Fix some local id issues in physics glue
parent
b55076990c
commit
e9dbe54ab1
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@ -1467,13 +1467,13 @@ namespace OpenSim.Region.Framework.Scenes
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newPart.PhysActor
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newPart.PhysActor
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= m_scene.PhysicsScene.AddPrimShape(
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= m_scene.PhysicsScene.AddPrimShape(
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newPart.LocalId,
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string.Format("{0}/{1}", newPart.Name, newPart.UUID),
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string.Format("{0}/{1}", newPart.Name, newPart.UUID),
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pbs,
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pbs,
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newPart.AbsolutePosition,
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newPart.AbsolutePosition,
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newPart.Scale,
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newPart.Scale,
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newPart.RotationOffset,
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newPart.RotationOffset,
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part.PhysActor.IsPhysical);
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part.PhysActor.IsPhysical,
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newPart.LocalId);
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newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
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newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
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}
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}
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@ -1588,17 +1588,23 @@ namespace OpenSim.Region.Framework.Scenes
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// or flexible
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// or flexible
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if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
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if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
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{
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{
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// m_log.DebugFormat("[SCENE OBJECT PART]: Creating PhysActor for {0} {1} {2}", Name, LocalId, UUID);
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try
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{
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PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
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PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
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LocalId,
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string.Format("{0}/{1}", Name, UUID),
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string.Format("{0}/{1}", Name, UUID),
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Shape,
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Shape,
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AbsolutePosition,
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AbsolutePosition,
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Scale,
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Scale,
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RotationOffset,
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RotationOffset,
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RigidBody);
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RigidBody,
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m_localId);
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PhysActor.SetMaterial(Material);
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}
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catch
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{
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m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
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PhysActor = null;
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}
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// Basic Physics returns null.. joy joy joy.
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// Basic Physics returns null.. joy joy joy.
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if (PhysActor != null)
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if (PhysActor != null)
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{
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{
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@ -4446,7 +4452,9 @@ namespace OpenSim.Region.Framework.Scenes
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AbsolutePosition,
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AbsolutePosition,
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Scale,
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Scale,
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RotationOffset,
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RotationOffset,
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UsePhysics);
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UsePhysics,
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m_localId);
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PhysActor.SetMaterial(Material);
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pa = PhysActor;
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pa = PhysActor;
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if (pa != null)
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if (pa != null)
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@ -84,13 +84,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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*/
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*/
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation)
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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{
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{
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return null;
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return null;
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}
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}
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@ -213,12 +213,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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return newPrim;
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return newPrim;
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}
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation)
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical)
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{
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{
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PhysicsActor result;
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PhysicsActor result;
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IMesh mesh = null;
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IMesh mesh = null;
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@ -626,13 +626,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
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OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation)
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OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical, uint localid)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
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OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical)
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{
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{
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PhysicsActor result;
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PhysicsActor result;
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@ -88,15 +88,16 @@ namespace OpenSim.Region.Physics.Manager
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public abstract void RemovePrim(PhysicsActor prim);
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public abstract void RemovePrim(PhysicsActor prim);
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//public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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// Vector3 size, Quaternion rotation); //To be removed - Actually removed!
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public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation); //To be removed
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
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public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical);
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public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position,
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public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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{
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PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical);
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PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
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if (ret != null)
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if (ret != null)
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ret.LocalID = localID;
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ret.LocalID = localID;
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@ -284,13 +285,7 @@ namespace OpenSim.Region.Physics.Manager
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*/
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*/
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation) //To be removed
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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{
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{
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m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
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m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
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return PhysicsActor.Null;
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return PhysicsActor.Null;
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@ -1708,13 +1708,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation) //To be removed
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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{
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{
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#if SPAM
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#if SPAM
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m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
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m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
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@ -84,7 +84,7 @@ namespace OpenSim.Region.Physics.OdePlugin.Tests
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Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
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Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
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Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
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Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
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Quaternion rot = Quaternion.Identity;
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Quaternion rot = Quaternion.Identity;
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PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
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PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true, 0);
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OdePrim oprim = (OdePrim)prim;
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OdePrim oprim = (OdePrim)prim;
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OdeScene pscene = (OdeScene) ps;
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OdeScene pscene = (OdeScene) ps;
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@ -91,13 +91,7 @@ namespace OpenSim.Region.Physics.POSPlugin
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*/
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*/
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation)
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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{
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{
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POSPrim prim = new POSPrim();
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POSPrim prim = new POSPrim();
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prim.Position = position;
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prim.Position = position;
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@ -108,13 +108,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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}
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation) //To be removed
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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{
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{
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return AddPrim(position, size, rotation);
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return AddPrim(position, size, rotation);
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}
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}
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