sop.AddToPhysics(..) fixed and in use. For now it seems it needs to set sop.PhysActor, so made it return void.

avinationmerge
UbitUmarov 2012-04-09 18:03:37 +01:00
parent 6b5b73bfae
commit ad544bdd3d
1 changed files with 146 additions and 262 deletions

View File

@ -123,6 +123,11 @@ namespace OpenSim.Region.Framework.Scenes
/// </value>
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);
/// <value>
@ -1821,18 +1826,20 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="rootObjectFlags"></param>
/// <param name="VolumeDetectActive"></param>
/// <param name="building"></param>
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
/// <param name="SetTemporary"></param>
/// <param name="SetPhantom"></param>
/// <param name="SetVD"></param>
// 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)
{
ParentGroup.CheckSculptAndLoad();
}
}
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)
// ((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)
)
{
PhysActor.OnCollisionUpdate += PhysicsCollision;
PhysActor.SubscribeEvents(1000);
pa.OnCollisionUpdate += PhysicsCollision;
pa.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();
}
}
}
}
}
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)
{
if(VolumeDetectActive)
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);
if (pa.Building != building)
pa.Building = building;
}
}
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;
@ -4853,16 +4685,19 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Adds this part to the physics scene.
/// and sets the PhysActor property
/// </summary>
/// <remarks>This method also sets the PhysActor property.</remarks>
/// <param name="rigidBody">Add this prim with a rigid body.</param>
/// <returns>
/// The physics actor. null if there was a failure.
/// </returns>
private PhysicsActor AddToPhysics(bool rigidBody)
/// <param name="isPhysical">Add this prim as physical.</param>
/// <param name="isPhantom">Add this prim as phantom.</param>
/// <param name="building">tells physics to delay full construction of object</param>
/// <param name="applyDynamics">applies velocities, force and torque</param>
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(
@ -4870,30 +4705,83 @@ namespace OpenSim.Region.Framework.Scenes
Shape,
AbsolutePosition,
Scale,
RotationOffset,
rigidBody,
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);
}
}
}
return pa;
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;
}
PhysActor = pa;
}
/// <summary>
@ -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.