* 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.

This commit is contained in:
Teravus Ovares
2008-01-17 14:59:05 +00:00
parent 344b4d92f5
commit 18c959df12
4 changed files with 72 additions and 1 deletions

View File

@@ -578,6 +578,16 @@ namespace OpenSim.Region.Environment.Scenes
SetPartAsRoot(newPart);
}
public void applyImpulse(PhysicsVector impulse)
{
SceneObjectPart rootpart = m_rootPart;
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.AddForce(impulse);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
}
public void SetRootPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
part.LastOwnerID = part.OwnerID;

View File

@@ -520,6 +520,21 @@ namespace OpenSim.Region.Environment.Scenes
protected PrimitiveBaseShape m_shape;
/// <summary>
/// hook to the physics scene to apply impulse
/// This is sent up to the group, which then finds the root prim
/// and applies the force on the root prim of the group
/// </summary>
/// <param name="impulse">Vector force</param>
public void ApplyImpulse(LLVector3 impulsei)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
if (m_parentGroup != null)
{
m_parentGroup.applyImpulse(impulse);
}
}
public void TriggerScriptChangedEvent(Changed val)
{
if (m_parentGroup != null)

View File

@@ -27,6 +27,7 @@
*/
using System;
using System.Collections.Generic;
using Axiom.Math;
using Ode.NET;
using OpenSim.Framework;
@@ -51,6 +52,9 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_taintPhysics = false;
public bool m_taintremove = false;
private bool m_taintforce = false;
private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private OdeScene _parent_scene;
@@ -355,6 +359,9 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_taintshape)
changeshape(timestep);
//
if (m_taintforce)
changeAddForce(timestep);
}
public void Move(float timestep)
@@ -541,6 +548,27 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintshape = false;
}
public void changeAddForce(float timestamp)
{
lock (m_forcelist)
{
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "dequeing forcelist");
if (IsPhysical)
{
PhysicsVector iforce = new PhysicsVector();
for (int i = 0; i < m_forcelist.Count; i++)
{
iforce = iforce + (m_forcelist[i]*100);
}
d.BodyEnable(Body);
d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
}
m_forcelist.Clear();
}
m_taintforce = false;
}
public override bool IsPhysical
{
get { return m_isphysical; }
@@ -663,6 +691,9 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void AddForce(PhysicsVector force)
{
m_forcelist.Add(force);
m_taintforce = true;
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Added Force:" + force.ToString() + " to prim at " + Position.ToString());
}
public override PhysicsVector RotationalVelocity

View File

@@ -792,7 +792,22 @@ namespace OpenSim.Region.ScriptEngine.Common
public void llApplyImpulse(LSL_Types.Vector3 force, int local)
{
NotImplemented("llApplyImpulse");
//No energy force yet
if (local == 1)
{
NotImplemented("llApplyImpulse Local Force");
}
else
{
if (force.x > 20000)
force.x = 20000;
if (force.y > 20000)
force.y = 20000;
if (force.z > 20000)
force.z = 20000;
m_host.ApplyImpulse(new LLVector3((float)force.x,(float)force.y,(float)force.z));
}
}
public void llApplyRotationalImpulse(LSL_Types.Vector3 force, int local)