* 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.

ThreadPoolClientBranch
Teravus Ovares 2008-01-17 14:59:05 +00:00
parent 344b4d92f5
commit 18c959df12
4 changed files with 72 additions and 1 deletions

View File

@ -578,6 +578,16 @@ namespace OpenSim.Region.Environment.Scenes
SetPartAsRoot(newPart);
}
public void applyImpulse(PhysicsVector impulse)
{
SceneObjectPart rootpart = m_rootPart;
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.AddForce(impulse);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
}
public void SetRootPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
part.LastOwnerID = part.OwnerID;

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@ -520,6 +520,21 @@ namespace OpenSim.Region.Environment.Scenes
protected PrimitiveBaseShape m_shape;
/// <summary>
/// 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
/// </summary>
/// <param name="impulse">Vector force</param>
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)

View File

@ -27,6 +27,7 @@
*/
using System;
using System.Collections.Generic;
using Axiom.Math;
using Ode.NET;
using OpenSim.Framework;
@ -51,6 +52,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_taintPhysics = false;
public bool m_taintremove = false;
private bool m_taintforce = false;
private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private OdeScene _parent_scene;
@ -355,6 +359,9 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_taintshape)
changeshape(timestep);
//
if (m_taintforce)
changeAddForce(timestep);
}
public void Move(float timestep)
@ -541,6 +548,27 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintshape = false;
}
public void changeAddForce(float timestamp)
{
lock (m_forcelist)
{
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "dequeing forcelist");
if (IsPhysical)
{
PhysicsVector iforce = new PhysicsVector();
for (int i = 0; i < m_forcelist.Count; i++)
{
iforce = iforce + (m_forcelist[i]*100);
}
d.BodyEnable(Body);
d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
}
m_forcelist.Clear();
}
m_taintforce = false;
}
public override bool IsPhysical
{
get { return m_isphysical; }
@ -663,6 +691,9 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void AddForce(PhysicsVector force)
{
m_forcelist.Add(force);
m_taintforce = true;
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Added Force:" + force.ToString() + " to prim at " + Position.ToString());
}
public override PhysicsVector RotationalVelocity

View File

@ -792,7 +792,22 @@ namespace OpenSim.Region.ScriptEngine.Common
public void llApplyImpulse(LSL_Types.Vector3 force, int local)
{
NotImplemented("llApplyImpulse");
//No energy force yet
if (local == 1)
{
NotImplemented("llApplyImpulse Local Force");
}
else
{
if (force.x > 20000)
force.x = 20000;
if (force.y > 20000)
force.y = 20000;
if (force.z > 20000)
force.z = 20000;
m_host.ApplyImpulse(new LLVector3((float)force.x,(float)force.y,(float)force.z));
}
}
public void llApplyRotationalImpulse(LSL_Types.Vector3 force, int local)