Merge branch 'master' into careminster
commit
8df4bd14f5
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@ -2673,6 +2673,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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linkPart.LinkNum = linkNum++;
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linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect);
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SceneObjectPart[] ogParts = objectGroup.Parts;
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Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
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@ -2908,6 +2909,8 @@ namespace OpenSim.Region.Framework.Scenes
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oldRot = part.RotationOffset;
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Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
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part.RotationOffset = newRot;
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part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect);
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}
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/// <summary>
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@ -2074,6 +2074,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="isNew"></param>
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public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
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{
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if (ParentGroup.Scene == null)
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return;
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if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
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return;
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@ -4531,7 +4534,7 @@ namespace OpenSim.Region.Framework.Scenes
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// For now, we use the NINJA naming scheme for identifying joints.
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// In the future, we can support other joint specification schemes such as a
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// custom checkbox in the viewer GUI.
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if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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{
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string hingeString = "hingejoint";
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return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
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@ -4547,7 +4550,7 @@ namespace OpenSim.Region.Framework.Scenes
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// For now, we use the NINJA naming scheme for identifying joints.
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// In the future, we can support other joint specification schemes such as a
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// custom checkbox in the viewer GUI.
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if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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{
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string ballString = "balljoint";
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return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
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@ -4563,7 +4566,7 @@ namespace OpenSim.Region.Framework.Scenes
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// For now, we use the NINJA naming scheme for identifying joints.
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// In the future, we can support other joint specification schemes such as a
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// custom checkbox in the viewer GUI.
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if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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{
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return IsHingeJoint() || IsBallJoint();
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}
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@ -26,6 +26,7 @@
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using NUnit.Framework;
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using OpenMetaverse;
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@ -43,24 +44,137 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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[TestFixture]
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public class SceneObjectStatusTests
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{
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private TestScene m_scene;
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private UUID m_ownerId = TestHelpers.ParseTail(0x1);
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private SceneObjectGroup m_so1;
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private SceneObjectGroup m_so2;
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[SetUp]
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public void Init()
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{
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m_scene = SceneHelpers.SetupScene();
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m_so1 = SceneHelpers.CreateSceneObject(1, m_ownerId, "so1", 0x10);
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m_so2 = SceneHelpers.CreateSceneObject(1, m_ownerId, "so2", 0x20);
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}
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[Test]
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public void TestSetPhantom()
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public void TestSetPhantomSinglePrim()
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{
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TestHelpers.InMethod();
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// Scene scene = SceneSetupHelpers.SetupScene();
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SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, UUID.Zero);
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SceneObjectPart rootPart = so.RootPart;
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SceneObjectPart rootPart = m_so1.RootPart;
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
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so.ScriptSetPhantomStatus(true);
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m_so1.ScriptSetPhantomStatus(true);
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// Console.WriteLine("so.RootPart.Flags [{0}]", so.RootPart.Flags);
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Phantom));
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so.ScriptSetPhantomStatus(false);
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m_so1.ScriptSetPhantomStatus(false);
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
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}
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[Test]
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public void TestSetPhysicsSinglePrim()
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{
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TestHelpers.InMethod();
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SceneObjectPart rootPart = m_so1.RootPart;
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
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m_so1.ScriptSetPhysicsStatus(true);
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// Console.WriteLine("so.RootPart.Flags [{0}]", so.RootPart.Flags);
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Physics));
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m_so1.ScriptSetPhysicsStatus(false);
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Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
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}
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[Test]
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public void TestSetPhysicsLinkset()
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{
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TestHelpers.InMethod();
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m_scene.AddSceneObject(m_so1);
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m_scene.AddSceneObject(m_so2);
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m_scene.LinkObjects(m_ownerId, m_so1.LocalId, new List<uint>() { m_so2.LocalId });
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m_so1.ScriptSetPhysicsStatus(true);
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Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.Physics));
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Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.Physics));
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m_so1.ScriptSetPhysicsStatus(false);
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Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.None));
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Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.None));
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m_so1.ScriptSetPhysicsStatus(true);
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Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.Physics));
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Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.Physics));
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}
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/// <summary>
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/// Test that linking results in the correct physical status for all linkees.
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/// </summary>
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[Test]
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public void TestLinkPhysicsBothPhysical()
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{
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TestHelpers.InMethod();
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m_scene.AddSceneObject(m_so1);
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m_scene.AddSceneObject(m_so2);
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m_so1.ScriptSetPhysicsStatus(true);
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m_so2.ScriptSetPhysicsStatus(true);
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m_scene.LinkObjects(m_ownerId, m_so1.LocalId, new List<uint>() { m_so2.LocalId });
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Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.Physics));
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Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.Physics));
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}
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/// <summary>
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/// Test that linking results in the correct physical status for all linkees.
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/// </summary>
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[Test]
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public void TestLinkPhysicsRootPhysicalOnly()
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{
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TestHelpers.InMethod();
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m_scene.AddSceneObject(m_so1);
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m_scene.AddSceneObject(m_so2);
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m_so1.ScriptSetPhysicsStatus(true);
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m_scene.LinkObjects(m_ownerId, m_so1.LocalId, new List<uint>() { m_so2.LocalId });
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Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.Physics));
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Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.Physics));
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}
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/// <summary>
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/// Test that linking results in the correct physical status for all linkees.
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/// </summary>
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[Test]
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public void TestLinkPhysicsChildPhysicalOnly()
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{
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TestHelpers.InMethod();
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m_scene.AddSceneObject(m_so1);
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m_scene.AddSceneObject(m_so2);
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m_so2.ScriptSetPhysicsStatus(true);
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m_scene.LinkObjects(m_ownerId, m_so1.LocalId, new List<uint>() { m_so2.LocalId });
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Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.None));
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Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.None));
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}
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}
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}
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@ -156,7 +156,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// </summary>
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public IntPtr m_targetSpace = IntPtr.Zero;
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/// <summary>
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/// The prim geometry, used for collision detection.
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/// </summary>
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/// <remarks>
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/// This is never null except for a brief period when the geometry needs to be replaced (due to resizing or
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/// mesh change) or when the physical prim is being removed from the scene.
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/// </remarks>
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public IntPtr prim_geom { get; private set; }
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public IntPtr _triMeshData { get; private set; }
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private IntPtr _linkJointGroup = IntPtr.Zero;
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@ -325,14 +333,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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prim_geom = geom;
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//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
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if (prim_geom != IntPtr.Zero)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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_parent_scene.geom_name_map[prim_geom] = Name;
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_parent_scene.actor_name_map[prim_geom] = this;
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}
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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_parent_scene.geom_name_map[prim_geom] = Name;
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if (childPrim)
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{
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@ -765,11 +770,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_collisionCategories &= ~CollisionCategories.Body;
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m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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if (prim_geom != IntPtr.Zero)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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d.BodyDestroy(Body);
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lock (childrenPrim)
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@ -793,11 +795,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_collisionCategories &= ~CollisionCategories.Body;
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m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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if (prim_geom != IntPtr.Zero)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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Body = IntPtr.Zero;
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}
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@ -864,10 +863,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// _parent_scene.waitForSpaceUnlock(m_targetSpace);
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try
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{
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if (prim_geom == IntPtr.Zero)
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{
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SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
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}
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SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
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}
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catch (AccessViolationException)
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{
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@ -890,73 +886,67 @@ namespace OpenSim.Region.Physics.OdePlugin
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#if SPAM
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Console.WriteLine("ZProcessTaints for " + Name);
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#endif
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// This must be processed as the very first taint so that later operations have a prim_geom to work with
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// if this is a new prim.
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if (m_taintadd)
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{
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changeadd();
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}
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if (prim_geom != IntPtr.Zero)
|
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{
|
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if (!_position.ApproxEquals(m_taintposition, 0f))
|
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changemove();
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if (m_taintrot != _orientation)
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{
|
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if (childPrim && IsPhysical) // For physical child prim...
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{
|
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rotate();
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// KF: ODE will also rotate the parent prim!
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// so rotate the root back to where it was
|
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OdePrim parent = (OdePrim)_parent;
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parent.rotate();
|
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}
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else
|
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{
|
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//Just rotate the prim
|
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rotate();
|
||||
}
|
||||
if (!_position.ApproxEquals(m_taintposition, 0f))
|
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changemove();
|
||||
|
||||
if (m_taintrot != _orientation)
|
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{
|
||||
if (childPrim && IsPhysical) // For physical child prim...
|
||||
{
|
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rotate();
|
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// KF: ODE will also rotate the parent prim!
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// so rotate the root back to where it was
|
||||
OdePrim parent = (OdePrim)_parent;
|
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parent.rotate();
|
||||
}
|
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else
|
||||
{
|
||||
//Just rotate the prim
|
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rotate();
|
||||
}
|
||||
|
||||
if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
|
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changePhysicsStatus();
|
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|
||||
if (!_size.ApproxEquals(m_taintsize, 0f))
|
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changesize();
|
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|
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if (m_taintshape)
|
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changeshape();
|
||||
|
||||
if (m_taintforce)
|
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changeAddForce();
|
||||
|
||||
if (m_taintaddangularforce)
|
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changeAddAngularForce();
|
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|
||||
if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
|
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changeSetTorque();
|
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|
||||
if (m_taintdisable)
|
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changedisable();
|
||||
|
||||
if (m_taintselected != m_isSelected)
|
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changeSelectedStatus();
|
||||
|
||||
if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
|
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changevelocity();
|
||||
|
||||
if (m_taintparent != _parent)
|
||||
changelink();
|
||||
|
||||
if (m_taintCollidesWater != m_collidesWater)
|
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changefloatonwater();
|
||||
|
||||
if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
|
||||
changeAngularLock();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.ErrorFormat("[PHYSICS]: The scene reused a disposed PhysActor for {0}! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)", Name);
|
||||
}
|
||||
|
||||
if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
|
||||
changePhysicsStatus();
|
||||
|
||||
if (!_size.ApproxEquals(m_taintsize, 0f))
|
||||
changesize();
|
||||
|
||||
if (m_taintshape)
|
||||
changeshape();
|
||||
|
||||
if (m_taintforce)
|
||||
changeAddForce();
|
||||
|
||||
if (m_taintaddangularforce)
|
||||
changeAddAngularForce();
|
||||
|
||||
if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
|
||||
changeSetTorque();
|
||||
|
||||
if (m_taintdisable)
|
||||
changedisable();
|
||||
|
||||
if (m_taintselected != m_isSelected)
|
||||
changeSelectedStatus();
|
||||
|
||||
if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
|
||||
changevelocity();
|
||||
|
||||
if (m_taintparent != _parent)
|
||||
changelink();
|
||||
|
||||
if (m_taintCollidesWater != m_collidesWater)
|
||||
changefloatonwater();
|
||||
|
||||
if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
|
||||
changeAngularLock();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1052,150 +1042,146 @@ Console.WriteLine("ZProcessTaints for " + Name);
|
|||
/// <param name="prim">Child prim</param>
|
||||
private void AddChildPrim(OdePrim prim)
|
||||
{
|
||||
//Console.WriteLine("AddChildPrim " + Name);
|
||||
if (LocalID != prim.LocalID)
|
||||
if (LocalID == prim.LocalID)
|
||||
return;
|
||||
|
||||
if (Body == IntPtr.Zero)
|
||||
{
|
||||
if (Body == IntPtr.Zero)
|
||||
Body = d.BodyCreate(_parent_scene.world);
|
||||
setMass();
|
||||
}
|
||||
|
||||
lock (childrenPrim)
|
||||
{
|
||||
if (childrenPrim.Contains(prim))
|
||||
return;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ODE PRIM]: Linking prim {0} {1} to {2} {3}", prim.Name, prim.LocalID, Name, LocalID);
|
||||
|
||||
childrenPrim.Add(prim);
|
||||
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
Body = d.BodyCreate(_parent_scene.world);
|
||||
setMass();
|
||||
d.Mass m2;
|
||||
d.MassSetZero(out m2);
|
||||
d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
|
||||
|
||||
d.Quaternion quat = new d.Quaternion();
|
||||
quat.W = prm._orientation.W;
|
||||
quat.X = prm._orientation.X;
|
||||
quat.Y = prm._orientation.Y;
|
||||
quat.Z = prm._orientation.Z;
|
||||
|
||||
d.Matrix3 mat = new d.Matrix3();
|
||||
d.RfromQ(out mat, ref quat);
|
||||
d.MassRotate(ref m2, ref mat);
|
||||
d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
|
||||
d.MassAdd(ref pMass, ref m2);
|
||||
}
|
||||
if (Body != IntPtr.Zero)
|
||||
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
lock (childrenPrim)
|
||||
{
|
||||
if (!childrenPrim.Contains(prim))
|
||||
{
|
||||
//Console.WriteLine("childrenPrim.Add " + prim);
|
||||
childrenPrim.Add(prim);
|
||||
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
d.Mass m2;
|
||||
d.MassSetZero(out m2);
|
||||
d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
|
||||
prm.m_collisionCategories |= CollisionCategories.Body;
|
||||
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||
|
||||
d.Quaternion quat = new d.Quaternion();
|
||||
quat.W = prm._orientation.W;
|
||||
quat.X = prm._orientation.X;
|
||||
quat.Y = prm._orientation.Y;
|
||||
quat.Z = prm._orientation.Z;
|
||||
|
||||
d.Matrix3 mat = new d.Matrix3();
|
||||
d.RfromQ(out mat, ref quat);
|
||||
d.MassRotate(ref m2, ref mat);
|
||||
d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
|
||||
d.MassAdd(ref pMass, ref m2);
|
||||
}
|
||||
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
prm.m_collisionCategories |= CollisionCategories.Body;
|
||||
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||
|
||||
if (prm.prim_geom == IntPtr.Zero)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[PHYSICS]: Unable to link one of the linkset elements {0} for parent {1}. No geom yet",
|
||||
prm.Name, prim.Name);
|
||||
continue;
|
||||
}
|
||||
//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name);
|
||||
d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
|
||||
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
|
||||
d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
|
||||
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
|
||||
|
||||
d.Quaternion quat = new d.Quaternion();
|
||||
quat.W = prm._orientation.W;
|
||||
quat.X = prm._orientation.X;
|
||||
quat.Y = prm._orientation.Y;
|
||||
quat.Z = prm._orientation.Z;
|
||||
|
||||
d.Quaternion quat = new d.Quaternion();
|
||||
quat.W = prm._orientation.W;
|
||||
quat.X = prm._orientation.X;
|
||||
quat.Y = prm._orientation.Y;
|
||||
quat.Z = prm._orientation.Z;
|
||||
d.Matrix3 mat = new d.Matrix3();
|
||||
d.RfromQ(out mat, ref quat);
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetBody(prm.prim_geom, Body);
|
||||
prm.childPrim = true;
|
||||
d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
|
||||
//d.GeomSetOffsetPosition(prim.prim_geom,
|
||||
// (Position.X - prm.Position.X) - pMass.c.X,
|
||||
// (Position.Y - prm.Position.Y) - pMass.c.Y,
|
||||
// (Position.Z - prm.Position.Z) - pMass.c.Z);
|
||||
d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
|
||||
//d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
|
||||
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
|
||||
d.BodySetMass(Body, ref pMass);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name);
|
||||
}
|
||||
|
||||
d.Matrix3 mat = new d.Matrix3();
|
||||
d.RfromQ(out mat, ref quat);
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetBody(prm.prim_geom, Body);
|
||||
prm.childPrim = true;
|
||||
d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
|
||||
//d.GeomSetOffsetPosition(prim.prim_geom,
|
||||
// (Position.X - prm.Position.X) - pMass.c.X,
|
||||
// (Position.Y - prm.Position.Y) - pMass.c.Y,
|
||||
// (Position.Z - prm.Position.Z) - pMass.c.Z);
|
||||
d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
|
||||
//d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
|
||||
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
|
||||
d.BodySetMass(Body, ref pMass);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name);
|
||||
}
|
||||
prm.m_interpenetrationcount = 0;
|
||||
prm.m_collisionscore = 0;
|
||||
prm.m_disabled = false;
|
||||
|
||||
prm.m_interpenetrationcount = 0;
|
||||
prm.m_collisionscore = 0;
|
||||
prm.m_disabled = false;
|
||||
// The body doesn't already have a finite rotation mode set here
|
||||
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
|
||||
{
|
||||
prm.createAMotor(m_angularlock);
|
||||
}
|
||||
prm.Body = Body;
|
||||
_parent_scene.ActivatePrim(prm);
|
||||
}
|
||||
|
||||
// The body doesn't already have a finite rotation mode set here
|
||||
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
|
||||
{
|
||||
prm.createAMotor(m_angularlock);
|
||||
}
|
||||
prm.Body = Body;
|
||||
_parent_scene.ActivatePrim(prm);
|
||||
}
|
||||
|
||||
m_collisionCategories |= CollisionCategories.Body;
|
||||
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||
m_collisionCategories |= CollisionCategories.Body;
|
||||
m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||
|
||||
//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name);
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
//Console.WriteLine(" Post GeomSetCategoryBits 2");
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
|
||||
d.Quaternion quat2 = new d.Quaternion();
|
||||
quat2.W = _orientation.W;
|
||||
quat2.X = _orientation.X;
|
||||
quat2.Y = _orientation.Y;
|
||||
quat2.Z = _orientation.Z;
|
||||
d.Quaternion quat2 = new d.Quaternion();
|
||||
quat2.W = _orientation.W;
|
||||
quat2.X = _orientation.X;
|
||||
quat2.Y = _orientation.Y;
|
||||
quat2.Z = _orientation.Z;
|
||||
|
||||
d.Matrix3 mat2 = new d.Matrix3();
|
||||
d.RfromQ(out mat2, ref quat2);
|
||||
d.GeomSetBody(prim_geom, Body);
|
||||
d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
|
||||
//d.GeomSetOffsetPosition(prim.prim_geom,
|
||||
// (Position.X - prm.Position.X) - pMass.c.X,
|
||||
// (Position.Y - prm.Position.Y) - pMass.c.Y,
|
||||
// (Position.Z - prm.Position.Z) - pMass.c.Z);
|
||||
//d.GeomSetOffsetRotation(prim_geom, ref mat2);
|
||||
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
|
||||
d.BodySetMass(Body, ref pMass);
|
||||
d.Matrix3 mat2 = new d.Matrix3();
|
||||
d.RfromQ(out mat2, ref quat2);
|
||||
d.GeomSetBody(prim_geom, Body);
|
||||
d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
|
||||
//d.GeomSetOffsetPosition(prim.prim_geom,
|
||||
// (Position.X - prm.Position.X) - pMass.c.X,
|
||||
// (Position.Y - prm.Position.Y) - pMass.c.Y,
|
||||
// (Position.Z - prm.Position.Z) - pMass.c.Z);
|
||||
//d.GeomSetOffsetRotation(prim_geom, ref mat2);
|
||||
d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
|
||||
d.BodySetMass(Body, ref pMass);
|
||||
|
||||
d.BodySetAutoDisableFlag(Body, true);
|
||||
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
||||
d.BodySetAutoDisableFlag(Body, true);
|
||||
d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
|
||||
|
||||
m_interpenetrationcount = 0;
|
||||
m_collisionscore = 0;
|
||||
m_disabled = false;
|
||||
m_interpenetrationcount = 0;
|
||||
m_collisionscore = 0;
|
||||
m_disabled = false;
|
||||
|
||||
// The body doesn't already have a finite rotation mode set here
|
||||
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
|
||||
{
|
||||
createAMotor(m_angularlock);
|
||||
}
|
||||
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
|
||||
if (m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||
m_vehicle.Enable(Body, _parent_scene);
|
||||
|
||||
_parent_scene.ActivatePrim(this);
|
||||
}
|
||||
}
|
||||
// The body doesn't already have a finite rotation mode set here
|
||||
if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null)
|
||||
{
|
||||
createAMotor(m_angularlock);
|
||||
}
|
||||
|
||||
d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
|
||||
|
||||
if (m_vehicle.Type != Vehicle.TYPE_NONE)
|
||||
m_vehicle.Enable(Body, _parent_scene);
|
||||
|
||||
_parent_scene.ActivatePrim(this);
|
||||
}
|
||||
}
|
||||
|
||||
private void ChildSetGeom(OdePrim odePrim)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ODE PRIM]: ChildSetGeom {0} {1} for {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID);
|
||||
|
||||
//if (IsPhysical && Body != IntPtr.Zero)
|
||||
lock (childrenPrim)
|
||||
{
|
||||
|
@ -1210,12 +1196,14 @@ Console.WriteLine("ZProcessTaints for " + Name);
|
|||
//prm.childPrim = false;
|
||||
}
|
||||
}
|
||||
|
||||
disableBody();
|
||||
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
_parent_scene.DeactivatePrim(this);
|
||||
}
|
||||
// Spurious - Body == IntPtr.Zero after disableBody()
|
||||
// if (Body != IntPtr.Zero)
|
||||
// {
|
||||
// _parent_scene.DeactivatePrim(this);
|
||||
// }
|
||||
|
||||
lock (childrenPrim)
|
||||
{
|
||||
|
@ -1229,6 +1217,9 @@ Console.WriteLine("ZProcessTaints for " + Name);
|
|||
|
||||
private void ChildDelink(OdePrim odePrim)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ODE PRIM]: Delinking prim {0} {1} from {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID);
|
||||
|
||||
// Okay, we have a delinked child.. need to rebuild the body.
|
||||
lock (childrenPrim)
|
||||
{
|
||||
|
@ -1243,6 +1234,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
|
|||
//prm.childPrim = false;
|
||||
}
|
||||
}
|
||||
|
||||
disableBody();
|
||||
|
||||
lock (childrenPrim)
|
||||
|
@ -1251,10 +1243,11 @@ Console.WriteLine("ZProcessTaints for " + Name);
|
|||
childrenPrim.Remove(odePrim);
|
||||
}
|
||||
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
_parent_scene.DeactivatePrim(this);
|
||||
}
|
||||
// Spurious - Body == IntPtr.Zero after disableBody()
|
||||
// if (Body != IntPtr.Zero)
|
||||
// {
|
||||
// _parent_scene.DeactivatePrim(this);
|
||||
// }
|
||||
|
||||
lock (childrenPrim)
|
||||
{
|
||||
|
@ -1303,11 +1296,8 @@ Console.WriteLine("ZProcessTaints for " + Name);
|
|||
disableBodySoft();
|
||||
}
|
||||
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
}
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
|
||||
if (IsPhysical)
|
||||
{
|
||||
|
@ -1328,11 +1318,8 @@ Console.WriteLine("ZProcessTaints for " + Name);
|
|||
if (m_collidesWater)
|
||||
m_collisionFlags |= CollisionCategories.Water;
|
||||
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
}
|
||||
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
|
||||
if (IsPhysical)
|
||||
{
|
||||
|
@ -1472,6 +1459,9 @@ Console.WriteLine("CreateGeom:");
|
|||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[ODE PRIM]: Called RemoveGeom() on {0} {1} where geometry was already null.", Name, LocalID);
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -1505,16 +1495,13 @@ Console.WriteLine("changeadd 1");
|
|||
#endif
|
||||
CreateGeom(m_targetSpace, mesh);
|
||||
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
d.Quaternion myrot = new d.Quaternion();
|
||||
myrot.X = _orientation.X;
|
||||
myrot.Y = _orientation.Y;
|
||||
myrot.Z = _orientation.Z;
|
||||
myrot.W = _orientation.W;
|
||||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
}
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
d.Quaternion myrot = new d.Quaternion();
|
||||
myrot.X = _orientation.X;
|
||||
myrot.Y = _orientation.Y;
|
||||
myrot.Z = _orientation.Z;
|
||||
myrot.W = _orientation.W;
|
||||
d.GeomSetQuaternion(prim_geom, ref myrot);
|
||||
|
||||
if (IsPhysical && Body == IntPtr.Zero)
|
||||
enableBody();
|
||||
|
@ -1588,13 +1575,11 @@ Console.WriteLine(" JointCreateFixed");
|
|||
m_targetSpace = tempspace;
|
||||
|
||||
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
|
||||
d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
|
||||
|
||||
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
d.SpaceAdd(m_targetSpace, prim_geom);
|
||||
}
|
||||
d.SpaceAdd(m_targetSpace, prim_geom);
|
||||
|
||||
changeSelectedStatus();
|
||||
|
||||
|
@ -2045,18 +2030,16 @@ Console.WriteLine(" JointCreateFixed");
|
|||
{
|
||||
m_collidesWater = m_taintCollidesWater;
|
||||
|
||||
if (prim_geom != IntPtr.Zero)
|
||||
if (m_collidesWater)
|
||||
{
|
||||
if (m_collidesWater)
|
||||
{
|
||||
m_collisionFlags |= CollisionCategories.Water;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_collisionFlags &= ~CollisionCategories.Water;
|
||||
}
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
m_collisionFlags |= CollisionCategories.Water;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_collisionFlags &= ~CollisionCategories.Water;
|
||||
}
|
||||
|
||||
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -2226,7 +2226,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// <param name="prim"></param>
|
||||
internal void RemovePrimThreadLocked(OdePrim prim)
|
||||
{
|
||||
//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
|
||||
// m_log.DebugFormat("[ODE SCENE]: Removing physical prim {0} {1}", prim.Name, prim.LocalID);
|
||||
|
||||
lock (prim)
|
||||
{
|
||||
RemoveCollisionEventReporting(prim);
|
||||
|
|
|
@ -153,7 +153,7 @@ namespace OpenSim.Tests.Common
|
|||
PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
|
||||
physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
|
||||
testScene.PhysicsScene
|
||||
= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
|
||||
= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
|
||||
|
||||
testScene.RegionInfo.EstateSettings = new EstateSettings();
|
||||
testScene.LoginsDisabled = false;
|
||||
|
|
Loading…
Reference in New Issue