* First pass at collidable linksets
* There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.ThreadPoolClientBranch
parent
785826231e
commit
a522d7844b
|
@ -170,6 +170,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
foreach (SceneObjectPart part in sceneObject.Children.Values)
|
||||
{
|
||||
part.LocalID = m_parentScene.PrimIDAllocate();
|
||||
|
||||
}
|
||||
sceneObject.UpdateParentIDs();
|
||||
AddEntity(sceneObject);
|
||||
|
|
|
@ -146,13 +146,13 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
part.GroupPosition = val;
|
||||
}
|
||||
}
|
||||
if (m_rootPart.PhysActor != null)
|
||||
{
|
||||
m_rootPart.PhysActor.Position =
|
||||
new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
|
||||
m_rootPart.GroupPosition.Z);
|
||||
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
||||
}
|
||||
//if (m_rootPart.PhysActor != null)
|
||||
//{
|
||||
//m_rootPart.PhysActor.Position =
|
||||
//new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
|
||||
//m_rootPart.GroupPosition.Z);
|
||||
//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -881,12 +881,12 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
m_parts.Add(linkPart.UUID, linkPart);
|
||||
linkPart.SetParent(this);
|
||||
|
||||
if (linkPart.PhysActor != null)
|
||||
{
|
||||
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
|
||||
//if (linkPart.PhysActor != null)
|
||||
//{
|
||||
// m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
|
||||
|
||||
linkPart.PhysActor = null;
|
||||
}
|
||||
//linkPart.PhysActor = null;
|
||||
//}
|
||||
|
||||
//TODO: rest of parts
|
||||
foreach (SceneObjectPart part in objectGroup.Children.Values)
|
||||
|
@ -902,6 +902,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
m_scene.DeleteEntity(objectGroup.UUID);
|
||||
|
||||
objectGroup.DeleteParts();
|
||||
AbsolutePosition = AbsolutePosition;
|
||||
ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
|
@ -918,7 +919,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
{
|
||||
// Remove the part from this object
|
||||
m_parts.Remove(linkPart.UUID);
|
||||
|
||||
linkPart.ParentID = 0;
|
||||
// We need to reset the child part's position
|
||||
// ready for life as a separate object after being a part of another object
|
||||
Quaternion parentRot
|
||||
|
@ -951,19 +952,19 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
// Add physics information back to delinked part if appropriate
|
||||
// XXX This is messy and should be refactorable with the similar section in
|
||||
// SceneObjectPart.UpdatePrimFlags()
|
||||
if (m_rootPart.PhysActor != null)
|
||||
{
|
||||
linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
|
||||
linkPart.Name,
|
||||
linkPart.Shape,
|
||||
new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
|
||||
linkPart.AbsolutePosition.Z),
|
||||
new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
|
||||
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
|
||||
linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
|
||||
m_rootPart.PhysActor.IsPhysical);
|
||||
m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
|
||||
}
|
||||
//if (m_rootPart.PhysActor != null)
|
||||
//{
|
||||
//linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
|
||||
//linkPart.Name,
|
||||
//linkPart.Shape,
|
||||
//new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
|
||||
//linkPart.AbsolutePosition.Z),
|
||||
//new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
|
||||
//new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
|
||||
//linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
|
||||
//m_rootPart.PhysActor.IsPhysical);
|
||||
//m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
|
||||
//}
|
||||
|
||||
SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
|
||||
|
||||
|
@ -1138,10 +1139,21 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
{
|
||||
SceneObjectPart part = GetChildPart(localID);
|
||||
if (part != null)
|
||||
{
|
||||
// If we have children
|
||||
if (m_parts.Count > 1)
|
||||
{
|
||||
foreach (SceneObjectPart parts in m_parts.Values)
|
||||
{
|
||||
parts.UpdatePrimFlags(type, inUse, data);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
part.UpdatePrimFlags(type, inUse, data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
|
||||
{
|
||||
|
@ -1638,8 +1650,18 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
|
||||
public void ApplyPhysics()
|
||||
{
|
||||
if (m_parts.Count > 1)
|
||||
{
|
||||
foreach (SceneObjectPart parts in m_parts.Values)
|
||||
{
|
||||
parts.ApplyPhysics();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_rootPart.ApplyPhysics();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -153,12 +153,65 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
//unkown if this will be kept, added as a way of removing the group position from the group class
|
||||
protected LLVector3 m_groupPosition;
|
||||
|
||||
public LLVector3 GetWorldPosition()
|
||||
{
|
||||
|
||||
Quaternion parentRot = new Quaternion(
|
||||
ParentGroup.RootPart.RotationOffset.W,
|
||||
ParentGroup.RootPart.RotationOffset.X,
|
||||
ParentGroup.RootPart.RotationOffset.Y,
|
||||
ParentGroup.RootPart.RotationOffset.Z);
|
||||
|
||||
Vector3 axPos
|
||||
= new Vector3(
|
||||
OffsetPosition.X,
|
||||
OffsetPosition.Y,
|
||||
OffsetPosition.Z);
|
||||
|
||||
axPos = parentRot * axPos;
|
||||
LLVector3 translationOffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
|
||||
return GroupPosition + translationOffsetPosition;
|
||||
|
||||
//return (new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z) + AbsolutePosition);
|
||||
}
|
||||
|
||||
public LLQuaternion GetWorldRotation()
|
||||
{
|
||||
Quaternion newRot;
|
||||
|
||||
if (this.LinkNum == 0)
|
||||
{
|
||||
newRot = new Quaternion(RotationOffset.W,RotationOffset.X,RotationOffset.Y,RotationOffset.Z);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Quaternion parentRot = new Quaternion(
|
||||
ParentGroup.RootPart.RotationOffset.W,
|
||||
ParentGroup.RootPart.RotationOffset.X,
|
||||
ParentGroup.RootPart.RotationOffset.Y,
|
||||
ParentGroup.RootPart.RotationOffset.Z);
|
||||
|
||||
Quaternion oldRot
|
||||
= new Quaternion(
|
||||
RotationOffset.W,
|
||||
RotationOffset.X,
|
||||
RotationOffset.Y,
|
||||
RotationOffset.Z);
|
||||
|
||||
newRot = parentRot * oldRot;
|
||||
}
|
||||
return new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
|
||||
|
||||
//return new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
|
||||
|
||||
}
|
||||
|
||||
public LLVector3 GroupPosition
|
||||
{
|
||||
get
|
||||
{
|
||||
if (PhysActor != null)
|
||||
if (PhysActor != null && ParentID == 0)
|
||||
{
|
||||
m_groupPosition.X = PhysActor.Position.X;
|
||||
m_groupPosition.Y = PhysActor.Position.Y;
|
||||
|
@ -168,22 +221,34 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
set
|
||||
{
|
||||
m_groupPosition = value;
|
||||
|
||||
if (PhysActor != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
//lock (m_parentGroup.Scene.SyncRoot)
|
||||
//{
|
||||
|
||||
if (ParentID == 0)
|
||||
{
|
||||
PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
LLVector3 resultingposition = GetWorldPosition();
|
||||
PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
|
||||
LLQuaternion resultingrot = GetWorldRotation();
|
||||
PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z);
|
||||
}
|
||||
|
||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||
//}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Console.WriteLine(e.Message);
|
||||
}
|
||||
}
|
||||
m_groupPosition = value;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -192,7 +257,18 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
public LLVector3 OffsetPosition
|
||||
{
|
||||
get { return m_offsetPosition; }
|
||||
set { m_offsetPosition = value; }
|
||||
set { m_offsetPosition = value;
|
||||
try
|
||||
{
|
||||
// Hack to get the child prim to update positions in the physics engine
|
||||
ParentGroup.AbsolutePosition = ParentGroup.AbsolutePosition;
|
||||
}
|
||||
catch (System.NullReferenceException)
|
||||
{
|
||||
// Ignore, and skip over.
|
||||
}
|
||||
//MainLog.Instance.Verbose("PART", "OFFSET:" + m_offsetPosition, ToString());
|
||||
}
|
||||
}
|
||||
|
||||
public LLVector3 AbsolutePosition
|
||||
|
@ -206,7 +282,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
{
|
||||
get
|
||||
{
|
||||
if (PhysActor != null)
|
||||
if (PhysActor != null && ParentID == 0)
|
||||
{
|
||||
if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0
|
||||
|| PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0)
|
||||
|
@ -221,13 +297,25 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
set
|
||||
{
|
||||
m_rotationOffset = value;
|
||||
|
||||
if (PhysActor != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
//lock (Scene.SyncRoot)
|
||||
//{
|
||||
if (ParentID == 0)
|
||||
{
|
||||
PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
|
||||
//MainLog.Instance.Verbose("PART", "RO1:" + PhysActor.Orientation.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
LLQuaternion resultingrotation = GetWorldRotation();
|
||||
PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z);
|
||||
//MainLog.Instance.Verbose("PART", "RO2:" + PhysActor.Orientation.ToString());
|
||||
}
|
||||
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
|
||||
//}
|
||||
}
|
||||
|
@ -236,7 +324,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
Console.WriteLine(ex.Message);
|
||||
}
|
||||
}
|
||||
m_rotationOffset = value;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -587,7 +587,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
get { return _position; }
|
||||
|
||||
set { _position = value; }
|
||||
set { _position = value;
|
||||
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", _position.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Size
|
||||
|
|
Loading…
Reference in New Issue