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-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs72
1 files changed, 71 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index c75136f..c0b9a35 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -38,7 +38,7 @@ using OpenSim.Region.Physics.Manager;
38 38
39namespace OpenSim.Region.Environment.Scenes 39namespace OpenSim.Region.Environment.Scenes
40{ 40{
41 public partial class ScenePresence : Entity 41 public partial class ScenePresence : EntityBase
42 { 42 {
43 public static AvatarAnimations Animations; 43 public static AvatarAnimations Animations;
44 public static byte[] DefaultTexture; 44 public static byte[] DefaultTexture;
@@ -132,11 +132,81 @@ namespace OpenSim.Region.Environment.Scenes
132 } 132 }
133 133
134 private readonly IClientAPI m_controllingClient; 134 private readonly IClientAPI m_controllingClient;
135 protected PhysicsActor m_physicsActor;
136
135 public IClientAPI _ControllingClient 137 public IClientAPI _ControllingClient
136 { 138 {
137 get { return m_controllingClient; } 139 get { return m_controllingClient; }
138 } 140 }
139 141
142 public LLVector3 AbsolutePosition
143 {
144 get
145 {
146 if (m_physicsActor != null)
147 {
148 m_pos.X = m_physicsActor.Position.X;
149 m_pos.Y = m_physicsActor.Position.Y;
150 m_pos.Z = m_physicsActor.Position.Z;
151 }
152
153 return m_pos;
154 }
155 set
156 {
157 if (m_physicsActor != null)
158 {
159 try
160 {
161 lock (m_scene.SyncRoot)
162 {
163 m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
164 }
165 }
166 catch (Exception e)
167 {
168 Console.WriteLine(e.Message);
169 }
170 }
171
172 m_pos = value;
173 }
174 }
175
176 public LLVector3 Velocity
177 {
178 get
179 {
180 if (m_physicsActor != null)
181 {
182 m_velocity.X = m_physicsActor.Velocity.X;
183 m_velocity.Y = m_physicsActor.Velocity.Y;
184 m_velocity.Z = m_physicsActor.Velocity.Z;
185 }
186
187 return m_velocity;
188 }
189 set
190 {
191 if (m_physicsActor != null)
192 {
193 try
194 {
195 lock (m_scene.SyncRoot)
196 {
197 m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
198 }
199 }
200 catch (Exception e)
201 {
202 Console.WriteLine(e.Message);
203 }
204 }
205
206 m_velocity = value;
207 }
208 }
209
140 #endregion 210 #endregion
141 211
142 #region Constructor(s) 212 #region Constructor(s)