diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 5ccea13a55..9898681ec2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2057,30 +2057,9 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- public void setAngularImpulse(Vector3 impulse)
- {
- if (RootPart.PhysActor != null)
- {
- if (!IsAttachment)
- {
- RootPart.PhysActor.Torque = impulse;
- m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
- }
- }
- }
-
public Vector3 GetTorque()
{
- if (RootPart.PhysActor != null)
- {
- if (!IsAttachment)
- {
- Vector3 torque = RootPart.PhysActor.Torque;
- return torque;
- }
- }
-
- return Vector3.Zero;
+ return RootPart.Torque;
}
// This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index b6d5c4b0ee..825f2a3459 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -294,6 +294,8 @@ namespace OpenSim.Region.Framework.Scenes
protected Vector3 m_lastAngularVelocity;
protected int m_lastTerseSent;
protected float m_buoyancy = 0.0f;
+ protected Vector3 m_force;
+ protected Vector3 m_torque;
///
/// Stores media texture data
@@ -1302,14 +1304,66 @@ namespace OpenSim.Region.Framework.Scenes
public float Buoyancy
{
- get { return m_buoyancy; }
+ get
+ {
+ if (ParentID != 0 && ParentGroup != null)
+ m_buoyancy = ParentGroup.RootPart.Buoyancy;
+ return m_buoyancy;
+ }
set
{
m_buoyancy = value;
- if (PhysActor != null)
+ if (ParentID != 0)
{
- PhysActor.Buoyancy = value;
+ if (ParentGroup != null)
+ ParentGroup.RootPart.Buoyancy = value;
}
+ else if (PhysActor != null)
+ PhysActor.Buoyancy = value;
+ }
+ }
+
+ public Vector3 Force
+ {
+ get
+ {
+ if (ParentID != 0 && ParentGroup != null)
+ m_force = ParentGroup.RootPart.Force;
+ return m_force;
+ }
+
+ set
+ {
+ m_force = value;
+ if (ParentID != 0)
+ {
+ if (ParentGroup != null)
+ ParentGroup.RootPart.Force = value;
+ }
+ else if (PhysActor != null)
+ PhysActor.Force = value;
+ }
+ }
+
+ public Vector3 Torque
+ {
+ get
+ {
+ if (ParentID != 0 && ParentGroup != null)
+ m_torque = ParentGroup.RootPart.Torque;
+ return m_torque;
+ }
+
+ set
+ {
+ m_torque = value;
+ if (ParentID != 0)
+ {
+ if (ParentGroup != null)
+ ParentGroup.RootPart.Torque = value;
+ }
+ else if (PhysActor != null)
+ PhysActor.Torque = value;
}
}
@@ -1488,20 +1542,24 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Vector force
/// true for the local frame, false for the global frame
- public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
+
+ // this is actualy Set Torque.. keeping naming so not to edit lslapi also
+ public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
{
- Vector3 impulse = impulsei;
+ Vector3 torque = torquei;
if (localGlobalTF)
{
+/*
Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
- impulse = newimpulse;
+ */
+ torque *= GetWorldRotation();
}
- ParentGroup.setAngularImpulse(impulse);
+ Torque = torque;
}
///
@@ -1571,14 +1629,22 @@ namespace OpenSim.Region.Framework.Scenes
DoPhysicsPropertyUpdate(RigidBody, true);
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
+
+ if (!building)
+ PhysActor.Building = false;
Velocity = velocity;
AngularVelocity = rotationalVelocity;
PhysActor.Velocity = velocity;
PhysActor.RotationalVelocity = rotationalVelocity;
- if (!building)
- PhysActor.Building = false;
+ // if not vehicle and root part apply force and torque
+ if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
+ && LocalId == ParentGroup.RootPart.LocalId)
+ {
+ PhysActor.Force = Force;
+ PhysActor.Torque = Torque;
+ }
}
}
}
@@ -2005,10 +2071,7 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 GetForce()
{
- if (PhysActor != null)
- return PhysActor.Force;
- else
- return Vector3.Zero;
+ return Force;
}
///
@@ -3153,10 +3216,13 @@ namespace OpenSim.Region.Framework.Scenes
public void SetBuoyancy(float fvalue)
{
+ Buoyancy = fvalue;
+/*
if (PhysActor != null)
{
PhysActor.Buoyancy = fvalue;
}
+ */
}
public void SetDieAtEdge(bool p)
@@ -3184,10 +3250,13 @@ namespace OpenSim.Region.Framework.Scenes
public void SetForce(Vector3 force)
{
+ Force = force;
+/*
if (PhysActor != null)
{
PhysActor.Force = force;
}
+ */
}
public SOPVehicle sopVehicle
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 72a0ec33db..ed761da0be 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -349,6 +349,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
+ m_SOPXmlProcessors.Add("Force", ProcessForce);
+ m_SOPXmlProcessors.Add("Torque", ProcessTorque);
m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
//Ubit comented until proper testing
@@ -762,7 +764,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
{
- obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
+ obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
+ }
+
+ private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
+ {
+ obj.Force = Util.ReadVector(reader, "Force");
+ }
+ private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
+ {
+ obj.Torque = Util.ReadVector(reader, "Torque");
}
private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
@@ -1256,6 +1267,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
+
+ WriteVector(writer, "Force", sop.Force);
+ WriteVector(writer, "Torque", sop.Torque);
+
writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
//Ubit comented until proper testing