* First pass at collidable linksets
* There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.ThreadPoolClientBranch
parent
785826231e
commit
a522d7844b
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@ -170,6 +170,7 @@ namespace OpenSim.Region.Environment.Scenes
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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{
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part.LocalID = m_parentScene.PrimIDAllocate();
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part.LocalID = m_parentScene.PrimIDAllocate();
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}
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}
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sceneObject.UpdateParentIDs();
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sceneObject.UpdateParentIDs();
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AddEntity(sceneObject);
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AddEntity(sceneObject);
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@ -146,13 +146,13 @@ namespace OpenSim.Region.Environment.Scenes
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part.GroupPosition = val;
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part.GroupPosition = val;
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}
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}
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}
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}
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if (m_rootPart.PhysActor != null)
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//if (m_rootPart.PhysActor != null)
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{
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//{
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m_rootPart.PhysActor.Position =
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//m_rootPart.PhysActor.Position =
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new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
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//new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
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m_rootPart.GroupPosition.Z);
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//m_rootPart.GroupPosition.Z);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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//}
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}
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}
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}
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}
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@ -844,7 +844,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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return false;
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return false;
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}
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}
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#endregion
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#endregion
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#region Packet Handlers
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#region Packet Handlers
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@ -881,12 +881,12 @@ namespace OpenSim.Region.Environment.Scenes
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m_parts.Add(linkPart.UUID, linkPart);
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m_parts.Add(linkPart.UUID, linkPart);
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linkPart.SetParent(this);
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linkPart.SetParent(this);
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if (linkPart.PhysActor != null)
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//if (linkPart.PhysActor != null)
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{
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//{
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m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
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// m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
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linkPart.PhysActor = null;
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//linkPart.PhysActor = null;
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}
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//}
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//TODO: rest of parts
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//TODO: rest of parts
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foreach (SceneObjectPart part in objectGroup.Children.Values)
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foreach (SceneObjectPart part in objectGroup.Children.Values)
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@ -902,6 +902,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.DeleteEntity(objectGroup.UUID);
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m_scene.DeleteEntity(objectGroup.UUID);
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objectGroup.DeleteParts();
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objectGroup.DeleteParts();
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AbsolutePosition = AbsolutePosition;
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ScheduleGroupForFullUpdate();
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ScheduleGroupForFullUpdate();
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}
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}
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@ -918,7 +919,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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// Remove the part from this object
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// Remove the part from this object
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m_parts.Remove(linkPart.UUID);
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m_parts.Remove(linkPart.UUID);
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linkPart.ParentID = 0;
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// We need to reset the child part's position
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// We need to reset the child part's position
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// ready for life as a separate object after being a part of another object
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// ready for life as a separate object after being a part of another object
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Quaternion parentRot
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Quaternion parentRot
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@ -951,19 +952,19 @@ namespace OpenSim.Region.Environment.Scenes
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// Add physics information back to delinked part if appropriate
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// Add physics information back to delinked part if appropriate
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// XXX This is messy and should be refactorable with the similar section in
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// XXX This is messy and should be refactorable with the similar section in
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// SceneObjectPart.UpdatePrimFlags()
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// SceneObjectPart.UpdatePrimFlags()
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if (m_rootPart.PhysActor != null)
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//if (m_rootPart.PhysActor != null)
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{
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//{
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linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
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//linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
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linkPart.Name,
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//linkPart.Name,
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linkPart.Shape,
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//linkPart.Shape,
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new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
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//new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
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linkPart.AbsolutePosition.Z),
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//linkPart.AbsolutePosition.Z),
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new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
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//new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
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new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
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//new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
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linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
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//linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
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m_rootPart.PhysActor.IsPhysical);
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//m_rootPart.PhysActor.IsPhysical);
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m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
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//m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
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}
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//}
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SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
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SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
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@ -1139,7 +1140,18 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectPart part = GetChildPart(localID);
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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if (part != null)
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{
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{
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part.UpdatePrimFlags(type, inUse, data);
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// If we have children
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if (m_parts.Count > 1)
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{
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foreach (SceneObjectPart parts in m_parts.Values)
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{
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parts.UpdatePrimFlags(type, inUse, data);
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}
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}
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else
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{
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part.UpdatePrimFlags(type, inUse, data);
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}
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}
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}
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}
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}
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@ -1639,7 +1651,17 @@ namespace OpenSim.Region.Environment.Scenes
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public void ApplyPhysics()
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public void ApplyPhysics()
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{
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{
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m_rootPart.ApplyPhysics();
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if (m_parts.Count > 1)
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{
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foreach (SceneObjectPart parts in m_parts.Values)
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{
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parts.ApplyPhysics();
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}
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}
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else
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{
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m_rootPart.ApplyPhysics();
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}
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}
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}
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}
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}
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}
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}
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@ -153,12 +153,65 @@ namespace OpenSim.Region.Environment.Scenes
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//unkown if this will be kept, added as a way of removing the group position from the group class
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//unkown if this will be kept, added as a way of removing the group position from the group class
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protected LLVector3 m_groupPosition;
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protected LLVector3 m_groupPosition;
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public LLVector3 GetWorldPosition()
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{
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Quaternion parentRot = new Quaternion(
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ParentGroup.RootPart.RotationOffset.W,
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ParentGroup.RootPart.RotationOffset.X,
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ParentGroup.RootPart.RotationOffset.Y,
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ParentGroup.RootPart.RotationOffset.Z);
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Vector3 axPos
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= new Vector3(
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OffsetPosition.X,
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OffsetPosition.Y,
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OffsetPosition.Z);
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axPos = parentRot * axPos;
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LLVector3 translationOffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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return GroupPosition + translationOffsetPosition;
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//return (new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z) + AbsolutePosition);
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}
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public LLQuaternion GetWorldRotation()
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{
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Quaternion newRot;
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if (this.LinkNum == 0)
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{
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newRot = new Quaternion(RotationOffset.W,RotationOffset.X,RotationOffset.Y,RotationOffset.Z);
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}
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else
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{
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Quaternion parentRot = new Quaternion(
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ParentGroup.RootPart.RotationOffset.W,
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ParentGroup.RootPart.RotationOffset.X,
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ParentGroup.RootPart.RotationOffset.Y,
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ParentGroup.RootPart.RotationOffset.Z);
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Quaternion oldRot
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= new Quaternion(
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RotationOffset.W,
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RotationOffset.X,
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RotationOffset.Y,
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RotationOffset.Z);
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newRot = parentRot * oldRot;
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}
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return new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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//return new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
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}
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public LLVector3 GroupPosition
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public LLVector3 GroupPosition
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{
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{
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get
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get
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{
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{
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if (PhysActor != null)
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if (PhysActor != null && ParentID == 0)
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{
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{
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m_groupPosition.X = PhysActor.Position.X;
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m_groupPosition.X = PhysActor.Position.X;
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m_groupPosition.Y = PhysActor.Position.Y;
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m_groupPosition.Y = PhysActor.Position.Y;
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@ -167,23 +220,35 @@ namespace OpenSim.Region.Environment.Scenes
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return m_groupPosition;
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return m_groupPosition;
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}
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}
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set
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set
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{
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{
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m_groupPosition = value;
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if (PhysActor != null)
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if (PhysActor != null)
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{
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{
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try
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try
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{
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{
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//lock (m_parentGroup.Scene.SyncRoot)
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//{
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if (ParentID == 0)
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PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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{
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PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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}
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else
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{
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LLVector3 resultingposition = GetWorldPosition();
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PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
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LLQuaternion resultingrot = GetWorldRotation();
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PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z);
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}
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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//}
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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Console.WriteLine(e.Message);
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Console.WriteLine(e.Message);
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}
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}
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}
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}
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m_groupPosition = value;
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}
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}
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}
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}
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@ -192,7 +257,18 @@ namespace OpenSim.Region.Environment.Scenes
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public LLVector3 OffsetPosition
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public LLVector3 OffsetPosition
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{
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{
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get { return m_offsetPosition; }
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get { return m_offsetPosition; }
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set { m_offsetPosition = value; }
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set { m_offsetPosition = value;
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try
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{
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// Hack to get the child prim to update positions in the physics engine
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ParentGroup.AbsolutePosition = ParentGroup.AbsolutePosition;
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}
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catch (System.NullReferenceException)
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{
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// Ignore, and skip over.
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}
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//MainLog.Instance.Verbose("PART", "OFFSET:" + m_offsetPosition, ToString());
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}
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}
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}
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public LLVector3 AbsolutePosition
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public LLVector3 AbsolutePosition
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@ -206,7 +282,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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get
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get
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{
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{
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if (PhysActor != null)
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if (PhysActor != null && ParentID == 0)
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{
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{
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if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0
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if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0
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|| PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0)
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|| PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0)
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@ -221,13 +297,25 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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set
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set
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{
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{
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m_rotationOffset = value;
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if (PhysActor != null)
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if (PhysActor != null)
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{
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{
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try
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try
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{
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{
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//lock (Scene.SyncRoot)
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//lock (Scene.SyncRoot)
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//{
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//{
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PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
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if (ParentID == 0)
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{
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PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
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//MainLog.Instance.Verbose("PART", "RO1:" + PhysActor.Orientation.ToString());
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}
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else
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{
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LLQuaternion resultingrotation = GetWorldRotation();
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PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z);
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//MainLog.Instance.Verbose("PART", "RO2:" + PhysActor.Orientation.ToString());
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}
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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//}
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//}
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}
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}
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@ -236,7 +324,7 @@ namespace OpenSim.Region.Environment.Scenes
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Console.WriteLine(ex.Message);
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Console.WriteLine(ex.Message);
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}
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}
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}
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}
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m_rotationOffset = value;
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}
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}
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}
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}
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@ -587,7 +587,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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get { return _position; }
|
get { return _position; }
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set { _position = value; }
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set { _position = value;
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", _position.ToString());
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}
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}
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}
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public override PhysicsVector Size
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public override PhysicsVector Size
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Loading…
Reference in New Issue