Also preserve angular velocity on crossing.
parent
03e7bc1526
commit
0e4d5a4d3c
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@ -1540,6 +1540,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
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if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
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{
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{
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Vector3 velocity = Velocity;
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Vector3 velocity = Velocity;
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Vector3 rotationalVelocity = AngularVelocity;
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try
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try
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{
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{
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PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
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PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
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@ -1572,7 +1573,9 @@ namespace OpenSim.Region.Framework.Scenes
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PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
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PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
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Velocity = velocity;
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Velocity = velocity;
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AngularVelocity = rotationalVelocity;
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PhysActor.Velocity = velocity;
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PhysActor.Velocity = velocity;
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PhysActor.RotationalVelocity = rotationalVelocity;
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if (!building)
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if (!building)
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PhysActor.Building = false;
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PhysActor.Building = false;
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