changed - VolumeDetect and phantom setting interaction. Script VD(true) forces phantom ON. UI phantom off turns off VD. Other transitions should only change specific parameter. This is not as current SL. - Fixed volumedetect prims being wrongly removed from physics.
parent
9b02e1cf4a
commit
aeb5aed5b7
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@ -1516,8 +1516,18 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
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if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
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{
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{
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// VolumeDetect can't be set via UI and will always be off when a change is made there
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// VolumeDetect can't be set via UI and will always be off when a change is made there
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if (PhysData.PhysShapeType == PhysShapeType.invalid)
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// now only change volume dtc if phantom off
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group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false);
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if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
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{
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bool vdtc;
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if (SetPhantom) // if phantom keep volumedtc
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vdtc = group.RootPart.VolumeDetectActive;
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else // else turn it off
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vdtc = false;
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group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
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}
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else
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else
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{
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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SceneObjectPart part = GetSceneObjectPart(localID);
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@ -1830,7 +1830,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
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public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
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{
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{
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VolumeDetectActive = _VolumeDetectActive; //?? as is used this is redundante
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VolumeDetectActive = _VolumeDetectActive;
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if (!ParentGroup.Scene.CollidablePrims)
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if (!ParentGroup.Scene.CollidablePrims)
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return;
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return;
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@ -1841,6 +1841,9 @@ namespace OpenSim.Region.Framework.Scenes
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bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
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bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
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bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
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bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
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if (_VolumeDetectActive)
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isPhantom = true;
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if (IsJoint())
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if (IsJoint())
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{
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{
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DoPhysicsPropertyUpdate(isPhysical, true);
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DoPhysicsPropertyUpdate(isPhysical, true);
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@ -2065,6 +2068,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// Do a physics propery update for this part.
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/// Do a physics propery update for this part.
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/// now also updates phantom and volume detector
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/// </summary>
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/// </summary>
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/// <param name="UsePhysics"></param>
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/// <param name="UsePhysics"></param>
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/// <param name="isNew"></param>
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/// <param name="isNew"></param>
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@ -2096,7 +2100,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup.RootPart == this)
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if (ParentGroup.RootPart == this)
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AngularVelocity = new Vector3(0, 0, 0);
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AngularVelocity = new Vector3(0, 0, 0);
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if (pa.Phantom)
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if (pa.Phantom && !VolumeDetectActive)
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{
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{
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RemoveFromPhysics();
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RemoveFromPhysics();
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return;
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return;
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@ -2143,6 +2147,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (pa.Phantom != phan)
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if (pa.Phantom != phan)
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pa.Phantom = phan;
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pa.Phantom = phan;
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// some engines dont' have this check still
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// if (VolumeDetectActive != pa.IsVolumeDtc)
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{
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if (VolumeDetectActive)
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pa.SetVolumeDetect(1);
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else
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pa.SetVolumeDetect(0);
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}
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// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
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// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
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// mesh data.
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// mesh data.
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@ -4599,6 +4611,12 @@ namespace OpenSim.Region.Framework.Scenes
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if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
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if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
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return;
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return;
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VolumeDetectActive = SetVD;
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// volume detector implies phantom
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if (VolumeDetectActive)
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SetPhantom = true;
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if (UsePhysics)
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if (UsePhysics)
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AddFlag(PrimFlags.Physics);
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AddFlag(PrimFlags.Physics);
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else
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else
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@ -4614,7 +4632,6 @@ namespace OpenSim.Region.Framework.Scenes
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else
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else
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RemFlag(PrimFlags.TemporaryOnRez);
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RemFlag(PrimFlags.TemporaryOnRez);
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VolumeDetectActive = SetVD;
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if (ParentGroup.Scene == null)
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if (ParentGroup.Scene == null)
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return;
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return;
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@ -4624,7 +4641,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (pa != null && building && pa.Building != building)
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if (pa != null && building && pa.Building != building)
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pa.Building = building;
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pa.Building = building;
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if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
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if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
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|| (Shape.PathCurve == (byte)Extrusion.Flexible))
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|| (Shape.PathCurve == (byte)Extrusion.Flexible))
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{
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{
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if (pa != null)
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if (pa != null)
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@ -4669,12 +4686,12 @@ namespace OpenSim.Region.Framework.Scenes
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else // it already has a physical representation
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else // it already has a physical representation
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{
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{
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
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/* moved into DoPhysicsPropertyUpdate
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if(VolumeDetectActive)
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if(VolumeDetectActive)
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pa.SetVolumeDetect(1);
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pa.SetVolumeDetect(1);
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else
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else
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pa.SetVolumeDetect(0);
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pa.SetVolumeDetect(0);
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*/
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if (pa.Building != building)
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if (pa.Building != building)
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pa.Building = building;
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pa.Building = building;
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}
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}
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