a bit faster collision sound type verification plus a few fixes/changes
parent
a2c64d9795
commit
2c498baf58
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@ -197,30 +197,29 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.ParentGroup == null)
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return;
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UUID soundID = part.CollisionSound;
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if (soundID == part.invalidCollisionSoundUUID)
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if (part.CollisionSoundType < 0)
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return;
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float volume = 0.0f;
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int otherMaterial;
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bool HaveSound = false;
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if (soundID != UUID.Zero)
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UUID soundID = part.CollisionSound;
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if (part.CollisionSoundType > 0)
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{
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// soundID = part.CollisionSound;
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volume = part.CollisionSoundVolume;
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if (volume == 0.0f)
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return;
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HaveSound = true;
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}
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int thisMaterial = (int) part.Material;
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bool doneownsound = false;
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int thisMaterial = (int)part.Material;
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if (thisMaterial >= MaxMaterials)
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thisMaterial = 3;
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int thisMatScaled = thisMaterial * MaxMaterials;
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int index;
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bool doneownsound = false;
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CollisionForSoundInfo colInfo;
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uint id;
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@ -229,23 +228,21 @@ namespace OpenSim.Region.Framework.Scenes
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{
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colInfo = collidersinfolist[i];
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if (!HaveSound)
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{
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volume = Math.Abs(colInfo.relativeVel);
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if (volume < 0.2f)
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continue;
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}
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id = colInfo.colliderID;
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if (id == 0)
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if (id == 0) // terrain collision
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{
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if (!doneownsound)
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{
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if (!HaveSound)
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{
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volume = Math.Abs(colInfo.relativeVel);
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if (volume < 0.2f)
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continue;
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volume *= volume * .0625f; // 4m/s == full volume
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if (volume > 1.0f)
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volume = 1.0f;
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soundID = m_TerrainPart[thisMaterial];
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}
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part.SendCollisionSound(soundID, volume, colInfo.position);
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@ -257,12 +254,12 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
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if (otherPart != null)
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{
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if (otherPart.CollisionSound == part.invalidCollisionSoundUUID || otherPart.VolumeDetectActive)
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if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
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continue;
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if (!HaveSound)
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{
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if (otherPart.CollisionSound != UUID.Zero)
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if (otherPart.CollisionSoundType > 0)
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{
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soundID = otherPart.CollisionSound;
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volume = otherPart.CollisionSoundVolume;
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@ -271,14 +268,19 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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volume = Math.Abs(colInfo.relativeVel);
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if (volume < 0.2f)
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continue;
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volume *= volume * .0625f; // 4m/s == full volume
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if (volume > 1.0f)
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volume = 1.0f;
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otherMaterial = (int)otherPart.Material;
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int otherMaterial = (int)otherPart.Material;
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if (otherMaterial >= MaxMaterials)
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otherMaterial = 3;
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index = thisMatScaled + otherMaterial;
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soundID = m_PartPart[index];
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soundID = m_PartPart[thisMatScaled + otherMaterial];
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}
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}
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@ -301,11 +303,11 @@ namespace OpenSim.Region.Framework.Scenes
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UUID soundID;
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int otherMaterial;
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int thisMaterial = 3;
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int thisMaterial = 4; // flesh
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int thisMatScaled = thisMaterial * MaxMaterials;
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int index;
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// bool doneownsound = false;
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// bool doneownsound = false;
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CollisionForSoundInfo colInfo;
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uint id;
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@ -315,36 +317,41 @@ namespace OpenSim.Region.Framework.Scenes
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{
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colInfo = collidersinfolist[i];
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volume = Math.Abs(colInfo.relativeVel);
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if(volume < 0.2f)
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continue;
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id = colInfo.colliderID;
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if (id == 0) // no terrain collision sounds for now
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{
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continue;
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// volume = Math.Abs(colInfo.relativeVel);
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// if (volume < 0.2f)
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// continue;
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}
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SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
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if (otherPart != null)
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{
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if (otherPart.CollisionSound == otherPart.invalidCollisionSoundUUID)
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if (otherPart.CollisionSoundType < 0)
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continue;
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if (otherPart.CollisionSound != UUID.Zero)
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if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
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otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
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else
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{
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volume = Math.Abs(colInfo.relativeVel);
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if (volume < 0.2f)
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continue;
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volume *= volume * .0625f; // 4m/s == full volume
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if (volume > 1.0f)
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volume = 1.0f;
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otherMaterial = (int)otherPart.Material;
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if (otherMaterial >= MaxMaterials)
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otherMaterial = 3;
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index = thisMatScaled + otherMaterial;
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soundID = m_PartPart[index];
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soundID = m_PartPart[thisMatScaled + otherMaterial];
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otherPart.SendCollisionSound(soundID, volume, colInfo.position);
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}
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continue;
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}
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/*
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else if (!doneownsound)
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@ -329,7 +329,9 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3 m_cameraAtOffset;
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private bool m_forceMouselook;
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// TODO: Collision sound should have default.
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// 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
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private sbyte m_collisionSoundType;
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private UUID m_collisionSound;
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private float m_collisionSoundVolume;
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@ -1342,12 +1344,39 @@ namespace OpenSim.Region.Framework.Scenes
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public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
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// 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
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// runtime thing.. do not persist
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[XmlIgnore]
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public sbyte CollisionSoundType
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{
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get
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{
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return m_collisionSoundType;
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}
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set
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{
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m_collisionSoundType = value;
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if (value == -1)
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m_collisionSound = invalidCollisionSoundUUID;
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else if (value == 0)
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m_collisionSound = UUID.Zero;
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}
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}
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public UUID CollisionSound
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{
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get { return m_collisionSound; }
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set
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{
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m_collisionSound = value;
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if (value == invalidCollisionSoundUUID)
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m_collisionSoundType = -1;
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else if (value == UUID.Zero)
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m_collisionSoundType = 0;
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else
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m_collisionSoundType = 1;
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aggregateScriptEvents();
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}
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}
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@ -2633,29 +2662,42 @@ namespace OpenSim.Region.Framework.Scenes
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else
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{
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List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
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CollisionForSoundInfo soundinfo;
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ContactPoint curcontact;
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// calculate things that started colliding this time
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// and build up list of colliders this time
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foreach (uint id in collissionswith.Keys)
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if (!VolumeDetectActive && CollisionSoundType >= 0)
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{
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thisHitColliders.Add(id);
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if (!m_lastColliders.Contains(id))
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{
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startedColliders.Add(id);
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CollisionForSoundInfo soundinfo;
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ContactPoint curcontact;
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curcontact = collissionswith[id];
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if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
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foreach (uint id in collissionswith.Keys)
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{
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thisHitColliders.Add(id);
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if (!m_lastColliders.Contains(id))
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{
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soundinfo = new CollisionForSoundInfo();
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soundinfo.colliderID = id;
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soundinfo.position = curcontact.Position;
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soundinfo.relativeVel = curcontact.RelativeSpeed;
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soundinfolist.Add(soundinfo);
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startedColliders.Add(id);
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curcontact = collissionswith[id];
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if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
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{
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soundinfo = new CollisionForSoundInfo();
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soundinfo.colliderID = id;
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soundinfo.position = curcontact.Position;
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soundinfo.relativeVel = curcontact.RelativeSpeed;
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soundinfolist.Add(soundinfo);
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}
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}
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}
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}
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else
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{
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foreach (uint id in collissionswith.Keys)
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{
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thisHitColliders.Add(id);
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if (!m_lastColliders.Contains(id))
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startedColliders.Add(id);
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}
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}
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// calculate things that ended colliding
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foreach (uint localID in m_lastColliders)
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@ -2673,7 +2715,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_lastColliders.Remove(localID);
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// play sounds.
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if (soundinfolist.Count > 0 && !VolumeDetectActive && CollisionSound != invalidCollisionSoundUUID)
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if (soundinfolist.Count > 0)
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CollisionSounds.PartCollisionSound(this, soundinfolist);
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}
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@ -4791,7 +4833,8 @@ namespace OpenSim.Region.Framework.Scenes
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pa.OnCollisionUpdate -= PhysicsCollision;
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bool hassound = ( CollisionSound != invalidCollisionSoundUUID);
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bool hassound = (CollisionSoundType >= 0 && !VolumeDetectActive);
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scriptEvents CombinedEvents = AggregateScriptEvents;
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// merge with root part
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@ -4800,10 +4843,7 @@ namespace OpenSim.Region.Framework.Scenes
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// submit to this part case
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if (VolumeDetectActive)
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{
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CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
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hassound = false;
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}
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else if ((Flags & PrimFlags.Phantom) != 0)
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CombinedEvents &= PhyscicsPhantonSubsEvents;
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else
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