Make Buoyancy a prim property
parent
f02fbdbc68
commit
61bf2bf2dd
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@ -680,6 +680,9 @@ namespace OpenSim.Region.Framework.Scenes
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ApplyPhysics(m_scene.m_physicalPrim);
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if (RootPart.PhysActor != null)
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RootPart.Buoyancy = RootPart.Buoyancy;
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// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
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// for the same object with very different properties. The caller must schedule the update.
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//ScheduleGroupForFullUpdate();
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@ -338,6 +338,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected Vector3 m_lastAcceleration;
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protected Vector3 m_lastAngularVelocity;
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protected int m_lastTerseSent;
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protected float m_buoyancy = 0.0f;
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/// <summary>
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/// Stores media texture data
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@ -1335,6 +1336,19 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_collisionSoundVolume = value; }
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}
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public float Buoyancy
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{
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get { return m_buoyancy; }
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set
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{
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m_buoyancy = value;
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if (PhysActor != null)
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{
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PhysActor.Buoyancy = value;
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}
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}
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}
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#endregion Public Properties with only Get
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#region Private Methods
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@ -3275,14 +3289,6 @@ namespace OpenSim.Region.Framework.Scenes
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STATUS_ROTATE_Z = rotate;
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}
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public void SetBuoyancy(float fvalue)
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{
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if (PhysActor != null)
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{
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PhysActor.Buoyancy = fvalue;
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}
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}
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public void SetDieAtEdge(bool p)
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{
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if (m_parentGroup == null)
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@ -3453,7 +3453,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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if (!m_host.ParentGroup.IsDeleted)
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{
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m_host.ParentGroup.RootPart.SetBuoyancy((float)buoyancy);
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m_host.ParentGroup.RootPart.Buoyancy = (float)buoyancy;
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}
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}
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}
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@ -3707,7 +3707,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return;
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}
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}
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else if (m_host.SitTargetAvatar == agentID) // Sitting avatar
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else
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{
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bool sitting = false;
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if (m_host.SitTargetAvatar == agentID)
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{
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sitting = true;
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}
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else
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{
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foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
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{
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if (p.SitTargetAvatar == agentID)
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sitting = true;
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}
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}
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if (sitting)
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{
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// When agent is sitting, certain permissions are implicit if requested from sitting agent
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int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
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@ -3730,6 +3746,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return;
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}
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}
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}
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ScenePresence presence = World.GetScenePresence(agentID);
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