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* Added llApplyImpulse in the global frame. The object must be physical before this'll do anything. Be careful with this function as it's easy to loose prim.
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@@ -578,6 +578,16 @@ namespace OpenSim.Region.Environment.Scenes
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SetPartAsRoot(newPart);
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}
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public void applyImpulse(PhysicsVector impulse)
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{
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SceneObjectPart rootpart = m_rootPart;
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if (m_rootPart.PhysActor != null)
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{
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m_rootPart.PhysActor.AddForce(impulse);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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}
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public void SetRootPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
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{
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part.LastOwnerID = part.OwnerID;
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@@ -520,6 +520,21 @@ namespace OpenSim.Region.Environment.Scenes
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protected PrimitiveBaseShape m_shape;
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/// <summary>
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/// hook to the physics scene to apply impulse
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/// This is sent up to the group, which then finds the root prim
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/// and applies the force on the root prim of the group
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/// </summary>
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/// <param name="impulse">Vector force</param>
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public void ApplyImpulse(LLVector3 impulsei)
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{
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PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
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if (m_parentGroup != null)
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{
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m_parentGroup.applyImpulse(impulse);
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}
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}
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public void TriggerScriptChangedEvent(Changed val)
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{
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if (m_parentGroup != null)
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@@ -27,6 +27,7 @@
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*/
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using System;
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using System.Collections.Generic;
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using Axiom.Math;
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using Ode.NET;
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using OpenSim.Framework;
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@@ -51,6 +52,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_taintPhysics = false;
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public bool m_taintremove = false;
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private bool m_taintforce = false;
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private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
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private IMesh _mesh;
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private PrimitiveBaseShape _pbs;
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private OdeScene _parent_scene;
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@@ -355,6 +359,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_taintshape)
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changeshape(timestep);
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//
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if (m_taintforce)
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changeAddForce(timestep);
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}
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public void Move(float timestep)
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@@ -541,6 +548,27 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_taintshape = false;
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}
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public void changeAddForce(float timestamp)
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{
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lock (m_forcelist)
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{
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "dequeing forcelist");
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if (IsPhysical)
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{
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PhysicsVector iforce = new PhysicsVector();
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for (int i = 0; i < m_forcelist.Count; i++)
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{
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iforce = iforce + (m_forcelist[i]*100);
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}
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d.BodyEnable(Body);
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d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
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}
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m_forcelist.Clear();
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}
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m_taintforce = false;
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}
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public override bool IsPhysical
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{
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get { return m_isphysical; }
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@@ -663,6 +691,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void AddForce(PhysicsVector force)
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{
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m_forcelist.Add(force);
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m_taintforce = true;
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Added Force:" + force.ToString() + " to prim at " + Position.ToString());
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}
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public override PhysicsVector RotationalVelocity
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@@ -792,7 +792,22 @@ namespace OpenSim.Region.ScriptEngine.Common
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public void llApplyImpulse(LSL_Types.Vector3 force, int local)
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{
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NotImplemented("llApplyImpulse");
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//No energy force yet
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if (local == 1)
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{
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NotImplemented("llApplyImpulse Local Force");
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}
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else
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{
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if (force.x > 20000)
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force.x = 20000;
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if (force.y > 20000)
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force.y = 20000;
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if (force.z > 20000)
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force.z = 20000;
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m_host.ApplyImpulse(new LLVector3((float)force.x,(float)force.y,(float)force.z));
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}
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}
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public void llApplyRotationalImpulse(LSL_Types.Vector3 force, int local)
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