Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
commit
5e3a76361f
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@ -3956,6 +3956,34 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public Vector3 GetGeometricCenter()
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{
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// this is not real geometric center but a average of positions relative to root prim acording to
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// http://wiki.secondlife.com/wiki/llGetGeometricCenter
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// ignoring tortured prims details since sl also seems to ignore
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// so no real use in doing it on physics
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Vector3 gc = Vector3.Zero;
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int nparts = m_parts.Count;
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if (nparts <= 1)
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return gc;
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SceneObjectPart[] parts = m_parts.GetArray();
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nparts = parts.Length; // just in case it changed
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if (nparts <= 1)
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return gc;
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// average all parts positions
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for (int i = 0; i < nparts; i++)
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gc += parts[i].GetWorldPosition();
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gc /= nparts;
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// relative to root:
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gc -= AbsolutePosition;
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return gc;
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}
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public float GetMass()
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{
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float retmass = 0f;
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@ -123,6 +123,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// </value>
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public const int ALL_SIDES = -1;
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private const scriptEvents PhyscicsNeededSubsEvents = (
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scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
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scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
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);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <value>
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@ -1821,18 +1826,20 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="rootObjectFlags"></param>
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/// <param name="VolumeDetectActive"></param>
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/// <param name="building"></param>
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public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
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public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
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{
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VolumeDetectActive = _VolumeDetectActive; //?? as is used this is redundante
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if (!ParentGroup.Scene.CollidablePrims)
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return;
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if (PhysicsShapeType == (byte)PhysShapeType.none)
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return;
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bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
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bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
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bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
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bool isPhantom = (_ObjectFlags & (uint) PrimFlags.Phantom) != 0;
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if (IsJoint())
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{
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@ -1840,68 +1847,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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// Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
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// if (VolumeDetectActive)
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// isPhantom = false;
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// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
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// or flexible
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// if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
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if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
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{
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Vector3 velocity = Velocity;
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Vector3 rotationalVelocity = AngularVelocity;
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try
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{
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PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
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string.Format("{0}/{1}", Name, UUID),
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Shape,
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AbsolutePosition,
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Scale,
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GetWorldRotation(),
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isPhysical,
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isPhantom,
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PhysicsShapeType,
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m_localId);
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}
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catch
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{
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m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
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PhysActor = null;
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}
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PhysicsActor pa = PhysActor;
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if (pa != null)
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{
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pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
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pa.SetMaterial(Material);
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// if root part apply vehicle
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if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
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m_vehicle.SetVehicle(pa);
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DoPhysicsPropertyUpdate(isPhysical, true);
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if(VolumeDetectActive) // change if not the default only
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pa.SetVolumeDetect(1);
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if (!building)
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pa.Building = false;
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Velocity = velocity;
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AngularVelocity = rotationalVelocity;
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pa.Velocity = velocity;
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pa.RotationalVelocity = rotationalVelocity;
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// if not vehicle and root part apply force and torque
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if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
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&& LocalId == ParentGroup.RootPart.LocalId)
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{
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pa.Force = Force;
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pa.Torque = Torque;
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}
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}
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}
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if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
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&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
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AddToPhysics(isPhysical, isPhantom, building, true);
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else
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PhysActor = null; // just to be sure
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}
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}
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@ -2310,6 +2260,16 @@ namespace OpenSim.Region.Framework.Scenes
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public Vector3 GetGeometricCenter()
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{
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// this is not real geometric center but a average of positions relative to root prim acording to
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// http://wiki.secondlife.com/wiki/llGetGeometricCenter
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// ignoring tortured prims details since sl also seems to ignore
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// so no real use in doing it on physics
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if (ParentGroup.IsDeleted)
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return new Vector3(0, 0, 0);
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return ParentGroup.GetGeometricCenter();
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/*
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PhysicsActor pa = PhysActor;
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if (pa != null)
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@ -2319,6 +2279,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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return new Vector3(0, 0, 0);
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*/
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}
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public float GetMass()
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@ -4628,7 +4589,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="SetTemporary"></param>
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/// <param name="SetPhantom"></param>
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/// <param name="SetVD"></param>
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// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
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public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
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{
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bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
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@ -4639,209 +4599,92 @@ namespace OpenSim.Region.Framework.Scenes
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if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
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return;
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// do this first
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if (building && PhysActor != null && PhysActor.Building != building)
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PhysActor.Building = building;
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// Special cases for VD. VD can only be called from a script
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// and can't be combined with changes to other states. So we can rely
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// that...
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// ... if VD is changed, all others are not.
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// ... if one of the others is changed, VD is not.
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/*
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if (SetVD) // VD is active, special logic applies
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volume detection is now independent of phantom in sl
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{
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// State machine logic for VolumeDetect
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// More logic below
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bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
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if (phanReset) // Phantom changes from on to off switch VD off too
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{
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SetVD = false; // Switch it of for the course of this routine
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VolumeDetectActive = false; // and also permanently
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if (PhysActor != null)
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PhysActor.SetVolumeDetect(0); // Let physics know about it too
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}
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else
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{
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// If volumedetect is active we don't want phantom to be applied.
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// If this is a new call to VD out of the state "phantom"
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// this will also cause the prim to be visible to physics
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SetPhantom = false;
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}
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}
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else if (wasVD)
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{
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// Correspondingly, if VD is turned off, also turn off phantom
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SetPhantom = false;
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}
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if (UsePhysics && IsJoint())
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{
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SetPhantom = true;
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}
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*/
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if (UsePhysics)
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{
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AddFlag(PrimFlags.Physics);
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/*
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if (!wasUsingPhysics)
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{
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DoPhysicsPropertyUpdate(UsePhysics, false);
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if (!ParentGroup.IsDeleted)
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{
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if (LocalId == ParentGroup.RootPart.LocalId)
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{
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ParentGroup.CheckSculptAndLoad();
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}
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}
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}
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*/
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}
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else
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{
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RemFlag(PrimFlags.Physics);
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/*
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if (wasUsingPhysics)
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{
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DoPhysicsPropertyUpdate(UsePhysics, false);
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}
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*/
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}
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if (SetPhantom)
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AddFlag(PrimFlags.Phantom);
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else
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RemFlag(PrimFlags.Phantom);
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if (SetTemporary)
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AddFlag(PrimFlags.TemporaryOnRez);
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else
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RemFlag(PrimFlags.TemporaryOnRez);
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VolumeDetectActive = SetVD;
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if (ParentGroup.Scene == null)
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return;
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PhysicsActor pa = PhysActor;
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if (pa != null && building && pa.Building != building)
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pa.Building = building;
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if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
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|| (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
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|| (Shape.PathCurve == (byte)Extrusion.Flexible))
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{
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// AddFlag(PrimFlags.Phantom);
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if (pa != null)
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{
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ParentGroup.Scene.RemovePhysicalPrim(1);
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RemoveFromPhysics();
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}
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Velocity = new Vector3(0, 0, 0);
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Acceleration = new Vector3(0, 0, 0);
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if (ParentGroup.RootPart == this)
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AngularVelocity = new Vector3(0, 0, 0);
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if (PhysActor != null)
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{
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ParentGroup.Scene.RemovePhysicalPrim(1);
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RemoveFromPhysics();
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}
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}
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else
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{
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if (ParentGroup.Scene == null)
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return;
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if (ParentGroup.Scene.CollidablePrims)
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{
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if (PhysActor == null)
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if (pa == null)
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{
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PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
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string.Format("{0}/{1}", Name, UUID),
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Shape,
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AbsolutePosition,
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Scale,
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GetWorldRotation(), //physics wants world rotation like all other functions send
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UsePhysics,
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SetPhantom,
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PhysicsShapeType,
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m_localId);
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AddToPhysics(UsePhysics, SetPhantom, building , false);
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pa = PhysActor;
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PhysActor.SetMaterial(Material);
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// if root part apply vehicle
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if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
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m_vehicle.SetVehicle(PhysActor);
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DoPhysicsPropertyUpdate(UsePhysics, true);
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|
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if (!ParentGroup.IsDeleted)
|
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if (pa != null)
|
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{
|
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if (LocalId == ParentGroup.RootPart.LocalId)
|
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{
|
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ParentGroup.CheckSculptAndLoad();
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}
|
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}
|
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|
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if (
|
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((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
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((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
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((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
|
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((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
|
||||
((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
|
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((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
|
||||
(CollisionSound != UUID.Zero)
|
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// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
||||
// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
||||
// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
|
||||
// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
|
||||
// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
|
||||
// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
|
||||
((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
|
||||
// (CollisionSound != UUID.Zero)
|
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)
|
||||
{
|
||||
PhysActor.OnCollisionUpdate += PhysicsCollision;
|
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PhysActor.SubscribeEvents(1000);
|
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pa.OnCollisionUpdate += PhysicsCollision;
|
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pa.SubscribeEvents(1000);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else // it already has a physical representation
|
||||
{
|
||||
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
|
||||
|
||||
if (!ParentGroup.IsDeleted)
|
||||
{
|
||||
if (LocalId == ParentGroup.RootPart.LocalId)
|
||||
{
|
||||
ParentGroup.CheckSculptAndLoad();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
PhysicsActor pa = PhysActor;
|
||||
if (SetVD)
|
||||
{
|
||||
// If the above logic worked (this is urgent candidate to unit tests!)
|
||||
// we now have a physicsactor.
|
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// Defensive programming calls for a check here.
|
||||
// Better would be throwing an exception that could be catched by a unit test as the internal
|
||||
// logic should make sure, this Physactor is always here.
|
||||
if (pa != null)
|
||||
{
|
||||
if(VolumeDetectActive)
|
||||
pa.SetVolumeDetect(1);
|
||||
// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
|
||||
this.VolumeDetectActive = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
|
||||
// (mumbles, well, at least if you have infinte CPU powers :-))
|
||||
if (pa != null)
|
||||
{
|
||||
pa.SetVolumeDetect(0);
|
||||
this.VolumeDetectActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (SetTemporary)
|
||||
{
|
||||
AddFlag(PrimFlags.TemporaryOnRez);
|
||||
if (pa.Building != building)
|
||||
pa.Building = building;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
RemFlag(PrimFlags.TemporaryOnRez);
|
||||
}
|
||||
|
||||
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
|
||||
|
||||
// and last in case we have a new actor and not building
|
||||
if (pa != null && pa.Building != building)
|
||||
pa.Building = building;
|
||||
|
||||
if (ParentGroup != null)
|
||||
{
|
||||
ParentGroup.HasGroupChanged = true;
|
||||
|
@ -4853,16 +4696,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
/// <summary>
|
||||
/// Adds this part to the physics scene.
|
||||
/// and sets the PhysActor property
|
||||
/// </summary>
|
||||
/// <remarks>This method also sets the PhysActor property.</remarks>
|
||||
/// <param name="rigidBody">Add this prim with a rigid body.</param>
|
||||
/// <returns>
|
||||
/// The physics actor. null if there was a failure.
|
||||
/// </returns>
|
||||
private PhysicsActor AddToPhysics(bool rigidBody)
|
||||
/// <param name="isPhysical">Add this prim as physical.</param>
|
||||
/// <param name="isPhantom">Add this prim as phantom.</param>
|
||||
/// <param name="building">tells physics to delay full construction of object</param>
|
||||
/// <param name="applyDynamics">applies velocities, force and torque</param>
|
||||
private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
|
||||
{
|
||||
PhysicsActor pa;
|
||||
|
||||
Vector3 velocity = Velocity;
|
||||
Vector3 rotationalVelocity = AngularVelocity;;
|
||||
|
||||
try
|
||||
{
|
||||
pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
|
||||
|
@ -4870,30 +4716,83 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Shape,
|
||||
AbsolutePosition,
|
||||
Scale,
|
||||
RotationOffset,
|
||||
rigidBody,
|
||||
GetWorldRotation(),
|
||||
isPhysical,
|
||||
isPhantom,
|
||||
PhysicsShapeType,
|
||||
m_localId);
|
||||
}
|
||||
catch
|
||||
catch (Exception ex)
|
||||
{
|
||||
m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
|
||||
m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
|
||||
pa = null;
|
||||
}
|
||||
|
||||
// FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
|
||||
// properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
|
||||
// being set.
|
||||
PhysActor = pa;
|
||||
|
||||
// Basic Physics can also return null as well as an exception catch.
|
||||
if (pa != null)
|
||||
{
|
||||
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
|
||||
pa.SetMaterial(Material);
|
||||
DoPhysicsPropertyUpdate(rigidBody, true);
|
||||
|
||||
if (VolumeDetectActive) // change if not the default only
|
||||
pa.SetVolumeDetect(1);
|
||||
|
||||
if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
|
||||
m_vehicle.SetVehicle(pa);
|
||||
|
||||
// we are going to tell rest of code about physics so better have this here
|
||||
PhysActor = pa;
|
||||
|
||||
// DoPhysicsPropertyUpdate(isPhysical, true);
|
||||
// lets expand it here just with what it really needs to do
|
||||
|
||||
if (isPhysical)
|
||||
{
|
||||
if (ParentGroup.RootPart.KeyframeMotion != null)
|
||||
ParentGroup.RootPart.KeyframeMotion.Stop();
|
||||
ParentGroup.RootPart.KeyframeMotion = null;
|
||||
ParentGroup.Scene.AddPhysicalPrim(1);
|
||||
|
||||
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
||||
pa.OnOutOfBounds += PhysicsOutOfBounds;
|
||||
|
||||
if (ParentID != 0 && ParentID != LocalId)
|
||||
{
|
||||
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
|
||||
|
||||
if (parentPa != null)
|
||||
{
|
||||
pa.link(parentPa);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return pa;
|
||||
if (applyDynamics)
|
||||
// do independent of isphysical so parameters get setted (at least some)
|
||||
{
|
||||
Velocity = velocity;
|
||||
AngularVelocity = rotationalVelocity;
|
||||
pa.Velocity = velocity;
|
||||
pa.RotationalVelocity = rotationalVelocity;
|
||||
|
||||
// if not vehicle and root part apply force and torque
|
||||
if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
|
||||
&& LocalId == ParentGroup.RootPart.LocalId)
|
||||
{
|
||||
pa.Force = Force;
|
||||
pa.Torque = Torque;
|
||||
}
|
||||
}
|
||||
|
||||
if (Shape.SculptEntry)
|
||||
CheckSculptAndLoad();
|
||||
else
|
||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
||||
|
||||
if (!building)
|
||||
pa.Building = false;
|
||||
}
|
||||
|
||||
PhysActor = pa;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -5103,10 +5002,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
PhysicsActor pa = PhysActor;
|
||||
if (pa != null)
|
||||
{
|
||||
const scriptEvents NeededSubsEvents = (
|
||||
scriptEvents.collision | scriptEvents.collision_start| scriptEvents.collision_end |
|
||||
scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
|
||||
);
|
||||
if (
|
||||
// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
||||
// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
||||
|
@ -5114,7 +5009,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
|
||||
// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
|
||||
// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
|
||||
((AggregateScriptEvents & NeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
|
||||
((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
|
||||
)
|
||||
{
|
||||
// subscribe to physics updates.
|
||||
|
|
|
@ -179,6 +179,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public bool m_outofBounds;
|
||||
private float m_density = 10.000006836f; // Aluminum g/cm3;
|
||||
|
||||
private float m_primMass = 10.000006836f; // Aluminum g/cm3;
|
||||
|
||||
private byte m_shapetype;
|
||||
private byte m_taintshapetype;
|
||||
|
||||
|
@ -538,7 +540,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public override float Mass
|
||||
{
|
||||
get { return CalculateMass(); }
|
||||
get
|
||||
{
|
||||
CalculateMass();
|
||||
return m_primMass;
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector3 Force
|
||||
|
@ -1316,6 +1322,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
|
||||
|
||||
m_primMass = returnMass;
|
||||
if (m_primMass > _parent_scene.maximumMassObject)
|
||||
m_primMass = _parent_scene.maximumMassObject;
|
||||
|
||||
// Recursively calculate mass
|
||||
bool HasChildPrim = false;
|
||||
|
|
|
@ -395,7 +395,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public override float Mass
|
||||
{
|
||||
get { return _mass; }
|
||||
get { return primMass; }
|
||||
}
|
||||
|
||||
public override Vector3 Force
|
||||
|
|
|
@ -113,10 +113,11 @@ namespace OdeAPI
|
|||
HashSpaceClass,
|
||||
QuadTreeSpaceClass,
|
||||
LastSpaceClass = QuadTreeSpaceClass,
|
||||
UbitTerrainClass,
|
||||
FirstUserClass,
|
||||
LastUserClass = FirstUserClass + MaxUserClasses - 1,
|
||||
NumClasses,
|
||||
MaxUserClasses = 4
|
||||
MaxUserClasses = 5
|
||||
}
|
||||
|
||||
public enum JointType : int
|
||||
|
@ -204,6 +205,9 @@ namespace OdeAPI
|
|||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
|
||||
|
||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
|
||||
|
||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||
public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
|
||||
|
||||
|
@ -729,6 +733,18 @@ namespace OdeAPI
|
|||
return CreateiHeightfield(space, data, bPlaceable);
|
||||
}
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
|
||||
public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
|
||||
{
|
||||
NTotalGeoms++;
|
||||
return CreateiUbitTerrain(space, data, bPlaceable);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateiGeom(int classnum);
|
||||
public static IntPtr CreateGeom(int classnum)
|
||||
|
@ -964,6 +980,8 @@ namespace OdeAPI
|
|||
dReal width, dReal depth, int widthSamples, int depthSamples,
|
||||
dReal scale, dReal offset, dReal thickness, int bWrap);
|
||||
|
||||
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
|
||||
dReal width, dReal depth, int widthSamples, int depthSamples,
|
||||
|
@ -989,6 +1007,33 @@ namespace OdeAPI
|
|||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
|
||||
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
|
||||
dReal sampleSize, int widthSamples, int depthSamples,
|
||||
dReal offset, dReal thickness, int bWrap);
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
|
||||
dReal sampleSize, int widthSamples, int depthSamples,
|
||||
dReal thickness, int bWrap);
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GeomUbitTerrainDataCreate();
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
|
||||
|
||||
|
||||
[DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool GeomIsEnabled(IntPtr geom);
|
||||
|
||||
|
|
|
@ -156,6 +156,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private readonly ILog m_log;
|
||||
// private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
|
||||
|
||||
public bool OdeUbitLib = false;
|
||||
// private int threadid = 0;
|
||||
private Random fluidRandomizer = new Random(Environment.TickCount);
|
||||
|
||||
|
@ -374,7 +375,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
mesher = meshmerizer;
|
||||
m_config = config;
|
||||
|
||||
// m_log.WarnFormat("ODE configuration: {0}", d.GetConfiguration("ODE"));
|
||||
string ode_config = d.GetConfiguration("ODE");
|
||||
m_log.WarnFormat("ODE configuration: {0}", ode_config);
|
||||
|
||||
if (ode_config.Contains("ODE_Ubit"))
|
||||
{
|
||||
OdeUbitLib = true;
|
||||
}
|
||||
|
||||
/*
|
||||
if (region != null)
|
||||
{
|
||||
|
@ -527,13 +535,24 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
// sets a global contact for a joint for contactgeom , and base contact description)
|
||||
|
||||
private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce,float cfm,float erp)
|
||||
private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
|
||||
{
|
||||
if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
|
||||
return IntPtr.Zero;
|
||||
|
||||
float erp = contactGeom.depth;
|
||||
erp *= erpscale;
|
||||
if (erp < minERP)
|
||||
erp = minERP;
|
||||
else if (erp > MaxERP)
|
||||
erp = MaxERP;
|
||||
|
||||
float depth = contactGeom.depth * dscale;
|
||||
if (depth > 0.5f)
|
||||
depth = 0.5f;
|
||||
|
||||
d.Contact newcontact = new d.Contact();
|
||||
newcontact.geom.depth = contactGeom.depth;
|
||||
newcontact.geom.depth = depth;
|
||||
newcontact.geom.g1 = contactGeom.g1;
|
||||
newcontact.geom.g2 = contactGeom.g2;
|
||||
newcontact.geom.pos = contactGeom.pos;
|
||||
|
@ -692,6 +711,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
float bounce = 0;
|
||||
float cfm = 0.0001f;
|
||||
float erp = 0.1f;
|
||||
float erpscale = 1.0f;
|
||||
float dscale = 1.0f;
|
||||
bool IgnoreNegSides = false;
|
||||
|
||||
|
||||
ContactData contactdata1 = new ContactData(0, 0, false);
|
||||
ContactData contactdata2 = new ContactData(0, 0, false);
|
||||
|
@ -781,10 +804,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
cfm = p1.Mass;
|
||||
if (cfm > p2.Mass)
|
||||
cfm = p2.Mass;
|
||||
cfm = (float)Math.Sqrt(cfm);
|
||||
cfm *= 0.0001f;
|
||||
if (cfm > 0.8f)
|
||||
cfm = 0.8f;
|
||||
dscale = 10 / cfm;
|
||||
dscale = (float)Math.Sqrt(dscale);
|
||||
if (dscale > 1.0f)
|
||||
dscale = 1.0f;
|
||||
erpscale = cfm * 0.01f;
|
||||
cfm = 0.0001f / cfm;
|
||||
if (cfm > 0.01f)
|
||||
cfm = 0.01f;
|
||||
|
||||
if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
|
||||
mu *= frictionMovementMult;
|
||||
|
@ -801,11 +828,22 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
|
||||
mu *= frictionMovementMult;
|
||||
p1.CollidingGround = true;
|
||||
|
||||
cfm = p1.Mass;
|
||||
cfm = (float)Math.Sqrt(cfm);
|
||||
cfm *= 0.0001f;
|
||||
if (cfm > 0.8f)
|
||||
cfm = 0.8f;
|
||||
dscale = 10 / cfm;
|
||||
dscale = (float)Math.Sqrt(dscale);
|
||||
if (dscale > 1.0f)
|
||||
dscale = 1.0f;
|
||||
erpscale = cfm * 0.01f;
|
||||
cfm = 0.0001f / cfm;
|
||||
if (cfm > 0.01f)
|
||||
cfm = 0.01f;
|
||||
|
||||
if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
|
||||
{
|
||||
if (curContact.side1 > 0)
|
||||
IgnoreNegSides = true;
|
||||
}
|
||||
|
||||
}
|
||||
else if (name == "Water")
|
||||
|
@ -830,11 +868,21 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
p2.getContactData(ref contactdata2);
|
||||
bounce = contactdata2.bounce * TerrainBounce;
|
||||
mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
|
||||
|
||||
cfm = p2.Mass;
|
||||
cfm = (float)Math.Sqrt(cfm);
|
||||
cfm *= 0.0001f;
|
||||
if (cfm > 0.8f)
|
||||
cfm = 0.8f;
|
||||
dscale = 10 / cfm;
|
||||
dscale = (float)Math.Sqrt(dscale);
|
||||
|
||||
if (dscale > 1.0f)
|
||||
dscale = 1.0f;
|
||||
|
||||
erpscale = cfm * 0.01f;
|
||||
cfm = 0.0001f / cfm;
|
||||
if (cfm > 0.01f)
|
||||
cfm = 0.01f;
|
||||
|
||||
if (curContact.side1 > 0) // should be 2 ?
|
||||
IgnoreNegSides = true;
|
||||
|
||||
if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
|
||||
mu *= frictionMovementMult;
|
||||
|
@ -861,26 +909,31 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
int i = 0;
|
||||
while(true)
|
||||
{
|
||||
|
||||
if (IgnoreNegSides && curContact.side1 < 0)
|
||||
{
|
||||
if (++i >= count)
|
||||
break;
|
||||
|
||||
if (!GetCurContactGeom(i, ref curContact))
|
||||
break;
|
||||
}
|
||||
else
|
||||
|
||||
{
|
||||
if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
|
||||
p1.IsColliding = true;
|
||||
if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
|
||||
p2.IsColliding = true;
|
||||
|
||||
|
||||
erp = curContact.depth;
|
||||
if (erp < minERP)
|
||||
erp = minERP;
|
||||
else if (erp > MaxERP)
|
||||
erp = MaxERP;
|
||||
|
||||
Joint = CreateContacJoint(ref curContact, mu, bounce,cfm,erp);
|
||||
Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
|
||||
d.JointAttach(Joint, b1, b2);
|
||||
|
||||
if (++m_global_contactcount >= maxContactsbeforedeath)
|
||||
break;
|
||||
|
||||
if(++i >= count)
|
||||
if (++i >= count)
|
||||
break;
|
||||
|
||||
if (!GetCurContactGeom(i, ref curContact))
|
||||
|
@ -897,6 +950,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
maxDepthContact.PenetrationDepth = curContact.depth;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
collision_accounting_events(p1, p2, maxDepthContact);
|
||||
|
||||
|
@ -1865,13 +1919,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public float GetTerrainHeightAtXY(float x, float y)
|
||||
{
|
||||
// assumes 1m size grid and constante size square regions
|
||||
// needs to know about sims around in future
|
||||
// region offset in mega position
|
||||
|
||||
|
||||
int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
|
||||
|
||||
|
||||
IntPtr heightFieldGeom = IntPtr.Zero;
|
||||
|
||||
// get region map
|
||||
|
@ -1903,6 +1956,32 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
|
||||
|
||||
if (OdeUbitLib)
|
||||
{
|
||||
if (x < regsize - 1)
|
||||
{
|
||||
ix = (int)x;
|
||||
dx = x - (float)ix;
|
||||
}
|
||||
else // out world use external height
|
||||
{
|
||||
ix = regsize - 1;
|
||||
dx = 0;
|
||||
}
|
||||
if (y < regsize - 1)
|
||||
{
|
||||
iy = (int)y;
|
||||
dy = y - (float)iy;
|
||||
}
|
||||
else
|
||||
{
|
||||
iy = regsize - 1;
|
||||
dy = 0;
|
||||
}
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// we still have square fixed size regions
|
||||
// also flip x and y because of how map is done for ODE fliped axis
|
||||
// so ix,iy,dx and dy are inter exchanged
|
||||
|
@ -1926,6 +2005,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
ix = regsize - 1;
|
||||
dx = 0;
|
||||
}
|
||||
}
|
||||
|
||||
float h0;
|
||||
float h1;
|
||||
|
@ -1951,6 +2031,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
return h0 + h1 + h2;
|
||||
}
|
||||
|
||||
|
||||
public override void SetTerrain(float[] heightMap)
|
||||
{
|
||||
if (m_worldOffset != Vector3.Zero && m_parentScene != null)
|
||||
|
@ -1972,6 +2054,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
public void SetTerrain(float[] heightMap, Vector3 pOffset)
|
||||
{
|
||||
if (OdeUbitLib)
|
||||
UbitSetTerrain(heightMap, pOffset);
|
||||
else
|
||||
OriSetTerrain(heightMap, pOffset);
|
||||
}
|
||||
|
||||
public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
|
||||
{
|
||||
// assumes 1m size grid and constante size square regions
|
||||
// needs to know about sims around in future
|
||||
|
@ -2086,6 +2176,108 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
|
||||
{
|
||||
// assumes 1m size grid and constante size square regions
|
||||
// needs to know about sims around in future
|
||||
|
||||
float[] _heightmap;
|
||||
|
||||
uint heightmapWidth = Constants.RegionSize + 2;
|
||||
uint heightmapHeight = Constants.RegionSize + 2;
|
||||
|
||||
uint heightmapWidthSamples = heightmapWidth + 1;
|
||||
uint heightmapHeightSamples = heightmapHeight + 1;
|
||||
|
||||
_heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
|
||||
|
||||
|
||||
uint regionsize = Constants.RegionSize;
|
||||
|
||||
float hfmin = float.MaxValue;
|
||||
// float hfmax = float.MinValue;
|
||||
float val;
|
||||
|
||||
|
||||
uint maxXXYY = regionsize - 1;
|
||||
// adding one margin all around so things don't fall in edges
|
||||
|
||||
uint xx;
|
||||
uint yy = 0;
|
||||
uint yt = 0;
|
||||
|
||||
for (uint y = 0; y < heightmapHeightSamples; y++)
|
||||
{
|
||||
if (y > 1 && y < maxXXYY)
|
||||
yy += regionsize;
|
||||
xx = 0;
|
||||
for (uint x = 0; x < heightmapWidthSamples; x++)
|
||||
{
|
||||
if (x > 1 && x < maxXXYY)
|
||||
xx++;
|
||||
|
||||
val = heightMap[yy + xx];
|
||||
if (val < 0.0f)
|
||||
val = 0.0f; // no neg terrain as in chode
|
||||
_heightmap[yt + x] = val;
|
||||
|
||||
if (hfmin > val)
|
||||
hfmin = val;
|
||||
// if (hfmax < val)
|
||||
// hfmax = val;
|
||||
}
|
||||
yt += heightmapWidthSamples;
|
||||
}
|
||||
lock (OdeLock)
|
||||
{
|
||||
IntPtr GroundGeom = IntPtr.Zero;
|
||||
if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
|
||||
{
|
||||
RegionTerrain.Remove(pOffset);
|
||||
if (GroundGeom != IntPtr.Zero)
|
||||
{
|
||||
if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
|
||||
{
|
||||
TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
|
||||
TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
|
||||
TerrainHeightFieldHeights.Remove(GroundGeom);
|
||||
}
|
||||
d.SpaceRemove(StaticSpace, GroundGeom);
|
||||
d.GeomDestroy(GroundGeom);
|
||||
}
|
||||
}
|
||||
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
|
||||
|
||||
const int wrap = 0;
|
||||
float thickness = hfmin;
|
||||
if (thickness < 0)
|
||||
thickness = 1;
|
||||
|
||||
GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
|
||||
|
||||
d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
|
||||
(int)heightmapWidthSamples, (int)heightmapHeightSamples,
|
||||
thickness, wrap);
|
||||
|
||||
// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
|
||||
GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
|
||||
if (GroundGeom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
|
||||
d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
|
||||
|
||||
}
|
||||
geom_name_map[GroundGeom] = "Terrain";
|
||||
|
||||
d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
|
||||
RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
|
||||
// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
|
||||
TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
|
||||
TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public override void DeleteTerrain()
|
||||
{
|
||||
}
|
||||
|
|
|
@ -3176,15 +3176,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
else
|
||||
{
|
||||
if (m_host.IsRoot)
|
||||
{
|
||||
// new SL always returns object mass
|
||||
// if (m_host.IsRoot)
|
||||
// {
|
||||
return m_host.ParentGroup.GetMass();
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// return m_host.GetMass();
|
||||
// }
|
||||
}
|
||||
else
|
||||
}
|
||||
|
||||
|
||||
public LSL_Float llGetMassMKS()
|
||||
{
|
||||
return m_host.GetMass();
|
||||
}
|
||||
}
|
||||
return 100f * llGetMass();
|
||||
}
|
||||
|
||||
public void llCollisionFilter(string name, string id, int accept)
|
||||
|
@ -4959,7 +4966,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
float distance = (PusheePos - m_host.AbsolutePosition).Length();
|
||||
float distance_term = distance * distance * distance; // Script Energy
|
||||
float pusher_mass = m_host.GetMass();
|
||||
// use total object mass and not part
|
||||
float pusher_mass = m_host.ParentGroup.GetMass();
|
||||
|
||||
float PUSH_ATTENUATION_DISTANCE = 17f;
|
||||
float PUSH_ATTENUATION_SCALE = 5f;
|
||||
|
@ -9964,9 +9972,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
try
|
||||
{
|
||||
/*
|
||||
SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
|
||||
if (obj != null)
|
||||
return (double)obj.GetMass();
|
||||
*/
|
||||
// return total object mass
|
||||
SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
|
||||
if (obj != null)
|
||||
return (double)obj.GetMass();
|
||||
|
||||
// the object is null so the key is for an avatar
|
||||
ScenePresence avatar = World.GetScenePresence(key);
|
||||
if (avatar != null)
|
||||
|
|
|
@ -148,6 +148,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
LSL_Vector llGetLocalPos();
|
||||
LSL_Rotation llGetLocalRot();
|
||||
LSL_Float llGetMass();
|
||||
LSL_Float llGetMassMKS();
|
||||
void llGetNextEmail(string address, string subject);
|
||||
LSL_String llGetNotecardLine(string name, int line);
|
||||
LSL_Key llGetNumberOfNotecardLines(string name);
|
||||
|
|
|
@ -581,6 +581,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
return m_LSL_Functions.llGetMass();
|
||||
}
|
||||
|
||||
public LSL_Float llGetMassMKS()
|
||||
{
|
||||
return m_LSL_Functions.llGetMassMKS();
|
||||
}
|
||||
|
||||
public void llGetNextEmail(string address, string subject)
|
||||
{
|
||||
m_LSL_Functions.llGetNextEmail(address, subject);
|
||||
|
|
Loading…
Reference in New Issue