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author | darok | 2007-11-03 19:33:00 +0000 |
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committer | darok | 2007-11-03 19:33:00 +0000 |
commit | fbf3c6a768274cfdb1e91e73758f9ee893094153 (patch) | |
tree | 6b6bd68b1061fa3ca4df20a044b55a50e0d354e2 /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |
parent | First part of Scene refactoring: (diff) | |
download | opensim-SC-fbf3c6a768274cfdb1e91e73758f9ee893094153.zip opensim-SC-fbf3c6a768274cfdb1e91e73758f9ee893094153.tar.gz opensim-SC-fbf3c6a768274cfdb1e91e73758f9ee893094153.tar.bz2 opensim-SC-fbf3c6a768274cfdb1e91e73758f9ee893094153.tar.xz |
Modifications for prim movement. For now only in Mod. BulletX, but i think it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 73 |
1 files changed, 68 insertions, 5 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 637e090..b558bb2 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -148,8 +148,34 @@ namespace OpenSim.Region.Environment.Scenes | |||
148 | 148 | ||
149 | public LLVector3 GroupPosition | 149 | public LLVector3 GroupPosition |
150 | { | 150 | { |
151 | get { return m_groupPosition; } | 151 | get |
152 | set { m_groupPosition = value; } | 152 | { |
153 | if (PhysActor != null) | ||
154 | { | ||
155 | m_groupPosition.X = PhysActor.Position.X; | ||
156 | m_groupPosition.Y = PhysActor.Position.Y; | ||
157 | m_groupPosition.Z = PhysActor.Position.Z; | ||
158 | } | ||
159 | return m_groupPosition; | ||
160 | } | ||
161 | set | ||
162 | { | ||
163 | if (PhysActor != null) | ||
164 | { | ||
165 | try | ||
166 | { | ||
167 | //lock (m_scene.SyncRoot) | ||
168 | //{ | ||
169 | PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); | ||
170 | //} | ||
171 | } | ||
172 | catch (Exception e) | ||
173 | { | ||
174 | Console.WriteLine(e.Message); | ||
175 | } | ||
176 | } | ||
177 | m_groupPosition = value; | ||
178 | } | ||
153 | } | 179 | } |
154 | 180 | ||
155 | protected LLVector3 m_offsetPosition; | 181 | protected LLVector3 m_offsetPosition; |
@@ -169,8 +195,35 @@ namespace OpenSim.Region.Environment.Scenes | |||
169 | 195 | ||
170 | public LLQuaternion RotationOffset | 196 | public LLQuaternion RotationOffset |
171 | { | 197 | { |
172 | get { return m_rotationOffset; } | 198 | get |
173 | set { m_rotationOffset = value; } | 199 | { |
200 | if (PhysActor != null) | ||
201 | { | ||
202 | m_rotationOffset.X = PhysActor.Orientation.x; | ||
203 | m_rotationOffset.Y = PhysActor.Orientation.y; | ||
204 | m_rotationOffset.Z = PhysActor.Orientation.z; | ||
205 | m_rotationOffset.W = PhysActor.Orientation.w; | ||
206 | } | ||
207 | return m_rotationOffset; | ||
208 | } | ||
209 | set | ||
210 | { | ||
211 | if (PhysActor != null) | ||
212 | { | ||
213 | try | ||
214 | { | ||
215 | //lock (m_scene.SyncRoot) | ||
216 | //{ | ||
217 | PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); | ||
218 | //} | ||
219 | } | ||
220 | catch (Exception ex) | ||
221 | { | ||
222 | Console.WriteLine(ex.Message); | ||
223 | } | ||
224 | } | ||
225 | m_rotationOffset = value; | ||
226 | } | ||
174 | } | 227 | } |
175 | 228 | ||
176 | protected LLVector3 m_velocity; | 229 | protected LLVector3 m_velocity; |
@@ -260,7 +313,12 @@ namespace OpenSim.Region.Environment.Scenes | |||
260 | public SceneObjectGroup ParentGroup | 313 | public SceneObjectGroup ParentGroup |
261 | { | 314 | { |
262 | get { return m_parentGroup; } | 315 | get { return m_parentGroup; } |
263 | 316 | } | |
317 | |||
318 | public byte UpdateFlag | ||
319 | { | ||
320 | get { return m_updateFlag; } | ||
321 | set { m_updateFlag = value; } | ||
264 | } | 322 | } |
265 | 323 | ||
266 | #region Constructors | 324 | #region Constructors |
@@ -502,6 +560,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
502 | { | 560 | { |
503 | AddTerseUpdateToAllAvatars(); | 561 | AddTerseUpdateToAllAvatars(); |
504 | ClearUpdateSchedule(); | 562 | ClearUpdateSchedule(); |
563 | ScheduleTerseUpdate(); | ||
505 | } | 564 | } |
506 | else | 565 | else |
507 | { | 566 | { |
@@ -706,6 +765,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
706 | new Quaternion(RotationOffset.W, RotationOffset.X, | 765 | new Quaternion(RotationOffset.W, RotationOffset.X, |
707 | RotationOffset.Y, RotationOffset.Z), UsePhysics); | 766 | RotationOffset.Y, RotationOffset.Z), UsePhysics); |
708 | } | 767 | } |
768 | else | ||
769 | { | ||
770 | PhysActor.IsPhysical = UsePhysics; | ||
771 | } | ||
709 | } | 772 | } |
710 | 773 | ||
711 | if (IsTemporary) | 774 | if (IsTemporary) |