Merge branch 'master' of /home/opensim/var/repo/opensim
commit
a4cb9639cc
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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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@ -1803,10 +1804,9 @@ 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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{
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grp.RootPart.PhysActor.CrossingFailure();
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}
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PhysicsActor pa = grp.RootPart.PhysActor;
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if (pa != null)
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pa.CrossingFailure();
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}
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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
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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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@ -1192,7 +1204,7 @@ 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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@ -642,10 +642,6 @@ 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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@ -306,7 +306,8 @@ 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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@ -523,16 +523,21 @@ 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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}
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@ -1478,7 +1483,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// Need to duplicate the physics actor as well
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if (part.PhysActor != null && userExposed)
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PhysicsActor originalPartPa = part.PhysActor;
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if (originalPartPa != null && userExposed)
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{
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PrimitiveBaseShape pbs = newPart.Shape;
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@ -1489,10 +1495,10 @@ namespace OpenSim.Region.Framework.Scenes
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newPart.AbsolutePosition,
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newPart.Scale,
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newPart.RotationOffset,
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part.PhysActor.IsPhysical,
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originalPartPa.IsPhysical,
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newPart.LocalId);
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newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
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newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true);
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}
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}
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@ -1564,45 +1570,53 @@ 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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{
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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.AddAngularForce(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 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.Torque = impulse;
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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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public Vector3 GetTorque()
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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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Vector3 torque = RootPart.PhysActor.Torque;
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Vector3 torque = pa.Torque;
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return torque;
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}
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}
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@ -1622,19 +1636,23 @@ 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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/// <summary>
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|
@ -1645,18 +1663,20 @@ 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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|
@ -2094,10 +2114,10 @@ namespace OpenSim.Region.Framework.Scenes
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linkPart.ParentID = 0;
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linkPart.LinkNum = 0;
|
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|
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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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|
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if (linkPartPa != null)
|
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m_scene.PhysicsScene.RemovePrim(linkPartPa);
|
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|
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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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|
@ -2188,17 +2208,19 @@ 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)
|
||||
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);
|
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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();
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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"/>
|
||||
|
|
Loading…
Reference in New Issue