From 18c959df12983256d73240a86fa0bad12c4e36ce Mon Sep 17 00:00:00 2001
From: Teravus Ovares
Date: Thu, 17 Jan 2008 14:59:05 +0000
Subject: * Added llApplyImpulse in the global frame. The object must be
physical before this'll do anything. Be careful with this function as it's
easy to loose prim.
---
OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 15 +++++++++++++++
1 file changed, 15 insertions(+)
(limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 0cb4ae7..ce38bee 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -520,6 +520,21 @@ namespace OpenSim.Region.Environment.Scenes
protected PrimitiveBaseShape m_shape;
+ ///
+ /// hook to the physics scene to apply impulse
+ /// This is sent up to the group, which then finds the root prim
+ /// and applies the force on the root prim of the group
+ ///
+ /// Vector force
+ public void ApplyImpulse(LLVector3 impulsei)
+ {
+ PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
+ if (m_parentGroup != null)
+ {
+ m_parentGroup.applyImpulse(impulse);
+ }
+ }
+
public void TriggerScriptChangedEvent(Changed val)
{
if (m_parentGroup != null)
--
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