diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index f70b2597c6..a17862ef71 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1577,16 +1577,12 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// -// public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) + public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building) { if (!ParentGroup.Scene.CollidablePrims) return; -// m_log.DebugFormat( -// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", -// Name, LocalId, UUID, m_physicalPrim); - bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; @@ -1597,15 +1593,16 @@ namespace OpenSim.Region.Framework.Scenes else { // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored - if (VolumeDetectActive) - isPhantom = false; +// if (VolumeDetectActive) +// isPhantom = false; // Added clarification.. since A rigid body is an object that you can kick around, etc. - bool RigidBody = isPhysical && !isPhantom; +// bool RigidBody = isPhysical && !isPhantom; // 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 // or flexible - if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) + // if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) + if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) { Vector3 velocity = Velocity; Vector3 rotationalVelocity = AngularVelocity; @@ -1616,9 +1613,9 @@ namespace OpenSim.Region.Framework.Scenes Shape, AbsolutePosition, Scale, -// RotationOffset, - GetWorldRotation(), // physics wants world rotation - RigidBody, + GetWorldRotation(), + isPhysical, + isPhantom, m_localId); } catch @@ -1637,8 +1634,9 @@ namespace OpenSim.Region.Framework.Scenes if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) m_vehicle.SetVehicle(PhysActor); - DoPhysicsPropertyUpdate(RigidBody, true); - PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); + DoPhysicsPropertyUpdate(isPhysical, true); + if(VolumeDetectActive) // change if not the default only + PhysActor.SetVolumeDetect(1); if (!building) PhysActor.Building = false; @@ -1888,73 +1886,62 @@ namespace OpenSim.Region.Framework.Scenes { if (UsePhysics != PhysActor.IsPhysical || isNew) { - if (PhysActor.IsPhysical) // implies UsePhysics==false for this block + if (PhysActor.IsPhysical) { - if (!isNew) + if (!isNew) // implies UsePhysics==false for this block + { ParentGroup.Scene.RemovePhysicalPrim(1); - Velocity = new Vector3(0, 0, 0); - Acceleration = new Vector3(0, 0, 0); - if (ParentGroup.RootPart == this) - AngularVelocity = new Vector3(0, 0, 0); + Velocity = new Vector3(0, 0, 0); + Acceleration = new Vector3(0, 0, 0); + if (ParentGroup.RootPart == this) + AngularVelocity = new Vector3(0, 0, 0); - PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; - PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; - PhysActor.delink(); - - if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) - { - // destroy all joints connected to this now deactivated body - ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); - } - - // stop client-side interpolation of all joint proxy objects that have just been deleted - // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, - // which stops client-side interpolation of deactivated joint proxy objects. - } - - if (!UsePhysics && !isNew) - { - // reset velocity to 0 on physics switch-off. Without that, the client thinks the - // prim still has velocity and continues to interpolate its position along the old - // velocity-vector. - Velocity = new Vector3(0, 0, 0); - Acceleration = new Vector3(0, 0, 0); - if (ParentGroup.RootPart == this) - AngularVelocity = new Vector3(0, 0, 0); - //RotationalVelocity = new Vector3(0, 0, 0); - } - - PhysActor.IsPhysical = UsePhysics; - - // If we're not what we're supposed to be in the physics scene, recreate ourselves. - //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); - /// that's not wholesome. Had to make Scene public - //PhysActor = null; - - if ((Flags & PrimFlags.Phantom) == 0) - { - if (UsePhysics) - { - if (ParentGroup.RootPart.KeyframeMotion != null) - ParentGroup.RootPart.KeyframeMotion.Stop(); - ParentGroup.RootPart.KeyframeMotion = null; - ParentGroup.Scene.AddPhysicalPrim(1); - - PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; - PhysActor.OnOutOfBounds += PhysicsOutOfBounds; - - if (ParentID != 0 && ParentID != LocalId) + if (PhysActor.Phantom) { - if (ParentGroup.RootPart.PhysActor != null) - { - PhysActor.link(ParentGroup.RootPart.PhysActor); - } + RemoveFromPhysics(); + return; + } + + PhysActor.IsPhysical = UsePhysics; + PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; + PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; + PhysActor.delink(); + if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) + { + // destroy all joints connected to this now deactivated body + ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); } } } + + if (PhysActor.IsPhysical != UsePhysics) + PhysActor.IsPhysical = UsePhysics; + + if (UsePhysics) + { + if (ParentGroup.RootPart.KeyframeMotion != null) + ParentGroup.RootPart.KeyframeMotion.Stop(); + ParentGroup.RootPart.KeyframeMotion = null; + ParentGroup.Scene.AddPhysicalPrim(1); + + PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; + PhysActor.OnOutOfBounds += PhysicsOutOfBounds; + + if (ParentID != 0 && ParentID != LocalId) + { + if (ParentGroup.RootPart.PhysActor != null) + { + PhysActor.link(ParentGroup.RootPart.PhysActor); + } + } + } } + bool phan = ((Flags & PrimFlags.Phantom) != 0); + if (PhysActor.Phantom != phan) + PhysActor.Phantom = phan; + // If this part is a sculpt then delay the physics update until we've asynchronously loaded the // mesh data. if (Shape.SculptEntry) @@ -4355,40 +4342,45 @@ namespace OpenSim.Region.Framework.Scenes bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); bool wasVD = VolumeDetectActive; -// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD); -// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD); - if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) return; + // do this first + if (building && PhysActor != null && PhysActor.Building != building) + PhysActor.Building = building; + // Special cases for VD. VD can only be called from a script // and can't be combined with changes to other states. So we can rely // that... // ... if VD is changed, all others are not. // ... if one of the others is changed, VD is not. - // do this first - if (building && PhysActor != null && PhysActor.Building != building) - PhysActor.Building = building; - if (SetVD) // VD is active, special logic applies - { - // State machine logic for VolumeDetect - // More logic below - bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; - if (phanReset) // Phantom changes from on to off switch VD off too - { - SetVD = false; // Switch it of for the course of this routine - VolumeDetectActive = false; // and also permanently - if (PhysActor != null) - PhysActor.SetVolumeDetect(0); // Let physics know about it too - } - else - { - // If volumedetect is active we don't want phantom to be applied. - // If this is a new call to VD out of the state "phantom" - // this will also cause the prim to be visible to physics + if (SetVD) // VD is active, special logic applies + + /* volume detection is now independent of phantom in sl + + { + // State machine logic for VolumeDetect + // More logic below + + + bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; + + if (phanReset) // Phantom changes from on to off switch VD off too + { + SetVD = false; // Switch it of for the course of this routine + VolumeDetectActive = false; // and also permanently + if (PhysActor != null) + PhysActor.SetVolumeDetect(0); // Let physics know about it too + } + else + { + // If volumedetect is active we don't want phantom to be applied. + // If this is a new call to VD out of the state "phantom" + // this will also cause the prim to be visible to physics + */ SetPhantom = false; - } +/* } } else if (wasVD) { @@ -4400,10 +4392,11 @@ namespace OpenSim.Region.Framework.Scenes { SetPhantom = true; } - +*/ if (UsePhysics) { AddFlag(PrimFlags.Physics); +/* if (!wasUsingPhysics) { DoPhysicsPropertyUpdate(UsePhysics, false); @@ -4416,84 +4409,99 @@ namespace OpenSim.Region.Framework.Scenes } } } + */ } else { RemFlag(PrimFlags.Physics); +/* if (wasUsingPhysics) { DoPhysicsPropertyUpdate(UsePhysics, false); } - } +*/ + } - if (SetPhantom - || ParentGroup.IsAttachment + if (SetPhantom) + AddFlag(PrimFlags.Phantom); + else + RemFlag(PrimFlags.Phantom); + + if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints { AddFlag(PrimFlags.Phantom); - if (PhysActor != null) - RemoveFromPhysics(); - } - else // Not phantom - { - RemFlag(PrimFlags.Phantom); + Velocity = new Vector3(0, 0, 0); + Acceleration = new Vector3(0, 0, 0); + if (ParentGroup.RootPart == this) + AngularVelocity = new Vector3(0, 0, 0); + if (PhysActor != null) + { + ParentGroup.Scene.RemovePhysicalPrim(1); + RemoveFromPhysics(); + } + } + else + { if (ParentGroup.Scene == null) return; - if (ParentGroup.Scene.CollidablePrims && PhysActor == null) + if (ParentGroup.Scene.CollidablePrims) { - // It's not phantom anymore. So make sure the physics engine get's knowledge of it - PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( - string.Format("{0}/{1}", Name, UUID), - Shape, - AbsolutePosition, - Scale, -// RotationOffset, - GetWorldRotation(), //physics wants world rotation like all other functions send - UsePhysics, - m_localId); - - PhysActor.SetMaterial(Material); - - // if root part apply vehicle - if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) - m_vehicle.SetVehicle(PhysActor); - - DoPhysicsPropertyUpdate(UsePhysics, true); - - if (!ParentGroup.IsDeleted) + if (PhysActor == null) { - if (LocalId == ParentGroup.RootPart.LocalId) + PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( + string.Format("{0}/{1}", Name, UUID), + Shape, + AbsolutePosition, + Scale, + GetWorldRotation(), //physics wants world rotation like all other functions send + UsePhysics, + SetPhantom, + m_localId); + + PhysActor.SetMaterial(Material); + + // if root part apply vehicle + if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) + m_vehicle.SetVehicle(PhysActor); + + DoPhysicsPropertyUpdate(UsePhysics, true); + + if (!ParentGroup.IsDeleted) { - ParentGroup.CheckSculptAndLoad(); + if (LocalId == ParentGroup.RootPart.LocalId) + { + ParentGroup.CheckSculptAndLoad(); + } + } + + if ( + ((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) || + (CollisionSound != UUID.Zero) + ) + { + PhysActor.OnCollisionUpdate += PhysicsCollision; + PhysActor.SubscribeEvents(1000); } } - - if ( - ((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) || - (CollisionSound != UUID.Zero) - ) + else // it already has a physical representation { - PhysActor.OnCollisionUpdate += PhysicsCollision; - PhysActor.SubscribeEvents(1000); - } - } - else // it already has a physical representation - { - DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim + DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. - if (!ParentGroup.IsDeleted) - { - if (LocalId == ParentGroup.RootPart.LocalId) + if (!ParentGroup.IsDeleted) { - ParentGroup.CheckSculptAndLoad(); + if (LocalId == ParentGroup.RootPart.LocalId) + { + ParentGroup.CheckSculptAndLoad(); + } } } } @@ -4509,7 +4517,7 @@ namespace OpenSim.Region.Framework.Scenes if (this.PhysActor != null) { PhysActor.SetVolumeDetect(1); - AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active +// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active this.VolumeDetectActive = true; } } @@ -4517,8 +4525,7 @@ namespace OpenSim.Region.Framework.Scenes { // 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 :-)) - PhysicsActor pa = this.PhysActor; - if (pa != null) + if (this.PhysActor != null) { PhysActor.SetVolumeDetect(0); }