diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index b2ba70cc5b..48177dc5f1 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs @@ -560,13 +560,29 @@ namespace OpenSim.Region.Environment.Scenes /// 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 - public void ApplyImpulse(LLVector3 impulsei) + /// Vector force + /// true for the local frame, false for the global frame + public void ApplyImpulse(LLVector3 impulsei, bool localGlobalTF) { PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); - if (m_parentGroup != null) + + if (localGlobalTF) { - m_parentGroup.applyImpulse(impulse); + + LLQuaternion grot = GetWorldRotation(); + Quaternion AXgrot = new Quaternion(grot.W,grot.X,grot.Y,grot.Z); + Vector3 AXimpulsei = new Vector3(impulsei.X, impulsei.Y, impulsei.Z); + Vector3 newimpulse = AXgrot * AXimpulsei; + impulse = new PhysicsVector(newimpulse.x, newimpulse.y, newimpulse.z); + + } + else + { + + if (m_parentGroup != null) + { + m_parentGroup.applyImpulse(impulse); + } } } diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs index 499445a72e..82d67d4fbd 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs @@ -1110,20 +1110,22 @@ namespace OpenSim.Region.ScriptEngine.Common { m_host.AddScriptLPS(1); //No energy force yet + + if (force.x > 20000) + force.x = 20000; + if (force.y > 20000) + force.y = 20000; + if (force.z > 20000) + force.z = 20000; + if (local == 1) { - NotImplemented("llApplyImpulse Local Force"); + m_host.ApplyImpulse(new LLVector3((float)force.x, (float)force.y, (float)force.z), true); } 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)); + + m_host.ApplyImpulse(new LLVector3((float)force.x,(float)force.y,(float)force.z), false); } }