Implemented Resize Method in OdePrim.
attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today). Rotation of a root prim also now updates the physics engine. So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer). [of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].afrisby
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8264ba849f
commit
edd50f2e8e
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@ -547,7 +547,7 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectGroup sceneOb = new SceneObjectGroup(this, this.m_regionHandle, ownerID, PrimIDAllocate(), pos, shape);
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AddEntity(sceneOb);
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SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
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// rootPart.PhysActor =phyScene.AddPrim(new PhysicsVector(pos.X, pos.Y, pos.Z), new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
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//rootPart.PhysActor =phyScene.AddPrim(new PhysicsVector(pos.X, pos.Y, pos.Z), new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
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// new Axiom.Math.Quaternion());
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}
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@ -626,11 +626,11 @@ namespace OpenSim.Region.Environment.Scenes
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AddEntity(obj);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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//rootPart.PhysActor = phyScene.AddPrim(
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//rootPart.PhysActor = phyScene.AddPrim(
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// new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, rootPart.AbsolutePosition.Z),
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// new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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// new Axiom.Math.Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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// rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
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// new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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// new Axiom.Math.Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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// rootPart.RotationOffset.Y, rootPart.RotationOffset.Z));
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primCount++;
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}
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}
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@ -717,6 +717,13 @@ namespace OpenSim.Region.Environment.Scenes
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if (part != null)
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{
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part.Resize(scale);
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if (part.UUID == this.m_rootPart.UUID)
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{
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if (m_rootPart.PhysActor != null)
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{
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m_rootPart.PhysActor.Size = new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
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}
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}
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}
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}
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#endregion
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@ -789,6 +796,10 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdateGroupRotation(LLQuaternion rot)
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{
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this.m_rootPart.UpdateRotation(rot);
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if (m_rootPart.PhysActor != null)
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{
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m_rootPart.PhysActor.Orientation = new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z);
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}
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this.ScheduleGroupForTerseUpdate();
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}
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@ -800,6 +811,10 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdateGroupRotation(LLVector3 pos, LLQuaternion rot)
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{
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this.m_rootPart.UpdateRotation(rot);
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if (m_rootPart.PhysActor != null)
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{
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m_rootPart.PhysActor.Orientation = new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z);
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}
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this.AbsolutePosition = pos;
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this.ScheduleGroupForTerseUpdate();
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}
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@ -832,6 +847,10 @@ namespace OpenSim.Region.Environment.Scenes
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private void UpdateRootRotation(LLQuaternion rot)
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{
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this.m_rootPart.UpdateRotation(rot);
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if (m_rootPart.PhysActor != null)
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{
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m_rootPart.PhysActor.Orientation = new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z);
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}
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Axiom.Math.Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z);
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Axiom.Math.Quaternion oldParentRot = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
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@ -148,7 +148,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
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{
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Console.WriteLine("+++++++++++++++++++++++++++++++++AddPrim pos: " + position + " size: " + size + " quat: " + rotation);
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//Console.WriteLine("+++++++++++++++++++++++++++++++++AddPrim pos: " + position + " size: " + size + " quat: " + rotation);
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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pos.Y = position.Y;
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@ -437,7 +437,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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set
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{
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Console.WriteLine("+++++++++++++++++++++++++++++++++++++++++++ setting pos: " + value);
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//Console.WriteLine("+++++++++++++++++++++++++++++++++++++++++++ setting pos: " + value);
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_position = value;
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Monitor.Enter(typeof(OdeScene));
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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@ -454,8 +454,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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set
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{
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Console.WriteLine("+++++++++++++++++++++++++++++++++++++++++++ setting size: " + value);
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//Console.WriteLine("+++++++++++++++++++++++++++++++++++++++++++ setting size: " + value);
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_size = value;
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Monitor.Enter(typeof(OdeScene));
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d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
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Monitor.Exit(typeof(OdeScene));
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}
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}
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@ -490,6 +493,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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set
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{
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//Console.WriteLine("+++++++++++++++++++++++++++++++++++++++++++ setting Orientation");
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_orientation = value;
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Monitor.Enter(typeof(OdeScene));
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d.Quaternion myrot = new d.Quaternion();
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