diff options
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 24 |
1 files changed, 20 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 468e2d0..60ea480 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -153,6 +153,11 @@ namespace OpenSim.Region.Environment.Scenes | |||
153 | //unkown if this will be kept, added as a way of removing the group position from the group class | 153 | //unkown if this will be kept, added as a way of removing the group position from the group class |
154 | protected LLVector3 m_groupPosition; | 154 | protected LLVector3 m_groupPosition; |
155 | 155 | ||
156 | /// <summary> | ||
157 | /// Method for a prim to get it's world position from the group. | ||
158 | /// Remember, the Group Position simply gives the position of the group itself | ||
159 | /// </summary> | ||
160 | /// <returns>A Linked Child Prim objects position in world</returns> | ||
156 | public LLVector3 GetWorldPosition() | 161 | public LLVector3 GetWorldPosition() |
157 | { | 162 | { |
158 | 163 | ||
@@ -175,6 +180,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
175 | //return (new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z) + AbsolutePosition); | 180 | //return (new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z) + AbsolutePosition); |
176 | } | 181 | } |
177 | 182 | ||
183 | /// <summary> | ||
184 | /// Gets the rotation of this prim offset by the group rotation | ||
185 | /// </summary> | ||
186 | /// <returns></returns> | ||
178 | public LLQuaternion GetWorldRotation() | 187 | public LLQuaternion GetWorldRotation() |
179 | { | 188 | { |
180 | Quaternion newRot; | 189 | Quaternion newRot; |
@@ -211,6 +220,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
211 | { | 220 | { |
212 | get | 221 | get |
213 | { | 222 | { |
223 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | ||
214 | if (PhysActor != null && ParentID == 0) | 224 | if (PhysActor != null && ParentID == 0) |
215 | { | 225 | { |
216 | m_groupPosition.X = PhysActor.Position.X; | 226 | m_groupPosition.X = PhysActor.Position.X; |
@@ -228,6 +238,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
228 | try | 238 | try |
229 | { | 239 | { |
230 | 240 | ||
241 | // Root prim actually goes at Position | ||
231 | if (ParentID == 0) | 242 | if (ParentID == 0) |
232 | { | 243 | { |
233 | PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); | 244 | PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); |
@@ -235,12 +246,16 @@ namespace OpenSim.Region.Environment.Scenes | |||
235 | } | 246 | } |
236 | else | 247 | else |
237 | { | 248 | { |
249 | |||
250 | // To move the child prim in respect to the group position and rotation we have to calculate | ||
251 | |||
238 | LLVector3 resultingposition = GetWorldPosition(); | 252 | LLVector3 resultingposition = GetWorldPosition(); |
239 | PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); | 253 | PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); |
240 | LLQuaternion resultingrot = GetWorldRotation(); | 254 | LLQuaternion resultingrot = GetWorldRotation(); |
241 | PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z); | 255 | PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z); |
242 | } | 256 | } |
243 | 257 | ||
258 | // Tell the physics engines that this prim changed. | ||
244 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 259 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
245 | } | 260 | } |
246 | catch (Exception e) | 261 | catch (Exception e) |
@@ -260,7 +275,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
260 | set { m_offsetPosition = value; | 275 | set { m_offsetPosition = value; |
261 | try | 276 | try |
262 | { | 277 | { |
263 | // Hack to get the child prim to update positions in the physics engine | 278 | // Hack to get the child prim to update world positions in the physics engine |
264 | ParentGroup.ResetChildPrimPhysicsPositions(); | 279 | ParentGroup.ResetChildPrimPhysicsPositions(); |
265 | } | 280 | } |
266 | catch (System.NullReferenceException) | 281 | catch (System.NullReferenceException) |
@@ -282,6 +297,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
282 | { | 297 | { |
283 | get | 298 | get |
284 | { | 299 | { |
300 | // We don't want the physics engine mucking up the rotations in a linkset | ||
285 | if (PhysActor != null && ParentID == 0) | 301 | if (PhysActor != null && ParentID == 0) |
286 | { | 302 | { |
287 | if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0 | 303 | if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0 |
@@ -303,8 +319,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
303 | { | 319 | { |
304 | try | 320 | try |
305 | { | 321 | { |
306 | //lock (Scene.SyncRoot) | 322 | // Root prim gets value directly |
307 | //{ | ||
308 | if (ParentID == 0) | 323 | if (ParentID == 0) |
309 | { | 324 | { |
310 | PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); | 325 | PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); |
@@ -312,6 +327,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
312 | } | 327 | } |
313 | else | 328 | else |
314 | { | 329 | { |
330 | // Child prim we have to calculate it's world rotation | ||
315 | LLQuaternion resultingrotation = GetWorldRotation(); | 331 | LLQuaternion resultingrotation = GetWorldRotation(); |
316 | PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z); | 332 | PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z); |
317 | //MainLog.Instance.Verbose("PART", "RO2:" + PhysActor.Orientation.ToString()); | 333 | //MainLog.Instance.Verbose("PART", "RO2:" + PhysActor.Orientation.ToString()); |