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* Preliminary work with the ODEPlugin to collect collision data.
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@@ -545,6 +545,9 @@ namespace OpenSim.Region.Environment.Scenes
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new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
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dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
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dupe.RootPart.PhysActor.IsPhysical);
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dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
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dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
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}
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// Now we've made a copy that replaces this one, we need to
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@@ -785,7 +785,7 @@ namespace OpenSim.Region.Environment.Scenes
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new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
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new Quaternion(RotationOffset.W, RotationOffset.X,
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RotationOffset.Y, RotationOffset.Z), RigidBody);
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PhysActor.LocalID = LocalId;
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DoPhysicsPropertyUpdate(RigidBody, true);
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}
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@@ -1305,6 +1305,7 @@ namespace OpenSim.Region.Environment.Scenes
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new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
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new Quaternion(RotationOffset.W, RotationOffset.X,
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RotationOffset.Y, RotationOffset.Z), usePhysics);
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PhysActor.LocalID = LocalId;
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DoPhysicsPropertyUpdate(usePhysics, true);
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}
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else
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@@ -1809,6 +1809,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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m_physicsActor.LocalID = LocalId;
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}
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// Event called by the physics plugin to tell the avatar about a collision.
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@@ -90,6 +90,7 @@ namespace OpenSim.Region.Environment.Scenes
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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rootPart.PhysActor.LocalID = rootPart.LocalId;
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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primCount++;
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@@ -192,6 +193,9 @@ namespace OpenSim.Region.Environment.Scenes
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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rootPart.PhysActor.LocalID = rootPart.LocalId;
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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rootPart.Velocity = receivedVelocity;
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}
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