Implements on IObjectPhysics:
* SetMomentum * AddAngularForce * AddForce * FloatOnWater * Force * Acceleration * Torque * Velocity * RotationalVelocity * CenterOfMass * GeometricCenter * Buoyancy * Mass (Partial) * Density (Partial)0.6.5-rc1
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@ -31,6 +31,7 @@ using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.OptionalModules.Scripting.Minimodule.Object;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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@ -414,79 +415,119 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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public double Density
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{
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get { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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get { return (GetSOP().PhysActor.Mass/Scale.X*Scale.Y/Scale.Z); }
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set { throw new NotImplementedException(); }
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}
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public double Mass
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{
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get { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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get { return GetSOP().PhysActor.Mass; }
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set { throw new NotImplementedException(); }
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}
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public double Buoyancy
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{
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get { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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get { return GetSOP().PhysActor.Buoyancy; }
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set { GetSOP().PhysActor.Buoyancy = (float)value; }
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}
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public Vector3 GeometricCenter
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{
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get { throw new System.NotImplementedException(); }
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get
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{
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PhysicsVector tmp = GetSOP().PhysActor.GeometricCenter;
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return new Vector3(tmp.X, tmp.Y, tmp.Z);
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}
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}
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public Vector3 CenterOfMass
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{
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get { throw new System.NotImplementedException(); }
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get
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{
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PhysicsVector tmp = GetSOP().PhysActor.CenterOfMass;
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return new Vector3(tmp.X, tmp.Y, tmp.Z);
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}
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}
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public Vector3 RotationalVelocity
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{
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get { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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get
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{
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PhysicsVector tmp = GetSOP().PhysActor.RotationalVelocity;
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return new Vector3(tmp.X, tmp.Y, tmp.Z);
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}
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set
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{
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GetSOP().PhysActor.RotationalVelocity = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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public Vector3 Velocity
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{
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get { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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get
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{
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PhysicsVector tmp = GetSOP().PhysActor.Velocity;
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return new Vector3(tmp.X, tmp.Y, tmp.Z);
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}
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set
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{
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GetSOP().PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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public Vector3 Torque
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{
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get { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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get
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{
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PhysicsVector tmp = GetSOP().PhysActor.Torque;
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return new Vector3(tmp.X, tmp.Y, tmp.Z);
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}
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set
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{
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GetSOP().PhysActor.Torque = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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public Vector3 Acceleration
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{
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get { throw new System.NotImplementedException(); }
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get
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{
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PhysicsVector tmp = GetSOP().PhysActor.Acceleration;
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return new Vector3(tmp.X, tmp.Y, tmp.Z);
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}
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}
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public Vector3 Force
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{
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get { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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get
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{
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PhysicsVector tmp = GetSOP().PhysActor.Force;
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return new Vector3(tmp.X, tmp.Y, tmp.Z);
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}
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set
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{
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GetSOP().PhysActor.Force = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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public bool FloatOnWater
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{
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set { throw new System.NotImplementedException(); }
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set { GetSOP().PhysActor.FloatOnWater = value; }
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}
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public void AddForce(Vector3 force, bool pushforce)
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{
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throw new System.NotImplementedException();
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GetSOP().PhysActor.AddForce(new PhysicsVector(force.X, force.Y, force.Z), pushforce);
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}
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public void AddAngularForce(Vector3 force, bool pushforce)
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{
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throw new System.NotImplementedException();
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GetSOP().PhysActor.AddAngularForce(new PhysicsVector(force.X, force.Y, force.Z), pushforce);
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}
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public void SetMomentum(Vector3 momentum)
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{
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throw new System.NotImplementedException();
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GetSOP().PhysActor.SetMomentum(new PhysicsVector(momentum.X, momentum.Y, momentum.Z));
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}
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#endregion
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