From e07440d0c53fdc8e90f4887242e3b21049a729c0 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Sat, 25 Feb 2012 22:20:25 +0000
Subject: changed SOP Force and Torque, adding XML (de/)serialization, also
changed Buoyance. PLEASE trap deserialization from inventory etc, making
force and torque vector3.Zero, unless we want then to rez moving. (needs
checking/testing as usual)
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 93 +++++++++++++++++++---
1 file changed, 81 insertions(+), 12 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index dd9431b..f35a27e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -294,6 +294,8 @@ namespace OpenSim.Region.Framework.Scenes
protected Vector3 m_lastAngularVelocity;
protected int m_lastTerseSent;
protected float m_buoyancy = 0.0f;
+ protected Vector3 m_force;
+ protected Vector3 m_torque;
///
/// Stores media texture data
@@ -1302,14 +1304,66 @@ namespace OpenSim.Region.Framework.Scenes
public float Buoyancy
{
- get { return m_buoyancy; }
+ get
+ {
+ if (ParentID != 0 && ParentGroup != null)
+ m_buoyancy = ParentGroup.RootPart.Buoyancy;
+ return m_buoyancy;
+ }
set
{
m_buoyancy = value;
- if (PhysActor != null)
+ if (ParentID != 0)
{
+ if (ParentGroup != null)
+ ParentGroup.RootPart.Buoyancy = value;
+ }
+ else if (PhysActor != null)
PhysActor.Buoyancy = value;
+ }
+ }
+
+ public Vector3 Force
+ {
+ get
+ {
+ if (ParentID != 0 && ParentGroup != null)
+ m_force = ParentGroup.RootPart.Force;
+ return m_force;
+ }
+
+ set
+ {
+ m_force = value;
+ if (ParentID != 0)
+ {
+ if (ParentGroup != null)
+ ParentGroup.RootPart.Force = value;
}
+ else if (PhysActor != null)
+ PhysActor.Force = value;
+ }
+ }
+
+ public Vector3 Torque
+ {
+ get
+ {
+ if (ParentID != 0 && ParentGroup != null)
+ m_torque = ParentGroup.RootPart.Torque;
+ return m_torque;
+ }
+
+ set
+ {
+ m_torque = value;
+ if (ParentID != 0)
+ {
+ if (ParentGroup != null)
+ ParentGroup.RootPart.Torque = value;
+ }
+ else if (PhysActor != null)
+ PhysActor.Torque = value;
}
}
@@ -1488,20 +1542,24 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Vector force
/// true for the local frame, false for the global frame
- public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
+
+ // this is actualy Set Torque.. keeping naming so not to edit lslapi also
+ public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
{
- Vector3 impulse = impulsei;
+ Vector3 torque = torquei;
if (localGlobalTF)
{
+/*
Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
- impulse = newimpulse;
+ */
+ torque *= GetWorldRotation();
}
- ParentGroup.setAngularImpulse(impulse);
+ Torque = torque;
}
///
@@ -1571,14 +1629,22 @@ namespace OpenSim.Region.Framework.Scenes
DoPhysicsPropertyUpdate(RigidBody, true);
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
+
+ if (!building)
+ PhysActor.Building = false;
Velocity = velocity;
AngularVelocity = rotationalVelocity;
PhysActor.Velocity = velocity;
PhysActor.RotationalVelocity = rotationalVelocity;
- if (!building)
- PhysActor.Building = false;
+ // if not vehicle and root part apply force and torque
+ if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
+ && LocalId == ParentGroup.RootPart.LocalId)
+ {
+ PhysActor.Force = Force;
+ PhysActor.Torque = Torque;
+ }
}
}
}
@@ -2002,10 +2068,7 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 GetForce()
{
- if (PhysActor != null)
- return PhysActor.Force;
- else
- return Vector3.Zero;
+ return Force;
}
///
@@ -3150,10 +3213,13 @@ namespace OpenSim.Region.Framework.Scenes
public void SetBuoyancy(float fvalue)
{
+ Buoyancy = fvalue;
+/*
if (PhysActor != null)
{
PhysActor.Buoyancy = fvalue;
}
+ */
}
public void SetDieAtEdge(bool p)
@@ -3181,10 +3247,13 @@ namespace OpenSim.Region.Framework.Scenes
public void SetForce(Vector3 force)
{
+ Force = force;
+/*
if (PhysActor != null)
{
PhysActor.Force = force;
}
+ */
}
public SOPVehicle sopVehicle
--
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