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author | Teravus Ovares | 2008-01-29 15:10:18 +0000 |
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committer | Teravus Ovares | 2008-01-29 15:10:18 +0000 |
commit | c4687116adfdeb5de056000ef3d2dd47b8695339 (patch) | |
tree | 420ad4a29cd3f20ddf2f7b7922f17c547bd7aea9 /OpenSim/Region/Environment/Scenes | |
parent | * Patch from Ansi (IBM) (diff) | |
download | opensim-SC_OLD-c4687116adfdeb5de056000ef3d2dd47b8695339.zip opensim-SC_OLD-c4687116adfdeb5de056000ef3d2dd47b8695339.tar.gz opensim-SC_OLD-c4687116adfdeb5de056000ef3d2dd47b8695339.tar.bz2 opensim-SC_OLD-c4687116adfdeb5de056000ef3d2dd47b8695339.tar.xz |
* Implemented grab and throw in ODE. It's a little strong still so toss gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 44 |
1 files changed, 38 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index 785ebf7..10395b6 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | |||
@@ -207,7 +207,14 @@ namespace OpenSim.Region.Environment.Scenes | |||
207 | public bool IsSelected | 207 | public bool IsSelected |
208 | { | 208 | { |
209 | get { return m_isSelected; } | 209 | get { return m_isSelected; } |
210 | set { m_isSelected = value; } | 210 | set { |
211 | m_isSelected = value; | ||
212 | // Tell physics engine that group is selected | ||
213 | if (m_rootPart.PhysActor != null) | ||
214 | { | ||
215 | m_rootPart.PhysActor.Selected = value; | ||
216 | } | ||
217 | } | ||
211 | } | 218 | } |
212 | 219 | ||
213 | // The UUID for the Region this Object is in. | 220 | // The UUID for the Region this Object is in. |
@@ -1039,20 +1046,45 @@ namespace OpenSim.Region.Environment.Scenes | |||
1039 | } | 1046 | } |
1040 | 1047 | ||
1041 | /// <summary> | 1048 | /// <summary> |
1042 | /// | 1049 | /// If object is physical, apply force to move it around |
1050 | /// If object is not physical, just put it at the resulting location | ||
1043 | /// </summary> | 1051 | /// </summary> |
1044 | /// <param name="offset"></param> | 1052 | /// <param name="offset">Always seems to be 0,0,0, so ignoring</param> |
1045 | /// <param name="pos"></param> | 1053 | /// <param name="pos">New position. We do the math here to turn it into a force</param> |
1046 | /// <param name="remoteClient"></param> | 1054 | /// <param name="remoteClient"></param> |
1047 | public void GrabMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient) | 1055 | public void GrabMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient) |
1048 | { | 1056 | { |
1057 | |||
1049 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 1058 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
1050 | { | 1059 | { |
1051 | AbsolutePosition = pos; | 1060 | |
1052 | m_rootPart.SendTerseUpdateToAllClients(); | 1061 | if (m_rootPart.PhysActor != null) |
1062 | { | ||
1063 | if (m_rootPart.PhysActor.IsPhysical) | ||
1064 | { | ||
1065 | LLVector3 llmoveforce = pos - AbsolutePosition; | ||
1066 | PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z); | ||
1067 | grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; | ||
1068 | m_rootPart.PhysActor.AddForce(grabforce); | ||
1069 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | ||
1070 | } | ||
1071 | else | ||
1072 | { | ||
1073 | NonPhysicalGrabMovement(pos); | ||
1074 | } | ||
1075 | } | ||
1076 | else | ||
1077 | { | ||
1078 | NonPhysicalGrabMovement(pos); | ||
1079 | } | ||
1053 | } | 1080 | } |
1054 | } | 1081 | } |
1082 | public void NonPhysicalGrabMovement(LLVector3 pos) | ||
1083 | { | ||
1084 | AbsolutePosition = pos; | ||
1085 | m_rootPart.SendTerseUpdateToAllClients(); | ||
1055 | 1086 | ||
1087 | } | ||
1056 | /// <summary> | 1088 | /// <summary> |
1057 | /// | 1089 | /// |
1058 | /// </summary> | 1090 | /// </summary> |