disable physics actors for flexible prims

prioritization
dahlia 2009-10-04 02:54:36 -07:00
parent 0cbd9eee2f
commit efebc809ce
1 changed files with 4 additions and 3 deletions

View File

@ -1344,7 +1344,8 @@ if (m_shape != null) {
bool RigidBody = isPhysical && !isPhantom; bool RigidBody = isPhysical && !isPhantom;
// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
if (!isPhantom && !IsAttachment) // or flexible
if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
{ {
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name, Name,
@ -3426,8 +3427,8 @@ if (m_shape != null) {
} }
} }
if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
{ {
AddFlag(PrimFlags.Phantom); AddFlag(PrimFlags.Phantom);
PhysicsActor pa = PhysActor; PhysicsActor pa = PhysActor;