Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-04-04 09:26:29 -04:00
commit a4cb9639cc
18 changed files with 302 additions and 165 deletions

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@ -36,6 +36,7 @@ using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
@ -1803,10 +1804,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
if (!grp.IsDeleted)
{
if (grp.RootPart.PhysActor != null)
{
grp.RootPart.PhysActor.CrossingFailure();
}
PhysicsActor pa = grp.RootPart.PhysActor;
if (pa != null)
pa.CrossingFailure();
}
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);

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@ -72,5 +72,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
{
return "BMP";
}
//Returns true if this extension is supported for terrain save-tile
public override bool SupportsTileSave()
{
return false;
}
}
}

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@ -57,5 +57,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
{
return "GIF";
}
//Returns true if this extension is supported for terrain save-tile
public override bool SupportsTileSave()
{
return false;
}
}
}

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@ -177,6 +177,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
return "SYS.DRAWING";
}
//Returns true if this extension is supported for terrain save-tile
public virtual bool SupportsTileSave()
{
return false;
}
/// <summary>
/// Protected method, generates a grayscale bitmap
/// image from a specified terrain channel.

View File

@ -91,6 +91,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
return "JPEG";
}
//Returns true if this extension is supported for terrain save-tile
public bool SupportsTileSave()
{
return false;
}
private static Bitmap CreateBitmapFromMap(ITerrainChannel map)
{
Bitmap gradientmapLd = new Bitmap("defaultstripe.png");

View File

@ -254,5 +254,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
{
return "LL/SL RAW";
}
//Returns true if this extension is supported for terrain save-tile
public bool SupportsTileSave()
{
return false;
}
}
}

View File

@ -57,5 +57,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
{
return "PNG";
}
//Returns true if this extension is supported for terrain save-tile
public override bool SupportsTileSave()
{
return true;
}
}
}

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@ -173,5 +173,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
{
return "RAW32";
}
//Returns true if this extension is supported for terrain save-tile
public bool SupportsTileSave()
{
return false;
}
}
}

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@ -57,5 +57,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
{
return "TIFF";
}
//Returns true if this extension is supported for terrain save-tile
public bool SupportsTileSave()
{
return false;
}
}
}

View File

@ -323,6 +323,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
return "Terragen";
}
//Returns true if this extension is supported for terrain save-tile
public bool SupportsTileSave()
{
return false;
}
/// <summary>
/// terragen SCAL floats need to be written intel ordered regardless of
/// big or little endian system

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@ -32,6 +32,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
public interface ITerrainLoader
{
// Returns true if that extension can be used for terrain save-tile
// (Look into each file in Region.CoreModules.World.Terrain.FileLoaders)
bool SupportsTileSave();
string FileExtension { get; }
ITerrainChannel LoadFile(string filename);
ITerrainChannel LoadFile(string filename, int fileStartX, int fileStartY, int fileWidth, int fileHeight, int sectionWidth, int sectionHeight);

View File

@ -93,6 +93,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// </summary>
private string m_supportedFileExtensions = "";
//For terrain save-tile file extensions
private string m_supportFileExtensionsForTileSave = "";
#region ICommandableModule Members
public ICommander CommandInterface
@ -148,11 +151,20 @@ namespace OpenSim.Region.CoreModules.World.Terrain
// Generate user-readable extensions list
string supportedFilesSeparator = "";
string supportedFilesSeparatorForTileSave = "";
m_supportFileExtensionsForTileSave = "";
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
m_supportedFileExtensions += supportedFilesSeparator + loader.Key + " (" + loader.Value + ")";
supportedFilesSeparator = ", ";
//For terrain save-tile file extensions
if (loader.Value.SupportsTileSave() == true)
{
m_supportFileExtensionsForTileSave += supportedFilesSeparatorForTileSave + loader.Key + " (" + loader.Value + ")";
supportedFilesSeparatorForTileSave = ", ";
}
}
}
@ -589,7 +601,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
// this region is included in the tile request
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
if (filename.EndsWith(loader.Key) && loader.Value.SupportsTileSave())
{
lock (m_scene)
{
@ -610,7 +622,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
MainConsole.Instance.OutputFormat(
"ERROR: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions);
m_scene.RegionInfo.RegionName, filename, m_supportFileExtensionsForTileSave);
}
/// <summary>
@ -1192,7 +1204,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
new Command("save-tile", CommandIntentions.COMMAND_HAZARDOUS, InterfaceSaveTileFile, "Saves the current heightmap to the larger file.");
saveToTileCommand.AddArgument("filename",
"The file you wish to save to, the file extension determines the loader to be used. Supported extensions include: " +
m_supportedFileExtensions, "String");
m_supportFileExtensionsForTileSave, "String");
saveToTileCommand.AddArgument("file width", "The width of the file in tiles", "Integer");
saveToTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer");
saveToTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file",

View File

@ -642,10 +642,6 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Region Settings
MainConsole.Instance.Commands.AddCommand("Estates", false, "reload estate",
"reload estate",
"Reload the estate data", HandleReloadEstate);
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(simDataService.StoreLandObject);

View File

@ -306,7 +306,8 @@ namespace OpenSim.Region.Framework.Scenes
if (rot != null)
sceneObject.UpdateGroupRotationR((Quaternion)rot);
if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
PhysicsActor pa = sceneObject.RootPart.PhysActor;
if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
{
sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
sceneObject.Velocity = vel;

View File

@ -523,16 +523,21 @@ namespace OpenSim.Region.Framework.Scenes
{
m_isSelected = value;
// Tell physics engine that group is selected
if (m_rootPart.PhysActor != null)
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
m_rootPart.PhysActor.Selected = value;
pa.Selected = value;
// Pass it on to the children.
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart child = parts[i];
if (child.PhysActor != null)
child.PhysActor.Selected = value;
PhysicsActor childPa = child.PhysActor;
if (childPa != null)
childPa.Selected = value;
}
}
}
@ -1478,7 +1483,8 @@ namespace OpenSim.Region.Framework.Scenes
}
// Need to duplicate the physics actor as well
if (part.PhysActor != null && userExposed)
PhysicsActor originalPartPa = part.PhysActor;
if (originalPartPa != null && userExposed)
{
PrimitiveBaseShape pbs = newPart.Shape;
@ -1489,10 +1495,10 @@ namespace OpenSim.Region.Framework.Scenes
newPart.AbsolutePosition,
newPart.Scale,
newPart.RotationOffset,
part.PhysActor.IsPhysical,
originalPartPa.IsPhysical,
newPart.LocalId);
newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true);
}
}
@ -1564,45 +1570,53 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
RootPart.PhysActor.AddForce(impulse, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
pa.AddForce(impulse, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
public void applyAngularImpulse(Vector3 impulse)
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
if (!IsAttachment)
{
RootPart.PhysActor.AddAngularForce(impulse, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
pa.AddAngularForce(impulse, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
public void setAngularImpulse(Vector3 impulse)
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
if (!IsAttachment)
{
RootPart.PhysActor.Torque = impulse;
m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
pa.Torque = impulse;
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
public Vector3 GetTorque()
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
if (!IsAttachment)
{
Vector3 torque = RootPart.PhysActor.Torque;
Vector3 torque = pa.Torque;
return torque;
}
}
@ -1622,19 +1636,23 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
RootPart.PhysActor.PIDTarget = target;
RootPart.PhysActor.PIDTau = tau;
RootPart.PhysActor.PIDActive = true;
pa.PIDTarget = target;
pa.PIDTau = tau;
pa.PIDActive = true;
}
}
}
public void stopMoveToTarget()
{
if (RootPart.PhysActor != null)
RootPart.PhysActor.PIDActive = false;
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
pa.PIDActive = false;
}
/// <summary>
@ -1645,18 +1663,20 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="tau">Number of seconds over which to reach target</param>
public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
if (height != 0f)
{
RootPart.PhysActor.PIDHoverHeight = height;
RootPart.PhysActor.PIDHoverType = hoverType;
RootPart.PhysActor.PIDTau = tau;
RootPart.PhysActor.PIDHoverActive = true;
pa.PIDHoverHeight = height;
pa.PIDHoverType = hoverType;
pa.PIDTau = tau;
pa.PIDHoverActive = true;
}
else
{
RootPart.PhysActor.PIDHoverActive = false;
pa.PIDHoverActive = false;
}
}
}
@ -2094,10 +2114,10 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
if (linkPart.PhysActor != null)
{
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
}
PhysicsActor linkPartPa = linkPart.PhysActor;
if (linkPartPa != null)
m_scene.PhysicsScene.RemovePrim(linkPartPa);
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
@ -2188,17 +2208,19 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
if (m_rootPart.PhysActor != null)
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
if (m_rootPart.PhysActor.IsPhysical)
if (pa.IsPhysical)
{
if (!m_rootPart.BlockGrab)
{
Vector3 llmoveforce = pos - AbsolutePosition;
Vector3 grabforce = llmoveforce;
grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
m_rootPart.PhysActor.AddForce(grabforce, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
grabforce = (grabforce / 10) * pa.Mass;
pa.AddForce(grabforce, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
else
@ -2228,9 +2250,11 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_scene.EventManager.TriggerGroupSpinStart(UUID))
{
if (m_rootPart.PhysActor != null)
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
if (m_rootPart.PhysActor.IsPhysical)
if (pa.IsPhysical)
{
m_rootPart.IsWaitingForFirstSpinUpdatePacket = true;
}
@ -2271,12 +2295,13 @@ namespace OpenSim.Region.Framework.Scenes
// but it will result in over-shoot or under-shoot of the target orientation.
// For the end user, this means that ctrl+shift+drag can be used for relative,
// but not absolute, adjustments of orientation for physical prims.
if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation))
{
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)
{
@ -2302,9 +2327,9 @@ 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);
spinforce = (spinforce/8) * pa.Mass; // 8 is an arbitrary torque scaling factor
pa.AddAngularForce(spinforce,true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
else
@ -2478,8 +2503,10 @@ 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);
}
}
@ -2502,7 +2529,9 @@ 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);
@ -2528,7 +2557,7 @@ 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)
{
@ -2893,10 +2922,13 @@ namespace OpenSim.Region.Framework.Scenes
m_rootPart.StoreUndoState();
m_rootPart.UpdateRotation(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();

View File

@ -151,6 +151,14 @@ 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; }
@ -522,10 +530,11 @@ namespace OpenSim.Region.Framework.Scenes
set
{
m_name = value;
if (PhysActor != null)
{
PhysActor.SOPName = value;
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.SOPName = value;
}
}
@ -535,10 +544,11 @@ namespace OpenSim.Region.Framework.Scenes
set
{
m_material = (Material)value;
if (PhysActor != null)
{
PhysActor.SetMaterial((int)value);
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.SetMaterial((int)value);
}
}
@ -669,9 +679,7 @@ namespace OpenSim.Region.Framework.Scenes
// If this is a linkset, we don't want the physics engine mucking up our group position here.
PhysicsActor actor = PhysActor;
if (actor != null && ParentID == 0)
{
m_groupPosition = actor.Position;
}
if (ParentGroup.IsAttachment)
{
@ -979,7 +987,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
@ -1505,12 +1513,14 @@ 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);
DoPhysicsPropertyUpdate(RigidBody, true);
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
}
}
}
@ -1731,23 +1741,25 @@ 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) // implies UsePhysics==false for this block
if (pa.IsPhysical) // implies UsePhysics==false for this block
{
if (!isNew)
ParentGroup.Scene.RemovePhysicalPrim(1);
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
PhysActor.delink();
pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds -= PhysicsOutOfBounds;
pa.delink();
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
{
// destroy all joints connected to this now deactivated body
ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
}
// stop client-side interpolation of all joint proxy objects that have just been deleted
@ -1766,7 +1778,7 @@ namespace OpenSim.Region.Framework.Scenes
//RotationalVelocity = new Vector3(0, 0, 0);
}
PhysActor.IsPhysical = UsePhysics;
pa.IsPhysical = UsePhysics;
// If we're not what we're supposed to be in the physics scene, recreate ourselves.
//m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
@ -1779,13 +1791,15 @@ namespace OpenSim.Region.Framework.Scenes
{
ParentGroup.Scene.AddPhysicalPrim(1);
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds += PhysicsOutOfBounds;
if (ParentID != 0 && ParentID != LocalId)
{
if (ParentGroup.RootPart.PhysActor != null)
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
if (parentPa != null)
{
PhysActor.link(ParentGroup.RootPart.PhysActor);
pa.link(parentPa);
}
}
}
@ -1797,7 +1811,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
@ -1908,24 +1922,30 @@ 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()
{
if (PhysActor != null)
return PhysActor.Force;
PhysicsActor pa = PhysActor;
if (pa != null)
return pa.Force;
else
return Vector3.Zero;
}
@ -2556,9 +2576,11 @@ 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)
@ -2570,6 +2592,7 @@ namespace OpenSim.Region.Framework.Scenes
}
//ParentGroup.RootPart.m_groupPosition = newpos;
}
ScheduleTerseUpdate();
}
@ -2660,7 +2683,9 @@ 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);
@ -2809,12 +2834,14 @@ 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);
}
}
}
@ -3072,10 +3099,10 @@ namespace OpenSim.Region.Framework.Scenes
public void SetBuoyancy(float fvalue)
{
if (PhysActor != null)
{
PhysActor.Buoyancy = fvalue;
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Buoyancy = fvalue;
}
public void SetDieAtEdge(bool p)
@ -3088,57 +3115,50 @@ 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)
{
if (PhysActor != null)
{
PhysActor.Force = force;
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Force = force;
}
public void SetVehicleType(int type)
{
if (PhysActor != null)
{
PhysActor.VehicleType = type;
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleType = type;
}
public void SetVehicleFloatParam(int param, float value)
{
if (PhysActor != null)
{
PhysActor.VehicleFloatParam(param, value);
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleFloatParam(param, value);
}
public void SetVehicleVectorParam(int param, Vector3 value)
{
if (PhysActor != null)
{
PhysActor.VehicleVectorParam(param, value);
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleVectorParam(param, value);
}
public void SetVehicleRotationParam(int param, Quaternion rotation)
{
if (PhysActor != null)
{
PhysActor.VehicleRotationParam(param, rotation);
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleRotationParam(param, rotation);
}
/// <summary>
@ -4226,6 +4246,8 @@ namespace OpenSim.Region.Framework.Scenes
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
return;
PhysicsActor pa = PhysActor;
// Special cases for VD. VD can only be called from a script
// and can't be combined with changes to other states. So we can rely
// that...
@ -4241,8 +4263,9 @@ namespace OpenSim.Region.Framework.Scenes
{
SetVD = false; // Switch it of for the course of this routine
VolumeDetectActive = false; // and also permanently
if (PhysActor != null)
PhysActor.SetVolumeDetect(0); // Let physics know about it too
if (pa != null)
pa.SetVolumeDetect(0); // Let physics know about it too
}
else
{
@ -4357,9 +4380,9 @@ 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;
}
@ -4368,11 +4391,8 @@ namespace OpenSim.Region.Framework.Scenes
{
// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
// (mumbles, well, at least if you have infinte CPU powers :-))
PhysicsActor pa = this.PhysActor;
if (pa != null)
{
PhysActor.SetVolumeDetect(0);
}
this.VolumeDetectActive = false;
}
@ -4385,6 +4405,7 @@ namespace OpenSim.Region.Framework.Scenes
{
RemFlag(PrimFlags.TemporaryOnRez);
}
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
if (ParentGroup != null)
@ -4453,10 +4474,12 @@ 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
@ -4598,6 +4621,8 @@ namespace OpenSim.Region.Framework.Scenes
objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
}
PhysicsActor pa = PhysActor;
if (
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
@ -4609,18 +4634,18 @@ 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;
}
}

View File

@ -1362,7 +1362,9 @@ 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;
@ -2088,7 +2090,9 @@ 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();
}
@ -2819,7 +2823,9 @@ 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);
@ -2860,12 +2866,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// we need to convert from a vector describing
// the angles of rotation in radians into rotation value
LSL_Rotation rot = llEuler2Rot(angle);
// 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)
{
llSetRot(rot);
}
@ -3201,6 +3208,7 @@ 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;
@ -3251,7 +3259,9 @@ 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);
}
@ -10728,7 +10738,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (entity is SceneObjectPart)
{
if (((SceneObjectPart)entity).PhysActor != null && ((SceneObjectPart)entity).PhysActor.IsPhysical)
PhysicsActor pa = ((SceneObjectPart)entity).PhysActor;
if (pa != null && pa.IsPhysical)
{
if (!checkPhysical)
continue;

View File

@ -1492,7 +1492,7 @@
<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"/>