Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
823895b997
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@ -36,6 +36,7 @@ using OpenSim.Framework.Capabilities;
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using OpenSim.Framework.Client;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Services.Interfaces;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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@ -1761,9 +1762,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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if (!grp.IsDeleted)
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{
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if (grp.RootPart.PhysActor != null)
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PhysicsActor pa = grp.RootPart.PhysActor;
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if (pa != null)
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{
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grp.RootPart.PhysActor.CrossingFailure();
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pa.CrossingFailure();
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if (grp.RootPart.KeyframeMotion != null)
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{
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grp.RootPart.Velocity = Vector3.Zero;
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@ -72,5 +72,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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{
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return "BMP";
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}
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//Returns true if this extension is supported for terrain save-tile
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public override bool SupportsTileSave()
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{
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return false;
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}
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}
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}
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@ -57,5 +57,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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{
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return "GIF";
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}
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//Returns true if this extension is supported for terrain save-tile
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public override bool SupportsTileSave()
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{
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return false;
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}
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}
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}
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@ -177,6 +177,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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return "SYS.DRAWING";
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}
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//Returns true if this extension is supported for terrain save-tile
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public virtual bool SupportsTileSave()
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{
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return false;
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}
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/// <summary>
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/// Protected method, generates a grayscale bitmap
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/// image from a specified terrain channel.
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@ -91,6 +91,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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return "JPEG";
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}
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//Returns true if this extension is supported for terrain save-tile
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public bool SupportsTileSave()
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{
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return false;
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}
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private static Bitmap CreateBitmapFromMap(ITerrainChannel map)
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{
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Bitmap gradientmapLd = new Bitmap("defaultstripe.png");
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@ -254,5 +254,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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{
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return "LL/SL RAW";
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}
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//Returns true if this extension is supported for terrain save-tile
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public bool SupportsTileSave()
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{
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return false;
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}
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}
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}
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@ -57,5 +57,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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{
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return "PNG";
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}
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//Returns true if this extension is supported for terrain save-tile
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public override bool SupportsTileSave()
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{
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return true;
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}
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}
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}
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@ -173,5 +173,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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{
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return "RAW32";
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}
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//Returns true if this extension is supported for terrain save-tile
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public bool SupportsTileSave()
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{
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return false;
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}
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}
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}
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@ -57,5 +57,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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{
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return "TIFF";
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}
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//Returns true if this extension is supported for terrain save-tile
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public bool SupportsTileSave()
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{
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return false;
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}
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}
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}
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@ -323,6 +323,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
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return "Terragen";
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}
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//Returns true if this extension is supported for terrain save-tile
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public bool SupportsTileSave()
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{
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return false;
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}
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/// <summary>
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/// terragen SCAL floats need to be written intel ordered regardless of
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/// big or little endian system
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@ -32,6 +32,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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{
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public interface ITerrainLoader
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{
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// Returns true if that extension can be used for terrain save-tile
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// (Look into each file in Region.CoreModules.World.Terrain.FileLoaders)
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bool SupportsTileSave();
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string FileExtension { get; }
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ITerrainChannel LoadFile(string filename);
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ITerrainChannel LoadFile(string filename, int fileStartX, int fileStartY, int fileWidth, int fileHeight, int sectionWidth, int sectionHeight);
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@ -93,6 +93,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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/// </summary>
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private string m_supportedFileExtensions = "";
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//For terrain save-tile file extensions
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private string m_supportFileExtensionsForTileSave = "";
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#region ICommandableModule Members
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public ICommander CommandInterface
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@ -148,11 +151,20 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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// Generate user-readable extensions list
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string supportedFilesSeparator = "";
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string supportedFilesSeparatorForTileSave = "";
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m_supportFileExtensionsForTileSave = "";
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foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
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{
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m_supportedFileExtensions += supportedFilesSeparator + loader.Key + " (" + loader.Value + ")";
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supportedFilesSeparator = ", ";
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//For terrain save-tile file extensions
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if (loader.Value.SupportsTileSave() == true)
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{
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m_supportFileExtensionsForTileSave += supportedFilesSeparatorForTileSave + loader.Key + " (" + loader.Value + ")";
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supportedFilesSeparatorForTileSave = ", ";
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}
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}
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}
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@ -589,7 +601,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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// this region is included in the tile request
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foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
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{
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if (filename.EndsWith(loader.Key))
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if (filename.EndsWith(loader.Key) && loader.Value.SupportsTileSave())
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{
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lock (m_scene)
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{
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@ -610,7 +622,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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MainConsole.Instance.OutputFormat(
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"ERROR: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
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m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions);
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m_scene.RegionInfo.RegionName, filename, m_supportFileExtensionsForTileSave);
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}
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/// <summary>
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@ -1194,7 +1206,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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new Command("save-tile", CommandIntentions.COMMAND_HAZARDOUS, InterfaceSaveTileFile, "Saves the current heightmap to the larger file.");
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saveToTileCommand.AddArgument("filename",
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"The file you wish to save to, the file extension determines the loader to be used. Supported extensions include: " +
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m_supportedFileExtensions, "String");
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m_supportFileExtensionsForTileSave, "String");
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saveToTileCommand.AddArgument("file width", "The width of the file in tiles", "Integer");
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saveToTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer");
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saveToTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file",
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@ -666,10 +666,6 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion Region Settings
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MainConsole.Instance.Commands.AddCommand("Estates", false, "reload estate",
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"reload estate",
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"Reload the estate data", HandleReloadEstate);
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//Bind Storage Manager functions to some land manager functions for this scene
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EventManager.OnLandObjectAdded +=
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new EventManager.LandObjectAdded(simDataService.StoreLandObject);
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@ -348,7 +348,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (rot != null)
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sceneObject.UpdateGroupRotationR((Quaternion)rot);
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if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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PhysicsActor pa = sceneObject.RootPart.PhysActor;
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if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
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{
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sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
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sceneObject.Velocity = vel;
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@ -725,16 +725,21 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_isSelected = value;
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// Tell physics engine that group is selected
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if (m_rootPart.PhysActor != null)
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PhysicsActor pa = m_rootPart.PhysActor;
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if (pa != null)
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{
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m_rootPart.PhysActor.Selected = value;
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pa.Selected = value;
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// Pass it on to the children.
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart child = parts[i];
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if (child.PhysActor != null)
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child.PhysActor.Selected = value;
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PhysicsActor childPa = child.PhysActor;
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if (childPa != null)
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childPa.Selected = value;
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}
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}
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if (RootPart.KeyframeMotion != null)
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@ -2166,22 +2171,26 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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if (RootPart.PhysActor != null)
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PhysicsActor pa = RootPart.PhysActor;
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if (pa != null)
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{
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RootPart.PhysActor.AddForce(impulse, true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
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pa.AddForce(impulse, true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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}
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public void applyAngularImpulse(Vector3 impulse)
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public void setAngularImpulse(Vector3 impulse)
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{
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if (RootPart.PhysActor != null)
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PhysicsActor pa = RootPart.PhysActor;
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if (pa != null)
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{
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if (!IsAttachment)
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{
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RootPart.PhysActor.AddAngularForce(impulse, true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
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pa.Torque = impulse;
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m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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}
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@ -2204,19 +2213,23 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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if (RootPart.PhysActor != null)
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PhysicsActor pa = RootPart.PhysActor;
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if (pa != null)
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{
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RootPart.PhysActor.PIDTarget = target;
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RootPart.PhysActor.PIDTau = tau;
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RootPart.PhysActor.PIDActive = true;
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pa.PIDTarget = target;
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pa.PIDTau = tau;
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pa.PIDActive = true;
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}
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}
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}
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public void stopMoveToTarget()
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{
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if (RootPart.PhysActor != null)
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RootPart.PhysActor.PIDActive = false;
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PhysicsActor pa = RootPart.PhysActor;
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if (pa != null)
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pa.PIDActive = false;
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}
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public void rotLookAt(Quaternion target, float strength, float damping)
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@ -2267,18 +2280,20 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="tau">Number of seconds over which to reach target</param>
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public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
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{
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if (RootPart.PhysActor != null)
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PhysicsActor pa = RootPart.PhysActor;
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if (pa != null)
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{
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if (height != 0f)
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{
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RootPart.PhysActor.PIDHoverHeight = height;
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RootPart.PhysActor.PIDHoverType = hoverType;
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RootPart.PhysActor.PIDTau = tau;
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RootPart.PhysActor.PIDHoverActive = true;
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pa.PIDHoverHeight = height;
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pa.PIDHoverType = hoverType;
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pa.PIDTau = tau;
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pa.PIDHoverActive = true;
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}
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else
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{
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RootPart.PhysActor.PIDHoverActive = false;
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pa.PIDHoverActive = false;
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}
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}
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}
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@ -2771,10 +2786,10 @@ namespace OpenSim.Region.Framework.Scenes
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linkPart.ParentID = 0;
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linkPart.LinkNum = 0;
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if (linkPart.PhysActor != null)
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{
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m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
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}
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PhysicsActor linkPartPa = linkPart.PhysActor;
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if (linkPartPa != null)
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m_scene.PhysicsScene.RemovePrim(linkPartPa);
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// We need to reset the child part's position
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// ready for life as a separate object after being a part of another object
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|
@ -2875,17 +2890,19 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
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{
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if (m_rootPart.PhysActor != null)
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PhysicsActor pa = m_rootPart.PhysActor;
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if (pa != null)
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{
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if (m_rootPart.PhysActor.IsPhysical)
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if (pa.IsPhysical)
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{
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if (!m_rootPart.BlockGrab)
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{
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Vector3 llmoveforce = pos - AbsolutePosition;
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Vector3 grabforce = llmoveforce;
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grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
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m_rootPart.PhysActor.AddForce(grabforce, true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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grabforce = (grabforce / 10) * pa.Mass;
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pa.AddForce(grabforce, true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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else
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|
@ -2915,9 +2932,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_scene.EventManager.TriggerGroupSpinStart(UUID))
|
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{
|
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if (m_rootPart.PhysActor != null)
|
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PhysicsActor pa = m_rootPart.PhysActor;
|
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|
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if (pa != null)
|
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{
|
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if (m_rootPart.PhysActor.IsPhysical)
|
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if (pa.IsPhysical)
|
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{
|
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m_rootPart.IsWaitingForFirstSpinUpdatePacket = true;
|
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}
|
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|
@ -2958,12 +2977,13 @@ namespace OpenSim.Region.Framework.Scenes
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// but it will result in over-shoot or under-shoot of the target orientation.
|
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// For the end user, this means that ctrl+shift+drag can be used for relative,
|
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// but not absolute, adjustments of orientation for physical prims.
|
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|
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if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation))
|
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{
|
||||
if (m_rootPart.PhysActor != null)
|
||||
PhysicsActor pa = m_rootPart.PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
{
|
||||
if (m_rootPart.PhysActor.IsPhysical)
|
||||
if (pa.IsPhysical)
|
||||
{
|
||||
if (m_rootPart.IsWaitingForFirstSpinUpdatePacket)
|
||||
{
|
||||
|
@ -2989,9 +3009,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
//m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis);
|
||||
Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
|
||||
spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor
|
||||
m_rootPart.PhysActor.AddAngularForce(spinforce,true);
|
||||
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
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spinforce = (spinforce/8) * pa.Mass; // 8 is an arbitrary torque scaling factor
|
||||
pa.AddAngularForce(spinforce,true);
|
||||
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -3199,8 +3219,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
part.UpdateShape(shapeBlock);
|
||||
|
||||
if (part.PhysActor != null)
|
||||
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
||||
PhysicsActor pa = m_rootPart.PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3218,7 +3240,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
|
||||
scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
|
||||
|
||||
if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
|
||||
PhysicsActor pa = m_rootPart.PhysActor;
|
||||
|
||||
if (pa != null && pa.IsPhysical)
|
||||
{
|
||||
scale.X = Math.Min(scale.X, Scene.m_maxPhys);
|
||||
scale.Y = Math.Min(scale.Y, Scene.m_maxPhys);
|
||||
|
@ -3243,7 +3267,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
float f = 1.0f;
|
||||
float a = 1.0f;
|
||||
|
||||
if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
|
||||
if (pa != null && pa.IsPhysical)
|
||||
{
|
||||
if (oldSize.X * x > m_scene.m_maxPhys)
|
||||
{
|
||||
|
@ -3558,13 +3582,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// needs to be called with phys building true
|
||||
Quaternion axRot = rot;
|
||||
Quaternion oldParentRot = m_rootPart.RotationOffset;
|
||||
|
||||
|
||||
//Don't use UpdateRotation because it schedules an update prematurely
|
||||
m_rootPart.RotationOffset = rot;
|
||||
if (m_rootPart.PhysActor != null)
|
||||
|
||||
PhysicsActor pa = m_rootPart.PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
{
|
||||
m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
|
||||
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
||||
pa.Orientation = m_rootPart.RotationOffset;
|
||||
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
||||
}
|
||||
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
|
|
|
@ -152,6 +152,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public int[] PayPrice = {-2,-2,-2,-2,-2};
|
||||
|
||||
[XmlIgnore]
|
||||
/// <summary>
|
||||
/// The representation of this part in the physics scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If you use this property more than once in a section of code then you must take a reference and use that.
|
||||
/// If another thread is simultaneously turning physics off on this part then this refernece could become
|
||||
/// null at any time.
|
||||
/// </remarks>
|
||||
public PhysicsActor PhysActor
|
||||
{
|
||||
get { return m_physActor; }
|
||||
|
@ -555,10 +563,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
set
|
||||
{
|
||||
m_name = value;
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.SOPName = value;
|
||||
}
|
||||
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
pa.SOPName = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1017,7 +1026,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (Shape.SculptEntry)
|
||||
CheckSculptAndLoad();
|
||||
else
|
||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1780,7 +1789,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
impulse = newimpulse;
|
||||
}
|
||||
|
||||
ParentGroup.applyAngularImpulse(impulse);
|
||||
ParentGroup.setAngularImpulse(impulse);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1868,33 +1877,35 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
// Basic Physics can also return null as well as an exception catch.
|
||||
if (PhysActor != null)
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
{
|
||||
PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
|
||||
PhysActor.SetMaterial(Material);
|
||||
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
|
||||
pa.SetMaterial(Material);
|
||||
|
||||
// if root part apply vehicle
|
||||
if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
|
||||
m_vehicle.SetVehicle(PhysActor);
|
||||
m_vehicle.SetVehicle(pa);
|
||||
|
||||
DoPhysicsPropertyUpdate(isPhysical, true);
|
||||
if(VolumeDetectActive) // change if not the default only
|
||||
PhysActor.SetVolumeDetect(1);
|
||||
pa.SetVolumeDetect(1);
|
||||
|
||||
if (!building)
|
||||
PhysActor.Building = false;
|
||||
pa.Building = false;
|
||||
|
||||
Velocity = velocity;
|
||||
AngularVelocity = rotationalVelocity;
|
||||
PhysActor.Velocity = velocity;
|
||||
PhysActor.RotationalVelocity = 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)
|
||||
{
|
||||
PhysActor.Force = Force;
|
||||
PhysActor.Torque = Torque;
|
||||
pa.Force = Force;
|
||||
pa.Torque = Torque;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2125,11 +2136,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
if (PhysActor != null)
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
{
|
||||
if (UsePhysics != PhysActor.IsPhysical || isNew)
|
||||
if (UsePhysics != pa.IsPhysical || isNew)
|
||||
{
|
||||
if (PhysActor.IsPhysical)
|
||||
if (pa.IsPhysical) // implies UsePhysics==false for this block
|
||||
{
|
||||
if (!isNew) // implies UsePhysics==false for this block
|
||||
{
|
||||
|
@ -2173,9 +2186,18 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (ParentID != 0 && ParentID != LocalId)
|
||||
{
|
||||
if (ParentGroup.RootPart.PhysActor != null)
|
||||
ParentGroup.Scene.AddPhysicalPrim(1);
|
||||
|
||||
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
||||
pa.OnOutOfBounds += PhysicsOutOfBounds;
|
||||
if (ParentID != 0 && ParentID != LocalId)
|
||||
{
|
||||
PhysActor.link(ParentGroup.RootPart.PhysActor);
|
||||
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
|
||||
|
||||
if (parentPa != null)
|
||||
{
|
||||
pa.link(parentPa);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2191,7 +2213,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (Shape.SculptEntry)
|
||||
CheckSculptAndLoad();
|
||||
else
|
||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2302,23 +2324,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public Vector3 GetGeometricCenter()
|
||||
{
|
||||
if (PhysActor != null)
|
||||
return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z);
|
||||
else
|
||||
return new Vector3(0, 0, 0);
|
||||
}
|
||||
|
||||
public float GetMass()
|
||||
{
|
||||
if (PhysActor != null)
|
||||
return PhysActor.Mass;
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
return pa.Mass;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
public Vector3 GetForce()
|
||||
{
|
||||
return Force;
|
||||
return Force;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -2947,9 +2973,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void PhysicsRequestingTerseUpdate()
|
||||
{
|
||||
if (PhysActor != null)
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
{
|
||||
Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
|
||||
Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
|
||||
|
||||
if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
|
||||
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
|
||||
|
@ -2961,6 +2989,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
//ParentGroup.RootPart.m_groupPosition = newpos;
|
||||
}
|
||||
|
||||
ScheduleTerseUpdate();
|
||||
}
|
||||
|
||||
|
@ -3052,7 +3081,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys);
|
||||
scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys);
|
||||
|
||||
if (PhysActor != null && PhysActor.IsPhysical)
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null && pa.IsPhysical)
|
||||
{
|
||||
scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys);
|
||||
scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys);
|
||||
|
@ -3214,12 +3245,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_shape.SculptData = texture.Data;
|
||||
}
|
||||
|
||||
if (PhysActor != null)
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
{
|
||||
// Update the physics actor with the new loaded sculpt data and set the taint signal.
|
||||
PhysActor.Shape = m_shape;
|
||||
pa.Shape = m_shape;
|
||||
|
||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3495,17 +3528,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void SetFloatOnWater(int floatYN)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
{
|
||||
if (floatYN == 1)
|
||||
{
|
||||
PhysActor.FloatOnWater = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
PhysActor.FloatOnWater = false;
|
||||
}
|
||||
}
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
pa.FloatOnWater = floatYN == 1;
|
||||
}
|
||||
|
||||
public void SetForce(Vector3 force)
|
||||
|
@ -4793,6 +4819,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
PhysicsActor pa = PhysActor;
|
||||
if (SetVD)
|
||||
{
|
||||
// If the above logic worked (this is urgent candidate to unit tests!)
|
||||
|
@ -4800,9 +4827,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// 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 (this.PhysActor != null)
|
||||
if (pa != null)
|
||||
{
|
||||
PhysActor.SetVolumeDetect(1);
|
||||
pa.SetVolumeDetect(1);
|
||||
// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
|
||||
this.VolumeDetectActive = true;
|
||||
}
|
||||
|
@ -4811,12 +4838,11 @@ 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 :-))
|
||||
if (this.PhysActor != null)
|
||||
if (pa != null)
|
||||
{
|
||||
PhysActor.SetVolumeDetect(0);
|
||||
pa.SetVolumeDetect(0);
|
||||
this.VolumeDetectActive = false;
|
||||
}
|
||||
|
||||
this.VolumeDetectActive = false;
|
||||
}
|
||||
|
||||
if (SetTemporary)
|
||||
|
@ -4827,11 +4853,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
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 (PhysActor != null && PhysActor.Building != building)
|
||||
PhysActor.Building = building;
|
||||
if (pa != null && pa.Building != building)
|
||||
pa.Building = building;
|
||||
if (ParentGroup != null)
|
||||
{
|
||||
ParentGroup.HasGroupChanged = true;
|
||||
|
@ -4898,10 +4925,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_shape.PathTwist = shapeBlock.PathTwist;
|
||||
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
|
||||
|
||||
if (PhysActor != null)
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (pa != null)
|
||||
{
|
||||
PhysActor.Shape = m_shape;
|
||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||
pa.Shape = m_shape;
|
||||
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
||||
}
|
||||
|
||||
// This is what makes vehicle trailers work
|
||||
|
@ -5043,6 +5072,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
|
||||
}
|
||||
|
||||
PhysicsActor pa = PhysActor;
|
||||
|
||||
if (
|
||||
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
|
||||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
||||
|
@ -5054,18 +5085,18 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
)
|
||||
{
|
||||
// subscribe to physics updates.
|
||||
if (PhysActor != null)
|
||||
if (pa != null)
|
||||
{
|
||||
PhysActor.OnCollisionUpdate += PhysicsCollision;
|
||||
PhysActor.SubscribeEvents(1000);
|
||||
pa.OnCollisionUpdate += PhysicsCollision;
|
||||
pa.SubscribeEvents(1000);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PhysActor != null)
|
||||
if (pa != null)
|
||||
{
|
||||
PhysActor.UnSubscribeEvents();
|
||||
PhysActor.OnCollisionUpdate -= PhysicsCollision;
|
||||
pa.UnSubscribeEvents();
|
||||
pa.OnCollisionUpdate -= PhysicsCollision;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1474,7 +1474,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (scale.z < 0.01)
|
||||
scale.z = 0.01;
|
||||
|
||||
if (part.ParentGroup.RootPart.PhysActor != null && part.ParentGroup.RootPart.PhysActor.IsPhysical)
|
||||
PhysicsActor pa = part.ParentGroup.RootPart.PhysActor;
|
||||
|
||||
if (pa != null && pa.IsPhysical)
|
||||
{
|
||||
if (scale.x > World.m_maxPhys)
|
||||
scale.x = World.m_maxPhys;
|
||||
|
@ -2345,7 +2347,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
// but only if the object is not physial and active. This is important for rotating doors.
|
||||
// without the absoluteposition = absoluteposition happening, the doors do not move in the physics
|
||||
// scene
|
||||
if (part.PhysActor != null && !part.PhysActor.IsPhysical)
|
||||
PhysicsActor pa = part.PhysActor;
|
||||
|
||||
if (pa != null && !pa.IsPhysical)
|
||||
{
|
||||
part.ParentGroup.ResetChildPrimPhysicsPositions();
|
||||
}
|
||||
|
@ -3073,7 +3077,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
float groupmass = new_group.GetMass();
|
||||
|
||||
if (new_group.RootPart.PhysActor != null && new_group.RootPart.PhysActor.IsPhysical && llvel != Vector3.Zero)
|
||||
PhysicsActor pa = new_group.RootPart.PhysActor;
|
||||
|
||||
if (pa != null && pa.IsPhysical && llvel != Vector3.Zero)
|
||||
{
|
||||
//Recoil.
|
||||
llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0);
|
||||
|
@ -3510,6 +3516,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
public void llSetHoverHeight(double height, int water, double tau)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
if (m_host.PhysActor != null)
|
||||
{
|
||||
PIDHoverType hoverType = PIDHoverType.Ground;
|
||||
|
@ -3560,7 +3567,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
// Per discussion with Melanie, for non-physical objects llLookAt appears to simply
|
||||
// set the rotation of the object, copy that behavior
|
||||
if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
|
||||
PhysicsActor pa = m_host.PhysActor;
|
||||
|
||||
if (strength == 0 || pa == null || !pa.IsPhysical)
|
||||
{
|
||||
llSetLocalRot(target);
|
||||
}
|
||||
|
|
|
@ -1550,7 +1550,7 @@
|
|||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
||||
<Reference name="CSJ2K" path="../../../bin/"/>
|
||||
<Reference name="Warp3D" path="../../../bin/" localCopy="true"/>
|
||||
<Reference name="Warp3D" path="../../../bin/"/>
|
||||
<Reference name="OpenSim.Capabilities"/>
|
||||
<Reference name="OpenSim.Data"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
|
|
Loading…
Reference in New Issue