pass touch_end as other touchs, make blockgrab work on nonphysical also
parent
7c4c3f0d10
commit
fb46eb3344
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@ -1881,7 +1881,7 @@ namespace OpenSim.Region.Framework.Scenes
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catch (Exception e)
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catch (Exception e)
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{
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{
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m_log.ErrorFormat(
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m_log.ErrorFormat(
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"[EVENT MANAGER]: Delegate for TriggerOnAttach failed - continuing. {0} {1}",
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"[EVENT MANAGER]: Delegate for TriggerGroupMove failed - continuing. {0} {1}",
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e.Message, e.StackTrace);
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e.Message, e.StackTrace);
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}
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}
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}
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}
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@ -340,13 +340,11 @@ namespace OpenSim.Region.Framework.Scenes
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obj.ObjectGrabHandler(localID, offsetPos, remoteClient);
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obj.ObjectGrabHandler(localID, offsetPos, remoteClient);
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// If the touched prim handles touches, deliver it
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// If the touched prim handles touches, deliver it
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// If not, deliver to root prim
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if ((part.ScriptEvents & scriptEvents.touch_start) != 0)
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if ((part.ScriptEvents & scriptEvents.touch_start) != 0)
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EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
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EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
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// Deliver to the root prim if the touched prim doesn't handle touches
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// Deliver to the root prim if the touched prim doesn't handle touches
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// or if we're meant to pass on touches anyway. Don't send to root prim
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// or if we're meant to pass on touches anyway.
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// if prim touched is the root prim as we just did it
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if (((part.ScriptEvents & scriptEvents.touch_start) == 0) ||
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if (((part.ScriptEvents & scriptEvents.touch_start) == 0) ||
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(part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
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(part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
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{
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{
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@ -381,12 +379,10 @@ namespace OpenSim.Region.Framework.Scenes
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surfaceArg = surfaceArgs[0];
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surfaceArg = surfaceArgs[0];
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// If the touched prim handles touches, deliver it
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// If the touched prim handles touches, deliver it
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// If not, deliver to root prim
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if ((part.ScriptEvents & scriptEvents.touch) != 0)
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if ((part.ScriptEvents & scriptEvents.touch) != 0)
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EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
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EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
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// Deliver to the root prim if the touched prim doesn't handle touches
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// Deliver to the root prim if the touched prim doesn't handle touches
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// or if we're meant to pass on touches anyway. Don't send to root prim
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// or if we're meant to pass on touches anyway.
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// if prim touched is the root prim as we just did it
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if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
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if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
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(part.PassTouches && (part.LocalId != group.RootPart.LocalId)))
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(part.PassTouches && (part.LocalId != group.RootPart.LocalId)))
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{
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{
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@ -400,18 +396,21 @@ namespace OpenSim.Region.Framework.Scenes
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if (part == null)
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if (part == null)
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return;
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return;
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SceneObjectGroup obj = part.ParentGroup;
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SceneObjectGroup grp = part.ParentGroup;
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SurfaceTouchEventArgs surfaceArg = null;
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SurfaceTouchEventArgs surfaceArg = null;
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if (surfaceArgs != null && surfaceArgs.Count > 0)
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if (surfaceArgs != null && surfaceArgs.Count > 0)
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surfaceArg = surfaceArgs[0];
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surfaceArg = surfaceArgs[0];
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// If the touched prim handles touches, deliver it
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// If the touched prim handles touches, deliver it
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// If not, deliver to root prim
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if ((part.ScriptEvents & scriptEvents.touch_end) != 0)
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if ((part.ScriptEvents & scriptEvents.touch_end) != 0)
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EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg);
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EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg);
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else
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// if not or PassTouchs, send it also to root.
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EventManager.TriggerObjectDeGrab(obj.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg);
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if (((part.ScriptEvents & scriptEvents.touch_end) == 0) ||
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(part.PassTouches && (part.LocalId != grp.RootPart.LocalId)))
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{
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EventManager.TriggerObjectDeGrab(grp.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg);
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}
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}
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}
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public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID,
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public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID,
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@ -79,7 +79,8 @@ namespace OpenSim.Region.Framework.Scenes
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touch_end = 536870912,
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touch_end = 536870912,
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touch_start = 2097152,
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touch_start = 2097152,
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transaction_result = 33554432,
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transaction_result = 33554432,
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object_rez = 4194304
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object_rez = 4194304,
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anytouch = touch | touch_end | touch_start
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}
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}
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public struct scriptPosTarget
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public struct scriptPosTarget
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@ -3497,34 +3498,26 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
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if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
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{
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{
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if (BlockGrabOverride)
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return;
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SceneObjectPart part = GetPart(partID);
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SceneObjectPart part = GetPart(partID);
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if (part == null)
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if (part == null)
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return;
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return;
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if (part.BlockGrab)
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return;
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PhysicsActor pa = m_rootPart.PhysActor;
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PhysicsActor pa = m_rootPart.PhysActor;
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if (pa != null)
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if (pa != null && pa.IsPhysical)
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{
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{
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if (pa.IsPhysical)
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// empirically convert distance diference to a impulse
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{
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Vector3 grabforce = pos - AbsolutePosition;
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if (!BlockGrabOverride && !part.BlockGrab)
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grabforce = grabforce * (pa.Mass * 0.1f);
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{
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pa.AddForce(grabforce, false);
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/* Vector3 llmoveforce = pos - AbsolutePosition;
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m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
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Vector3 grabforce = llmoveforce;
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grabforce = (grabforce / 10) * pa.Mass;
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*/
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// empirically convert distance diference to a impulse
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Vector3 grabforce = pos - AbsolutePosition;
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grabforce = grabforce * (pa.Mass/ 10.0f);
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pa.AddForce(grabforce, false);
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m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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else
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{
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NonPhysicalGrabMovement(pos);
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}
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}
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}
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else
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else
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{
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{
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@ -3553,6 +3546,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="remoteClient"></param>
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/// <param name="remoteClient"></param>
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public void SpinStart(IClientAPI remoteClient)
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public void SpinStart(IClientAPI remoteClient)
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{
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{
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if (BlockGrabOverride || m_rootPart.BlockGrab)
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return;
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if (m_scene.EventManager.TriggerGroupSpinStart(UUID))
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if (m_scene.EventManager.TriggerGroupSpinStart(UUID))
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{
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{
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PhysicsActor pa = m_rootPart.PhysActor;
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PhysicsActor pa = m_rootPart.PhysActor;
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@ -3600,46 +3595,43 @@ namespace OpenSim.Region.Framework.Scenes
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// but it will result in over-shoot or under-shoot of the target orientation.
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// but it will result in over-shoot or under-shoot of the target orientation.
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// For the end user, this means that ctrl+shift+drag can be used for relative,
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// For the end user, this means that ctrl+shift+drag can be used for relative,
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// but not absolute, adjustments of orientation for physical prims.
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// but not absolute, adjustments of orientation for physical prims.
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if (BlockGrabOverride || m_rootPart.BlockGrab)
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return;
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if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation))
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if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation))
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{
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{
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PhysicsActor pa = m_rootPart.PhysActor;
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PhysicsActor pa = m_rootPart.PhysActor;
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if (pa != null)
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if (pa != null && pa.IsPhysical)
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{
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{
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if (pa.IsPhysical)
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if (m_rootPart.IsWaitingForFirstSpinUpdatePacket)
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{
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{
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if (m_rootPart.IsWaitingForFirstSpinUpdatePacket)
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// first time initialization of "old" orientation for calculation of delta rotations
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{
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m_rootPart.SpinOldOrientation = newOrientation;
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// first time initialization of "old" orientation for calculation of delta rotations
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m_rootPart.IsWaitingForFirstSpinUpdatePacket = false;
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m_rootPart.SpinOldOrientation = newOrientation;
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m_rootPart.IsWaitingForFirstSpinUpdatePacket = false;
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}
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else
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{
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// save and update old orientation
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Quaternion old = m_rootPart.SpinOldOrientation;
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m_rootPart.SpinOldOrientation = newOrientation;
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//m_log.Error("[SCENE OBJECT GROUP]: Old orientation is " + old);
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//m_log.Error("[SCENE OBJECT GROUP]: Incoming new orientation is " + newOrientation);
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// compute difference between previous old rotation and new incoming rotation
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Quaternion minimalRotationFromQ1ToQ2 = Quaternion.Inverse(old) * newOrientation;
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float rotationAngle;
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Vector3 rotationAxis;
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minimalRotationFromQ1ToQ2.GetAxisAngle(out rotationAxis, out rotationAngle);
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rotationAxis.Normalize();
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//m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis);
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Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
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spinforce = (spinforce/8) * pa.Mass; // 8 is an arbitrary torque scaling factor
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pa.AddAngularForce(spinforce,true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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}
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else
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else
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{
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{
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NonPhysicalSpinMovement(newOrientation);
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// save and update old orientation
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Quaternion old = m_rootPart.SpinOldOrientation;
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m_rootPart.SpinOldOrientation = newOrientation;
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//m_log.Error("[SCENE OBJECT GROUP]: Old orientation is " + old);
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//m_log.Error("[SCENE OBJECT GROUP]: Incoming new orientation is " + newOrientation);
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// compute difference between previous old rotation and new incoming rotation
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Quaternion minimalRotationFromQ1ToQ2 = Quaternion.Inverse(old) * newOrientation;
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float rotationAngle;
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Vector3 rotationAxis;
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minimalRotationFromQ1ToQ2.GetAxisAngle(out rotationAxis, out rotationAngle);
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rotationAxis.Normalize();
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//m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis);
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Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
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spinforce = (spinforce/8) * pa.Mass; // 8 is an arbitrary torque scaling factor
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pa.AddAngularForce(spinforce,true);
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m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
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}
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}
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}
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}
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else
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else
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