From ad544bdd3d37700af7c8d05bafaed7cdd3dd3cd6 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Mon, 9 Apr 2012 18:03:37 +0100 Subject: [PATCH] sop.AddToPhysics(..) fixed and in use. For now it seems it needs to set sop.PhysActor, so made it return void. --- .../Framework/Scenes/SceneObjectPart.cs | 408 +++++++----------- 1 file changed, 146 insertions(+), 262 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 969ddafc2a..d4197107f9 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -122,6 +122,11 @@ namespace OpenSim.Region.Framework.Scenes /// Denote all sides of the prim /// public const int ALL_SIDES = -1; + + private const scriptEvents PhyscicsNeededSubsEvents = ( + scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end | + scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end + ); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -1821,18 +1826,20 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// + /// - public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building) + public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) { + VolumeDetectActive = _VolumeDetectActive; //?? as is used this is redundante + if (!ParentGroup.Scene.CollidablePrims) return; if (PhysicsShapeType == (byte)PhysShapeType.none) return; - bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; - bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; - + bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; + bool isPhantom = (_ObjectFlags & (uint) PrimFlags.Phantom) != 0; if (IsJoint()) { @@ -1840,68 +1847,11 @@ namespace OpenSim.Region.Framework.Scenes } else { - // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored -// if (VolumeDetectActive) -// isPhantom = false; - - // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition - // or flexible - // if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) - if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) - { - Vector3 velocity = Velocity; - Vector3 rotationalVelocity = AngularVelocity; - try - { - PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( - string.Format("{0}/{1}", Name, UUID), - Shape, - AbsolutePosition, - Scale, - GetWorldRotation(), - isPhysical, - isPhantom, - PhysicsShapeType, - m_localId); - } - catch - { - m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); - PhysActor = null; - } - - PhysicsActor pa = PhysActor; - - if (pa != null) - { - pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info - pa.SetMaterial(Material); - - // if root part apply vehicle - if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) - m_vehicle.SetVehicle(pa); - - DoPhysicsPropertyUpdate(isPhysical, true); - if(VolumeDetectActive) // change if not the default only - pa.SetVolumeDetect(1); - - if (!building) - pa.Building = false; - - Velocity = velocity; - AngularVelocity = rotationalVelocity; - pa.Velocity = velocity; - pa.RotationalVelocity = rotationalVelocity; - - // if not vehicle and root part apply force and torque - if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE) - && LocalId == ParentGroup.RootPart.LocalId) - { - pa.Force = Force; - pa.Torque = Torque; - } - } - } + if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment + && !(Shape.PathCurve == (byte)Extrusion.Flexible)) + AddToPhysics(isPhysical, isPhantom, building, true); + else + PhysActor = null; // just to be sure } } @@ -4628,7 +4578,6 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// -// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) { bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); @@ -4639,209 +4588,92 @@ namespace OpenSim.Region.Framework.Scenes if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) return; - // do this first - if (building && PhysActor != null && PhysActor.Building != building) - PhysActor.Building = building; - - // 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... - // ... if VD is changed, all others are not. - // ... if one of the others is changed, VD is not. - -/* - if (SetVD) // VD is active, special logic applies - - volume detection is now independent of phantom in sl - - { - // State machine logic for VolumeDetect - // More logic below - - - bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; - - if (phanReset) // Phantom changes from on to off switch VD off too - { - 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 - } - else - { - // If volumedetect is active we don't want phantom to be applied. - // If this is a new call to VD out of the state "phantom" - // this will also cause the prim to be visible to physics - SetPhantom = false; - } - } - else if (wasVD) - { - // Correspondingly, if VD is turned off, also turn off phantom - SetPhantom = false; - } - - if (UsePhysics && IsJoint()) - { - SetPhantom = true; - } -*/ if (UsePhysics) - { AddFlag(PrimFlags.Physics); -/* - if (!wasUsingPhysics) - { - DoPhysicsPropertyUpdate(UsePhysics, false); - - if (!ParentGroup.IsDeleted) - { - if (LocalId == ParentGroup.RootPart.LocalId) - { - ParentGroup.CheckSculptAndLoad(); - } - } - } - */ - } else - { RemFlag(PrimFlags.Physics); -/* - if (wasUsingPhysics) - { - DoPhysicsPropertyUpdate(UsePhysics, false); - } -*/ - } if (SetPhantom) AddFlag(PrimFlags.Phantom); else RemFlag(PrimFlags.Phantom); + if (SetTemporary) + AddFlag(PrimFlags.TemporaryOnRez); + else + RemFlag(PrimFlags.TemporaryOnRez); + + VolumeDetectActive = SetVD; + + if (ParentGroup.Scene == null) + return; + + PhysicsActor pa = PhysActor; + + if (pa != null && building && pa.Building != building) + pa.Building = building; + if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none - || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints + || (Shape.PathCurve == (byte)Extrusion.Flexible)) { -// AddFlag(PrimFlags.Phantom); + if (pa != null) + { + ParentGroup.Scene.RemovePhysicalPrim(1); + RemoveFromPhysics(); + } Velocity = new Vector3(0, 0, 0); Acceleration = new Vector3(0, 0, 0); if (ParentGroup.RootPart == this) AngularVelocity = new Vector3(0, 0, 0); - - if (PhysActor != null) - { - ParentGroup.Scene.RemovePhysicalPrim(1); - RemoveFromPhysics(); - } } else { - if (ParentGroup.Scene == null) - return; - if (ParentGroup.Scene.CollidablePrims) { - if (PhysActor == null) + if (pa == null) { - PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( - string.Format("{0}/{1}", Name, UUID), - Shape, - AbsolutePosition, - Scale, - GetWorldRotation(), //physics wants world rotation like all other functions send - UsePhysics, - SetPhantom, - PhysicsShapeType, - m_localId); + AddToPhysics(UsePhysics, SetPhantom, building , false); + pa = PhysActor; - PhysActor.SetMaterial(Material); - - // if root part apply vehicle - if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) - m_vehicle.SetVehicle(PhysActor); - - DoPhysicsPropertyUpdate(UsePhysics, true); - - if (!ParentGroup.IsDeleted) + if (pa != null) { - if (LocalId == ParentGroup.RootPart.LocalId) + if ( +// ((AggregateScriptEvents & scriptEvents.collision) != 0) || +// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || +// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || +// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || +// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || +// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || + ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) +// (CollisionSound != UUID.Zero) + ) { - ParentGroup.CheckSculptAndLoad(); + pa.OnCollisionUpdate += PhysicsCollision; + pa.SubscribeEvents(1000); } } - - if ( - ((AggregateScriptEvents & scriptEvents.collision) != 0) || - ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || - ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || - ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || - ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || - ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - (CollisionSound != UUID.Zero) - ) - { - PhysActor.OnCollisionUpdate += PhysicsCollision; - PhysActor.SubscribeEvents(1000); - } } + else // it already has a physical representation { DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. - if (!ParentGroup.IsDeleted) - { - if (LocalId == ParentGroup.RootPart.LocalId) - { - ParentGroup.CheckSculptAndLoad(); - } - } + if(VolumeDetectActive) + pa.SetVolumeDetect(1); + else + pa.SetVolumeDetect(0); + + if (pa.Building != building) + pa.Building = building; } } - } - - PhysicsActor pa = PhysActor; - if (SetVD) - { - // If the above logic worked (this is urgent candidate to unit tests!) - // we now have a physicsactor. - // 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 (pa != null) - { - pa.SetVolumeDetect(1); -// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active - this.VolumeDetectActive = true; - } - } - else - { - // 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 :-)) - if (pa != null) - { - pa.SetVolumeDetect(0); - this.VolumeDetectActive = false; - } - } - - if (SetTemporary) - { - AddFlag(PrimFlags.TemporaryOnRez); - } - else - { - RemFlag(PrimFlags.TemporaryOnRez); - } + } // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); // and last in case we have a new actor and not building - if (pa != null && pa.Building != building) - pa.Building = building; + if (ParentGroup != null) { ParentGroup.HasGroupChanged = true; @@ -4853,48 +4685,104 @@ namespace OpenSim.Region.Framework.Scenes /// /// Adds this part to the physics scene. + /// and sets the PhysActor property /// - /// This method also sets the PhysActor property. - /// Add this prim with a rigid body. - /// - /// The physics actor. null if there was a failure. - /// - private PhysicsActor AddToPhysics(bool rigidBody) - { + /// Add this prim as physical. + /// Add this prim as phantom. + /// tells physics to delay full construction of object + /// applies velocities, force and torque + private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) + { PhysicsActor pa; + Vector3 velocity = Velocity; + Vector3 rotationalVelocity = AngularVelocity;; + try { pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( - string.Format("{0}/{1}", Name, UUID), - Shape, - AbsolutePosition, - Scale, - RotationOffset, - rigidBody, - m_localId); + string.Format("{0}/{1}", Name, UUID), + Shape, + AbsolutePosition, + Scale, + GetWorldRotation(), + isPhysical, + isPhantom, + PhysicsShapeType, + m_localId); } - catch + catch (Exception ex) { - m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); + m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message); pa = null; } - - // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical - // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor - // being set. - PhysActor = pa; - - // Basic Physics can also return null as well as an exception catch. + if (pa != null) { pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info pa.SetMaterial(Material); - DoPhysicsPropertyUpdate(rigidBody, true); + + if (VolumeDetectActive) // change if not the default only + pa.SetVolumeDetect(1); + + if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) + m_vehicle.SetVehicle(pa); + + // we are going to tell rest of code about physics so better have this here + PhysActor = pa; + + // DoPhysicsPropertyUpdate(isPhysical, true); + // lets expand it here just with what it really needs to do + + if (isPhysical) + { + if (ParentGroup.RootPart.KeyframeMotion != null) + ParentGroup.RootPart.KeyframeMotion.Stop(); + ParentGroup.RootPart.KeyframeMotion = null; + ParentGroup.Scene.AddPhysicalPrim(1); + + pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; + pa.OnOutOfBounds += PhysicsOutOfBounds; + + if (ParentID != 0 && ParentID != LocalId) + { + PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; + + if (parentPa != null) + { + pa.link(parentPa); + } + } + } + + if (applyDynamics) + // do independent of isphysical so parameters get setted (at least some) + { + Velocity = velocity; + AngularVelocity = rotationalVelocity; + pa.Velocity = velocity; + pa.RotationalVelocity = rotationalVelocity; + + // if not vehicle and root part apply force and torque + if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE) + && LocalId == ParentGroup.RootPart.LocalId) + { + pa.Force = Force; + pa.Torque = Torque; + } + } + + if (Shape.SculptEntry) + CheckSculptAndLoad(); + else + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); + + if (!building) + pa.Building = false; } - return pa; - } + PhysActor = pa; + } /// /// This removes the part from the physics scene. @@ -5103,10 +4991,6 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor pa = PhysActor; if (pa != null) { - const scriptEvents NeededSubsEvents = ( - scriptEvents.collision | scriptEvents.collision_start| scriptEvents.collision_end | - scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end - ); if ( // ((AggregateScriptEvents & scriptEvents.collision) != 0) || // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || @@ -5114,7 +4998,7 @@ namespace OpenSim.Region.Framework.Scenes // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - ((AggregateScriptEvents & NeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) + ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) ) { // subscribe to physics updates.