From 8ad6f575ebc23f0c7b282b9ec2543bce26287e54 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sun, 14 Dec 2008 14:30:28 +0000 Subject: * Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce --- .../Region/Environment/Scenes/SceneObjectGroup.cs | 58 ++++++++++++++++++++ .../Region/Environment/Scenes/SceneObjectPart.cs | 62 ++++++++++++++++++++++ 2 files changed, 120 insertions(+) (limited to 'OpenSim/Region/Environment/Scenes') diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index fabf276..cc99929 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs @@ -1466,6 +1466,64 @@ namespace OpenSim.Region.Environment.Scenes } } + public void applyAngularImpulse(PhysicsVector impulse) + { + // We check if rootpart is null here because scripts don't delete if you delete the host. + // This means that unfortunately, we can pass a null physics actor to Simulate! + // Make sure we don't do that! + SceneObjectPart rootpart = m_rootPart; + if (rootpart != null) + { + if (rootpart.PhysActor != null) + { + if (!IsAttachment) + { + rootpart.PhysActor.AddAngularForce(impulse, true); + m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); + } + } + } + } + + public void setAngularImpulse(PhysicsVector impulse) + { + // We check if rootpart is null here because scripts don't delete if you delete the host. + // This means that unfortunately, we can pass a null physics actor to Simulate! + // Make sure we don't do that! + SceneObjectPart rootpart = m_rootPart; + if (rootpart != null) + { + if (rootpart.PhysActor != null) + { + if (!IsAttachment) + { + rootpart.PhysActor.Torque = impulse; + m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); + } + } + } + } + + public Vector3 GetTorque() + { + // We check if rootpart is null here because scripts don't delete if you delete the host. + // This means that unfortunately, we can pass a null physics actor to Simulate! + // Make sure we don't do that! + SceneObjectPart rootpart = m_rootPart; + if (rootpart != null) + { + if (rootpart.PhysActor != null) + { + if (!IsAttachment) + { + PhysicsVector torque = rootpart.PhysActor.Torque; + return new Vector3(torque.X, torque.Y, torque.Z); + } + } + } + return Vector3.Zero; + } + public void moveToTarget(Vector3 target, float tau) { SceneObjectPart rootpart = m_rootPart; diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index efc9289..5a43df6 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs @@ -1180,6 +1180,68 @@ if (m_shape != null) { } } + + /// + /// hook to the physics scene to apply angular 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 + /// true for the local frame, false for the global frame + public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF) + { + PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); + + if (localGlobalTF) + { + Quaternion grot = GetWorldRotation(); + Quaternion AXgrot = grot; + Vector3 AXimpulsei = impulsei; + Vector3 newimpulse = AXimpulsei * AXgrot; + impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); + } + + if (m_parentGroup != null) + { + m_parentGroup.applyAngularImpulse(impulse); + } + } + + /// + /// hook to the physics scene to apply angular 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 + /// true for the local frame, false for the global frame + public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) + { + PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); + + if (localGlobalTF) + { + Quaternion grot = GetWorldRotation(); + Quaternion AXgrot = grot; + Vector3 AXimpulsei = impulsei; + Vector3 newimpulse = AXimpulsei * AXgrot; + impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); + } + + if (m_parentGroup != null) + { + m_parentGroup.setAngularImpulse(impulse); + } + } + + public Vector3 GetTorque() + { + if (m_parentGroup != null) + { + m_parentGroup.GetTorque(); + } + return Vector3.Zero; + } + /// /// Apply physics to this part. /// -- cgit v1.1