* Added Support within the ODEPlugin for Selected. Which means that;

* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it.  This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
0.6.0-stable
Teravus Ovares 2008-02-23 11:42:55 +00:00
parent f710dec6cd
commit 27508c1ad8
10 changed files with 316 additions and 46 deletions

View File

@ -104,11 +104,16 @@ namespace OpenSim.Region.Environment.Scenes
{
if (ent is SceneObjectGroup)
{
if (((SceneObjectGroup) ent).LocalId == primLocalID)
{
((SceneObjectGroup) ent).GetProperties(remoteClient);
((SceneObjectGroup) ent).IsSelected = true;
LandManager.setPrimsTainted();
// A prim is only tainted if it's allowed to be edited by the person clicking it.
if (m_permissionManager.CanEditObjectPosition(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID) || m_permissionManager.CanEditObject(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID))
{
((SceneObjectGroup) ent).GetProperties(remoteClient);
((SceneObjectGroup) ent).IsSelected = true;
LandManager.setPrimsTainted();
}
break;
}
}
@ -130,9 +135,12 @@ namespace OpenSim.Region.Environment.Scenes
{
if (((SceneObjectGroup) ent).LocalId == primLocalID)
{
((SceneObjectGroup) ent).IsSelected = false;
LandManager.setPrimsTainted();
break;
if (m_permissionManager.CanEditObjectPosition(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID) || m_permissionManager.CanEditObject(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID))
{
((SceneObjectGroup) ent).IsSelected = false;
LandManager.setPrimsTainted();
break;
}
}
}
}

View File

@ -203,6 +203,14 @@ namespace OpenSim.Region.Environment.Scenes
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Selected = value;
// Pass it on to the children.
foreach (SceneObjectPart child in Children.Values)
{
if (child.PhysActor != null)
{
child.PhysActor.Selected = value;
}
}
}
}
}

View File

@ -228,6 +228,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }

View File

@ -895,6 +895,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }

View File

@ -124,6 +124,8 @@ namespace OpenSim.Region.Physics.Manager
public abstract PrimitiveBaseShape Shape { set; }
public abstract uint LocalID { set; }
public abstract bool Grabbed { set; }
public abstract bool Selected { set; }
@ -228,6 +230,11 @@ namespace OpenSim.Region.Physics.Manager
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }

View File

@ -87,6 +87,8 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_hackSentFall = false;
private bool m_hackSentFly = false;
private bool m_foundDebian = false;
public uint m_localID = 0;
private CollisionLocker ode;
private string m_name = String.Empty;
@ -94,6 +96,15 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool[] m_colliderarr = new bool[11];
private bool[] m_colliderGroundarr = new bool[11];
// Default we're a Character
private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
// Default, Collide with Other Geometries, spaces, bodies and characters.
private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
| CollisionCategories.Space
| CollisionCategories.Body
| CollisionCategories.Character
| CollisionCategories.Land);
private bool jumping = false;
//private float gravityAccel;
@ -157,6 +168,11 @@ namespace OpenSim.Region.Physics.OdePlugin
set { m_alwaysRun = value; }
}
public override uint LocalID
{
set { m_localID = value; }
}
public override bool Grabbed
{
set { return; }
@ -404,6 +420,10 @@ namespace OpenSim.Region.Physics.OdePlugin
int dAMotorEuler = 1;
_parent_scene.waitForSpaceUnlock(_parent_scene.space);
Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
Body = d.BodyCreate(_parent_scene.world);
d.BodySetPosition(Body, npositionX, npositionY, npositionZ);

View File

@ -52,12 +52,30 @@ namespace OpenSim.Region.Physics.OdePlugin
private PhysicsVector m_taintsize;
private PhysicsVector m_taintVelocity = PhysicsVector.Zero;
private Quaternion m_taintrot;
private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
| CollisionCategories.Space
| CollisionCategories.Body
| CollisionCategories.Character);
private bool m_taintshape = false;
private bool m_taintPhysics = false;
private bool m_collidesLand = true;
private bool m_collidesWater = false;
// Default we're a Geometry
private CollisionCategories m_collisionCategories = (CollisionCategories.Geom );
// Default, Collide with Other Geometries, spaces and Bodies
private CollisionCategories m_collisionFlags = m_default_collisionFlags;
public bool m_taintremove = false;
public bool m_taintdisable = false;
public bool m_disabled = false;
public bool m_taintadd = false;
public bool m_taintselected = false;
public uint m_localID = 0;
public GCHandle gc;
private CollisionLocker ode;
@ -74,6 +92,8 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool iscolliding = false;
private bool m_isphysical = false;
private bool m_isSelected = false;
private bool m_throttleUpdates = false;
private int throttleCounter = 0;
public int m_interpenetrationcount = 0;
@ -172,6 +192,11 @@ namespace OpenSim.Region.Physics.OdePlugin
set { return; }
}
public override uint LocalID
{
set { m_localID = value; }
}
public override bool Grabbed
{
set { return; }
@ -179,17 +204,59 @@ namespace OpenSim.Region.Physics.OdePlugin
public override bool Selected
{
set { return; }
set {
// This only makes the object not collidable if the object
// is physical or the object is modified somehow *IN THE FUTURE*
// without this, if an avatar selects prim, they can walk right
// through it while it's selected
if (m_isphysical || !value)
{
m_taintselected = value;
_parent_scene.AddPhysicsActorTaint(this);
}
else
{
m_taintselected = value;
m_isSelected = value;
}
}
}
public void SetGeom(IntPtr geom)
{
prev_geom = prim_geom;
prim_geom = geom;
if (prim_geom != (IntPtr)0)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
//m_log.Warn("Setting Geom to: " + prim_geom);
}
public void enableBodySoft()
{
if (m_isphysical)
if (Body != (IntPtr)0)
d.BodyEnable(Body);
m_disabled = false;
}
public void disableBodySoft()
{
m_disabled = true;
if (m_isphysical)
if (Body != (IntPtr)0)
d.BodyDisable(Body);
}
public void enableBody()
{
// Sets the geom to a body
@ -204,6 +271,13 @@ namespace OpenSim.Region.Physics.OdePlugin
myrot.Z = _orientation.z;
d.BodySetQuaternion(Body, ref myrot);
d.GeomSetBody(prim_geom, Body);
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
d.BodySetAutoDisableFlag(Body, true);
d.BodySetAutoDisableSteps(Body, 20);
@ -332,6 +406,15 @@ namespace OpenSim.Region.Physics.OdePlugin
//this kills the body so things like 'mesh' can re-create it.
if (Body != (IntPtr) 0)
{
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
if (prim_geom != (IntPtr)0)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
_parent_scene.remActivePrim(this);
d.BodyDestroy(Body);
Body = (IntPtr) 0;
@ -425,10 +508,81 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_taintdisable)
changedisable(timestep);
if (m_taintselected != m_isSelected)
changeSelectedStatus(timestep);
if (m_taintVelocity != PhysicsVector.Zero)
changevelocity(timestep);
}
private void changeSelectedStatus(float timestep)
{
while (ode.lockquery())
{
}
ode.dlock(_parent_scene.world);
if (m_taintselected)
{
m_collisionCategories = CollisionCategories.Selected;
m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
// We do the body disable soft twice because 'in theory' a collision could have happened
// in between the disabling and the collision properties setting
// which would wake the physical body up from a soft disabling and potentially cause it to fall
// through the ground.
if (m_isphysical)
{
disableBodySoft();
}
if (prim_geom != (IntPtr)0)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
if (m_isphysical)
{
disableBodySoft();
}
}
else
{
m_collisionCategories = CollisionCategories.Geom;
if (m_isphysical)
m_collisionCategories |= CollisionCategories.Body;
m_collisionFlags = m_default_collisionFlags;
if (m_collidesLand)
m_collisionFlags |= CollisionCategories.Land;
if (m_collidesWater)
m_collisionFlags |= CollisionCategories.Water;
if (prim_geom != (IntPtr)0)
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
if (m_isphysical)
enableBodySoft();
}
ode.dunlock(_parent_scene.world);
resetCollisionAccounting();
m_isSelected = m_taintselected;
}
public void ResetTaints()
{
@ -438,6 +592,8 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintPhysics = m_isphysical;
m_taintselected = m_isSelected;
m_taintsize = _size;
@ -586,6 +742,9 @@ namespace OpenSim.Region.Physics.OdePlugin
ode.dunlock(_parent_scene.world);
_parent_scene.geom_name_map[prim_geom] = this.m_primName;
_parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
changeSelectedStatus(timestep);
m_taintadd = false;
@ -630,6 +789,8 @@ namespace OpenSim.Region.Physics.OdePlugin
}
ode.dunlock(_parent_scene.world);
changeSelectedStatus(timestep);
resetCollisionAccounting();
m_taintposition = _position;
}
@ -682,7 +843,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_taintdisable = false;
}
public void changePhysicsStatus(float timestap)
public void changePhysicsStatus(float timestep)
{
lock (ode)
{
@ -709,6 +870,8 @@ namespace OpenSim.Region.Physics.OdePlugin
ode.dunlock(_parent_scene.world);
}
changeSelectedStatus(timestep);
resetCollisionAccounting();
m_taintPhysics = m_isphysical;
}
@ -880,6 +1043,8 @@ namespace OpenSim.Region.Physics.OdePlugin
ode.dunlock(_parent_scene.world);
changeSelectedStatus(timestamp);
resetCollisionAccounting();
m_taintsize = _size;
}
@ -927,7 +1092,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// Re creates body on size.
// EnableBody also does setMass()
enableBody();
d.BodyEnable(Body);
}
}
else
@ -1032,66 +1197,76 @@ namespace OpenSim.Region.Physics.OdePlugin
d.BodyEnable(Body);
}
}
_parent_scene.geom_name_map[prim_geom] = oldname;
ode.dunlock(_parent_scene.world);
changeSelectedStatus(timestamp);
resetCollisionAccounting();
m_taintshape = false;
}
public void changeAddForce(float timestamp)
{
while (ode.lockquery())
{
}
ode.dlock(_parent_scene.world);
lock (m_forcelist)
{
//m_log.Info("[PHYSICS]: dequeing forcelist");
if (IsPhysical)
{
PhysicsVector iforce = new PhysicsVector();
for (int i = 0; i < m_forcelist.Count; i++)
{
iforce = iforce + (m_forcelist[i]*100);
}
d.BodyEnable(Body);
d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
}
m_forcelist.Clear();
}
ode.dunlock(_parent_scene.world);
m_collisionscore = 0;
m_interpenetrationcount = 0;
m_taintforce = false;
}
private void changevelocity(float timestep)
{
lock (ode)
if (!m_isSelected)
{
while (ode.lockquery())
{
}
ode.dlock(_parent_scene.world);
System.Threading.Thread.Sleep(20);
if (IsPhysical)
lock (m_forcelist)
{
if (Body != (IntPtr)0)
//m_log.Info("[PHYSICS]: dequeing forcelist");
if (IsPhysical)
{
d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
PhysicsVector iforce = new PhysicsVector();
for (int i = 0; i < m_forcelist.Count; i++)
{
iforce = iforce + (m_forcelist[i] * 100);
}
d.BodyEnable(Body);
d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
}
m_forcelist.Clear();
}
ode.dunlock(_parent_scene.world);
m_collisionscore = 0;
m_interpenetrationcount = 0;
}
m_taintforce = false;
}
private void changevelocity(float timestep)
{
if (!m_isSelected)
{
lock (ode)
{
while (ode.lockquery())
{
}
ode.dlock(_parent_scene.world);
System.Threading.Thread.Sleep(20);
if (IsPhysical)
{
if (Body != (IntPtr)0)
{
d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
}
}
ode.dunlock(_parent_scene.world);
}
//resetCollisionAccounting();
}
//resetCollisionAccounting();
m_taintVelocity = PhysicsVector.Zero;
}
public override bool IsPhysical

View File

@ -78,6 +78,21 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
[Flags]
public enum CollisionCategories : int
{
Disabled = 0,
Geom = 0x00000001,
Body = 0x00000002,
Space = 0x00000004,
Character = 0x00000008,
Land = 0x00000010,
Water = 0x00000020,
Wind = 0x00000040,
Sensor = 0x00000080,
Selected = 0x00000100
}
public class OdeScene : PhysicsScene
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
@ -997,6 +1012,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
// creating a new space for prim and inserting it into main space.
staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
waitForSpaceUnlock(space);
d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
@ -1656,6 +1672,12 @@ namespace OpenSim.Region.Physics.OdePlugin
offset, thickness, wrap);
d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
LandGeom = d.CreateHeightfield(space, HeightmapData, 1);
if (LandGeom != (IntPtr)0)
{
d.GeomSetCategoryBits(LandGeom, (int)(CollisionCategories.Land));
d.GeomSetCollideBits(LandGeom, (int)(CollisionCategories.Space));
}
geom_name_map[LandGeom] = "Terrain";
d.Matrix3 R = new d.Matrix3();

View File

@ -357,6 +357,11 @@ namespace OpenSim.Region.Physics.POSPlugin
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }
@ -645,6 +650,11 @@ namespace OpenSim.Region.Physics.POSPlugin
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }

View File

@ -227,6 +227,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }
@ -437,6 +442,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }