Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

iar_mods
Diva Canto 2011-12-23 10:58:55 -08:00
commit d38b8caf2b
8 changed files with 95 additions and 35 deletions

View File

@ -1705,9 +1705,23 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
uint x = 0, y = 0;
Utils.LongToUInts(newRegionHandle, out x, out y);
GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent))
{
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
// We are going to move the object back to the old position so long as the old position
// is in the region
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
grp.RootPart.GroupPosition = oldGroupPosition;
// Need to turn off the physics flags, otherwise the object will continue to attempt to
// move out of the region creating an infinite loop of failed attempts to cross
grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
grp.ScheduleGroupForFullUpdate();
}
}

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@ -77,7 +77,15 @@ namespace OpenSim.Region.Framework.Scenes
/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
/// PhysicsScene in order to perform collision detection
/// </summary>
public bool m_physicalPrim;
public bool PhysicalPrims { get; private set; }
/// <summary>
/// Controls whether prims can be collided with.
/// </summary>
/// <remarks>
/// If this is set to false then prims cannot be subject to physics either.
/// </summary>
public bool CollidablePrims { get; private set; }
public float m_maxNonphys = 256;
public float m_maxPhys = 10;
@ -650,7 +658,8 @@ namespace OpenSim.Region.Framework.Scenes
//Animation states
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
if (RegionInfo.NonphysPrimMax > 0)

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@ -333,7 +333,6 @@ namespace OpenSim.Region.Framework.Scenes
if (rot != null)
sceneObject.UpdateGroupRotationR((Quaternion)rot);
//group.ApplyPhysics(m_physicalPrim);
if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
{
sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);

View File

@ -210,7 +210,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
public bool UsesPhysics
{
get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; }
get { return (RootPart.Flags & PrimFlags.Physics) != 0; }
}
/// <summary>
@ -669,7 +669,7 @@ namespace OpenSim.Region.Framework.Scenes
//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);
}
ApplyPhysics(m_scene.m_physicalPrim);
ApplyPhysics();
// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
// for the same object with very different properties. The caller must schedule the update.
@ -1239,8 +1239,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Apply physics to this group
/// </summary>
/// <param name="m_physicalPrim"></param>
public void ApplyPhysics(bool m_physicalPrim)
public void ApplyPhysics()
{
// Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);

View File

@ -1473,6 +1473,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="VolumeDetectActive"></param>
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
{
if (!ParentGroup.Scene.CollidablePrims)
return;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
// Name, LocalId, UUID, m_physicalPrim);
@ -1739,7 +1742,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="isNew"></param>
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
{
if (!ParentGroup.Scene.m_physicalPrim && UsePhysics)
if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
return;
if (IsJoint())
@ -4318,7 +4321,7 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup.Scene == null)
return;
if (PhysActor == null)
if (ParentGroup.Scene.CollidablePrims && PhysActor == null)
{
// It's not phantom anymore. So make sure the physics engine get's knowledge of it
PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(

View File

@ -110,7 +110,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private const uint m_regionWidth = Constants.RegionSize;
private const uint m_regionHeight = Constants.RegionSize;
private float ODE_STEPSIZE = 0.020f;
private float ODE_STEPSIZE = 0.0178f;
private float metersInSpace = 29.9f;
private float m_timeDilation = 1.0f;
@ -456,7 +456,7 @@ namespace OpenSim.Region.Physics.OdePlugin
mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
avDensity = physicsconfig.GetFloat("av_density", 80f);

View File

@ -341,26 +341,54 @@ namespace OpenSim.Services.Connectors.SimianGrid
public List<GridRegion> GetHyperlinks(UUID scopeID)
{
// Hypergrid/linked regions are not supported
return new List<GridRegion>();
List<GridRegion> foundRegions = new List<GridRegion>();
NameValueCollection requestArgs = new NameValueCollection
{
{ "RequestMethod", "GetScenes" },
{ "HyperGrid", "true" },
{ "Enabled", "1" }
};
OSDMap response = WebUtil.PostToService(m_ServerURI, requestArgs);
if (response["Success"].AsBoolean())
{
// m_log.DebugFormat("[SIMIAN GRID CONNECTOR] found regions with name {0}",name);
OSDArray array = response["Scenes"] as OSDArray;
if (array != null)
{
for (int i = 0; i < array.Count; i++)
{
GridRegion region = ResponseToGridRegion(array[i] as OSDMap);
if (region != null)
foundRegions.Add(region);
}
}
}
return foundRegions;
}
public int GetRegionFlags(UUID scopeID, UUID regionID)
{
const int REGION_ONLINE = 4;
NameValueCollection requestArgs = new NameValueCollection
{
{ "RequestMethod", "GetScene" },
{ "SceneID", regionID.ToString() }
};
// m_log.DebugFormat("[SIMIAN GRID CONNECTOR] request region flags for {0}",regionID.ToString());
m_log.DebugFormat("[SIMIAN GRID CONNECTOR] request region flags for {0}",regionID.ToString());
OSDMap response = WebUtil.PostToService(m_ServerURI, requestArgs);
if (response["Success"].AsBoolean())
{
return response["Enabled"].AsBoolean() ? REGION_ONLINE : 0;
OSDMap extraData = response["ExtraData"] as OSDMap;
int enabled = response["Enabled"].AsBoolean() ? (int) OpenSim.Data.RegionFlags.RegionOnline : 0;
int hypergrid = extraData["HyperGrid"].AsBoolean() ? (int) OpenSim.Data.RegionFlags.Hyperlink : 0;
int flags = enabled | hypergrid;
m_log.DebugFormat("[SGGC] enabled - {0} hg - {1} flags - {2}", enabled, hypergrid, flags);
return flags;
}
else
{
@ -411,24 +439,27 @@ namespace OpenSim.Services.Connectors.SimianGrid
Vector3d minPosition = response["MinPosition"].AsVector3d();
region.RegionLocX = (int)minPosition.X;
region.RegionLocY = (int)minPosition.Y;
if ( ! extraData["HyperGrid"] ) {
Uri httpAddress = response["Address"].AsUri();
region.ExternalHostName = httpAddress.Host;
region.HttpPort = (uint)httpAddress.Port;
Uri httpAddress = response["Address"].AsUri();
region.ExternalHostName = httpAddress.Host;
region.HttpPort = (uint)httpAddress.Port;
IPAddress internalAddress;
IPAddress.TryParse(extraData["InternalAddress"].AsString(), out internalAddress);
if (internalAddress == null)
internalAddress = IPAddress.Any;
region.ServerURI = extraData["ServerURI"].AsString();
IPAddress internalAddress;
IPAddress.TryParse(extraData["InternalAddress"].AsString(), out internalAddress);
if (internalAddress == null)
internalAddress = IPAddress.Any;
region.InternalEndPoint = new IPEndPoint(internalAddress, extraData["InternalPort"].AsInteger());
region.TerrainImage = extraData["MapTexture"].AsUUID();
region.Access = (byte)extraData["Access"].AsInteger();
region.RegionSecret = extraData["RegionSecret"].AsString();
region.EstateOwner = extraData["EstateOwner"].AsUUID();
region.Token = extraData["Token"].AsString();
region.InternalEndPoint = new IPEndPoint(internalAddress, extraData["InternalPort"].AsInteger());
region.TerrainImage = extraData["MapTexture"].AsUUID();
region.Access = (byte)extraData["Access"].AsInteger();
region.RegionSecret = extraData["RegionSecret"].AsString();
region.EstateOwner = extraData["EstateOwner"].AsUUID();
region.Token = extraData["Token"].AsString();
region.ServerURI = extraData["ServerURI"].AsString();
} else {
region.ServerURI = response["Address"];
}
return region;
}

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@ -181,6 +181,11 @@
; ## PHYSICS
; ##
; If true then prims can be collided with by avatars, other prims, etc.
; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
; Also, no prims are subject to physics.
collidable_prim = true
; If true then prims can be made subject to physics (gravity, pushing, etc.).
; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
physical_prim = true