Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
d38b8caf2b
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@ -1705,9 +1705,23 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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uint x = 0, y = 0;
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Utils.LongToUInts(newRegionHandle, out x, out y);
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GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
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if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
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if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent))
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{
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m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
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// We are going to move the object back to the old position so long as the old position
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// is in the region
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oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
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oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
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oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
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grp.RootPart.GroupPosition = oldGroupPosition;
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// Need to turn off the physics flags, otherwise the object will continue to attempt to
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// move out of the region creating an infinite loop of failed attempts to cross
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grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
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grp.ScheduleGroupForFullUpdate();
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}
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}
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@ -77,7 +77,15 @@ namespace OpenSim.Region.Framework.Scenes
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/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
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/// PhysicsScene in order to perform collision detection
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/// </summary>
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public bool m_physicalPrim;
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public bool PhysicalPrims { get; private set; }
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/// <summary>
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/// Controls whether prims can be collided with.
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/// </summary>
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/// <remarks>
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/// If this is set to false then prims cannot be subject to physics either.
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/// </summary>
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public bool CollidablePrims { get; private set; }
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public float m_maxNonphys = 256;
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public float m_maxPhys = 10;
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@ -650,7 +658,8 @@ namespace OpenSim.Region.Framework.Scenes
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//Animation states
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
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PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
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CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
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m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
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if (RegionInfo.NonphysPrimMax > 0)
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@ -333,7 +333,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (rot != null)
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sceneObject.UpdateGroupRotationR((Quaternion)rot);
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//group.ApplyPhysics(m_physicalPrim);
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if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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{
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sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
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@ -210,7 +210,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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public bool UsesPhysics
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{
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get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; }
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get { return (RootPart.Flags & PrimFlags.Physics) != 0; }
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}
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/// <summary>
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@ -669,7 +669,7 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
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}
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ApplyPhysics(m_scene.m_physicalPrim);
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ApplyPhysics();
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// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
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// for the same object with very different properties. The caller must schedule the update.
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@ -1239,8 +1239,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Apply physics to this group
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/// </summary>
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/// <param name="m_physicalPrim"></param>
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public void ApplyPhysics(bool m_physicalPrim)
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public void ApplyPhysics()
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{
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// Apply physics to the root prim
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
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@ -1473,6 +1473,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="VolumeDetectActive"></param>
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public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
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{
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if (!ParentGroup.Scene.CollidablePrims)
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return;
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
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// Name, LocalId, UUID, m_physicalPrim);
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@ -1739,7 +1742,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="isNew"></param>
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public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
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{
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if (!ParentGroup.Scene.m_physicalPrim && UsePhysics)
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if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
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return;
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if (IsJoint())
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@ -4318,7 +4321,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup.Scene == null)
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return;
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if (PhysActor == null)
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if (ParentGroup.Scene.CollidablePrims && PhysActor == null)
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{
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// It's not phantom anymore. So make sure the physics engine get's knowledge of it
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PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
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@ -110,7 +110,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private const uint m_regionWidth = Constants.RegionSize;
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private const uint m_regionHeight = Constants.RegionSize;
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private float ODE_STEPSIZE = 0.020f;
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private float ODE_STEPSIZE = 0.0178f;
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private float metersInSpace = 29.9f;
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private float m_timeDilation = 1.0f;
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@ -456,7 +456,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
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mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
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ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
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ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
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m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
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avDensity = physicsconfig.GetFloat("av_density", 80f);
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@ -341,26 +341,54 @@ namespace OpenSim.Services.Connectors.SimianGrid
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public List<GridRegion> GetHyperlinks(UUID scopeID)
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{
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// Hypergrid/linked regions are not supported
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return new List<GridRegion>();
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List<GridRegion> foundRegions = new List<GridRegion>();
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NameValueCollection requestArgs = new NameValueCollection
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{
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{ "RequestMethod", "GetScenes" },
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{ "HyperGrid", "true" },
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{ "Enabled", "1" }
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};
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OSDMap response = WebUtil.PostToService(m_ServerURI, requestArgs);
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if (response["Success"].AsBoolean())
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{
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// m_log.DebugFormat("[SIMIAN GRID CONNECTOR] found regions with name {0}",name);
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OSDArray array = response["Scenes"] as OSDArray;
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if (array != null)
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{
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for (int i = 0; i < array.Count; i++)
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{
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GridRegion region = ResponseToGridRegion(array[i] as OSDMap);
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if (region != null)
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foundRegions.Add(region);
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}
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}
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}
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return foundRegions;
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}
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public int GetRegionFlags(UUID scopeID, UUID regionID)
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{
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const int REGION_ONLINE = 4;
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NameValueCollection requestArgs = new NameValueCollection
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{
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{ "RequestMethod", "GetScene" },
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{ "SceneID", regionID.ToString() }
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};
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// m_log.DebugFormat("[SIMIAN GRID CONNECTOR] request region flags for {0}",regionID.ToString());
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m_log.DebugFormat("[SIMIAN GRID CONNECTOR] request region flags for {0}",regionID.ToString());
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OSDMap response = WebUtil.PostToService(m_ServerURI, requestArgs);
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if (response["Success"].AsBoolean())
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{
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return response["Enabled"].AsBoolean() ? REGION_ONLINE : 0;
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OSDMap extraData = response["ExtraData"] as OSDMap;
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int enabled = response["Enabled"].AsBoolean() ? (int) OpenSim.Data.RegionFlags.RegionOnline : 0;
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int hypergrid = extraData["HyperGrid"].AsBoolean() ? (int) OpenSim.Data.RegionFlags.Hyperlink : 0;
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int flags = enabled | hypergrid;
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m_log.DebugFormat("[SGGC] enabled - {0} hg - {1} flags - {2}", enabled, hypergrid, flags);
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return flags;
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}
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else
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{
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@ -411,24 +439,27 @@ namespace OpenSim.Services.Connectors.SimianGrid
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Vector3d minPosition = response["MinPosition"].AsVector3d();
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region.RegionLocX = (int)minPosition.X;
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region.RegionLocY = (int)minPosition.Y;
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if ( ! extraData["HyperGrid"] ) {
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Uri httpAddress = response["Address"].AsUri();
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region.ExternalHostName = httpAddress.Host;
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region.HttpPort = (uint)httpAddress.Port;
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Uri httpAddress = response["Address"].AsUri();
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region.ExternalHostName = httpAddress.Host;
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region.HttpPort = (uint)httpAddress.Port;
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IPAddress internalAddress;
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IPAddress.TryParse(extraData["InternalAddress"].AsString(), out internalAddress);
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if (internalAddress == null)
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internalAddress = IPAddress.Any;
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region.ServerURI = extraData["ServerURI"].AsString();
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IPAddress internalAddress;
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IPAddress.TryParse(extraData["InternalAddress"].AsString(), out internalAddress);
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if (internalAddress == null)
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internalAddress = IPAddress.Any;
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region.InternalEndPoint = new IPEndPoint(internalAddress, extraData["InternalPort"].AsInteger());
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region.TerrainImage = extraData["MapTexture"].AsUUID();
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region.Access = (byte)extraData["Access"].AsInteger();
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region.RegionSecret = extraData["RegionSecret"].AsString();
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region.EstateOwner = extraData["EstateOwner"].AsUUID();
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region.Token = extraData["Token"].AsString();
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region.InternalEndPoint = new IPEndPoint(internalAddress, extraData["InternalPort"].AsInteger());
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region.TerrainImage = extraData["MapTexture"].AsUUID();
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region.Access = (byte)extraData["Access"].AsInteger();
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region.RegionSecret = extraData["RegionSecret"].AsString();
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region.EstateOwner = extraData["EstateOwner"].AsUUID();
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region.Token = extraData["Token"].AsString();
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region.ServerURI = extraData["ServerURI"].AsString();
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} else {
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region.ServerURI = response["Address"];
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}
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return region;
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}
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@ -181,6 +181,11 @@
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; ## PHYSICS
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; ##
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; If true then prims can be collided with by avatars, other prims, etc.
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; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
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; Also, no prims are subject to physics.
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collidable_prim = true
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; If true then prims can be made subject to physics (gravity, pushing, etc.).
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; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
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physical_prim = true
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