Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
57cf89f4a9
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@ -75,7 +75,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
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public void Close() { }
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public void PostInitialise() { }
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///<summary>
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///
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///</summary>
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@ -133,7 +132,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
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///</summary>
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public void AddRegion(Scene scene)
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{
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if (! m_enabled)
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if (!m_enabled)
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return;
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// Every shared region module has to maintain an indepedent list of
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@ -206,6 +205,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
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using (Image mapTile = tileGenerator.CreateMapTile())
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{
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// XXX: The MapImageModule will return a null if the user has chosen not to create map tiles and there
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// is no static map tile.
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if (mapTile == null)
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return;
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using (MemoryStream stream = new MemoryStream())
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{
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mapTile.Save(stream, ImageFormat.Jpeg);
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@ -113,7 +113,6 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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//t = System.Environment.TickCount - t;
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//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
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if (drawPrimVolume)
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{
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DrawObjectVolume(m_scene, mapbmp);
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@ -121,7 +120,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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}
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else
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{
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mapbmp = fetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
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mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
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}
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return mapbmp;
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}
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@ -232,11 +231,19 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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// }
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// }
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private Bitmap fetchTexture(UUID id)
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private Bitmap FetchTexture(UUID id)
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{
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AssetBase asset = m_scene.AssetService.Get(id.ToString());
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m_log.DebugFormat("[MAPTILE]: Fetched static texture {0}, found: {1}", id, asset != null);
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if (asset == null) return null;
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if (asset != null)
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{
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m_log.DebugFormat("[MAPTILE]: Static map image texture {0} found for {1}", id, m_scene.Name);
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}
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else
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{
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m_log.WarnFormat("[MAPTILE]: Static map image texture {0} not found for {1}", id, m_scene.Name);
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return null;
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}
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ManagedImage managedImage;
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Image image;
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@ -2342,7 +2342,7 @@ namespace OpenSim.Region.Framework.Scenes
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ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
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ParentID = m_requestedSitTargetID;
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m_AngularVelocity = Vector3.Zero;
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Velocity = Vector3.Zero;
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RemoveFromPhysicalScene();
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@ -2358,7 +2358,8 @@ namespace OpenSim.Region.Framework.Scenes
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public void HandleAgentSitOnGround()
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{
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// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
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// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick..
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m_AngularVelocity = Vector3.Zero;
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Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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SitGround = true;
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RemoveFromPhysicalScene();
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@ -219,30 +219,31 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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// Gather the child info. It might not be there if the linkset is in transition.
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BSLinksetCompoundInfo lsi = updated.LinksetInfo as BSLinksetCompoundInfo;
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if (lsi != null)
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{
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// Since the child moved or rotationed, it needs a new relative position within the linkset
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BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement);
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updated.LinksetInfo = newLsi;
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// The linksetInfo will need to be rebuilt either here or when the linkset is rebuilt
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if (LinksetRoot.PhysShape.HasPhysicalShape && lsi != null)
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{
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if (PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
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{
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int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape);
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if (lsi.Index < numLinksetChildren)
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// Find the physical instance of the child
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if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
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{
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// It is possible that the linkset is still under construction and the child is not yet
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// inserted into the compound shape. A rebuild of the linkset in a pre-step action will
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// build the whole thing with the new position or rotation.
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// This must be checked for because Bullet references the child array but does no validity
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// The index must be checked because Bullet references the child array but does no validity
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// checking of the child index passed.
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int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape);
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if (lsi.Index < numLinksetChildren)
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{
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BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, lsi.Index);
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if (linksetChildShape.HasPhysicalShape)
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{
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// Compute the offset from the center-of-gravity
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BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement);
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// Found the child shape within the compound shape
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PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, lsi.Index,
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newLsi.OffsetFromCenterOfMass,
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newLsi.OffsetRot,
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true /* shouldRecalculateLocalAabb */);
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updated.LinksetInfo = newLsi;
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updatedChild = true;
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DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}",
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updated.LocalID, whichUpdated, newLsi);
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@ -262,19 +263,20 @@ public sealed class BSLinksetCompound : BSLinkset
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}
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else // DEBUG DEBUG
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{ // DEBUG DEBUG
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,notCompound", updated.LocalID);
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noBodyOrNotCompound", updated.LocalID);
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} // DEBUG DEBUG
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}
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else // DEBUG DEBUG
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{ // DEBUG DEBUG
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,rootPhysShape={1},lsi={2}",
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updated.LocalID, LinksetRoot.PhysShape, lsi == null ? "NULL" : lsi.ToString());
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noLinkSetInfo,rootPhysShape={1}",
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updated.LocalID, LinksetRoot.PhysShape);
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} // DEBUG DEBUG
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if (!updatedChild)
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{
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// If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info.
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// Note that there are several ways through this code that will not update the child that can
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// occur if the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since
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// Note: there are several ways through this code that will not update the child if
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// the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since
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// there will already be a rebuild scheduled.
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DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}",
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updated.LocalID, whichUpdated);
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@ -300,7 +302,8 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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// Because it is a convenient time, recompute child world position and rotation based on
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// its position in the linkset.
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RecomputeChildWorldPosition(child, true);
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RecomputeChildWorldPosition(child, true /* inTaintTime */);
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child.LinksetInfo = null;
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}
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// Cannot schedule a refresh/rebuild here because this routine is called when
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@ -315,6 +318,14 @@ public sealed class BSLinksetCompound : BSLinkset
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// prim. The child prim's location must be recomputed based on the location of the root shape.
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private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime)
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{
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// For the moment (20130201), disable this computation (converting the child physical addr back to
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// a region address) until we have a good handle on center-of-mass offsets and what the physics
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// engine moving a child actually means.
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// The simulator keeps track of where children should be as the linkset moves. Setting
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// the pos/rot here does not effect that knowledge as there is no good way for the
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// physics engine to send the simulator an update for a child.
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/*
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BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo;
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if (lci != null)
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{
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@ -343,6 +354,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// LogHeader, child.LocalID);
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DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID);
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}
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*/
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}
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// ================================================================
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@ -376,6 +388,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// Cause the child's body to be rebuilt and thus restored to normal operation
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RecomputeChildWorldPosition(child, false);
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child.LinksetInfo = null;
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child.ForceBodyShapeRebuild(false);
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if (!HasAnyChildren)
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@ -397,7 +410,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// Constraint linksets are rebuilt every time.
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// Note that this works for rebuilding just the root after a linkset is taken apart.
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// Called at taint time!!
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private bool disableCOM = true; // disable until we get this debugged
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private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged
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private void RecomputeLinksetCompound()
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{
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try
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@ -127,6 +127,7 @@ Physical and phantom will drop through the terrain
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LINKSETS
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======================================================
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Child prims do not report collisions
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Editing a child of a linkset causes the child to go phantom
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Move a child prim once when it is physical and can never move it again without it going phantom
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Offset the center of the linkset to be the geometric center of all the prims
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@ -43,7 +43,7 @@ namespace OpenSim.Region.Physics.Manager
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public delegate void JointDeactivated(PhysicsJoint joint);
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public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
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public enum RayFilterFlags:ushort
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public enum RayFilterFlags : ushort
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{
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// the flags
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water = 0x01,
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@ -60,7 +60,7 @@ namespace OpenSim.Region.Physics.Manager
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ClosestHit = 0x8000,
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// some combinations
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LSLPhanton = phantom | volumedtc,
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LSLPhantom = phantom | volumedtc,
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PrimsNonPhantom = nonphysical | physical,
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PrimsNonPhantomAgents = nonphysical | physical | agent,
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@ -11381,7 +11381,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (checkNonPhysical)
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rayfilter |= RayFilterFlags.nonphysical;
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if (detectPhantom)
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rayfilter |= RayFilterFlags.LSLPhanton;
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rayfilter |= RayFilterFlags.LSLPhantom;
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Vector3 direction = dir * ( 1/dist);
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@ -269,9 +269,10 @@
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; DefaultScriptEngine = "XEngine"
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;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
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;; Map tile options. You can choose to generate no map tiles at all,
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;; generate normal maptiles, or nominate an uploaded texture to
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;; be the map tile
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;; Map tile options. You can choose to generate normal maptiles or nominate an uploaded texture to
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;; be the map tile using the MaptileStaticUUID parameter in this section or for individual regions in
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;; the regions config file(s). If you do not want to upload map tiles at all, then you will need
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;; to disable the MapImageServiceModule entirely.
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; GenerateMaptiles = true
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;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
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@ -1,6 +1,20 @@
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; This file contains defaults for various settings in OpenSimulator. These can be overriden
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; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
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[XMLRPC]
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;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
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;; If enabled and set to XmlRpcRouterModule, this will post an event,
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;; "xmlrpc_uri(string)" to the script concurrently with the first
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;; remote_data event. This will contain the fully qualified URI an
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;; external site needs to use to send XMLRPC requests to that script
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;;
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;; If enabled and set to XmlRpcGridRouterModule, newly created channels
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;; will be registered with an external service via a configured uri
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XmlRpcRouterModule = "XmlRpcRouterModule"
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;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
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XmlRpcPort = 20800
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[Startup]
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; Console prompt
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