In propagating PhysicsCollision event across actors, sending the list of UUIDs

of collision objects, instead of localIDs.
llVolumeDetect() now seems working, at least with integrated physics.
dsg
Huaiyu (Kitty) Liu 2011-05-26 14:54:03 -07:00
parent c3c566cd24
commit 1cca4a978d
2 changed files with 70 additions and 6 deletions

View File

@ -2134,7 +2134,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
private void HandleRemoteEvent_PhysicsCollision(string actorID, ulong evSeqNum, OSDMap data)
{
UUID primUUID = data["primUUID"].AsUUID();
OSDArray collisionLocalIDs = (OSDArray)data["collisionLocalIDs"];
//OSDArray collisionLocalIDs = (OSDArray)data["collisionLocalIDs"];
OSDArray collisionUUIDs = (OSDArray)data["collisionUUIDs"];
SceneObjectPart part = m_scene.GetSceneObjectPart(primUUID);
if (part == null)
@ -2142,7 +2143,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_log.WarnFormat("{0}: HandleRemoteEvent_PhysicsCollision: no part with UUID {1} found", LogHeader, primUUID);
return;
}
if (collisionLocalIDs == null)
if (collisionUUIDs == null)
{
m_log.WarnFormat("{0}: HandleRemoteEvent_PhysicsCollision: no collisionLocalIDs", LogHeader);
return;
@ -2150,10 +2151,37 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
// Build up the collision list. The contact point is ignored so we generate some default.
CollisionEventUpdate e = new CollisionEventUpdate();
/*
foreach (uint collisionID in collisionLocalIDs)
{
// e.addCollider(collisionID, new ContactPoint());
e.addCollider(collisionID, new ContactPoint(Vector3.Zero, Vector3.UnitX, 0.03f));
}
* */
for(int i=0; i<collisionUUIDs.Count; i++)
{
OSD arg = collisionUUIDs[i];
UUID collidingUUID = arg.AsUUID();
SceneObjectPart collidingPart = m_scene.GetSceneObjectPart(collidingUUID);
if (collidingPart == null)
{
//collision object is not a prim, check if it's an avatar
ScenePresence sp = m_scene.GetScenePresence(collidingUUID);
if (sp == null)
{
m_log.WarnFormat("Received collision event for SOP {0},{1} with another SOP {2}, but the latter is not found in local Scene",
part.Name, part.UUID, collidingUUID);
}
else
{
e.addCollider(sp.LocalId, new ContactPoint(Vector3.Zero, Vector3.UnitX, 0.03f));
}
}
else
{
e.addCollider(collidingPart.LocalId, new ContactPoint(Vector3.Zero, Vector3.UnitX, 0.03f));
}
}
part.PhysicsCollisionLocally(e);
}
@ -2277,6 +2305,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
SendSceneEvent(SymmetricSyncMessage.MsgType.Attach, data);
}
/*
private void OnLocalPhysicsCollision(UUID partUUID, OSDArray collisionLocalIDs)
{
OSDMap data = new OSDMap();
@ -2284,6 +2313,14 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
data["collisionLocalIDs"] = collisionLocalIDs;
SendSceneEvent(SymmetricSyncMessage.MsgType.PhysicsCollision, data);
}
* */
private void OnLocalPhysicsCollision(UUID partUUID, OSDArray collisionUUIDs)
{
OSDMap data = new OSDMap();
data["primUUID"] = OSD.FromUUID(partUUID);
data["collisionUUIDs"] = collisionUUIDs;
SendSceneEvent(SymmetricSyncMessage.MsgType.PhysicsCollision, data);
}
private void OnLocalGrabObject(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{
@ -5716,7 +5753,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
case SceneObjectPartSyncProperties.VolumeDetectActive:
//part.ParentGroup.UpdatePrimFlagsBySync(part.LocalId, part., IsTemporary, IsPhantom, part.VolumeDetectActive);
bool isVD = (bool)pSyncInfo.LastUpdateValue;
DebugLog.DebugFormat("VolumeDetectActive updated on SOP {0}, to {1}", part.Name, part.VolumeDetectActive);
DebugLog.DebugFormat("VolumeDetectActive updated on SOP {0}, to {1}", part.Name, isVD);
if (part.ParentGroup != null)
{
DebugLog.DebugFormat("calling ScriptSetVolumeDetectBySync");

View File

@ -5247,14 +5247,41 @@ namespace OpenSim.Region.Framework.Scenes
{
CollisionEventUpdate a = (CollisionEventUpdate)e;
Dictionary<uint, ContactPoint> collisionswith = a.m_objCollisionList;
/*
OSDArray collisionLocalIDs = new OSDArray();
foreach (uint collisionObject in collisionswith.Keys)
{
collisionLocalIDs.Add(collisionObject);
}
* */
OSDArray collisionUUIDs = new OSDArray();
foreach (uint collisionObject in collisionswith.Keys)
{
SceneObjectPart part = m_parentGroup.Scene.GetSceneObjectPart(collisionObject);
if (part == null)
{
//collisionObject not a prim in local Scene, check if it's an avatar
ScenePresence sp = m_parentGroup.Scene.GetScenePresence(collisionObject);
if (sp == null)
{
m_log.WarnFormat("PhysicsCollision: {0},{1} is informed to be collided with {2}(localID), but the latter prim/avatar is not found in local Scene",
Name, UUID, collisionObject);
}
else
{
collisionUUIDs.Add(OSD.FromUUID(sp.UUID));
}
}
else
{
collisionUUIDs.Add(OSD.FromUUID(part.UUID));
}
}
object[] eventArgs = new object[2];
eventArgs[0] = this.UUID;
eventArgs[1] = collisionLocalIDs;
//eventArgs[1] = collisionLocalIDs;
eventArgs[1] = collisionUUIDs;
m_parentGroup.Scene.RegionSyncModule.PublishSceneEvent(EventManager.EventNames.PhysicsCollision, eventArgs);
}
PhysicsCollisionLocally(e);
@ -5433,7 +5460,7 @@ namespace OpenSim.Region.Framework.Scenes
if (pa == null)
{
//DSG DEBUG
m_log.DebugFormat("Creating PhysActor for SOP {0}, {1}, so far Flags = ", Name, UUID, Flags.ToString());
m_log.DebugFormat("Creating PhysActor for SOP {0}, {1}, so far Flags = {2}", Name, UUID, Flags.ToString());
// It's not phantom anymore. So make sure the physics engine get's knowledge of it
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
@ -5533,7 +5560,7 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.HasGroupChanged = true;
//ScheduleFullUpdate();
m_log.DebugFormat("End of UpdatePrimFlagsBySync for SOP {0}, {1}, so far Flags = ", Name, UUID, Flags.ToString());
m_log.DebugFormat("End of UpdatePrimFlagsBySync for SOP {0}, {1}, so far Flags = {2}", Name, UUID, Flags.ToString());
//caller will trigger this, See SetSOPFlags()
//ScheduleFullUpdate(null);