* Found several cases where prim set physical were not subscribing to physics events.

afrisby
Teravus Ovares 2007-11-18 13:37:02 +00:00
parent f71fa731f5
commit 46ccfa1741
5 changed files with 26 additions and 0 deletions

View File

@ -449,7 +449,11 @@ namespace OpenSim.Region.Environment.Scenes
new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
rootPart.doPhysicsPropertyUpdate(UsePhysics);
} }
rootPart.ScheduleFullUpdate();
} }
} }
} }

View File

@ -647,6 +647,8 @@ namespace OpenSim.Region.Environment.Scenes
// if not phantom, add to physics // if not phantom, add to physics
bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
{
rootPart.PhysActor = rootPart.PhysActor =
phyScene.AddPrimShape( phyScene.AddPrimShape(
rootPart.Name, rootPart.Name,
@ -654,6 +656,10 @@ namespace OpenSim.Region.Environment.Scenes
new PhysicsVector(pos.X, pos.Y, pos.Z), new PhysicsVector(pos.X, pos.Y, pos.Z),
new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z), new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
new Quaternion(), UsePhysics); new Quaternion(), UsePhysics);
// subscribe to physics events.
rootPart.doPhysicsPropertyUpdate(UsePhysics);
}
} }
} }

View File

@ -480,6 +480,8 @@ namespace OpenSim.Region.Environment.Scenes
new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X, new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z), dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
dupe.RootPart.PhysActor.IsPhysical); dupe.RootPart.PhysActor.IsPhysical);
dupe.RootPart.doPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical);
} }
// Now we've made a copy that replaces this one, we need to // Now we've made a copy that replaces this one, we need to
// switch the owner to the person who did the copying // switch the owner to the person who did the copying
@ -859,6 +861,8 @@ namespace OpenSim.Region.Environment.Scenes
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
linkPart.RotationOffset.Y, linkPart.RotationOffset.Z), linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
m_rootPart.PhysActor.IsPhysical); m_rootPart.PhysActor.IsPhysical);
m_rootPart.doPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical);
} }
SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart); SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
@ -1165,6 +1169,9 @@ namespace OpenSim.Region.Environment.Scenes
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X,
m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z), m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z),
m_rootPart.PhysActor.IsPhysical); m_rootPart.PhysActor.IsPhysical);
bool UsePhysics = ((m_rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0);
m_rootPart.doPhysicsPropertyUpdate(UsePhysics);
} }
} }

View File

@ -892,10 +892,12 @@ namespace OpenSim.Region.Environment.Scenes
new PhysicsVector(Scale.X, Scale.Y, Scale.Z), new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
new Quaternion(RotationOffset.W, RotationOffset.X, new Quaternion(RotationOffset.W, RotationOffset.X,
RotationOffset.Y, RotationOffset.Z), UsePhysics); RotationOffset.Y, RotationOffset.Z), UsePhysics);
doPhysicsPropertyUpdate(UsePhysics);
} }
else else
{ {
PhysActor.IsPhysical = UsePhysics; PhysActor.IsPhysical = UsePhysics;
doPhysicsPropertyUpdate(UsePhysics);
} }
} }

View File

@ -46,6 +46,7 @@ namespace OpenSim.Region.Environment.Scenes
SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
{
rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape(
rootPart.Name, rootPart.Name,
rootPart.Shape, rootPart.Shape,
@ -54,6 +55,9 @@ namespace OpenSim.Region.Environment.Scenes
new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
rootPart.doPhysicsPropertyUpdate(UsePhysics);
}
primCount++; primCount++;
} }
} }
@ -112,6 +116,7 @@ namespace OpenSim.Region.Environment.Scenes
SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
{
rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape(
rootPart.Name, rootPart.Name,
rootPart.Shape, rootPart.Shape,
@ -120,6 +125,8 @@ namespace OpenSim.Region.Environment.Scenes
new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
rootPart.doPhysicsPropertyUpdate(UsePhysics);
}
} }
public void SavePrimsToXml2(string fileName) public void SavePrimsToXml2(string fileName)