fix llGetCenterOfMass ( checked with ubitODE only)

This commit is contained in:
UbitUmarov
2012-04-28 21:36:38 +01:00
parent e48fa38ff5
commit dd745f60c2
4 changed files with 101 additions and 9 deletions

View File

@@ -4041,6 +4041,39 @@ namespace OpenSim.Region.Framework.Scenes
return retmass;
}
// center of mass of full object
public Vector3 GetCenterOfMass()
{
PhysicsActor pa = RootPart.PhysActor;
if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
{
// physics knows better about center of mass of physical prims
Vector3 tmp = pa.CenterOfMass;
return tmp;
}
Vector3 Ptot = Vector3.Zero;
float totmass = 0f;
float m;
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
m = parts[i].GetMass();
Ptot += parts[i].GetPartCenterOfMass() * m;
totmass += m;
}
if (totmass == 0)
totmass = 0;
else
totmass = 1 / totmass;
Ptot *= totmass;
return Ptot;
}
/// <summary>
/// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
/// the physics engine can use it.

View File

@@ -1865,7 +1865,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
AddToPhysics(isPhysical, isPhantom, building, true);
AddToPhysics(isPhysical, isPhantom, building, isPhysical);
else
PhysActor = null; // just to be sure
}
@@ -2308,7 +2308,7 @@ namespace OpenSim.Region.Framework.Scenes
*/
}
public float GetMass()
public float GetMass()
{
PhysicsActor pa = PhysActor;
@@ -2318,6 +2318,40 @@ namespace OpenSim.Region.Framework.Scenes
return 0;
}
public Vector3 GetCenterOfMass()
{
if (ParentGroup.RootPart == this)
{
if (ParentGroup.IsDeleted)
return AbsolutePosition;
return ParentGroup.GetCenterOfMass();
}
PhysicsActor pa = PhysActor;
if (pa != null)
{
Vector3 tmp = pa.CenterOfMass;
return tmp;
}
else
return AbsolutePosition;
}
public Vector3 GetPartCenterOfMass()
{
PhysicsActor pa = PhysActor;
if (pa != null)
{
Vector3 tmp = pa.CenterOfMass;
return tmp;
}
else
return AbsolutePosition;
}
public Vector3 GetForce()
{
return Force;
@@ -4802,7 +4836,7 @@ namespace OpenSim.Region.Framework.Scenes
{
Velocity = velocity;
AngularVelocity = rotationalVelocity;
pa.Velocity = velocity;
// pa.Velocity = velocity;
pa.RotationalVelocity = rotationalVelocity;
// if not vehicle and root part apply force and torque