initial suport for ExtraPhysical parts parameters. Reading from llclientView to SOP including SOPserialization (not to databases). No action on physics still. No send to viewer, etc
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenMetaverse;
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namespace OpenSim.Framework
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{
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public enum PhysShapeType : byte
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{
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prim = 0,
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none = 1,
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convex = 2,
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invalid = 255 // use to mark invalid data in ExtraPhysicsData
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}
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public struct ExtraPhysicsData
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{
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public float Density;
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public float GravitationModifier;
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public float Friction;
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public float Bounce;
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public PhysShapeType PhysShapeType;
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}
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}
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@ -124,7 +124,7 @@ namespace OpenSim.Framework
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public delegate void ObjectDrop(uint localID, IClientAPI remoteClient);
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public delegate void UpdatePrimFlags(
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uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient);
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uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom,ExtraPhysicsData PhysData, IClientAPI remoteClient);
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public delegate void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient);
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@ -7006,10 +7006,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// 46,47,48 are special positions within the packet
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// This may change so perhaps we need a better way
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// of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
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bool UsePhysics = (data[46] != 0) ? true : false;
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bool IsTemporary = (data[47] != 0) ? true : false;
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bool IsPhantom = (data[48] != 0) ? true : false;
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handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
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/*
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bool UsePhysics = (data[46] != 0) ? true : false;
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bool IsTemporary = (data[47] != 0) ? true : false;
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bool IsPhantom = (data[48] != 0) ? true : false;
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handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
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*/
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bool UsePhysics = flags.AgentData.UsePhysics;
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bool IsPhantom = flags.AgentData.IsPhantom;
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bool IsTemporary = flags.AgentData.IsTemporary;
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ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
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ExtraPhysicsData physdata = new ExtraPhysicsData();
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if (blocks == null || blocks.Length == 0)
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{
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physdata.PhysShapeType = PhysShapeType.invalid;
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}
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else
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{
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ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
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physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
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physdata.Bounce = phsblock.Restitution;
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physdata.Density = phsblock.Density;
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physdata.Friction = phsblock.Friction;
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}
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handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
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}
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return true;
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}
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@ -0,0 +1,95 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Scenes
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{
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public static class SOPMaterialData
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{
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public enum SopMaterial : int // redundante and not in use for now
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{
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Stone = 0,
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Metal = 1,
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Glass = 2,
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Wood = 3,
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Flesh = 4,
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Plastic = 5,
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Rubber = 6,
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light = 7 // compatibility with old viewers
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}
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private struct MaterialData
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{
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public float friction;
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public float bounce;
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public MaterialData(float f, float b)
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{
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friction = f;
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bounce = b;
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}
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}
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private static MaterialData[] m_materialdata = {
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new MaterialData(0.8f,0.4f), // Stone
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new MaterialData(0.3f,0.4f), // Metal
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new MaterialData(0.2f,0.7f), // Glass
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new MaterialData(0.6f,0.5f), // Wood
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new MaterialData(0.9f,0.3f), // Flesh
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new MaterialData(0.4f,0.7f), // Plastic
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new MaterialData(0.9f,0.95f), // Rubber
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new MaterialData(0.0f,0.0f) // light ??
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};
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public static Material MaxMaterial
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{
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get { return (Material)(m_materialdata.Length - 1); }
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}
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public static float friction(Material material)
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{
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int indx = (int)material;
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if (indx < m_materialdata.Length)
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return (m_materialdata[indx].friction);
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else
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return 0;
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}
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public static float bounce(Material material)
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{
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int indx = (int)material;
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if (indx < m_materialdata.Length)
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return (m_materialdata[indx].bounce);
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else
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return 0;
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}
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}
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}
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@ -4882,7 +4882,7 @@ Environment.Exit(1);
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private void CheckHeartbeat()
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{
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if (m_firstHeartbeat)
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// if (m_firstHeartbeat)
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return;
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if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
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@ -1536,7 +1536,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="SetPhantom"></param>
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/// <param name="remoteClient"></param>
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protected internal void UpdatePrimFlags(
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uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient)
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uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
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{
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// VolumeDetect can't be set via UI and will always be off when a change is made there
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group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false);
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if (PhysData.PhysShapeType == PhysShapeType.invalid)
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group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false);
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else
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part != null)
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part.UpdateExtraPhysics(PhysData);
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}
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}
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}
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}
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@ -296,6 +296,12 @@ namespace OpenSim.Region.Framework.Scenes
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protected Vector3 m_force;
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protected Vector3 m_torque;
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protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
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protected float m_density = 1000.0f; // in kg/m^3
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protected float m_gravitymod = 1.0f;
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protected float m_friction = 0.6f; // wood
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protected float m_bounce = 0.5f; // wood
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/// <summary>
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/// Stores media texture data
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/// </summary>
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}
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}
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public byte Material
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{
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get { return (byte) m_material; }
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set
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{
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m_material = (Material)value;
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if (PhysActor != null)
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{
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PhysActor.SetMaterial((int)value);
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}
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}
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}
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public bool PassTouches
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{
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get { return m_passTouches; }
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}
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}
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public byte Material
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{
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get { return (byte)m_material; }
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set
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{
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if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
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{
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m_material = (Material)value;
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m_friction = SOPMaterialData.friction(m_material);
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m_bounce = SOPMaterialData.bounce(m_material);
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if (PhysActor != null)
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{
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PhysActor.SetMaterial((int)value);
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}
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}
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}
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}
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public byte PhysicsShapeType
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{
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get { return m_physicsShapeType; }
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set
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{
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if (value < 0 || value >= (byte)PhysShapeType.convex)
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value = (byte)PhysShapeType.prim; //convex not supported ?
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else if (value == (byte)PhysShapeType.none)
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{
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if (ParentGroup == null || ParentGroup.RootPart == this)
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value = (byte)PhysShapeType.prim;
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}
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m_physicsShapeType = value;
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}
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}
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public float Density // in kg/m^3
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{
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get { return m_density; }
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set
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{
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if (value >=1 && value <= 22587.0)
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{
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m_density = value;
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}
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}
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}
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public float GravityModifier
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{
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get { return m_gravitymod; }
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set
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{ if( value >= -1 && value <=28.0f)
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m_gravitymod = value;
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}
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}
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public float Friction
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{
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get { return m_friction; }
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set
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{
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if (value >= 0 && value <= 255.0f)
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{
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m_friction = value;
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}
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}
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}
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public float Bounciness
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{
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get { return m_bounce; }
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set
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{
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if (value >= 0 && value <= 1.0f)
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{
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m_bounce = value;
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}
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}
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}
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#endregion Public Properties with only Get
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private uint ApplyMask(uint val, bool set, uint mask)
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}
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}
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public void UpdateExtraPhysics(ExtraPhysicsData physdata)
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{
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if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
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return;
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PhysicsShapeType = (byte)physdata.PhysShapeType;
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Density = physdata.Density;
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GravityModifier = physdata.GravitationModifier;
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Friction = physdata.Friction;
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Bounciness = physdata.Bounce;
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}
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/// <summary>
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/// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
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/// </summary>
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