diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index f6e4dbf74b..9f5a956a7b 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -36,6 +36,7 @@ using OpenSim.Framework.Capabilities; using OpenSim.Framework.Client; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Physics.Manager; using OpenSim.Services.Interfaces; using GridRegion = OpenSim.Services.Interfaces.GridRegion; @@ -1785,10 +1786,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { if (!grp.IsDeleted) { - if (grp.RootPart.PhysActor != null) - { - grp.RootPart.PhysActor.CrossingFailure(); - } + PhysicsActor pa = grp.RootPart.PhysActor; + if (pa != null) + pa.CrossingFailure(); } m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index c51c986087..eb7eadea29 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -642,10 +642,6 @@ namespace OpenSim.Region.Framework.Scenes #endregion Region Settings - MainConsole.Instance.Commands.AddCommand("Estates", false, "reload estate", - "reload estate", - "Reload the estate data", HandleReloadEstate); - //Bind Storage Manager functions to some land manager functions for this scene EventManager.OnLandObjectAdded += new EventManager.LandObjectAdded(simDataService.StoreLandObject); diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 743b8ef229..a15d62d813 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -324,7 +324,8 @@ namespace OpenSim.Region.Framework.Scenes if (rot != null) sceneObject.UpdateGroupRotationR((Quaternion)rot); - if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) + PhysicsActor pa = sceneObject.RootPart.PhysActor; + if (pa != null && pa.IsPhysical && vel != Vector3.Zero) { sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); sceneObject.Velocity = vel; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index afb5ccfae5..94be0a9811 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -505,16 +505,21 @@ namespace OpenSim.Region.Framework.Scenes { m_isSelected = value; // Tell physics engine that group is selected - if (m_rootPart.PhysActor != null) + + PhysicsActor pa = m_rootPart.PhysActor; + if (pa != null) { - m_rootPart.PhysActor.Selected = value; + pa.Selected = value; + // Pass it on to the children. SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) { SceneObjectPart child = parts[i]; - if (child.PhysActor != null) - child.PhysActor.Selected = value; + + PhysicsActor childPa = child.PhysActor; + if (childPa != null) + childPa.Selected = value; } } } @@ -1460,7 +1465,8 @@ namespace OpenSim.Region.Framework.Scenes } // Need to duplicate the physics actor as well - if (part.PhysActor != null && userExposed) + PhysicsActor originalPartPa = part.PhysActor; + if (originalPartPa != null && userExposed) { PrimitiveBaseShape pbs = newPart.Shape; @@ -1471,10 +1477,10 @@ namespace OpenSim.Region.Framework.Scenes newPart.AbsolutePosition, newPart.Scale, newPart.RotationOffset, - part.PhysActor.IsPhysical, + originalPartPa.IsPhysical, newPart.LocalId); - newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); + newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); } } @@ -1546,45 +1552,53 @@ namespace OpenSim.Region.Framework.Scenes } else { - if (RootPart.PhysActor != null) + PhysicsActor pa = RootPart.PhysActor; + + if (pa != null) { - RootPart.PhysActor.AddForce(impulse, true); - m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor); + pa.AddForce(impulse, true); + m_scene.PhysicsScene.AddPhysicsActorTaint(pa); } } } public void applyAngularImpulse(Vector3 impulse) { - if (RootPart.PhysActor != null) + PhysicsActor pa = RootPart.PhysActor; + + if (pa != null) { if (!IsAttachment) { - RootPart.PhysActor.AddAngularForce(impulse, true); - m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor); + pa.AddAngularForce(impulse, true); + m_scene.PhysicsScene.AddPhysicsActorTaint(pa); } } } public void setAngularImpulse(Vector3 impulse) { - if (RootPart.PhysActor != null) + PhysicsActor pa = RootPart.PhysActor; + + if (pa != null) { if (!IsAttachment) { - RootPart.PhysActor.Torque = impulse; - m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor); + pa.Torque = impulse; + m_scene.PhysicsScene.AddPhysicsActorTaint(pa); } } } public Vector3 GetTorque() { - if (RootPart.PhysActor != null) + PhysicsActor pa = RootPart.PhysActor; + + if (pa != null) { if (!IsAttachment) { - Vector3 torque = RootPart.PhysActor.Torque; + Vector3 torque = pa.Torque; return torque; } } @@ -1604,19 +1618,23 @@ namespace OpenSim.Region.Framework.Scenes } else { - if (RootPart.PhysActor != null) + PhysicsActor pa = RootPart.PhysActor; + + if (pa != null) { - RootPart.PhysActor.PIDTarget = target; - RootPart.PhysActor.PIDTau = tau; - RootPart.PhysActor.PIDActive = true; + pa.PIDTarget = target; + pa.PIDTau = tau; + pa.PIDActive = true; } } } public void stopMoveToTarget() { - if (RootPart.PhysActor != null) - RootPart.PhysActor.PIDActive = false; + PhysicsActor pa = RootPart.PhysActor; + + if (pa != null) + pa.PIDActive = false; } /// @@ -1627,18 +1645,20 @@ namespace OpenSim.Region.Framework.Scenes /// Number of seconds over which to reach target public void SetHoverHeight(float height, PIDHoverType hoverType, float tau) { - if (RootPart.PhysActor != null) + PhysicsActor pa = RootPart.PhysActor; + + if (pa != null) { if (height != 0f) { - RootPart.PhysActor.PIDHoverHeight = height; - RootPart.PhysActor.PIDHoverType = hoverType; - RootPart.PhysActor.PIDTau = tau; - RootPart.PhysActor.PIDHoverActive = true; + pa.PIDHoverHeight = height; + pa.PIDHoverType = hoverType; + pa.PIDTau = tau; + pa.PIDHoverActive = true; } else { - RootPart.PhysActor.PIDHoverActive = false; + pa.PIDHoverActive = false; } } } @@ -2105,10 +2125,10 @@ namespace OpenSim.Region.Framework.Scenes linkPart.ParentID = 0; linkPart.LinkNum = 0; - if (linkPart.PhysActor != null) - { - m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); - } + PhysicsActor linkPartPa = linkPart.PhysActor; + + if (linkPartPa != null) + m_scene.PhysicsScene.RemovePrim(linkPartPa); // We need to reset the child part's position // ready for life as a separate object after being a part of another object @@ -2199,17 +2219,19 @@ namespace OpenSim.Region.Framework.Scenes { if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) { - if (m_rootPart.PhysActor != null) + PhysicsActor pa = m_rootPart.PhysActor; + + if (pa != null) { - if (m_rootPart.PhysActor.IsPhysical) + if (pa.IsPhysical) { if (!m_rootPart.BlockGrab) { Vector3 llmoveforce = pos - AbsolutePosition; Vector3 grabforce = llmoveforce; - grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; - m_rootPart.PhysActor.AddForce(grabforce, true); - m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); + grabforce = (grabforce / 10) * pa.Mass; + pa.AddForce(grabforce, true); + m_scene.PhysicsScene.AddPhysicsActorTaint(pa); } } else @@ -2239,9 +2261,11 @@ namespace OpenSim.Region.Framework.Scenes { if (m_scene.EventManager.TriggerGroupSpinStart(UUID)) { - if (m_rootPart.PhysActor != null) + PhysicsActor pa = m_rootPart.PhysActor; + + if (pa != null) { - if (m_rootPart.PhysActor.IsPhysical) + if (pa.IsPhysical) { m_rootPart.IsWaitingForFirstSpinUpdatePacket = true; } @@ -2282,12 +2306,13 @@ namespace OpenSim.Region.Framework.Scenes // but it will result in over-shoot or under-shoot of the target orientation. // For the end user, this means that ctrl+shift+drag can be used for relative, // but not absolute, adjustments of orientation for physical prims. - if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation)) { - if (m_rootPart.PhysActor != null) + PhysicsActor pa = m_rootPart.PhysActor; + + if (pa != null) { - if (m_rootPart.PhysActor.IsPhysical) + if (pa.IsPhysical) { if (m_rootPart.IsWaitingForFirstSpinUpdatePacket) { @@ -2313,9 +2338,9 @@ namespace OpenSim.Region.Framework.Scenes //m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis); Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z); - spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor - m_rootPart.PhysActor.AddAngularForce(spinforce,true); - m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); + spinforce = (spinforce/8) * pa.Mass; // 8 is an arbitrary torque scaling factor + pa.AddAngularForce(spinforce,true); + m_scene.PhysicsScene.AddPhysicsActorTaint(pa); } } else @@ -2489,8 +2514,10 @@ namespace OpenSim.Region.Framework.Scenes { part.UpdateShape(shapeBlock); - if (part.PhysActor != null) - m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); + PhysicsActor pa = m_rootPart.PhysActor; + + if (pa != null) + m_scene.PhysicsScene.AddPhysicsActorTaint(pa); } } @@ -2513,7 +2540,9 @@ namespace OpenSim.Region.Framework.Scenes scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); - if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical) + PhysicsActor pa = m_rootPart.PhysActor; + + if (pa != null && pa.IsPhysical) { scale.X = Math.Min(scale.X, Scene.m_maxPhys); scale.Y = Math.Min(scale.Y, Scene.m_maxPhys); @@ -2539,7 +2568,7 @@ namespace OpenSim.Region.Framework.Scenes float f = 1.0f; float a = 1.0f; - if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical) + if (pa != null && pa.IsPhysical) { if (oldSize.X * x > m_scene.m_maxPhys) { @@ -2904,10 +2933,13 @@ namespace OpenSim.Region.Framework.Scenes m_rootPart.StoreUndoState(); m_rootPart.UpdateRotation(rot); - if (m_rootPart.PhysActor != null) + + PhysicsActor pa = m_rootPart.PhysActor; + + if (pa != null) { - m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; - m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); + pa.Orientation = m_rootPart.RotationOffset; + m_scene.PhysicsScene.AddPhysicsActorTaint(pa); } SceneObjectPart[] parts = m_parts.GetArray(); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 65905a0fcd..607e1bf67d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -151,6 +151,14 @@ namespace OpenSim.Region.Framework.Scenes public int[] PayPrice = {-2,-2,-2,-2,-2}; [XmlIgnore] + /// + /// The representation of this part in the physics scene. + /// + /// + /// If you use this property more than once in a section of code then you must take a reference and use that. + /// If another thread is simultaneously turning physics off on this part then this refernece could become + /// null at any time. + /// public PhysicsActor PhysActor { get { return m_physActor; } @@ -522,10 +530,11 @@ namespace OpenSim.Region.Framework.Scenes set { m_name = value; - if (PhysActor != null) - { - PhysActor.SOPName = value; - } + + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.SOPName = value; } } @@ -535,10 +544,11 @@ namespace OpenSim.Region.Framework.Scenes set { m_material = (Material)value; - if (PhysActor != null) - { - PhysActor.SetMaterial((int)value); - } + + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.SetMaterial((int)value); } } @@ -669,9 +679,7 @@ namespace OpenSim.Region.Framework.Scenes // If this is a linkset, we don't want the physics engine mucking up our group position here. PhysicsActor actor = PhysActor; if (actor != null && ParentID == 0) - { m_groupPosition = actor.Position; - } if (ParentGroup.IsAttachment) { @@ -979,7 +987,7 @@ namespace OpenSim.Region.Framework.Scenes if (Shape.SculptEntry) CheckSculptAndLoad(); else - ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); } } } @@ -1505,12 +1513,14 @@ namespace OpenSim.Region.Framework.Scenes } // Basic Physics can also return null as well as an exception catch. - if (PhysActor != null) + PhysicsActor pa = PhysActor; + + if (pa != null) { - PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info - PhysActor.SetMaterial(Material); + pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info + pa.SetMaterial(Material); DoPhysicsPropertyUpdate(RigidBody, true); - PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); + pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0); } } } @@ -1734,23 +1744,25 @@ namespace OpenSim.Region.Framework.Scenes } else { - if (PhysActor != null) + PhysicsActor pa = PhysActor; + + if (pa != null) { - if (UsePhysics != PhysActor.IsPhysical || isNew) + if (UsePhysics != pa.IsPhysical || isNew) { - if (PhysActor.IsPhysical) // implies UsePhysics==false for this block + if (pa.IsPhysical) // implies UsePhysics==false for this block { if (!isNew) ParentGroup.Scene.RemovePhysicalPrim(1); - PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; - PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; - PhysActor.delink(); + pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; + pa.OnOutOfBounds -= PhysicsOutOfBounds; + pa.delink(); if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) { // destroy all joints connected to this now deactivated body - ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); + ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); } // stop client-side interpolation of all joint proxy objects that have just been deleted @@ -1769,7 +1781,7 @@ namespace OpenSim.Region.Framework.Scenes //RotationalVelocity = new Vector3(0, 0, 0); } - PhysActor.IsPhysical = UsePhysics; + pa.IsPhysical = UsePhysics; // If we're not what we're supposed to be in the physics scene, recreate ourselves. //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); @@ -1782,13 +1794,15 @@ namespace OpenSim.Region.Framework.Scenes { ParentGroup.Scene.AddPhysicalPrim(1); - PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; - PhysActor.OnOutOfBounds += PhysicsOutOfBounds; + pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; + pa.OnOutOfBounds += PhysicsOutOfBounds; if (ParentID != 0 && ParentID != LocalId) { - if (ParentGroup.RootPart.PhysActor != null) + PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; + + if (parentPa != null) { - PhysActor.link(ParentGroup.RootPart.PhysActor); + pa.link(parentPa); } } } @@ -1800,7 +1814,7 @@ namespace OpenSim.Region.Framework.Scenes if (Shape.SculptEntry) CheckSculptAndLoad(); else - ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); } } } @@ -1911,24 +1925,30 @@ namespace OpenSim.Region.Framework.Scenes public Vector3 GetGeometricCenter() { - if (PhysActor != null) - return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z); + PhysicsActor pa = PhysActor; + + if (pa != null) + return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); else return new Vector3(0, 0, 0); } public float GetMass() { - if (PhysActor != null) - return PhysActor.Mass; + PhysicsActor pa = PhysActor; + + if (pa != null) + return pa.Mass; else return 0; } public Vector3 GetForce() { - if (PhysActor != null) - return PhysActor.Force; + PhysicsActor pa = PhysActor; + + if (pa != null) + return pa.Force; else return Vector3.Zero; } @@ -2559,9 +2579,11 @@ namespace OpenSim.Region.Framework.Scenes public void PhysicsRequestingTerseUpdate() { - if (PhysActor != null) + PhysicsActor pa = PhysActor; + + if (pa != null) { - Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); + Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) @@ -2573,6 +2595,7 @@ namespace OpenSim.Region.Framework.Scenes } //ParentGroup.RootPart.m_groupPosition = newpos; } + ScheduleTerseUpdate(); } @@ -2663,7 +2686,9 @@ namespace OpenSim.Region.Framework.Scenes scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys); scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys); - if (PhysActor != null && PhysActor.IsPhysical) + PhysicsActor pa = PhysActor; + + if (pa != null && pa.IsPhysical) { scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); @@ -2812,12 +2837,14 @@ namespace OpenSim.Region.Framework.Scenes m_shape.SculptData = texture.Data; } - if (PhysActor != null) + PhysicsActor pa = PhysActor; + + if (pa != null) { // Update the physics actor with the new loaded sculpt data and set the taint signal. - PhysActor.Shape = m_shape; + pa.Shape = m_shape; - ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); } } } @@ -3075,10 +3102,10 @@ namespace OpenSim.Region.Framework.Scenes public void SetBuoyancy(float fvalue) { - if (PhysActor != null) - { - PhysActor.Buoyancy = fvalue; - } + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.Buoyancy = fvalue; } public void SetDieAtEdge(bool p) @@ -3091,57 +3118,50 @@ namespace OpenSim.Region.Framework.Scenes public void SetFloatOnWater(int floatYN) { - if (PhysActor != null) - { - if (floatYN == 1) - { - PhysActor.FloatOnWater = true; - } - else - { - PhysActor.FloatOnWater = false; - } - } + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.FloatOnWater = floatYN == 1; } public void SetForce(Vector3 force) { - if (PhysActor != null) - { - PhysActor.Force = force; - } + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.Force = force; } public void SetVehicleType(int type) { - if (PhysActor != null) - { - PhysActor.VehicleType = type; - } + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.VehicleType = type; } public void SetVehicleFloatParam(int param, float value) { - if (PhysActor != null) - { - PhysActor.VehicleFloatParam(param, value); - } + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.VehicleFloatParam(param, value); } public void SetVehicleVectorParam(int param, Vector3 value) { - if (PhysActor != null) - { - PhysActor.VehicleVectorParam(param, value); - } + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.VehicleVectorParam(param, value); } public void SetVehicleRotationParam(int param, Quaternion rotation) { - if (PhysActor != null) - { - PhysActor.VehicleRotationParam(param, rotation); - } + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.VehicleRotationParam(param, rotation); } /// @@ -4229,6 +4249,8 @@ namespace OpenSim.Region.Framework.Scenes if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) return; + PhysicsActor pa = PhysActor; + // 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... @@ -4244,8 +4266,9 @@ namespace OpenSim.Region.Framework.Scenes { 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 + + if (pa != null) + pa.SetVolumeDetect(0); // Let physics know about it too } else { @@ -4360,9 +4383,9 @@ namespace OpenSim.Region.Framework.Scenes // 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 (this.PhysActor != null) + if (pa != null) { - PhysActor.SetVolumeDetect(1); + pa.SetVolumeDetect(1); AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active this.VolumeDetectActive = true; } @@ -4371,11 +4394,8 @@ namespace OpenSim.Region.Framework.Scenes { // 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 :-)) - PhysicsActor pa = this.PhysActor; if (pa != null) - { PhysActor.SetVolumeDetect(0); - } this.VolumeDetectActive = false; } @@ -4388,6 +4408,7 @@ namespace OpenSim.Region.Framework.Scenes { RemFlag(PrimFlags.TemporaryOnRez); } + // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); if (ParentGroup != null) @@ -4456,10 +4477,12 @@ namespace OpenSim.Region.Framework.Scenes m_shape.PathTwist = shapeBlock.PathTwist; m_shape.PathTwistBegin = shapeBlock.PathTwistBegin; - if (PhysActor != null) + PhysicsActor pa = PhysActor; + + if (pa != null) { - PhysActor.Shape = m_shape; - ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + pa.Shape = m_shape; + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); } // This is what makes vehicle trailers work @@ -4601,6 +4624,8 @@ namespace OpenSim.Region.Framework.Scenes objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; } + PhysicsActor pa = PhysActor; + if ( ((AggregateScriptEvents & scriptEvents.collision) != 0) || ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || @@ -4612,18 +4637,18 @@ namespace OpenSim.Region.Framework.Scenes ) { // subscribe to physics updates. - if (PhysActor != null) + if (pa != null) { - PhysActor.OnCollisionUpdate += PhysicsCollision; - PhysActor.SubscribeEvents(1000); + pa.OnCollisionUpdate += PhysicsCollision; + pa.SubscribeEvents(1000); } } else { - if (PhysActor != null) + if (pa != null) { - PhysActor.UnSubscribeEvents(); - PhysActor.OnCollisionUpdate -= PhysicsCollision; + pa.UnSubscribeEvents(); + pa.OnCollisionUpdate -= PhysicsCollision; } }