*NEEDS more testing* on attachment drop: fix adding prims to physics

engine, remove disturbing phantom flag. On attach: fix removing prims from
physics engine, delete any keyframeMotion, remove physical flag. This is
 executed in all attachs possible only need on attach from the scene (?),
 but its where original code removed only root part from physics engine
avinationmerge
UbitUmarov 2014-09-08 02:19:53 +01:00
parent cf1d58d164
commit 2d352e6348
1 changed files with 31 additions and 4 deletions

View File

@ -710,13 +710,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.AttachedAvatar = UUID.Zero;
rootPart.SetParentLocalId(0);
so.ClearPartAttachmentData();
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
rootPart.Flags &= ~PrimFlags.Phantom;
// rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
so.ApplyPhysics();
so.HasGroupChanged = true;
rootPart.Rezzed = DateTime.Now;
rootPart.RemFlag(PrimFlags.TemporaryOnRez);
so.AttachToBackup();
m_scene.EventManager.TriggerParcelPrimCountTainted();
rootPart.ScheduleFullUpdate();
so.ScheduleGroupForFullUpdate();
rootPart.ClearUndoState();
List<UUID> uuids = new List<UUID>();
@ -907,8 +913,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.AttachedAvatar = sp.UUID;
if (so.RootPart.PhysActor != null)
so.RootPart.RemoveFromPhysics();
// if (so.RootPart.PhysActor != null)
// so.RootPart.RemoveFromPhysics();
foreach (SceneObjectPart part in so.Parts)
{
if (part.KeyframeMotion != null)
{
part.KeyframeMotion.Delete();
part.KeyframeMotion = null;
}
// if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
// {
// PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
// }
// else
if (part.PhysActor != null)
{
part.RemoveFromPhysics();
}
}
so.RootPart.Flags &= ~PrimFlags.Physics;
so.AbsolutePosition = attachOffset;
so.RootPart.AttachedPos = attachOffset;