Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.csavinationmerge
commit
083b28de8c
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@ -4925,8 +4925,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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data.CollisionPlane.ToBytes(objectData, 0);
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data.OffsetPosition.ToBytes(objectData, 16);
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//data.Velocity.ToBytes(objectData, 28);
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//data.Acceleration.ToBytes(objectData, 40);
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// data.Velocity.ToBytes(objectData, 28);
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// data.Acceleration.ToBytes(objectData, 40);
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data.Rotation.ToBytes(objectData, 52);
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//data.AngularVelocity.ToBytes(objectData, 64);
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@ -1712,7 +1712,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Offset the positions for the new region across the border
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Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
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grp.OffsetForNewRegion(pos);
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grp.RootPart.GroupPosition = pos;
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// If we fail to cross the border, then reset the position of the scene object on that border.
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uint x = 0, y = 0;
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@ -1720,7 +1720,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
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{
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grp.OffsetForNewRegion(oldGroupPosition);
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grp.RootPart.GroupPosition = oldGroupPosition;
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grp.ScheduleGroupForFullUpdate();
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}
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}
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@ -528,12 +528,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// This gets locked so things stay thread safe.
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public object SyncRoot
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{
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get { return m_sceneGraph.m_syncRoot; }
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}
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public string DefaultScriptEngine
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{
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get { return m_defaultScriptEngine; }
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@ -93,8 +93,6 @@ namespace OpenSim.Region.Framework.Scenes
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protected int m_activeScripts = 0;
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protected int m_scriptLPS = 0;
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protected internal object m_syncRoot = new object();
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protected internal PhysicsScene _PhyScene;
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/// <summary>
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@ -201,26 +199,22 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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protected internal float UpdatePhysics(double elapsed)
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{
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lock (m_syncRoot)
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{
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// Here is where the Scene calls the PhysicsScene. This is a one-way
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// interaction; the PhysicsScene cannot access the calling Scene directly.
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// But with joints, we want a PhysicsActor to be able to influence a
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// non-physics SceneObjectPart. In particular, a PhysicsActor that is connected
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// with a joint should be able to move the SceneObjectPart which is the visual
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// representation of that joint (for editing and serialization purposes).
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// However the PhysicsActor normally cannot directly influence anything outside
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// of the PhysicsScene, and the non-physical SceneObjectPart which represents
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// the joint in the Scene does not exist in the PhysicsScene.
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//
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// To solve this, we have an event in the PhysicsScene that is fired when a joint
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// has changed position (because one of its associated PhysicsActors has changed
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// position).
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//
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// Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
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return _PhyScene.Simulate((float)elapsed);
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}
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// Here is where the Scene calls the PhysicsScene. This is a one-way
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// interaction; the PhysicsScene cannot access the calling Scene directly.
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// But with joints, we want a PhysicsActor to be able to influence a
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// non-physics SceneObjectPart. In particular, a PhysicsActor that is connected
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// with a joint should be able to move the SceneObjectPart which is the visual
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// representation of that joint (for editing and serialization purposes).
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// However the PhysicsActor normally cannot directly influence anything outside
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// of the PhysicsScene, and the non-physical SceneObjectPart which represents
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// the joint in the Scene does not exist in the PhysicsScene.
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//
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// To solve this, we have an event in the PhysicsScene that is fired when a joint
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// has changed position (because one of its associated PhysicsActors has changed
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// position).
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//
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// Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
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return _PhyScene.Simulate((float)elapsed);
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}
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protected internal void UpdateScenePresenceMovement()
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@ -344,15 +344,15 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_parts.Count; }
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}
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protected Quaternion m_rotation = Quaternion.Identity;
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public virtual Quaternion Rotation
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{
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get { return m_rotation; }
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set {
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m_rotation = value;
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}
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}
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// protected Quaternion m_rotation = Quaternion.Identity;
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//
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// public virtual Quaternion Rotation
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// {
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// get { return m_rotation; }
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// set {
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// m_rotation = value;
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// }
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// }
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public Quaternion GroupRotation
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{
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@ -3216,17 +3216,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void OffsetForNewRegion(Vector3 offset)
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{
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m_rootPart.GroupPosition = offset;
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}
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#endregion
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#region Rotation
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/// <summary>
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///
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/// Update the rotation of the group.
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/// </summary>
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/// <param name="rot"></param>
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public void UpdateGroupRotationR(Quaternion rot)
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@ -3254,7 +3249,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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///
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/// Update the position and rotation of a group simultaneously.
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="rot"></param>
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@ -3288,7 +3283,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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///
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/// Update the rotation of a single prim within the group.
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/// </summary>
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/// <param name="rot"></param>
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/// <param name="localID"></param>
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@ -3314,7 +3309,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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///
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/// Update the position and rotation simultaneously of a single prim within the group.
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/// </summary>
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/// <param name="rot"></param>
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/// <param name="localID"></param>
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@ -3355,7 +3350,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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///
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/// Update the entire rotation of the group.
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/// </summary>
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/// <param name="rot"></param>
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public void UpdateRootRotation(Quaternion rot)
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@ -822,6 +822,13 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// float roll, pitch, yaw = 0;
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// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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//
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Got euler {0} for RotationOffset on {1} {2}",
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// new Vector3(roll, pitch, yaw), Name, LocalId);
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return m_rotationOffset;
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}
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@ -858,6 +865,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
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}
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}
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// float roll, pitch, yaw = 0;
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// m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
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//
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Set euler {0} for RotationOffset on {1} {2}",
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// new Vector3(roll, pitch, yaw), Name, LocalId);
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}
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}
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@ -4548,12 +4562,13 @@ namespace OpenSim.Region.Framework.Scenes
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PhysActor = null;
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}
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/// <summary>
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/// This updates the part's rotation and sends out an update to clients if necessary.
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/// </summary>
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/// <param name="rot"></param>
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public void UpdateRotation(Quaternion rot)
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{
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if ((rot.X != RotationOffset.X) ||
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(rot.Y != RotationOffset.Y) ||
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(rot.Z != RotationOffset.Z) ||
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(rot.W != RotationOffset.W))
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if (rot != RotationOffset)
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{
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RotationOffset = rot;
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@ -548,8 +548,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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try
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{
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lock (m_scene.SyncRoot)
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PhysicsActor.Position = value;
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PhysicsActor.Position = value;
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}
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catch (Exception e)
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{
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@ -601,8 +600,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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try
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{
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lock (m_scene.SyncRoot)
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PhysicsActor.Velocity = value;
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PhysicsActor.Velocity = value;
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}
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catch (Exception e)
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{
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@ -64,7 +64,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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grp2.AbsolutePosition = Vector3.Zero;
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// <90,0,0>
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grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// <180,0,0>
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grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
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@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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if (debugtest)
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{
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m_log.Debug("parts: " + grp1.Parts.Length);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
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m_log.Debug("Group1: Prim1: OffsetPosition:"+ part1.OffsetPosition+", OffsetRotation:"+part1.RotationOffset);
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m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+part2.RotationOffset);
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}
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@ -152,13 +152,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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grp4.AbsolutePosition = new Vector3(40, 40, 40);
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// <90,0,0>
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grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// grp1.UpdateGroupRotationR(Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
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// <180,0,0>
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grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
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// <270,0,0>
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grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
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// grp3.UpdateGroupRotationR(Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
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// <0,90,0>
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grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
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@ -187,12 +187,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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{
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m_log.Debug("--------After Link-------");
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m_log.Debug("Group1: parts:" + grp1.Parts.Length);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.Rotation);
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m_log.Debug("Group1: Pos:"+grp1.AbsolutePosition+", Rot:"+grp1.GroupRotation);
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m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
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m_log.Debug("Group1: Prim2: OffsetPosition:"+part2.OffsetPosition+", OffsetRotation:"+ part2.RotationOffset);
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m_log.Debug("Group3: parts:" + grp3.Parts.Length);
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m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.Rotation);
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m_log.Debug("Group3: Pos:"+grp3.AbsolutePosition+", Rot:"+grp3.GroupRotation);
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m_log.Debug("Group3: Prim1: OffsetPosition:"+part3.OffsetPosition+", OffsetRotation:"+part3.RotationOffset);
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m_log.Debug("Group3: Prim2: OffsetPosition:"+part4.OffsetPosition+", OffsetRotation:"+part4.RotationOffset);
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}
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|
@ -240,12 +240,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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{
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m_log.Debug("--------After De-Link-------");
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m_log.Debug("Group1: parts:" + grp1.Parts.Length);
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m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.Rotation);
|
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m_log.Debug("Group1: Pos:" + grp1.AbsolutePosition + ", Rot:" + grp1.GroupRotation);
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m_log.Debug("Group1: Prim1: OffsetPosition:" + part1.OffsetPosition + ", OffsetRotation:" + part1.RotationOffset);
|
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m_log.Debug("Group1: Prim2: OffsetPosition:" + part2.OffsetPosition + ", OffsetRotation:" + part2.RotationOffset);
|
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|
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m_log.Debug("Group3: parts:" + grp3.Parts.Length);
|
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m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.Rotation);
|
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m_log.Debug("Group3: Pos:" + grp3.AbsolutePosition + ", Rot:" + grp3.GroupRotation);
|
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m_log.Debug("Group3: Prim1: OffsetPosition:" + part3.OffsetPosition + ", OffsetRotation:" + part3.RotationOffset);
|
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m_log.Debug("Group3: Prim2: OffsetPosition:" + part4.OffsetPosition + ", OffsetRotation:" + part4.RotationOffset);
|
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}
|
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|
|
|
@ -74,6 +74,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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private bool _zeroFlag = false;
|
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private bool m_lastUpdateSent = false;
|
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private Vector3 _velocity;
|
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private Vector3 m_taintTargetVelocity;
|
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private Vector3 _target_velocity;
|
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private Vector3 _acceleration;
|
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private Vector3 m_rotationalVelocity;
|
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|
@ -161,17 +162,19 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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{
|
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pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
|
||||
}
|
||||
|
||||
_position = pos;
|
||||
m_taintPosition.X = pos.X;
|
||||
m_taintPosition.Y = pos.Y;
|
||||
m_taintPosition.Z = pos.Z;
|
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m_taintPosition = pos;
|
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}
|
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else
|
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{
|
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_position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
|
||||
m_taintPosition.X = _position.X;
|
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m_taintPosition.Y = _position.Y;
|
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m_taintPosition.Z = _position.Z;
|
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_position
|
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= new Vector3(
|
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(float)_parent_scene.WorldExtents.X * 0.5f,
|
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(float)_parent_scene.WorldExtents.Y * 0.5f,
|
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parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
|
||||
m_taintPosition = _position;
|
||||
|
||||
m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
|
||||
}
|
||||
|
||||
|
@ -431,13 +434,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
|
||||
}
|
||||
|
||||
_position.X = value.X;
|
||||
_position.Y = value.Y;
|
||||
_position.Z = value.Z;
|
||||
|
||||
m_taintPosition.X = value.X;
|
||||
m_taintPosition.Y = value.Y;
|
||||
m_taintPosition.Z = value.Z;
|
||||
m_taintPosition = value;
|
||||
_parent_scene.AddPhysicsActorTaint(this);
|
||||
}
|
||||
else
|
||||
|
@ -590,10 +587,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
_position.Y = npositionY;
|
||||
_position.Z = npositionZ;
|
||||
|
||||
|
||||
m_taintPosition.X = npositionX;
|
||||
m_taintPosition.Y = npositionY;
|
||||
m_taintPosition.Z = npositionZ;
|
||||
m_taintPosition = _position;
|
||||
|
||||
d.BodySetMass(Body, ref ShellMass);
|
||||
d.Matrix3 m_caprot;
|
||||
|
@ -708,7 +702,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
|
||||
// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
|
||||
// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
|
||||
// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
|
||||
// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyFArotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
|
||||
// }
|
||||
|
||||
public override Vector3 Force
|
||||
|
@ -774,14 +768,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (value.IsFinite())
|
||||
{
|
||||
m_pidControllerActive = true;
|
||||
_target_velocity = value;
|
||||
m_taintTargetVelocity = value;
|
||||
_parent_scene.AddPhysicsActorTaint(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", _target_velocity);
|
||||
// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", m_taintTargetVelocity);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -841,16 +836,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// If uncommented, things get pushed off world
|
||||
//
|
||||
// m_log.Debug("Push!");
|
||||
// _target_velocity.X += force.X;
|
||||
// _target_velocity.Y += force.Y;
|
||||
// _target_velocity.Z += force.Z;
|
||||
// m_taintTargetVelocity.X += force.X;
|
||||
// m_taintTargetVelocity.Y += force.Y;
|
||||
// m_taintTargetVelocity.Z += force.Z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pidControllerActive = true;
|
||||
_target_velocity.X += force.X;
|
||||
_target_velocity.Y += force.Y;
|
||||
_target_velocity.Z += force.Z;
|
||||
m_taintTargetVelocity += force;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -871,8 +864,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public void doForce(Vector3 force)
|
||||
{
|
||||
d.BodyAddForce(Body, force.X, force.Y, force.Z);
|
||||
//d.BodySetRotation(Body, ref m_StandUpRotation);
|
||||
//standupStraight();
|
||||
}
|
||||
|
||||
public override void SetMomentum(Vector3 momentum)
|
||||
|
@ -1062,69 +1053,66 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
internal void UpdatePositionAndVelocity()
|
||||
{
|
||||
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
|
||||
d.Vector3 vec;
|
||||
d.Vector3 newPos;
|
||||
try
|
||||
{
|
||||
vec = d.BodyGetPosition(Body);
|
||||
newPos = d.BodyGetPosition(Body);
|
||||
}
|
||||
catch (NullReferenceException)
|
||||
{
|
||||
bad = true;
|
||||
_parent_scene.BadCharacter(this);
|
||||
vec = new d.Vector3(_position.X, _position.Y, _position.Z);
|
||||
newPos = new d.Vector3(_position.X, _position.Y, _position.Z);
|
||||
base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
|
||||
m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
|
||||
}
|
||||
|
||||
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
|
||||
if (vec.X < 0.0f) vec.X = 0.0f;
|
||||
if (vec.Y < 0.0f) vec.Y = 0.0f;
|
||||
if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
|
||||
if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
|
||||
if (newPos.X < 0.0f) newPos.X = 0.0f;
|
||||
if (newPos.Y < 0.0f) newPos.Y = 0.0f;
|
||||
if (newPos.X > (int)_parent_scene.WorldExtents.X - 0.05f) newPos.X = (int)_parent_scene.WorldExtents.X - 0.05f;
|
||||
if (newPos.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) newPos.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
|
||||
|
||||
_position.X = vec.X;
|
||||
_position.Y = vec.Y;
|
||||
_position.Z = vec.Z;
|
||||
_position.X = newPos.X;
|
||||
_position.Y = newPos.Y;
|
||||
_position.Z = newPos.Z;
|
||||
|
||||
// I think we need to update the taintPosition too -- Diva 12/24/10
|
||||
m_taintPosition.X = vec.X;
|
||||
m_taintPosition.Y = vec.Y;
|
||||
m_taintPosition.Z = vec.Z;
|
||||
m_taintPosition = _position;
|
||||
|
||||
// Did we move last? = zeroflag
|
||||
// This helps keep us from sliding all over
|
||||
|
||||
if (_zeroFlag)
|
||||
{
|
||||
_velocity.X = 0.0f;
|
||||
_velocity.Y = 0.0f;
|
||||
_velocity.Z = 0.0f;
|
||||
_velocity = Vector3.Zero;
|
||||
|
||||
// Did we send out the 'stopped' message?
|
||||
if (!m_lastUpdateSent)
|
||||
{
|
||||
m_lastUpdateSent = true;
|
||||
//base.RequestPhysicsterseUpdate();
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_lastUpdateSent = false;
|
||||
d.Vector3 newVelocity;
|
||||
|
||||
try
|
||||
{
|
||||
vec = d.BodyGetLinearVel(Body);
|
||||
newVelocity = d.BodyGetLinearVel(Body);
|
||||
}
|
||||
catch (NullReferenceException)
|
||||
{
|
||||
vec.X = _velocity.X;
|
||||
vec.Y = _velocity.Y;
|
||||
vec.Z = _velocity.Z;
|
||||
newVelocity.X = _velocity.X;
|
||||
newVelocity.Y = _velocity.Y;
|
||||
newVelocity.Z = _velocity.Z;
|
||||
}
|
||||
_velocity.X = (vec.X);
|
||||
_velocity.Y = (vec.Y);
|
||||
|
||||
_velocity.Z = (vec.Z);
|
||||
_velocity.X = newVelocity.X;
|
||||
_velocity.Y = newVelocity.Y;
|
||||
_velocity.Z = newVelocity.Z;
|
||||
|
||||
if (_velocity.Z < -6 && !m_hackSentFall)
|
||||
{
|
||||
|
@ -1253,6 +1241,18 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
internal void ProcessTaints()
|
||||
{
|
||||
if (m_taintPosition != _position)
|
||||
{
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
|
||||
_position = m_taintPosition;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_taintTargetVelocity != _target_velocity)
|
||||
_target_velocity = m_taintTargetVelocity;
|
||||
|
||||
if (m_tainted_isPhysical != m_isPhysical)
|
||||
{
|
||||
if (m_tainted_isPhysical)
|
||||
|
@ -1294,8 +1294,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
|
||||
d.BodyDestroy(Body);
|
||||
d.GeomDestroy(Shell);
|
||||
AvatarGeomAndBodyCreation(_position.X, _position.Y,
|
||||
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
|
||||
AvatarGeomAndBodyCreation(
|
||||
_position.X,
|
||||
_position.Y,
|
||||
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
|
||||
|
||||
// As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
|
||||
// appear to stall initial region crossings when done here. Being done for consistency.
|
||||
|
@ -1312,18 +1314,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
+ (Amotor==IntPtr.Zero ? "Amotor ":""));
|
||||
}
|
||||
}
|
||||
|
||||
if (!m_taintPosition.ApproxEquals(_position, 0.05f))
|
||||
{
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
|
||||
|
||||
_position.X = m_taintPosition.X;
|
||||
_position.Y = m_taintPosition.Y;
|
||||
_position.Z = m_taintPosition.Z;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void AddCollisionFrameTime(int p)
|
||||
|
|
|
@ -550,7 +550,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (World.Entities.TryGetValue(target, out entity))
|
||||
{
|
||||
if (entity is SceneObjectGroup)
|
||||
((SceneObjectGroup)entity).Rotation = rotation;
|
||||
((SceneObjectGroup)entity).UpdateGroupRotationR(rotation);
|
||||
else if (entity is ScenePresence)
|
||||
((ScenePresence)entity).Rotation = rotation;
|
||||
}
|
||||
|
|
|
@ -1060,6 +1060,10 @@
|
|||
|
||||
AllowGodFunctions = false
|
||||
|
||||
; Maximum number of llListen events we allow over the entire region.
|
||||
; Set this to 0 to have no limit imposed
|
||||
max_listeners_per_region = 1000
|
||||
|
||||
; Maximum number of llListen events we allow per script
|
||||
; Set this to 0 to have no limit imposed.
|
||||
max_listens_per_script = 64
|
||||
|
|
Loading…
Reference in New Issue