* Pass 2 of collidable (non physical) linksets
* Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)ThreadPoolClientBranch
parent
b25f9f322c
commit
45e945616b
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@ -755,6 +755,7 @@ namespace OpenSim.Region.Environment.Scenes
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group.AbsolutePosition = pos;
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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rootPart.ApplySanePermissions();
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group.ApplyPhysics(m_physicalPrim);
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//bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0)&& m_physicalPrim);
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//if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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//{
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@ -908,17 +908,8 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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rootPart.ApplySanePermissions();
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bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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rootPart.PhysActor = PhysicsScene.AddPrimShape(
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rootPart.Name,
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rootPart.Shape,
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new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,
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rootPart.AbsolutePosition.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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group.ApplyPhysics(m_physicalPrim);
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//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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MainLog.Instance.Verbose("SCENE", "Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
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@ -1054,19 +1045,7 @@ namespace OpenSim.Region.Environment.Scenes
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//rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom;
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}
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// if not phantom, add to physics
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bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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{
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rootPart.PhysActor =
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PhysicsScene.AddPrimShape(
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rootPart.Name,
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rootPart.Shape,
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new PhysicsVector(pos.X, pos.Y, pos.Z),
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new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
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new Quaternion(), UsePhysics);
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// subscribe to physics events.
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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sceneOb.ApplyPhysics(m_physicalPrim);
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}
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public void AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position,
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@ -249,7 +249,7 @@ namespace OpenSim.Region.Environment.Scenes
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AttachToBackup();
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ApplyPhysics();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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@ -302,7 +302,7 @@ namespace OpenSim.Region.Environment.Scenes
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AttachToBackup();
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ApplyPhysics();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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@ -426,7 +426,7 @@ namespace OpenSim.Region.Environment.Scenes
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AttachToBackup();
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ApplyPhysics();
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//ApplyPhysics(scene.m_physicalPrim);
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}
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/// <summary>
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@ -1577,6 +1577,12 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public void ResetChildPrimPhysicsPositions()
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{
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AbsolutePosition = AbsolutePosition;
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HasChanged = false;
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}
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public LLUUID GetPartsFullID(uint localID)
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{
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SceneObjectPart part = GetChildPart(localID);
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@ -1649,18 +1655,22 @@ namespace OpenSim.Region.Environment.Scenes
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Text = text;
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}
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public void ApplyPhysics()
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public void ApplyPhysics(bool m_physicalPrim)
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{
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if (m_parts.Count > 1)
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{
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foreach (SceneObjectPart parts in m_parts.Values)
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{
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parts.ApplyPhysics();
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parts.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
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// Hack to get the physics scene geometries in the right spot
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ResetChildPrimPhysicsPositions();
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}
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}
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else
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{
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m_rootPart.ApplyPhysics();
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m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
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}
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}
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}
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@ -261,7 +261,7 @@ namespace OpenSim.Region.Environment.Scenes
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try
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{
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// Hack to get the child prim to update positions in the physics engine
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ParentGroup.AbsolutePosition = ParentGroup.AbsolutePosition;
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ParentGroup.ResetChildPrimPhysicsPositions();
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}
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catch (System.NullReferenceException)
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{
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@ -646,14 +646,17 @@ namespace OpenSim.Region.Environment.Scenes
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return newobject;
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}
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public void ApplyPhysics()
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public void ApplyPhysics(uint rootObjectFlags, bool m_physicalPrim)
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{
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bool isPhysical = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
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bool isPhantom = ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) != 0);
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bool usePhysics = isPhysical && !isPhantom;
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bool isPhysical = (((rootObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0) && m_physicalPrim);
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bool isPhantom = ((rootObjectFlags & (uint) LLObject.ObjectFlags.Phantom) != 0);
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if (usePhysics)
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// Added clarification.. since A rigid body is an object that you can kick around, etc.
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bool RigidBody = isPhysical && !isPhantom;
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// The only time the physics scene shouldn't know about the prim is if it's phantom
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if (!isPhantom)
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{
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PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
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Name,
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@ -662,10 +665,11 @@ namespace OpenSim.Region.Environment.Scenes
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AbsolutePosition.Z),
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new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
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new Quaternion(RotationOffset.W, RotationOffset.X,
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RotationOffset.Y, RotationOffset.Z), usePhysics);
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}
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RotationOffset.Y, RotationOffset.Z), RigidBody);
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DoPhysicsPropertyUpdate(usePhysics, true);
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DoPhysicsPropertyUpdate(RigidBody, true);
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}
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}
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public void ApplyNextOwnerPermissions()
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