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authorRobert Adams2013-08-21 16:02:42 -0700
committerRobert Adams2013-09-11 09:12:07 -0700
commite0b457d3c3daabc065aa66376bc17472d4b43e8f (patch)
treea58e01c77746803707c5b80ca5b42d6db74cf0c0 /OpenSim/Region/Framework/Scenes
parentBulletSim: pass both root and child BSPhysObjects to Extension function. Upda... (diff)
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BulletSim: add position and rotation update for child prim physics update events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs20
1 files changed, 20 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2e11162..b30c024 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2502,6 +2502,26 @@ namespace OpenSim.Region.Framework.Scenes
2502 //ParentGroup.RootPart.m_groupPosition = newpos; 2502 //ParentGroup.RootPart.m_groupPosition = newpos;
2503 } 2503 }
2504 2504
2505 if (pa != null && ParentID != 0 && ParentGroup != null)
2506 {
2507 // RA: Special case where a child object is requesting property updates.
2508 // This happens when linksets are modified to use flexible links rather than
2509 // the default links.
2510 // The simulator code presumes that child parts are only modified by scripts
2511 // so the logic for changing position/rotation/etc does not take into
2512 // account the physical object actually moving.
2513 // This code updates the offset position and rotation of the child and then
2514 // lets the update code push the update to the viewer.
2515 // Since physics engines do not normally generate this event for linkset children,
2516 // this code will not be active unless you have a specially configured
2517 // physics engine.
2518 Quaternion invRootRotation = Quaternion.Normalize(Quaternion.Inverse(ParentGroup.RootPart.RotationOffset));
2519 m_offsetPosition = pa.Position - m_groupPosition;
2520 RotationOffset = pa.Orientation * invRootRotation;
2521 m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}",
2522 "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset);
2523 }
2524
2505 ScheduleTerseUpdate(); 2525 ScheduleTerseUpdate();
2506 } 2526 }
2507 2527