disable physics actors for flexible prims
parent
0cbd9eee2f
commit
efebc809ce
|
@ -1344,7 +1344,8 @@ if (m_shape != null) {
|
|||
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
|
||||
if (!isPhantom && !IsAttachment)
|
||||
// or flexible
|
||||
if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
|
||||
{
|
||||
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
|
||||
Name,
|
||||
|
@ -3427,7 +3428,7 @@ 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);
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
|
Loading…
Reference in New Issue