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authorTeravus Ovares2008-10-17 23:19:00 +0000
committerTeravus Ovares2008-10-17 23:19:00 +0000
commit0916b38b8300c41f66c2f22e79c77f3c5f6f4cb7 (patch)
tree5cf1a9a56529525797ce8577ed1c49208a65ffd7 /OpenSim/Region/ScriptEngine
parent* Remove mono warnings (diff)
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* Fix an over compensation for bounciness on flat Primitive
* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator. * llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs172
1 files changed, 169 insertions, 3 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 6a6109b..956a500 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -3456,10 +3456,176 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3456 public void llPushObject(string target, LSL_Vector impulse, LSL_Vector ang_impulse, int local) 3456 public void llPushObject(string target, LSL_Vector impulse, LSL_Vector ang_impulse, int local)
3457 { 3457 {
3458 m_host.AddScriptLPS(1); 3458 m_host.AddScriptLPS(1);
3459 SceneObjectPart targ = World.GetSceneObjectPart((UUID)target); 3459 bool pushrestricted = World.RegionInfo.RegionSettings.RestrictPushing;
3460 if (targ == null) 3460 bool pushAllowed = false;
3461
3462 bool pusheeIsAvatar = false;
3463 UUID targetID = UUID.Zero;
3464
3465 if (!UUID.TryParse(target,out targetID))
3461 return; 3466 return;
3462 targ.ApplyImpulse(new Vector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0); 3467
3468 ScenePresence pusheeav = null;
3469 //SceneObjectPart pusheeob = null;
3470 EntityBase obj = null;
3471 Vector3 PusheePos = Vector3.Zero;
3472 SceneObjectPart pusheeob = null;
3473
3474 List<ScenePresence> avatars = World.GetAvatars();
3475
3476 foreach (ScenePresence avatar in avatars)
3477 {
3478 if (avatar.UUID == targetID)
3479 {
3480 pusheeIsAvatar = true;
3481
3482 // Pushee doesn't have a physics actor
3483 if (avatar.PhysicsActor == null)
3484 return;
3485
3486 // Pushee is in GodMode this pushing object isn't owned by them
3487 if (avatar.GodLevel > 0 && m_host.OwnerID != targetID)
3488 return;
3489
3490 pusheeav = avatar;
3491
3492 // Find pushee position
3493 // Pushee Linked?
3494 if (pusheeav.ParentID != 0)
3495 {
3496 SceneObjectPart parentobj = World.GetSceneObjectPart(pusheeav.ParentID);
3497 if (parentobj != null)
3498 {
3499 PusheePos = parentobj.AbsolutePosition;
3500 }
3501 else
3502 {
3503 PusheePos = pusheeav.AbsolutePosition;
3504 }
3505 }
3506 else
3507 {
3508 PusheePos = pusheeav.AbsolutePosition;
3509 }
3510
3511 obj = (EntityBase)pusheeav;
3512 break;
3513 }
3514 }
3515
3516 if (!pusheeIsAvatar)
3517 {
3518 pusheeob = World.GetSceneObjectPart((UUID)target);
3519
3520 // We can't find object
3521 if (pusheeob == null)
3522 return;
3523
3524 // Object not pushable. Not an attachment and has no physics component
3525 if (!pusheeob.IsAttachment && pusheeob.PhysActor == null)
3526 return;
3527
3528 PusheePos = pusheeob.AbsolutePosition;
3529 //obj = (EntityBase)pusheeob;
3530 }
3531
3532
3533 if (pushrestricted)
3534 {
3535 ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X,PusheePos.Y);
3536
3537 // We didn't find the parcel but region is push restricted so assume it is NOT ok
3538 if (targetlandObj == null)
3539 return;
3540
3541 // Need provisions for Group Owned here
3542 if (m_host.OwnerID == targetlandObj.landData.OwnerID || targetlandObj.landData.IsGroupOwned || m_host.OwnerID == targetID)
3543 {
3544 pushAllowed = true;
3545 }
3546 }
3547 else
3548 {
3549 ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X, PusheePos.Y);
3550 if (targetlandObj == null)
3551 {
3552 // We didn't find the parcel but region isn't push restricted so assume it's ok
3553 pushAllowed = true;
3554 }
3555 else
3556 {
3557 // Parcel push restriction
3558 if ((targetlandObj.landData.Flags & (uint)Parcel.ParcelFlags.RestrictPushObject) == (uint)Parcel.ParcelFlags.RestrictPushObject)
3559 {
3560 // Need provisions for Group Owned here
3561 if (m_host.OwnerID == targetlandObj.landData.OwnerID || targetlandObj.landData.IsGroupOwned || m_host.OwnerID == targetID)
3562 {
3563 pushAllowed = true;
3564 }
3565
3566 //Parcel.ParcelFlags.RestrictPushObject
3567 //pushAllowed = true;
3568 }
3569 else
3570 {
3571 // Parcel isn't push restricted
3572 pushAllowed = true;
3573 }
3574 }
3575 }
3576 if (pushAllowed)
3577 {
3578 float distance = (PusheePos - m_host.AbsolutePosition).Length();
3579 float distance_term = distance * distance * distance; // Script Energy
3580 float pusher_mass = m_host.GetMass();
3581
3582 float PUSH_ATTENUATION_DISTANCE = 17f;
3583 float PUSH_ATTENUATION_SCALE = 5f;
3584 float distance_attenuation = 1f;
3585 if (distance > PUSH_ATTENUATION_DISTANCE)
3586 {
3587 float normalized_units = 1f + (distance - PUSH_ATTENUATION_DISTANCE) / PUSH_ATTENUATION_SCALE;
3588 distance_attenuation = 1f / normalized_units;
3589 }
3590
3591 Vector3 applied_linear_impulse = new Vector3((float)impulse.x, (float)impulse.y, (float)impulse.z);
3592 {
3593 float impulse_length = applied_linear_impulse.Length();
3594
3595 float desired_energy = impulse_length * pusher_mass;
3596 if (desired_energy > 0f)
3597 desired_energy += distance_term;
3598
3599 float scaling_factor = 1f;
3600 scaling_factor *= distance_attenuation;
3601 applied_linear_impulse *= scaling_factor;
3602
3603 }
3604 if (pusheeIsAvatar)
3605 {
3606 if (pusheeav != null)
3607 {
3608 if (pusheeav.PhysicsActor != null)
3609 {
3610 if (local != 0)
3611 {
3612 applied_linear_impulse *= m_host.GetWorldRotation();
3613 }
3614 pusheeav.PhysicsActor.AddForce(new PhysicsVector(applied_linear_impulse.X, applied_linear_impulse.Y, applied_linear_impulse.Z), true);
3615 }
3616 }
3617 }
3618 else
3619 {
3620 if (pusheeob != null)
3621 {
3622 if (pusheeob.PhysActor != null)
3623 {
3624 pusheeob.ApplyImpulse(applied_linear_impulse, local != 0);
3625 }
3626 }
3627 }
3628 }
3463 } 3629 }
3464 3630
3465 public void llPassCollisions(int pass) 3631 public void llPassCollisions(int pass)