Merge branch 'ubitwork'

avinationmerge
Melanie 2012-02-26 02:41:41 +01:00
commit e9120890a2
3 changed files with 99 additions and 36 deletions

View File

@ -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() public Vector3 GetTorque()
{ {
if (RootPart.PhysActor != null) return RootPart.Torque;
{
if (!IsAttachment)
{
Vector3 torque = RootPart.PhysActor.Torque;
return torque;
}
}
return Vector3.Zero;
} }
// This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object

View File

@ -294,6 +294,8 @@ namespace OpenSim.Region.Framework.Scenes
protected Vector3 m_lastAngularVelocity; protected Vector3 m_lastAngularVelocity;
protected int m_lastTerseSent; protected int m_lastTerseSent;
protected float m_buoyancy = 0.0f; protected float m_buoyancy = 0.0f;
protected Vector3 m_force;
protected Vector3 m_torque;
/// <summary> /// <summary>
/// Stores media texture data /// Stores media texture data
@ -1302,15 +1304,67 @@ namespace OpenSim.Region.Framework.Scenes
public float Buoyancy public float Buoyancy
{ {
get { return m_buoyancy; } get
{
if (ParentID != 0 && ParentGroup != null)
m_buoyancy = ParentGroup.RootPart.Buoyancy;
return m_buoyancy;
}
set set
{ {
m_buoyancy = value; m_buoyancy = value;
if (PhysActor != null) if (ParentID != 0)
{ {
if (ParentGroup != null)
ParentGroup.RootPart.Buoyancy = value;
}
else if (PhysActor != null)
PhysActor.Buoyancy = value; 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;
}
} }
#endregion Public Properties with only Get #endregion Public Properties with only Get
@ -1488,20 +1542,24 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
/// <param name="impulsei">Vector force</param> /// <param name="impulsei">Vector force</param>
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param> /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
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) if (localGlobalTF)
{ {
/*
Quaternion grot = GetWorldRotation(); Quaternion grot = GetWorldRotation();
Quaternion AXgrot = grot; Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei; Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot; Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = newimpulse; */
torque *= GetWorldRotation();
} }
ParentGroup.setAngularImpulse(impulse); Torque = torque;
} }
/// <summary> /// <summary>
@ -1572,13 +1630,21 @@ namespace OpenSim.Region.Framework.Scenes
DoPhysicsPropertyUpdate(RigidBody, true); DoPhysicsPropertyUpdate(RigidBody, true);
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
if (!building)
PhysActor.Building = false;
Velocity = velocity; Velocity = velocity;
AngularVelocity = rotationalVelocity; AngularVelocity = rotationalVelocity;
PhysActor.Velocity = velocity; PhysActor.Velocity = velocity;
PhysActor.RotationalVelocity = rotationalVelocity; PhysActor.RotationalVelocity = rotationalVelocity;
if (!building) // if not vehicle and root part apply force and torque
PhysActor.Building = false; 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() public Vector3 GetForce()
{ {
if (PhysActor != null) return Force;
return PhysActor.Force;
else
return Vector3.Zero;
} }
/// <summary> /// <summary>
@ -3153,10 +3216,13 @@ namespace OpenSim.Region.Framework.Scenes
public void SetBuoyancy(float fvalue) public void SetBuoyancy(float fvalue)
{ {
Buoyancy = fvalue;
/*
if (PhysActor != null) if (PhysActor != null)
{ {
PhysActor.Buoyancy = fvalue; PhysActor.Buoyancy = fvalue;
} }
*/
} }
public void SetDieAtEdge(bool p) public void SetDieAtEdge(bool p)
@ -3184,10 +3250,13 @@ namespace OpenSim.Region.Framework.Scenes
public void SetForce(Vector3 force) public void SetForce(Vector3 force)
{ {
Force = force;
/*
if (PhysActor != null) if (PhysActor != null)
{ {
PhysActor.Force = force; PhysActor.Force = force;
} }
*/
} }
public SOPVehicle sopVehicle public SOPVehicle sopVehicle

View File

@ -349,6 +349,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy); m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
m_SOPXmlProcessors.Add("Force", ProcessForce);
m_SOPXmlProcessors.Add("Torque", ProcessTorque);
m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive); m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
//Ubit comented until proper testing //Ubit comented until proper testing
@ -762,7 +764,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader) 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) 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("PayPrice4", sop.PayPrice[4].ToString());
writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString()); writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
WriteVector(writer, "Force", sop.Force);
WriteVector(writer, "Torque", sop.Torque);
writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower()); writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
//Ubit comented until proper testing //Ubit comented until proper testing