 +49,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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set { return; }
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set { return; }
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}
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}
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public override Vector3 RotationalVelocity
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public override Vector3 RotationalVelocity { get; set; }
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{
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get { return m_rotationalVelocity; }
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set { m_rotationalVelocity = value; }
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}
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public override bool SetAlwaysRun
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public override bool SetAlwaysRun
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{
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{
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@ -105,17 +95,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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set { return; }
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set { return; }
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}
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}
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public override bool Flying
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public override bool Flying { get; set; }
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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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public override bool IsColliding { get; set; }
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{
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override bool CollidingGround
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public override bool CollidingGround
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{
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{
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@ -134,11 +116,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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get { return false; }
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get { return false; }
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}
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}
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public override Vector3 Position
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public override Vector3 Position { get; set; }
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{
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get { return _position; }
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set { _position = value; }
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}
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public override Vector3 Size
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public override Vector3 Size
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{
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{
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@ -206,11 +184,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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get { return Vector3.Zero; }
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get { return Vector3.Zero; }
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}
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}
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public override Vector3 Velocity
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public override Vector3 Velocity { get; set; }
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{
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get { return _velocity; }
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set { _velocity = value; }
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}
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public override Vector3 Torque
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public override Vector3 Torque
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{
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{
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@ -230,11 +204,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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set { }
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set { }
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}
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}
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public override Vector3 Acceleration
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public override Vector3 Acceleration { get; set; }
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{
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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public override bool Kinematic
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public override bool Kinematic
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{
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{
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@ -0,0 +1,314 @@
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/*
|
||||||
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
|
*
|
||||||
|
* Redistribution and use in source and binary forms, with or without
|
||||||
|
* modification, are permitted provided that the following conditions are met:
|
||||||
|
* * Redistributions of source code must retain the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer.
|
||||||
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
|
* documentation and/or other materials provided with the distribution.
|
||||||
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
|
* names of its contributors may be used to endorse or promote products
|
||||||
|
* derived from this software without specific prior written permission.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Nini.Config;
|
||||||
|
using OpenMetaverse;
|
||||||
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Region.Physics.Manager;
|
||||||
|
|
||||||
|
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||||
|
{
|
||||||
|
public class BasicPhysicsPrim : PhysicsActor
|
||||||
|
{
|
||||||
|
private Vector3 _size;
|
||||||
|
private PrimitiveBaseShape _shape;
|
||||||
|
|
||||||
|
public BasicPhysicsPrim(
|
||||||
|
string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape)
|
||||||
|
{
|
||||||
|
Name = name;
|
||||||
|
LocalID = localId;
|
||||||
|
Position = position;
|
||||||
|
Size = size;
|
||||||
|
Orientation = orientation;
|
||||||
|
Shape = shape;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int PhysicsActorType
|
||||||
|
{
|
||||||
|
get { return (int) ActorTypes.Agent; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 RotationalVelocity { get; set; }
|
||||||
|
|
||||||
|
public override bool SetAlwaysRun
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override uint LocalID
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Grabbed
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Selected
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Buoyancy
|
||||||
|
{
|
||||||
|
get { return 0f; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool FloatOnWater
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool IsPhysical
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool ThrottleUpdates
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Flying { get; set; }
|
||||||
|
|
||||||
|
public override bool IsColliding { get; set; }
|
||||||
|
|
||||||
|
public override bool CollidingGround
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool CollidingObj
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Stopped
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Position { get; set; }
|
||||||
|
|
||||||
|
public override Vector3 Size
|
||||||
|
{
|
||||||
|
get { return _size; }
|
||||||
|
set {
|
||||||
|
_size = value;
|
||||||
|
_size.Z = _size.Z / 2.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override PrimitiveBaseShape Shape
|
||||||
|
{
|
||||||
|
set { _shape = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Mass
|
||||||
|
{
|
||||||
|
get { return 0f; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Force
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int VehicleType
|
||||||
|
{
|
||||||
|
get { return 0; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleFloatParam(int param, float value)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleVectorParam(int param, Vector3 value)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleRotationParam(int param, Quaternion rotation)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleFlags(int param, bool remove)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SetVolumeDetect(int param)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 CenterOfMass
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 GeometricCenter
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Velocity { get; set; }
|
||||||
|
|
||||||
|
public override Vector3 Torque
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float CollisionScore
|
||||||
|
{
|
||||||
|
get { return 0f; }
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Quaternion Orientation { get; set; }
|
||||||
|
|
||||||
|
public override Vector3 Acceleration { get; set; }
|
||||||
|
|
||||||
|
public override bool Kinematic
|
||||||
|
{
|
||||||
|
get { return true; }
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void link(PhysicsActor obj)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void delink()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void LockAngularMotion(Vector3 axis)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void AddForce(Vector3 force, bool pushforce)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void AddAngularForce(Vector3 force, bool pushforce)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SetMomentum(Vector3 momentum)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void CrossingFailure()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 PIDTarget
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool PIDActive
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float PIDTau
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float PIDHoverHeight
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool PIDHoverActive
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override PIDHoverType PIDHoverType
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float PIDHoverTau
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Quaternion APIDTarget
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool APIDActive
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float APIDStrength
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float APIDDamping
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SubscribeEvents(int ms)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UnSubscribeEvents()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool SubscribedEvents()
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -34,9 +34,17 @@ using OpenSim.Region.Physics.Manager;
|
||||||
|
|
||||||
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// This is an incomplete extremely basic physics implementation
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// Not useful for anything at the moment apart from some regression testing in other components where some form
|
||||||
|
/// of physics plugin is needed.
|
||||||
|
/// </remarks>
|
||||||
public class BasicScene : PhysicsScene
|
public class BasicScene : PhysicsScene
|
||||||
{
|
{
|
||||||
private List<BasicActor> _actors = new List<BasicActor>();
|
private List<BasicActor> _actors = new List<BasicActor>();
|
||||||
|
private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
|
||||||
private float[] _heightMap;
|
private float[] _heightMap;
|
||||||
|
|
||||||
//protected internal string sceneIdentifier;
|
//protected internal string sceneIdentifier;
|
||||||
|
@ -50,10 +58,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Dispose()
|
public override void Dispose() {}
|
||||||
{
|
|
||||||
|
|
||||||
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||||
|
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||||
|
{
|
||||||
|
BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs);
|
||||||
|
prim.IsPhysical = isPhysical;
|
||||||
|
|
||||||
|
_prims.Add(prim);
|
||||||
|
|
||||||
|
return prim;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
|
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
|
||||||
{
|
{
|
||||||
BasicActor act = new BasicActor(size);
|
BasicActor act = new BasicActor(size);
|
||||||
|
@ -63,31 +80,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||||
return act;
|
return act;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void RemovePrim(PhysicsActor prim)
|
public override void RemovePrim(PhysicsActor actor)
|
||||||
{
|
{
|
||||||
|
BasicPhysicsPrim prim = (BasicPhysicsPrim)actor;
|
||||||
|
if (_prims.Contains(prim))
|
||||||
|
_prims.Remove(prim);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void RemoveAvatar(PhysicsActor actor)
|
public override void RemoveAvatar(PhysicsActor actor)
|
||||||
{
|
{
|
||||||
BasicActor act = (BasicActor) actor;
|
BasicActor act = (BasicActor)actor;
|
||||||
if (_actors.Contains(act))
|
if (_actors.Contains(act))
|
||||||
{
|
|
||||||
_actors.Remove(act);
|
_actors.Remove(act);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
|
|
||||||
{
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
|
||||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
|
||||||
{
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue