Merge branch 'avination' into careminster
commit
900afbd53e
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@ -11631,8 +11631,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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udata.scale = new Vector3(block.Data, 0);
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// udata.change = ObjectChangeType.groupS;
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udata.change = ObjectChangeType.primS; // to conform to current SL
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udata.change = ObjectChangeType.groupS;
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updatehandler(localId, udata, this);
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break;
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@ -11643,8 +11642,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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udata.position = new Vector3(block.Data, 0);
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udata.scale = new Vector3(block.Data, 12);
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// udata.change = ObjectChangeType.groupPS;
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udata.change = ObjectChangeType.primPS; // to conform to current SL
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udata.change = ObjectChangeType.groupPS;
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updatehandler(localId, udata, this);
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break;
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@ -1276,9 +1276,36 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
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{
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// These two are exceptions SL makes in the interpretation
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// of the change flags. Must check them here because otherwise
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// the group flag (see below) would be lost
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if (data.change == ObjectChangeType.groupS)
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data.change = ObjectChangeType.primS;
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if (data.change == ObjectChangeType.groupPS)
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data.change = ObjectChangeType.primPS;
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part.StoreUndoState(data.change); // lets test only saving what we changed
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grp.doChangeObject(part, (ObjectChangeData)data);
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}
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else
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{
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// Is this any kind of group operation?
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if ((data.change & ObjectChangeType.Group) != 0)
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{
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// Is a move and/or rotation requested?
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if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
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{
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// Are we allowed to move it?
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if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
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{
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// Strip all but move and rotation from request
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data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
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part.StoreUndoState(data.change);
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grp.doChangeObject(part, (ObjectChangeData)data);
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}
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}
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}
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}
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}
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}
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}
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@ -118,6 +118,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// auxiliar
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private float m_lmEfect = 0; // current linear motor eficiency
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private float m_lmDecay = 1.0f;
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private float m_amEfect = 0; // current angular motor eficiency
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private float m_ffactor = 1.0f;
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@ -155,6 +156,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
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if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
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m_linearMotorDecayTimescale += 0.2f;
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m_linearMotorDecayTimescale *= m_invtimestep;
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m_linearMotorTimescale = vd.m_linearMotorTimescale;
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@ -208,6 +210,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_referenceFrame = vd.m_referenceFrame;
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m_lmEfect = 0;
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m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
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m_amEfect = 0;
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m_ffactor = 1.0f;
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}
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@ -279,7 +282,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
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if (pValue < m_timestep) pValue = m_timestep;
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else if (pValue > 120) pValue = 120;
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m_linearMotorDecayTimescale = pValue * m_invtimestep;
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m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
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break;
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case Vehicle.LINEAR_MOTOR_TIMESCALE:
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if (pValue < m_timestep) pValue = m_timestep;
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@ -318,9 +321,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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case Vehicle.LINEAR_MOTOR_DIRECTION:
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m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
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len = m_linearMotorDirection.Length();
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if (len > 30.0f)
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m_linearMotorDirection *= (30.0f / len);
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m_lmEfect = 1.0f; // turn it on
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if (len > 100.0f)
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m_linearMotorDirection *= (100.0f / len);
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m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
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m_lmEfect = 1.0f / m_linearMotorTimescale; // turn it on
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m_ffactor = 0.01f;
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
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@ -368,9 +372,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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case Vehicle.LINEAR_MOTOR_DIRECTION:
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m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
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len = m_linearMotorDirection.Length();
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if (len > 30.0f)
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m_linearMotorDirection *= (30.0f / len);
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m_lmEfect = 1.0f; // turn it on
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if (len > 100.0f)
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m_linearMotorDirection *= (100.0f / len);
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m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
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m_lmEfect = 1.0f / m_linearMotorTimescale; // turn it on
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m_ffactor = 0.01f;
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
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@ -603,12 +608,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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// VehicleFlag.HOVER_GLOBAL_HEIGHT);
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break;
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}
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m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
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}//end SetDefaultsForType
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internal void Stop()
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{
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m_lmEfect = 0;
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m_lmDecay = 1.0f;
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m_amEfect = 0;
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m_ffactor = 1f;
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}
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@ -739,10 +745,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
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// linear motor
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if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
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if (m_lmEfect > 0.001 && m_linearMotorTimescale < 1000)
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{
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tmpV = m_linearMotorDirection - curLocalVel; // velocity error
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tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
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tmpV *= m_lmEfect; // error to correct in this timestep
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tmpV *= rotq; // to world
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if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
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@ -760,7 +766,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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force.Y += tmpV.Y;
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force.Z += tmpV.Z;
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}
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m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
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m_lmEfect *= m_lmDecay;
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m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
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}
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