* 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)