* 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
parent
f710dec6cd
commit
27508c1ad8
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@ -104,11 +104,16 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (ent is SceneObjectGroup)
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{
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if (((SceneObjectGroup) ent).LocalId == primLocalID)
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{
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// A prim is only tainted if it's allowed to be edited by the person clicking it.
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if (m_permissionManager.CanEditObjectPosition(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID) || m_permissionManager.CanEditObject(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID))
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{
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((SceneObjectGroup) ent).GetProperties(remoteClient);
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((SceneObjectGroup) ent).IsSelected = true;
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LandManager.setPrimsTainted();
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}
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break;
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}
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}
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@ -129,6 +134,8 @@ namespace OpenSim.Region.Environment.Scenes
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if (ent is SceneObjectGroup)
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{
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if (((SceneObjectGroup) ent).LocalId == primLocalID)
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{
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if (m_permissionManager.CanEditObjectPosition(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID) || m_permissionManager.CanEditObject(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID))
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{
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((SceneObjectGroup) ent).IsSelected = false;
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LandManager.setPrimsTainted();
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@ -137,6 +144,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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public virtual void ProcessMoneyTransferRequest(LLUUID source, LLUUID destination, int amount, int transactiontype, string description)
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{
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@ -203,6 +203,14 @@ namespace OpenSim.Region.Environment.Scenes
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if (m_rootPart.PhysActor != null)
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{
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m_rootPart.PhysActor.Selected = value;
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// Pass it on to the children.
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foreach (SceneObjectPart child in Children.Values)
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{
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if (child.PhysActor != null)
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{
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child.PhysActor.Selected = value;
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}
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}
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}
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}
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}
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@ -228,6 +228,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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set { return; }
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}
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public override uint LocalID
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{
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set { return; }
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}
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public override bool Grabbed
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{
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set { return; }
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@ -895,6 +895,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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set { return; }
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}
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public override uint LocalID
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{
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set { return; }
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}
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public override bool Grabbed
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{
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set { return; }
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@ -124,6 +124,8 @@ namespace OpenSim.Region.Physics.Manager
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public abstract PrimitiveBaseShape Shape { set; }
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public abstract uint LocalID { set; }
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public abstract bool Grabbed { set; }
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public abstract bool Selected { set; }
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@ -228,6 +230,11 @@ namespace OpenSim.Region.Physics.Manager
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set { return; }
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}
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public override uint LocalID
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{
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set { return; }
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}
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public override bool Grabbed
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{
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set { return; }
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@ -87,6 +87,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_hackSentFall = false;
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private bool m_hackSentFly = false;
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private bool m_foundDebian = false;
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public uint m_localID = 0;
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private CollisionLocker ode;
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private string m_name = String.Empty;
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@ -94,6 +96,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool[] m_colliderarr = new bool[11];
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private bool[] m_colliderGroundarr = new bool[11];
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// Default we're a Character
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private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
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// Default, Collide with Other Geometries, spaces, bodies and characters.
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private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
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| CollisionCategories.Space
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| CollisionCategories.Body
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| CollisionCategories.Character
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| CollisionCategories.Land);
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private bool jumping = false;
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//private float gravityAccel;
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@ -157,6 +168,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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set { m_alwaysRun = value; }
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}
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public override uint LocalID
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{
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set { m_localID = value; }
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}
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public override bool Grabbed
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{
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set { return; }
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@ -404,6 +420,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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int dAMotorEuler = 1;
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_parent_scene.waitForSpaceUnlock(_parent_scene.space);
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Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
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d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
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d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
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d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
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Body = d.BodyCreate(_parent_scene.world);
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d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
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@ -52,12 +52,30 @@ namespace OpenSim.Region.Physics.OdePlugin
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private PhysicsVector m_taintsize;
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private PhysicsVector m_taintVelocity = PhysicsVector.Zero;
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private Quaternion m_taintrot;
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private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
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| CollisionCategories.Space
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| CollisionCategories.Body
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| CollisionCategories.Character);
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private bool m_taintshape = false;
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private bool m_taintPhysics = false;
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private bool m_collidesLand = true;
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private bool m_collidesWater = false;
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// Default we're a Geometry
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private CollisionCategories m_collisionCategories = (CollisionCategories.Geom );
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// Default, Collide with Other Geometries, spaces and Bodies
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private CollisionCategories m_collisionFlags = m_default_collisionFlags;
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public bool m_taintremove = false;
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public bool m_taintdisable = false;
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public bool m_disabled = false;
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public bool m_taintadd = false;
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public bool m_taintselected = false;
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public uint m_localID = 0;
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public GCHandle gc;
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private CollisionLocker ode;
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@ -74,6 +92,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool iscolliding = false;
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private bool m_isphysical = false;
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private bool m_isSelected = false;
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private bool m_throttleUpdates = false;
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private int throttleCounter = 0;
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public int m_interpenetrationcount = 0;
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@ -172,6 +192,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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set { return; }
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}
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public override uint LocalID
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{
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set { m_localID = value; }
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}
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public override bool Grabbed
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{
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set { return; }
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@ -179,17 +204,59 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override bool Selected
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{
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set { return; }
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set {
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// This only makes the object not collidable if the object
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// is physical or the object is modified somehow *IN THE FUTURE*
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// without this, if an avatar selects prim, they can walk right
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// through it while it's selected
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if (m_isphysical || !value)
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{
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m_taintselected = value;
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_parent_scene.AddPhysicsActorTaint(this);
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}
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else
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{
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m_taintselected = value;
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m_isSelected = value;
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}
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}
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}
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public void SetGeom(IntPtr geom)
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{
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prev_geom = prim_geom;
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prim_geom = geom;
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if (prim_geom != (IntPtr)0)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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//m_log.Warn("Setting Geom to: " + prim_geom);
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}
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public void enableBodySoft()
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{
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if (m_isphysical)
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if (Body != (IntPtr)0)
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d.BodyEnable(Body);
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m_disabled = false;
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}
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public void disableBodySoft()
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{
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m_disabled = true;
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if (m_isphysical)
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if (Body != (IntPtr)0)
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d.BodyDisable(Body);
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}
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public void enableBody()
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{
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// Sets the geom to a body
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myrot.Z = _orientation.z;
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d.BodySetQuaternion(Body, ref myrot);
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d.GeomSetBody(prim_geom, Body);
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m_collisionCategories |= CollisionCategories.Body;
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m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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d.BodySetAutoDisableFlag(Body, true);
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d.BodySetAutoDisableSteps(Body, 20);
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//this kills the body so things like 'mesh' can re-create it.
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if (Body != (IntPtr) 0)
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{
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m_collisionCategories &= ~CollisionCategories.Body;
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m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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if (prim_geom != (IntPtr)0)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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_parent_scene.remActivePrim(this);
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d.BodyDestroy(Body);
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Body = (IntPtr) 0;
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@ -425,10 +508,81 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_taintdisable)
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changedisable(timestep);
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if (m_taintselected != m_isSelected)
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changeSelectedStatus(timestep);
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if (m_taintVelocity != PhysicsVector.Zero)
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changevelocity(timestep);
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}
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private void changeSelectedStatus(float timestep)
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{
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while (ode.lockquery())
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{
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}
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ode.dlock(_parent_scene.world);
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if (m_taintselected)
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{
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m_collisionCategories = CollisionCategories.Selected;
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m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
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// We do the body disable soft twice because 'in theory' a collision could have happened
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// in between the disabling and the collision properties setting
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// which would wake the physical body up from a soft disabling and potentially cause it to fall
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// through the ground.
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if (m_isphysical)
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{
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disableBodySoft();
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}
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if (prim_geom != (IntPtr)0)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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if (m_isphysical)
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{
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disableBodySoft();
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}
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}
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else
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{
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m_collisionCategories = CollisionCategories.Geom;
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if (m_isphysical)
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m_collisionCategories |= CollisionCategories.Body;
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m_collisionFlags = m_default_collisionFlags;
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if (m_collidesLand)
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m_collisionFlags |= CollisionCategories.Land;
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if (m_collidesWater)
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m_collisionFlags |= CollisionCategories.Water;
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if (prim_geom != (IntPtr)0)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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if (m_isphysical)
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enableBodySoft();
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}
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ode.dunlock(_parent_scene.world);
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resetCollisionAccounting();
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m_isSelected = m_taintselected;
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}
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public void ResetTaints()
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{
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@ -438,6 +592,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_taintPhysics = m_isphysical;
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m_taintselected = m_isSelected;
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m_taintsize = _size;
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@ -586,6 +742,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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ode.dunlock(_parent_scene.world);
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_parent_scene.geom_name_map[prim_geom] = this.m_primName;
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_parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
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changeSelectedStatus(timestep);
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m_taintadd = false;
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@ -630,6 +789,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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ode.dunlock(_parent_scene.world);
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changeSelectedStatus(timestep);
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resetCollisionAccounting();
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m_taintposition = _position;
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}
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@ -682,7 +843,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_taintdisable = false;
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}
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public void changePhysicsStatus(float timestap)
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public void changePhysicsStatus(float timestep)
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{
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lock (ode)
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{
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@ -709,6 +870,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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ode.dunlock(_parent_scene.world);
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}
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changeSelectedStatus(timestep);
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resetCollisionAccounting();
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m_taintPhysics = m_isphysical;
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}
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@ -880,6 +1043,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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ode.dunlock(_parent_scene.world);
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changeSelectedStatus(timestamp);
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resetCollisionAccounting();
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m_taintsize = _size;
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}
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@ -927,7 +1092,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Re creates body on size.
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// EnableBody also does setMass()
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enableBody();
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d.BodyEnable(Body);
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}
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}
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else
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@ -1032,15 +1197,21 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodyEnable(Body);
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}
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}
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_parent_scene.geom_name_map[prim_geom] = oldname;
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ode.dunlock(_parent_scene.world);
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changeSelectedStatus(timestamp);
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resetCollisionAccounting();
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m_taintshape = false;
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}
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public void changeAddForce(float timestamp)
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{
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if (!m_isSelected)
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{
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while (ode.lockquery())
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{
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|
@ -1056,7 +1227,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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PhysicsVector iforce = new PhysicsVector();
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for (int i = 0; i < m_forcelist.Count; i++)
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{
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iforce = iforce + (m_forcelist[i]*100);
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iforce = iforce + (m_forcelist[i] * 100);
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}
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d.BodyEnable(Body);
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d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
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|
@ -1068,10 +1239,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_collisionscore = 0;
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m_interpenetrationcount = 0;
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}
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m_taintforce = false;
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}
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private void changevelocity(float timestep)
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{
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if (!m_isSelected)
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{
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lock (ode)
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{
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|
@ -1092,6 +1266,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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ode.dunlock(_parent_scene.world);
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}
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//resetCollisionAccounting();
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}
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m_taintVelocity = PhysicsVector.Zero;
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}
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public override bool IsPhysical
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|
|
|
@ -78,6 +78,21 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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[Flags]
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public enum CollisionCategories : int
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{
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Disabled = 0,
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Geom = 0x00000001,
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Body = 0x00000002,
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Space = 0x00000004,
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Character = 0x00000008,
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Land = 0x00000010,
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Water = 0x00000020,
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Wind = 0x00000040,
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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();
|
||||
|
|
|
@ -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; }
|
||||
|
|
|
@ -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; }
|
||||
|
|
Loading…
Reference in New Issue