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-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs62
1 files changed, 62 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index efc9289..5a43df6 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -1180,6 +1180,68 @@ if (m_shape != null) {
1180 } 1180 }
1181 } 1181 }
1182 1182
1183
1184 /// <summary>
1185 /// hook to the physics scene to apply angular impulse
1186 /// This is sent up to the group, which then finds the root prim
1187 /// and applies the force on the root prim of the group
1188 /// </summary>
1189 /// <param name="impulsei">Vector force</param>
1190 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1191 public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF)
1192 {
1193 PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
1194
1195 if (localGlobalTF)
1196 {
1197 Quaternion grot = GetWorldRotation();
1198 Quaternion AXgrot = grot;
1199 Vector3 AXimpulsei = impulsei;
1200 Vector3 newimpulse = AXimpulsei * AXgrot;
1201 impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
1202 }
1203
1204 if (m_parentGroup != null)
1205 {
1206 m_parentGroup.applyAngularImpulse(impulse);
1207 }
1208 }
1209
1210 /// <summary>
1211 /// hook to the physics scene to apply angular impulse
1212 /// This is sent up to the group, which then finds the root prim
1213 /// and applies the force on the root prim of the group
1214 /// </summary>
1215 /// <param name="impulsei">Vector force</param>
1216 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1217 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
1218 {
1219 PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
1220
1221 if (localGlobalTF)
1222 {
1223 Quaternion grot = GetWorldRotation();
1224 Quaternion AXgrot = grot;
1225 Vector3 AXimpulsei = impulsei;
1226 Vector3 newimpulse = AXimpulsei * AXgrot;
1227 impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
1228 }
1229
1230 if (m_parentGroup != null)
1231 {
1232 m_parentGroup.setAngularImpulse(impulse);
1233 }
1234 }
1235
1236 public Vector3 GetTorque()
1237 {
1238 if (m_parentGroup != null)
1239 {
1240 m_parentGroup.GetTorque();
1241 }
1242 return Vector3.Zero;
1243 }
1244
1183 /// <summary> 1245 /// <summary>
1184 /// Apply physics to this part. 1246 /// Apply physics to this part.
1185 /// </summary> 1247 /// </summary>