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authorDan Lake2013-02-06 16:45:47 -0800
committerDan Lake2013-02-06 16:45:47 -0800
commit7590ebc934477d0c410cae1bbc40664453d57001 (patch)
treeabcb69bf2b26d23454a37af8609711376b6f1dee /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentWebStats will now use actual logfile as specified in OpenSim.exe.config rathe... (diff)
parentminor: add method doc to DAMap.ValidateKey() (diff)
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Merge branch 'master' of git://opensimulator.org/git/opensim
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs98
1 files changed, 94 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 189d298..55b5462 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -116,7 +116,7 @@ namespace OpenSim.Region.Framework.Scenes
116 116
117 #endregion Enumerations 117 #endregion Enumerations
118 118
119 public class SceneObjectPart : IScriptHost, ISceneEntity 119 public class SceneObjectPart : ISceneEntity
120 { 120 {
121 /// <value> 121 /// <value>
122 /// Denote all sides of the prim 122 /// Denote all sides of the prim
@@ -302,6 +302,13 @@ namespace OpenSim.Region.Framework.Scenes
302 protected Vector3 m_lastAcceleration; 302 protected Vector3 m_lastAcceleration;
303 protected Vector3 m_lastAngularVelocity; 303 protected Vector3 m_lastAngularVelocity;
304 protected int m_lastTerseSent; 304 protected int m_lastTerseSent;
305
306 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
307 // TODO: Implement these
308 //protected float m_density = 1000.0f; // in kg/m^3
309 //protected float m_gravitymod = 1.0f;
310 //protected float m_friction = 0.6f; // wood
311 //protected float m_bounce = 0.5f; // wood
305 312
306 /// <summary> 313 /// <summary>
307 /// Stores media texture data 314 /// Stores media texture data
@@ -1322,6 +1329,69 @@ namespace OpenSim.Region.Framework.Scenes
1322 set { m_collisionSoundVolume = value; } 1329 set { m_collisionSoundVolume = value; }
1323 } 1330 }
1324 1331
1332 public byte DefaultPhysicsShapeType()
1333 {
1334 byte type;
1335
1336 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1337 type = (byte)PhysShapeType.convex;
1338 else
1339 type = (byte)PhysShapeType.prim;
1340
1341 return type;
1342 }
1343
1344 public byte PhysicsShapeType
1345 {
1346 get { return m_physicsShapeType; }
1347 set
1348 {
1349 byte oldv = m_physicsShapeType;
1350
1351 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1352 {
1353 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1354 m_physicsShapeType = DefaultPhysicsShapeType();
1355 else
1356 m_physicsShapeType = value;
1357 }
1358 else
1359 m_physicsShapeType = DefaultPhysicsShapeType();
1360
1361 if (m_physicsShapeType != oldv && ParentGroup != null)
1362 {
1363 if (m_physicsShapeType == (byte)PhysShapeType.none)
1364 {
1365 if (PhysActor != null)
1366 {
1367 Velocity = new Vector3(0, 0, 0);
1368 Acceleration = new Vector3(0, 0, 0);
1369 if (ParentGroup.RootPart == this)
1370 AngularVelocity = new Vector3(0, 0, 0);
1371 ParentGroup.Scene.RemovePhysicalPrim(1);
1372 RemoveFromPhysics();
1373 }
1374 }
1375 else if (PhysActor == null)
1376 {
1377 ApplyPhysics((uint)Flags, VolumeDetectActive);
1378 }
1379 else
1380 {
1381 // TODO: Update physics actor
1382 }
1383
1384 if (ParentGroup != null)
1385 ParentGroup.HasGroupChanged = true;
1386 }
1387 }
1388 }
1389
1390 public float Density { get; set; }
1391 public float GravityModifier { get; set; }
1392 public float Friction { get; set; }
1393 public float Bounciness { get; set; }
1394
1325 #endregion Public Properties with only Get 1395 #endregion Public Properties with only Get
1326 1396
1327 private uint ApplyMask(uint val, bool set, uint mask) 1397 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1523,9 +1593,8 @@ namespace OpenSim.Region.Framework.Scenes
1523 if (!ParentGroup.Scene.CollidablePrims) 1593 if (!ParentGroup.Scene.CollidablePrims)
1524 return; 1594 return;
1525 1595
1526// m_log.DebugFormat( 1596 if (PhysicsShapeType == (byte)PhysShapeType.none)
1527// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1597 return;
1528// Name, LocalId, UUID, m_physicalPrim);
1529 1598
1530 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1599 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
1531 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1600 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
@@ -3878,6 +3947,26 @@ namespace OpenSim.Region.Framework.Scenes
3878 } 3947 }
3879 } 3948 }
3880 3949
3950 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
3951 {
3952 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
3953 return;
3954
3955 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
3956 {
3957 PhysicsShapeType = (byte)physdata.PhysShapeType;
3958
3959 }
3960
3961 if(Density != physdata.Density)
3962 Density = physdata.Density;
3963 if(GravityModifier != physdata.GravitationModifier)
3964 GravityModifier = physdata.GravitationModifier;
3965 if(Friction != physdata.Friction)
3966 Friction = physdata.Friction;
3967 if(Bounciness != physdata.Bounce)
3968 Bounciness = physdata.Bounce;
3969 }
3881 /// <summary> 3970 /// <summary>
3882 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 3971 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3883 /// </summary> 3972 /// </summary>
@@ -3949,6 +4038,7 @@ namespace OpenSim.Region.Framework.Scenes
3949 4038
3950 if (SetPhantom 4039 if (SetPhantom
3951 || ParentGroup.IsAttachment 4040 || ParentGroup.IsAttachment
4041 || PhysicsShapeType == (byte)PhysShapeType.none
3952 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints 4042 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3953 { 4043 {
3954 AddFlag(PrimFlags.Phantom); 4044 AddFlag(PrimFlags.Phantom);