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authorUbitUmarov2015-12-01 10:15:38 +0000
committerUbitUmarov2015-12-01 10:15:38 +0000
commita9e58d61754ef4f3cf0c586ad343146418307c10 (patch)
tree1ff0a248279830ac38c3694985540b975e8ea631 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentMerge branch 'master' of opensimulator.org:/var/git/opensim (diff)
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some changes due to lookAt and RotLookAt
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs46
1 files changed, 4 insertions, 42 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e780f86..4fb0afb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2535,46 +2535,6 @@ namespace OpenSim.Region.Framework.Scenes
2535 RootPart.ScheduleTerseUpdate(); // send a stop information 2535 RootPart.ScheduleTerseUpdate(); // send a stop information
2536 } 2536 }
2537 } 2537 }
2538
2539 public void rotLookAt(Quaternion target, float strength, float damping)
2540 {
2541 SceneObjectPart rootpart = m_rootPart;
2542 if (rootpart != null)
2543 {
2544 if (IsAttachment)
2545 {
2546 /*
2547 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2548 if (avatar != null)
2549 {
2550 Rotate the Av?
2551 } */
2552 }
2553 else
2554 {
2555 if (rootpart.PhysActor != null)
2556 { // APID must be implemented in your physics system for this to function.
2557 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2558 rootpart.PhysActor.APIDStrength = strength;
2559 rootpart.PhysActor.APIDDamping = damping;
2560 rootpart.PhysActor.APIDActive = true;
2561 }
2562 }
2563 }
2564 }
2565
2566 public void stopLookAt()
2567 {
2568 SceneObjectPart rootpart = m_rootPart;
2569 if (rootpart != null)
2570 {
2571 if (rootpart.PhysActor != null)
2572 { // APID must be implemented in your physics system for this to function.
2573 rootpart.PhysActor.APIDActive = false;
2574 }
2575 }
2576
2577 }
2578 2538
2579 /// <summary> 2539 /// <summary>
2580 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2540 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
@@ -2726,12 +2686,14 @@ namespace OpenSim.Region.Framework.Scenes
2726 } 2686 }
2727 } 2687 }
2728 2688
2689 // while physics doesn't suports LookAt, we do it in RootPart
2690 if (!IsSelected)
2691 RootPart.UpdateLookAt();
2692
2729 SceneObjectPart[] parts = m_parts.GetArray(); 2693 SceneObjectPart[] parts = m_parts.GetArray();
2730 for (int i = 0; i < parts.Length; i++) 2694 for (int i = 0; i < parts.Length; i++)
2731 { 2695 {
2732 SceneObjectPart part = parts[i]; 2696 SceneObjectPart part = parts[i];
2733 if (!IsSelected)
2734 part.UpdateLookAt();
2735 part.SendScheduledUpdates(); 2697 part.SendScheduledUpdates();
2736 } 2698 }
2737 } 2699 }