Merge branch 'avination' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
commit
e696d1d952
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@ -3761,24 +3761,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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// safety measure.
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//
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// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
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// updates and kills on different threads with different scheduling strategies, hence this protection.
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//
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// This doesn't appear to apply to child prims - a client will happily ignore these updates
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// after the root prim has been deleted.
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lock (m_killRecord)
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{
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if (m_killRecord.Contains(part.LocalId))
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continue;
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if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
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continue;
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}
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if (part.ParentGroup.IsDeleted)
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continue;
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@ -3816,7 +3798,39 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// attachments until the avatar becomes root.
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if (sp.IsChildAgent)
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continue;
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// If the object is an attachment we don't want it to be in the kill
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// record. Else attaching from inworld and subsequently dropping
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// it will no longer work.
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lock (m_killRecord)
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{
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m_killRecord.Remove(part.LocalId);
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m_killRecord.Remove(part.ParentGroup.RootPart.LocalId);
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}
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}
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else
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{
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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// safety measure.
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//
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// If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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// after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
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// updates and kills on different threads with different scheduling strategies, hence this protection.
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//
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// This doesn't appear to apply to child prims - a client will happily ignore these updates
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// after the root prim has been deleted.
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//
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// We ignore this for attachments because attaching something from inworld breaks unless we do.
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lock (m_killRecord)
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{
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if (m_killRecord.Contains(part.LocalId))
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continue;
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if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
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continue;
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}
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}
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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@ -638,19 +638,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
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// grp.Name, grp.LocalId, remoteClient.Name);
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Vector3 inventoryStoredPosition = new Vector3
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(((grp.AbsolutePosition.X > (int)Constants.RegionSize)
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? (float)Constants.RegionSize - 6
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: grp.AbsolutePosition.X)
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,
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(grp.AbsolutePosition.Y > (int)Constants.RegionSize)
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? (float)Constants.RegionSize - 6
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: grp.AbsolutePosition.Y,
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grp.AbsolutePosition.Z);
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Vector3 originalPosition = grp.AbsolutePosition;
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grp.AbsolutePosition = inventoryStoredPosition;
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// Vector3 inventoryStoredPosition = new Vector3
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// (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
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// ? (float)Constants.RegionSize - 6
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// : grp.AbsolutePosition.X)
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// ,
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// (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
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// ? (float)Constants.RegionSize - 6
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// : grp.AbsolutePosition.Y,
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// grp.AbsolutePosition.Z);
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//
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// Vector3 originalPosition = grp.AbsolutePosition;
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//
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// grp.AbsolutePosition = inventoryStoredPosition;
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// If we're being called from a script, then trying to serialize that same script's state will not complete
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// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
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@ -658,7 +658,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// without state on relog. Arguably, this is what we want anyway.
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
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grp.AbsolutePosition = originalPosition;
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// grp.AbsolutePosition = originalPosition;
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AssetBase asset = m_scene.CreateAsset(
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grp.GetPartName(grp.LocalId),
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@ -686,21 +686,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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else // oopsies
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item.Folder = UUID.Zero;
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// Nix the special bits we used to use for slam and the folded perms
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uint allowablePermissionsMask = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move);
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if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
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{
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item.BasePermissions = grp.RootPart.NextOwnerMask;
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item.CurrentPermissions = grp.RootPart.NextOwnerMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
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item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
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item.BasePermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.CurrentPermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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}
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else
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{
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item.BasePermissions = grp.RootPart.BaseMask;
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item.CurrentPermissions = grp.RootPart.OwnerMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask;
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item.GroupPermissions = grp.RootPart.GroupMask;
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item.BasePermissions = grp.RootPart.BaseMask & allowablePermissionsMask;
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item.CurrentPermissions = grp.RootPart.OwnerMask & allowablePermissionsMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask & allowablePermissionsMask;
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item.GroupPermissions = grp.RootPart.GroupMask & allowablePermissionsMask;
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}
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item.CreationDate = Util.UnixTimeSinceEpoch();
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@ -2738,7 +2738,7 @@ namespace OpenSim.Region.Framework.Scenes
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SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
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if (!VolumeDetectActive)
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SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
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SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
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SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
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if (startedColliders.Contains(0))
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@ -4287,199 +4287,199 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
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private DetectedObject CreateDetObject(SceneObjectPart obj)
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{
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/*
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lock(m_collisionEventLock)
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DetectedObject detobj = new DetectedObject();
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detobj.keyUUID = obj.UUID;
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detobj.nameStr = obj.Name;
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detobj.ownerUUID = obj.OwnerID;
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detobj.posVector = obj.AbsolutePosition;
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detobj.rotQuat = obj.GetWorldRotation();
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detobj.velVector = obj.Velocity;
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detobj.colliderType = 0;
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detobj.groupUUID = obj.GroupID;
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return detobj;
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}
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private DetectedObject CreateDetObject(ScenePresence av)
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{
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DetectedObject detobj = new DetectedObject();
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detobj.keyUUID = av.UUID;
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detobj.nameStr = av.ControllingClient.Name;
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detobj.ownerUUID = av.UUID;
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detobj.posVector = av.AbsolutePosition;
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detobj.rotQuat = av.Rotation;
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detobj.velVector = av.Velocity;
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detobj.colliderType = 0;
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detobj.groupUUID = av.ControllingClient.ActiveGroupId;
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return detobj;
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}
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private DetectedObject CreateDetObjectForGround()
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{
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DetectedObject detobj = new DetectedObject();
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detobj.keyUUID = UUID.Zero;
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detobj.nameStr = "";
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detobj.ownerUUID = UUID.Zero;
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detobj.posVector = AbsolutePosition;
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detobj.rotQuat = Quaternion.Identity;
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detobj.velVector = Vector3.Zero;
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detobj.colliderType = 0;
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detobj.groupUUID = UUID.Zero;
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return detobj;
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}
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private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
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{
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ColliderArgs colliderArgs = new ColliderArgs();
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List<DetectedObject> colliding = new List<DetectedObject>();
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foreach (uint localId in colliders)
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{
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if (m_collisionEventFlag)
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return;
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m_collisionEventFlag = true;
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if (localId == 0)
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continue;
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SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
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if (obj != null)
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{
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if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
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colliding.Add(CreateDetObject(obj));
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}
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else
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{
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ScenePresence av = m_scene.GetScenePresence(localId);
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if (av != null && (!av.IsChildAgent))
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{
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if (!dest.CollisionFilteredOut(av.UUID, av.Name))
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colliding.Add(CreateDetObject(av));
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}
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}
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}
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Util.FireAndForget(delegate(object x)
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colliderArgs.Colliders = colliding;
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return colliderArgs;
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}
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private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
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private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
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{
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ColliderArgs CollidingMessage;
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if (colliders.Count > 0)
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{
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*/
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try
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if ((dest.RootPart.ScriptEvents & ev) != 0)
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{
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List<uint> thisHitColliders = new List<uint>();
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List<uint> endedColliders = new List<uint>();
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List<uint> startedColliders = new List<uint>();
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List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
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CollisionForSoundInfo soundinfo;
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ContactPoint curcontact;
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CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
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if (coldata.Count == 0)
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if (CollidingMessage.Colliders.Count > 0)
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notify(dest.RootPart.LocalId, CollidingMessage);
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}
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}
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}
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private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
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{
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if ((dest.RootPart.ScriptEvents & ev) != 0)
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{
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ColliderArgs LandCollidingMessage = new ColliderArgs();
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List<DetectedObject> colliding = new List<DetectedObject>();
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colliding.Add(CreateDetObjectForGround());
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LandCollidingMessage.Colliders = colliding;
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notify(dest.RootPart.LocalId, LandCollidingMessage);
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}
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}
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private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
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{
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try
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{
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List<uint> thisHitColliders = new List<uint>();
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List<uint> endedColliders = new List<uint>();
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List<uint> startedColliders = new List<uint>();
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List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
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CollisionForSoundInfo soundinfo;
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ContactPoint curcontact;
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if (coldata.Count == 0)
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{
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if (m_lastColliders.Count == 0)
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return; // nothing to do
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foreach (uint localID in m_lastColliders)
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{
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if (m_lastColliders.Count == 0)
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return; // nothing to do
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endedColliders.Add(localID);
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}
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m_lastColliders.Clear();
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}
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||||
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foreach (uint localID in m_lastColliders)
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else
|
||||
{
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foreach (uint id in coldata.Keys)
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{
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||||
thisHitColliders.Add(id);
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if (!m_lastColliders.Contains(id))
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{
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startedColliders.Add(id);
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curcontact = coldata[id];
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if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
|
||||
{
|
||||
soundinfo = new CollisionForSoundInfo();
|
||||
soundinfo.colliderID = id;
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||||
soundinfo.position = curcontact.Position;
|
||||
soundinfo.relativeVel = curcontact.RelativeSpeed;
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||||
soundinfolist.Add(soundinfo);
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}
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}
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//m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
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||||
}
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// calculate things that ended colliding
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foreach (uint localID in m_lastColliders)
|
||||
{
|
||||
if (!thisHitColliders.Contains(localID))
|
||||
{
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endedColliders.Add(localID);
|
||||
}
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||||
m_lastColliders.Clear();
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||||
}
|
||||
|
||||
else
|
||||
//add the items that started colliding this time to the last colliders list.
|
||||
foreach (uint localID in startedColliders)
|
||||
{
|
||||
foreach (uint id in coldata.Keys)
|
||||
{
|
||||
thisHitColliders.Add(id);
|
||||
if (!m_lastColliders.Contains(id))
|
||||
{
|
||||
startedColliders.Add(id);
|
||||
curcontact = coldata[id];
|
||||
if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
|
||||
{
|
||||
soundinfo = new CollisionForSoundInfo();
|
||||
soundinfo.colliderID = id;
|
||||
soundinfo.position = curcontact.Position;
|
||||
soundinfo.relativeVel = curcontact.RelativeSpeed;
|
||||
soundinfolist.Add(soundinfo);
|
||||
}
|
||||
}
|
||||
//m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
|
||||
}
|
||||
|
||||
// calculate things that ended colliding
|
||||
foreach (uint localID in m_lastColliders)
|
||||
{
|
||||
if (!thisHitColliders.Contains(localID))
|
||||
{
|
||||
endedColliders.Add(localID);
|
||||
}
|
||||
}
|
||||
//add the items that started colliding this time to the last colliders list.
|
||||
foreach (uint localID in startedColliders)
|
||||
{
|
||||
m_lastColliders.Add(localID);
|
||||
}
|
||||
// remove things that ended colliding from the last colliders list
|
||||
foreach (uint localID in endedColliders)
|
||||
{
|
||||
m_lastColliders.Remove(localID);
|
||||
}
|
||||
|
||||
if (soundinfolist.Count > 0)
|
||||
CollisionSounds.AvatarCollisionSound(this, soundinfolist);
|
||||
|
||||
// do event notification
|
||||
if (startedColliders.Count > 0)
|
||||
{
|
||||
|
||||
ColliderArgs StartCollidingMessage = new ColliderArgs();
|
||||
List<DetectedObject> colliding = new List<DetectedObject>();
|
||||
foreach (uint localId in startedColliders)
|
||||
{
|
||||
if (localId == 0)
|
||||
continue;
|
||||
|
||||
SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
|
||||
string data = "";
|
||||
if (obj != null)
|
||||
{
|
||||
DetectedObject detobj = new DetectedObject();
|
||||
detobj.keyUUID = obj.UUID;
|
||||
detobj.nameStr = obj.Name;
|
||||
detobj.ownerUUID = obj.OwnerID;
|
||||
detobj.posVector = obj.AbsolutePosition;
|
||||
detobj.rotQuat = obj.GetWorldRotation();
|
||||
detobj.velVector = obj.Velocity;
|
||||
detobj.colliderType = 0;
|
||||
detobj.groupUUID = obj.GroupID;
|
||||
colliding.Add(detobj);
|
||||
}
|
||||
}
|
||||
|
||||
if (colliding.Count > 0)
|
||||
{
|
||||
StartCollidingMessage.Colliders = colliding;
|
||||
|
||||
foreach (SceneObjectGroup att in GetAttachments())
|
||||
Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
|
||||
}
|
||||
}
|
||||
m_lastColliders.Add(localID);
|
||||
}
|
||||
|
||||
if (endedColliders.Count > 0)
|
||||
// remove things that ended colliding from the last colliders list
|
||||
foreach (uint localID in endedColliders)
|
||||
{
|
||||
ColliderArgs EndCollidingMessage = new ColliderArgs();
|
||||
List<DetectedObject> colliding = new List<DetectedObject>();
|
||||
foreach (uint localId in endedColliders)
|
||||
{
|
||||
if (localId == 0)
|
||||
continue;
|
||||
|
||||
SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
|
||||
string data = "";
|
||||
if (obj != null)
|
||||
{
|
||||
DetectedObject detobj = new DetectedObject();
|
||||
detobj.keyUUID = obj.UUID;
|
||||
detobj.nameStr = obj.Name;
|
||||
detobj.ownerUUID = obj.OwnerID;
|
||||
detobj.posVector = obj.AbsolutePosition;
|
||||
detobj.rotQuat = obj.GetWorldRotation();
|
||||
detobj.velVector = obj.Velocity;
|
||||
detobj.colliderType = 0;
|
||||
detobj.groupUUID = obj.GroupID;
|
||||
colliding.Add(detobj);
|
||||
}
|
||||
}
|
||||
|
||||
if (colliding.Count > 0)
|
||||
{
|
||||
EndCollidingMessage.Colliders = colliding;
|
||||
|
||||
foreach (SceneObjectGroup att in GetAttachments())
|
||||
Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
|
||||
}
|
||||
m_lastColliders.Remove(localID);
|
||||
}
|
||||
|
||||
if (thisHitColliders.Count > 0)
|
||||
{
|
||||
ColliderArgs CollidingMessage = new ColliderArgs();
|
||||
List<DetectedObject> colliding = new List<DetectedObject>();
|
||||
foreach (uint localId in thisHitColliders)
|
||||
{
|
||||
if (localId == 0)
|
||||
continue;
|
||||
|
||||
SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
|
||||
string data = "";
|
||||
if (obj != null)
|
||||
{
|
||||
DetectedObject detobj = new DetectedObject();
|
||||
detobj.keyUUID = obj.UUID;
|
||||
detobj.nameStr = obj.Name;
|
||||
detobj.ownerUUID = obj.OwnerID;
|
||||
detobj.posVector = obj.AbsolutePosition;
|
||||
detobj.rotQuat = obj.GetWorldRotation();
|
||||
detobj.velVector = obj.Velocity;
|
||||
detobj.colliderType = 0;
|
||||
detobj.groupUUID = obj.GroupID;
|
||||
colliding.Add(detobj);
|
||||
}
|
||||
}
|
||||
|
||||
if (colliding.Count > 0)
|
||||
{
|
||||
CollidingMessage.Colliders = colliding;
|
||||
|
||||
lock (m_attachments)
|
||||
{
|
||||
foreach (SceneObjectGroup att in m_attachments)
|
||||
Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (soundinfolist.Count > 0)
|
||||
CollisionSounds.AvatarCollisionSound(this, soundinfolist);
|
||||
}
|
||||
finally
|
||||
|
||||
foreach (SceneObjectGroup att in GetAttachments())
|
||||
{
|
||||
m_collisionEventFlag = false;
|
||||
SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
|
||||
SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
|
||||
SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
|
||||
|
||||
if (startedColliders.Contains(0))
|
||||
SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
|
||||
if (m_lastColliders.Contains(0))
|
||||
SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
|
||||
if (endedColliders.Contains(0))
|
||||
SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
|
||||
}
|
||||
// });
|
||||
}
|
||||
finally
|
||||
{
|
||||
m_collisionEventFlag = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void TeleportFlagsDebug() {
|
||||
|
|
|
@ -1118,6 +1118,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (CollisionEventsThisFrame == null)
|
||||
CollisionEventsThisFrame = new CollisionEventUpdate();
|
||||
CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
|
||||
_parent_scene.AddCollisionEventReporting(this);
|
||||
}
|
||||
|
||||
public void SendCollisions()
|
||||
|
|
|
@ -1621,12 +1621,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
d.BodyDestroy(Body);
|
||||
Body = IntPtr.Zero;
|
||||
// d.BodyDestroy(Body);
|
||||
// Body = IntPtr.Zero;
|
||||
// do a more complet destruction
|
||||
DestroyBody();
|
||||
m_log.Warn("[PHYSICS]: MakeBody called having a body");
|
||||
}
|
||||
|
||||
|
||||
if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
|
||||
{
|
||||
d.GeomSetBody(prim_geom, IntPtr.Zero);
|
||||
|
@ -3320,6 +3321,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
protected void changeBuilding(bool newbuilding)
|
||||
{
|
||||
// Check if we need to do anything
|
||||
if (newbuilding == m_building)
|
||||
return;
|
||||
|
||||
if ((bool)newbuilding)
|
||||
{
|
||||
m_building = true;
|
||||
|
|
|
@ -1272,6 +1272,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (!allow)
|
||||
return;
|
||||
|
||||
if (m_host.ParentGroup.RootPart.PhysActor != null &&
|
||||
m_host.ParentGroup.RootPart.PhysActor.IsPhysical)
|
||||
return;
|
||||
|
||||
m_host.ScriptSetPhysicsStatus(true);
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in New Issue