more work on llSetAngularVelocity()
parent
ca41ec9eb4
commit
652ac5f66b
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@ -1845,7 +1845,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
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// SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
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public void SetVelocity(Vector3 pVel, bool localGlobalTF)
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{
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if (ParentGroup == null || ParentGroup.IsDeleted)
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@ -1872,6 +1872,33 @@ namespace OpenSim.Region.Framework.Scenes
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ParentGroup.Velocity = pVel;
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}
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// SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
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public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
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{
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if (ParentGroup == null || ParentGroup.IsDeleted)
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return;
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if (ParentGroup.IsAttachment)
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return; // don't work on attachments (for now ??)
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SceneObjectPart root = ParentGroup.RootPart;
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if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
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return;
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PhysicsActor pa = root.PhysActor;
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if (pa == null || !pa.IsPhysical)
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return;
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if (localGlobalTF)
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{
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pAngVel = pAngVel * GetWorldRotation();
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}
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root.AngularVelocity = pAngVel;
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}
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/// <summary>
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/// hook to the physics scene to apply angular impulse
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@ -2597,12 +2597,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z);
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}
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public void llSetAngularVelocity(LSL_Vector avel, int local)
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{
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m_host.AddScriptLPS(1);
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// Still not done !!!!
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// m_host.SetAngularVelocity(new Vector3((float)avel.x, (float)avel.y, (float)avel.z), local != 0);
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m_host.SetAngularVelocity(new Vector3((float)avel.x, (float)avel.y, (float)avel.z), local != 0);
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}
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public LSL_Vector llGetOmega()
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