Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-04-22 19:34:52 -04:00
commit e8909703ae
7 changed files with 361 additions and 69 deletions

View File

@ -102,9 +102,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
Vector3 groupPosition = new Vector3(10, 20, 30);
Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
Vector3 offsetPosition = new Vector3(5, 10, 15);
// Vector3 offsetPosition = new Vector3(5, 10, 15);
return new SceneObjectPart(ownerId, shape, groupPosition, rotationOffset, offsetPosition) { Name = partName };
return new SceneObjectPart(ownerId, shape, groupPosition, rotationOffset, Vector3.Zero) { Name = partName };
}
protected SceneObjectPart CreateSceneObjectPart2()

View File

@ -684,8 +684,8 @@ namespace OpenSim.Region.Framework.Scenes
//Animation states
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
if (RegionInfo.NonphysPrimMax > 0)
@ -800,13 +800,11 @@ namespace OpenSim.Region.Framework.Scenes
StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
}
/// <summary>
/// Mock constructor for scene group persistency unit tests.
/// SceneObjectGroup RegionId property is delegated to Scene.
/// </summary>
/// <param name="regInfo"></param>
public Scene(RegionInfo regInfo)
{
PhysicalPrims = true;
CollidablePrims = true;
BordersLocked = true;
Border northBorder = new Border();
northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
@ -833,8 +831,6 @@ namespace OpenSim.Region.Framework.Scenes
m_eventManager = new EventManager();
m_permissions = new ScenePermissions(this);
// m_lastUpdate = Util.EnvironmentTickCount();
}
#endregion

View File

@ -4290,7 +4290,10 @@ namespace OpenSim.Region.Framework.Scenes
AddFlag(PrimFlags.Phantom);
if (PhysActor != null)
{
RemoveFromPhysics();
pa = null;
}
}
else // Not phantom
{
@ -4356,7 +4359,7 @@ namespace OpenSim.Region.Framework.Scenes
{
pa.SetVolumeDetect(1);
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
this.VolumeDetectActive = true;
VolumeDetectActive = true;
}
}
else
@ -4364,9 +4367,9 @@ 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 :-))
if (pa != null)
PhysActor.SetVolumeDetect(0);
pa.SetVolumeDetect(0);
this.VolumeDetectActive = false;
VolumeDetectActive = false;
}
if (SetTemporary)

View File

@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
{
TestHelpers.InMethod();
m_scene.AddSceneObject(m_so1);
SceneObjectPart rootPart = m_so1.RootPart;
Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
@ -80,6 +82,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
{
TestHelpers.InMethod();
m_scene.AddSceneObject(m_so1);
SceneObjectPart rootPart = m_so1.RootPart;
Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));

View File

@ -36,13 +36,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
public class BasicActor : PhysicsActor
{
private Vector3 _position;
private Vector3 _velocity;
private Vector3 _acceleration;
private Vector3 _size;
private Vector3 m_rotationalVelocity;
private bool flying;
private bool iscolliding;
public BasicActor(Vector3 size)
{
@ -55,11 +49,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
set { return; }
}
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public override Vector3 RotationalVelocity { get; set; }
public override bool SetAlwaysRun
{
@ -105,17 +95,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
set { return; }
}
public override bool Flying
{
get { return flying; }
set { flying = value; }
}
public override bool Flying { get; set; }
public override bool IsColliding
{
get { return iscolliding; }
set { iscolliding = value; }
}
public override bool IsColliding { get; set; }
public override bool CollidingGround
{
@ -134,11 +116,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
get { return false; }
}
public override Vector3 Position
{
get { return _position; }
set { _position = value; }
}
public override Vector3 Position { get; set; }
public override Vector3 Size
{
@ -206,11 +184,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
get { return Vector3.Zero; }
}
public override Vector3 Velocity
{
get { return _velocity; }
set { _velocity = value; }
}
public override Vector3 Velocity { get; set; }
public override Vector3 Torque
{
@ -230,11 +204,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
set { }
}
public override Vector3 Acceleration
{
get { return _acceleration; }
set { _acceleration = value; }
}
public override Vector3 Acceleration { get; set; }
public override bool Kinematic
{

View File

@ -0,0 +1,314 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
public class BasicPhysicsPrim : PhysicsActor
{
private Vector3 _size;
private PrimitiveBaseShape _shape;
public BasicPhysicsPrim(
string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape)
{
Name = name;
LocalID = localId;
Position = position;
Size = size;
Orientation = orientation;
Shape = shape;
}
public override int PhysicsActorType
{
get { return (int) ActorTypes.Agent; }
set { return; }
}
public override Vector3 RotationalVelocity { get; set; }
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }
}
public override bool Selected
{
set { return; }
}
public override float Buoyancy
{
get { return 0f; }
set { return; }
}
public override bool FloatOnWater
{
set { return; }
}
public override bool IsPhysical
{
get { return false; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return false; }
set { return; }
}
public override bool Flying { get; set; }
public override bool IsColliding { get; set; }
public override bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override bool Stopped
{
get { return false; }
}
public override Vector3 Position { get; set; }
public override Vector3 Size
{
get { return _size; }
set {
_size = value;
_size.Z = _size.Z / 2.0f;
}
}
public override PrimitiveBaseShape Shape
{
set { _shape = value; }
}
public override float Mass
{
get { return 0f; }
}
public override Vector3 Force
{
get { return Vector3.Zero; }
set { return; }
}
public override int VehicleType
{
get { return 0; }
set { return; }
}
public override void VehicleFloatParam(int param, float value)
{
}
public override void VehicleVectorParam(int param, Vector3 value)
{
}
public override void VehicleRotationParam(int param, Quaternion rotation)
{
}
public override void VehicleFlags(int param, bool remove)
{
}
public override void SetVolumeDetect(int param)
{
}
public override Vector3 CenterOfMass
{
get { return Vector3.Zero; }
}
public override Vector3 GeometricCenter
{
get { return Vector3.Zero; }
}
public override Vector3 Velocity { get; set; }
public override Vector3 Torque
{
get { return Vector3.Zero; }
set { return; }
}
public override float CollisionScore
{
get { return 0f; }
set { }
}
public override Quaternion Orientation { get; set; }
public override Vector3 Acceleration { get; set; }
public override bool Kinematic
{
get { return true; }
set { }
}
public override void link(PhysicsActor obj)
{
}
public override void delink()
{
}
public override void LockAngularMotion(Vector3 axis)
{
}
public override void AddForce(Vector3 force, bool pushforce)
{
}
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override void SetMomentum(Vector3 momentum)
{
}
public override void CrossingFailure()
{
}
public override Vector3 PIDTarget
{
set { return; }
}
public override bool PIDActive
{
set { return; }
}
public override float PIDTau
{
set { return; }
}
public override float PIDHoverHeight
{
set { return; }
}
public override bool PIDHoverActive
{
set { return; }
}
public override PIDHoverType PIDHoverType
{
set { return; }
}
public override float PIDHoverTau
{
set { return; }
}
public override Quaternion APIDTarget
{
set { return; }
}
public override bool APIDActive
{
set { return; }
}
public override float APIDStrength
{
set { return; }
}
public override float APIDDamping
{
set { return; }
}
public override void SubscribeEvents(int ms)
{
}
public override void UnSubscribeEvents()
{
}
public override bool SubscribedEvents()
{
return false;
}
}
}

View File

@ -34,9 +34,17 @@ using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
/// <summary>
/// This is an incomplete extremely basic physics implementation
/// </summary>
/// <remarks>
/// Not useful for anything at the moment apart from some regression testing in other components where some form
/// of physics plugin is needed.
/// </remarks>
public class BasicScene : PhysicsScene
{
private List<BasicActor> _actors = new List<BasicActor>();
private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
private float[] _heightMap;
//protected internal string sceneIdentifier;
@ -50,10 +58,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
}
public override void Dispose()
{
public override void Dispose() {}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
{
BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs);
prim.IsPhysical = isPhysical;
_prims.Add(prim);
return prim;
}
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
BasicActor act = new BasicActor(size);
@ -63,30 +80,18 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
return act;
}
public override void RemovePrim(PhysicsActor prim)
public override void RemovePrim(PhysicsActor actor)
{
BasicPhysicsPrim prim = (BasicPhysicsPrim)actor;
if (_prims.Contains(prim))
_prims.Remove(prim);
}
public override void RemoveAvatar(PhysicsActor actor)
{
BasicActor act = (BasicActor) actor;
BasicActor act = (BasicActor)actor;
if (_actors.Contains(act))
{
_actors.Remove(act);
}
}
/*
public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
{
return null;
}
*/
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
{
return null;
}
public override void AddPhysicsActorTaint(PhysicsActor prim)