OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
/// <summary>
/// Change prim in response to an angular lock taint.
/// </summary>
Change prim in response to an angular lock taint.
Change prim in response to an angular lock taint .
private void changeAngularLock()
        {
            if (Body != IntPtr.Zero)
            {
                if (_parent == null)
                {
                    if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f))
                    {
                        createAMotor(m_taintAngularLock);
                    }
                    else
                    {
                        if (Amotor != IntPtr.Zero)
                        {
                            d.JointDestroy(Amotor);
                            Amotor = IntPtr.Zero;
                        }
                    }
                }
            }
            m_angularlock = m_taintAngularLock;
        }
private void changeAngularLock ( ) { if ( Body != IntPtr . Zero ) { if ( _parent == null ) { if ( ! m_taintAngularLock . ApproxEquals ( Vector3 . One , 0f ) ) { createAMotor ( m_taintAngularLock ) ; } else { if ( Amotor != IntPtr . Zero ) { d . JointDestroy ( Amotor ) ; Amotor = IntPtr . Zero ; } } } } m_angularlock = m_taintAngularLock ; }
Change prim in response to an angular lock taint.
Change prim in response to an angular lock taint .
// do we have a Physical object? //Check that we have a Parent //If we have a parent then we're not authorative here //d.BodySetFiniteRotationMode(Body, 0); //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); // Store this for later in case we get turned into a separate body