diff options
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 35 |
1 files changed, 13 insertions, 22 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 4a68514..13968ec 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -196,7 +196,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
196 | protected byte[] m_particleSystem = new byte[0]; | 196 | protected byte[] m_particleSystem = new byte[0]; |
197 | protected ulong m_regionHandle; | 197 | protected ulong m_regionHandle; |
198 | protected LLQuaternion m_rotationOffset; | 198 | protected LLQuaternion m_rotationOffset; |
199 | protected LLVector3 m_rotationalvelocity; | ||
200 | protected PrimitiveBaseShape m_shape; | 199 | protected PrimitiveBaseShape m_shape; |
201 | protected LLUUID m_uuid; | 200 | protected LLUUID m_uuid; |
202 | protected LLVector3 m_velocity; | 201 | protected LLVector3 m_velocity; |
@@ -255,7 +254,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
255 | OffsetPosition = offsetPosition; | 254 | OffsetPosition = offsetPosition; |
256 | RotationOffset = rotationOffset; | 255 | RotationOffset = rotationOffset; |
257 | Velocity = new LLVector3(0, 0, 0); | 256 | Velocity = new LLVector3(0, 0, 0); |
258 | m_rotationalvelocity = new LLVector3(0, 0, 0); | ||
259 | AngularVelocity = new LLVector3(0, 0, 0); | 257 | AngularVelocity = new LLVector3(0, 0, 0); |
260 | Acceleration = new LLVector3(0, 0, 0); | 258 | Acceleration = new LLVector3(0, 0, 0); |
261 | m_TextureAnimation = new byte[0]; | 259 | m_TextureAnimation = new byte[0]; |
@@ -601,28 +599,21 @@ namespace OpenSim.Region.Environment.Scenes | |||
601 | 599 | ||
602 | public LLVector3 RotationalVelocity | 600 | public LLVector3 RotationalVelocity |
603 | { | 601 | { |
604 | get | 602 | get { return AngularVelocity; } |
605 | { | 603 | set { AngularVelocity = value; } |
606 | //if (PhysActor.Velocity.x != 0 || PhysActor.Velocity.y != 0 | ||
607 | //|| PhysActor.Velocity.z != 0) | ||
608 | //{ | ||
609 | if (PhysActor != null) | ||
610 | { | ||
611 | if (PhysActor.IsPhysical) | ||
612 | { | ||
613 | m_rotationalvelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0); | ||
614 | } | ||
615 | } | ||
616 | |||
617 | return m_rotationalvelocity; | ||
618 | } | ||
619 | set { m_rotationalvelocity = value; } | ||
620 | } | 604 | } |
621 | 605 | ||
622 | /// <summary></summary> | 606 | /// <summary></summary> |
623 | public LLVector3 AngularVelocity | 607 | public LLVector3 AngularVelocity |
624 | { | 608 | { |
625 | get { return m_angularVelocity; } | 609 | get |
610 | { | ||
611 | if ((PhysActor != null) && PhysActor.IsPhysical) | ||
612 | { | ||
613 | m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0); | ||
614 | } | ||
615 | return m_angularVelocity; | ||
616 | } | ||
626 | set { m_angularVelocity = value; } | 617 | set { m_angularVelocity = value; } |
627 | } | 618 | } |
628 | 619 | ||
@@ -1308,9 +1299,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
1308 | info.AddValue("m_velocity.Y", m_velocity.Y); | 1299 | info.AddValue("m_velocity.Y", m_velocity.Y); |
1309 | info.AddValue("m_velocity.Z", m_velocity.Z); | 1300 | info.AddValue("m_velocity.Z", m_velocity.Z); |
1310 | 1301 | ||
1311 | info.AddValue("m_rotationalvelocity.X", m_rotationalvelocity.X); | 1302 | info.AddValue("m_rotationalvelocity.X", RotationalVelocity.X); |
1312 | info.AddValue("m_rotationalvelocity.Y", m_rotationalvelocity.Y); | 1303 | info.AddValue("m_rotationalvelocity.Y", RotationalVelocity.Y); |
1313 | info.AddValue("m_rotationalvelocity.Z", m_rotationalvelocity.Z); | 1304 | info.AddValue("m_rotationalvelocity.Z", RotationalVelocity.Z); |
1314 | 1305 | ||
1315 | info.AddValue("m_angularVelocity.X", m_angularVelocity.X); | 1306 | info.AddValue("m_angularVelocity.X", m_angularVelocity.X); |
1316 | info.AddValue("m_angularVelocity.Y", m_angularVelocity.Y); | 1307 | info.AddValue("m_angularVelocity.Y", m_angularVelocity.Y); |