diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 150 |
1 files changed, 31 insertions, 119 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 0ff9388..6d0854b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -716,14 +716,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
716 | set { m_particleSystem = value; } | 716 | set { m_particleSystem = value; } |
717 | } | 717 | } |
718 | 718 | ||
719 | |||
720 | public DateTime Expires | 719 | public DateTime Expires |
721 | { | 720 | { |
722 | get { return m_expires; } | 721 | get { return m_expires; } |
723 | set { m_expires = value; } | 722 | set { m_expires = value; } |
724 | } | 723 | } |
725 | 724 | ||
726 | |||
727 | public DateTime Rezzed | 725 | public DateTime Rezzed |
728 | { | 726 | { |
729 | get { return m_rezzed; } | 727 | get { return m_rezzed; } |
@@ -1932,20 +1930,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1932 | else | 1930 | else |
1933 | { | 1931 | { |
1934 | data = new byte[16]; | 1932 | data = new byte[16]; |
1935 | int pos = 0; | ||
1936 | |||
1937 | // The flags don't like conversion from uint to byte, so we have to do | ||
1938 | // it the crappy way. See the above function :( | ||
1939 | |||
1940 | data[pos] = ConvertScriptUintToByte((uint)pTexAnim.Flags); pos++; | ||
1941 | data[pos] = (byte)pTexAnim.Face; pos++; | ||
1942 | data[pos] = (byte)pTexAnim.SizeX; pos++; | ||
1943 | data[pos] = (byte)pTexAnim.SizeY; pos++; | ||
1944 | |||
1945 | Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); | ||
1946 | Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); | ||
1947 | Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); | ||
1948 | 1933 | ||
1934 | data[0] = (byte)pTexAnim.Flags; | ||
1935 | data[1] = (byte)pTexAnim.Face; | ||
1936 | data[2] = (byte)pTexAnim.SizeX; | ||
1937 | data[3] = (byte)pTexAnim.SizeY; | ||
1938 | Utils.FloatToBytesSafepos(pTexAnim.Start, data, 4); | ||
1939 | Utils.FloatToBytesSafepos(pTexAnim.Length, data, 8); | ||
1940 | Utils.FloatToBytesSafepos(pTexAnim.Rate, data, 12); | ||
1949 | } | 1941 | } |
1950 | m_TextureAnimation = data; | 1942 | m_TextureAnimation = data; |
1951 | } | 1943 | } |
@@ -1970,23 +1962,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1970 | /// </summary> | 1962 | /// </summary> |
1971 | /// <param name="impulsei">Vector force</param> | 1963 | /// <param name="impulsei">Vector force</param> |
1972 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 1964 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1973 | public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF) | 1965 | public void ApplyImpulse(Vector3 impulse, bool localGlobalTF) |
1974 | { | 1966 | { |
1975 | Vector3 impulse = impulsei; | 1967 | if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit) |
1968 | return; | ||
1976 | 1969 | ||
1977 | if (localGlobalTF) | 1970 | if (localGlobalTF) |
1978 | { | 1971 | impulse *= GetWorldRotation(); |
1979 | Quaternion grot = GetWorldRotation(); | ||
1980 | Quaternion AXgrot = grot; | ||
1981 | Vector3 AXimpulsei = impulsei; | ||
1982 | Vector3 newimpulse = AXimpulsei * AXgrot; | ||
1983 | impulse = newimpulse; | ||
1984 | } | ||
1985 | 1972 | ||
1986 | if (ParentGroup != null) | 1973 | ParentGroup.applyImpulse(impulse); |
1987 | { | ||
1988 | ParentGroup.applyImpulse(impulse); | ||
1989 | } | ||
1990 | } | 1974 | } |
1991 | 1975 | ||
1992 | // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future | 1976 | // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future |
@@ -2009,9 +1993,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2009 | return; | 1993 | return; |
2010 | 1994 | ||
2011 | if (localGlobalTF) | 1995 | if (localGlobalTF) |
2012 | { | 1996 | pVel *= GetWorldRotation(); |
2013 | pVel = pVel * GetWorldRotation(); | ||
2014 | } | ||
2015 | 1997 | ||
2016 | ParentGroup.Velocity = pVel; | 1998 | ParentGroup.Velocity = pVel; |
2017 | } | 1999 | } |
@@ -2036,9 +2018,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2036 | return; | 2018 | return; |
2037 | 2019 | ||
2038 | if (localGlobalTF) | 2020 | if (localGlobalTF) |
2039 | { | 2021 | pAngVel *= GetWorldRotation(); |
2040 | pAngVel = pAngVel * GetWorldRotation(); | ||
2041 | } | ||
2042 | 2022 | ||
2043 | root.AngularVelocity = pAngVel; | 2023 | root.AngularVelocity = pAngVel; |
2044 | } | 2024 | } |
@@ -2051,23 +2031,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2051 | /// </summary> | 2031 | /// </summary> |
2052 | /// <param name="impulsei">Vector force</param> | 2032 | /// <param name="impulsei">Vector force</param> |
2053 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 2033 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
2054 | public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 2034 | public void ApplyAngularImpulse(Vector3 impulse, bool localGlobalTF) |
2055 | { | 2035 | { |
2056 | if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit) | 2036 | if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit) |
2057 | return; | 2037 | return; |
2058 | 2038 | ||
2059 | Vector3 impulse = impulsei; | ||
2060 | |||
2061 | if (localGlobalTF) | 2039 | if (localGlobalTF) |
2062 | { | 2040 | ParentGroup.ApplyAngularImpulse(impulse * GetWorldRotation()); |
2063 | Quaternion grot = GetWorldRotation(); | 2041 | else |
2064 | Quaternion AXgrot = grot; | 2042 | ParentGroup.ApplyAngularImpulse(impulse); |
2065 | Vector3 AXimpulsei = impulsei; | ||
2066 | Vector3 newimpulse = AXimpulsei * AXgrot; | ||
2067 | impulse = newimpulse; | ||
2068 | } | ||
2069 | |||
2070 | ParentGroup.ApplyAngularImpulse(impulse); | ||
2071 | } | 2043 | } |
2072 | 2044 | ||
2073 | /// <summary> | 2045 | /// <summary> |
@@ -2084,9 +2056,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2084 | Vector3 torque = torquei; | 2056 | Vector3 torque = torquei; |
2085 | 2057 | ||
2086 | if (localGlobalTF) | 2058 | if (localGlobalTF) |
2087 | { | ||
2088 | torque *= GetWorldRotation(); | 2059 | torque *= GetWorldRotation(); |
2089 | } | ||
2090 | 2060 | ||
2091 | Torque = torque; | 2061 | Torque = torque; |
2092 | } | 2062 | } |
@@ -2135,19 +2105,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2135 | } | 2105 | } |
2136 | } | 2106 | } |
2137 | 2107 | ||
2138 | public byte ConvertScriptUintToByte(uint indata) | ||
2139 | { | ||
2140 | byte outdata = (byte)TextureAnimFlags.NONE; | ||
2141 | if ((indata & 1) != 0) outdata |= (byte)TextureAnimFlags.ANIM_ON; | ||
2142 | if ((indata & 2) != 0) outdata |= (byte)TextureAnimFlags.LOOP; | ||
2143 | if ((indata & 4) != 0) outdata |= (byte)TextureAnimFlags.REVERSE; | ||
2144 | if ((indata & 8) != 0) outdata |= (byte)TextureAnimFlags.PING_PONG; | ||
2145 | if ((indata & 16) != 0) outdata |= (byte)TextureAnimFlags.SMOOTH; | ||
2146 | if ((indata & 32) != 0) outdata |= (byte)TextureAnimFlags.ROTATE; | ||
2147 | if ((indata & 64) != 0) outdata |= (byte)TextureAnimFlags.SCALE; | ||
2148 | return outdata; | ||
2149 | } | ||
2150 | |||
2151 | /// <summary> | 2108 | /// <summary> |
2152 | /// Duplicates this part. | 2109 | /// Duplicates this part. |
2153 | /// </summary> | 2110 | /// </summary> |
@@ -2505,14 +2462,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2505 | return 0; | 2462 | return 0; |
2506 | } | 2463 | } |
2507 | 2464 | ||
2508 | public double GetDistanceTo(Vector3 a, Vector3 b) | ||
2509 | { | ||
2510 | float dx = a.X - b.X; | ||
2511 | float dy = a.Y - b.Y; | ||
2512 | float dz = a.Z - b.Z; | ||
2513 | return Math.Sqrt(dx * dx + dy * dy + dz * dz); | ||
2514 | } | ||
2515 | |||
2516 | public uint GetEffectiveObjectFlags() | 2465 | public uint GetEffectiveObjectFlags() |
2517 | { | 2466 | { |
2518 | // Commenting this section of code out since it doesn't actually do anything, as enums are handled by | 2467 | // Commenting this section of code out since it doesn't actually do anything, as enums are handled by |
@@ -2647,20 +2596,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2647 | /// <returns>A Linked Child Prim objects position in world</returns> | 2596 | /// <returns>A Linked Child Prim objects position in world</returns> |
2648 | public Vector3 GetWorldPosition() | 2597 | public Vector3 GetWorldPosition() |
2649 | { | 2598 | { |
2650 | Vector3 ret; | ||
2651 | if (_parentID == 0) | 2599 | if (_parentID == 0) |
2652 | // if a root SOP, my position is what it is | 2600 | return GroupPosition; |
2653 | ret = GroupPosition; | 2601 | |
2654 | else | 2602 | // If a child SOP, my position is relative to the root SOP so take |
2655 | { | 2603 | // my info and add the root's position and rotation to |
2656 | // If a child SOP, my position is relative to the root SOP so take | 2604 | // get my world position. |
2657 | // my info and add the root's position and rotation to | 2605 | return ParentGroup.AbsolutePosition + OffsetPosition * ParentGroup.RootPart.RotationOffset; |
2658 | // get my world position. | ||
2659 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | ||
2660 | Vector3 translationOffsetPosition = OffsetPosition * parentRot; | ||
2661 | ret = ParentGroup.AbsolutePosition + translationOffsetPosition; | ||
2662 | } | ||
2663 | return ret; | ||
2664 | } | 2606 | } |
2665 | 2607 | ||
2666 | /// <summary> | 2608 | /// <summary> |
@@ -2669,22 +2611,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2669 | /// <returns></returns> | 2611 | /// <returns></returns> |
2670 | public Quaternion GetWorldRotation() | 2612 | public Quaternion GetWorldRotation() |
2671 | { | 2613 | { |
2672 | Quaternion newRot; | 2614 | if (_parentID == 0) |
2673 | 2615 | return RotationOffset; | |
2674 | if (this.LinkNum == 0 || this.LinkNum == 1) | ||
2675 | { | ||
2676 | newRot = RotationOffset; | ||
2677 | } | ||
2678 | else | ||
2679 | { | ||
2680 | // A child SOP's rotation is relative to the root SOP's rotation. | ||
2681 | // Combine them to get my absolute rotation. | ||
2682 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | ||
2683 | Quaternion oldRot = RotationOffset; | ||
2684 | newRot = parentRot * oldRot; | ||
2685 | } | ||
2686 | 2616 | ||
2687 | return newRot; | 2617 | // A child SOP's rotation is relative to the root SOP's rotation. |
2618 | // Combine them to get my absolute rotation. | ||
2619 | return ParentGroup.RootPart.RotationOffset * RotationOffset; | ||
2688 | } | 2620 | } |
2689 | 2621 | ||
2690 | /// <summary> | 2622 | /// <summary> |
@@ -3066,27 +2998,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3066 | } | 2998 | } |
3067 | //ParentGroup.RootPart.m_groupPosition = newpos; | 2999 | //ParentGroup.RootPart.m_groupPosition = newpos; |
3068 | } | 3000 | } |
3069 | /* | 3001 | |
3070 | if (pa != null && _parentID != 0 && ParentGroup != null) | ||
3071 | { | ||
3072 | // Special case where a child object is requesting property updates. | ||
3073 | // This happens when linksets are modified to use flexible links rather than | ||
3074 | // the default links. | ||
3075 | // The simulator code presumes that child parts are only modified by scripts | ||
3076 | // so the logic for changing position/rotation/etc does not take into | ||
3077 | // account the physical object actually moving. | ||
3078 | // This code updates the offset position and rotation of the child and then | ||
3079 | // lets the update code push the update to the viewer. | ||
3080 | // Since physics engines do not normally generate this event for linkset children, | ||
3081 | // this code will not be active unless you have a specially configured | ||
3082 | // physics engine. | ||
3083 | Quaternion invRootRotation = Quaternion.Normalize(Quaternion.Inverse(ParentGroup.RootPart.RotationOffset)); | ||
3084 | m_offsetPosition = pa.Position - m_groupPosition; | ||
3085 | RotationOffset = pa.Orientation * invRootRotation; | ||
3086 | // m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}", | ||
3087 | // "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset); | ||
3088 | } | ||
3089 | */ | ||
3090 | ScheduleTerseUpdate(); | 3002 | ScheduleTerseUpdate(); |
3091 | } | 3003 | } |
3092 | 3004 | ||
@@ -4460,7 +4372,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4460 | q = iray.Origin + iray.Direction * a; | 4372 | q = iray.Origin + iray.Direction * a; |
4461 | //} | 4373 | //} |
4462 | 4374 | ||
4463 | float distance2 = (float)GetDistanceTo(q, AXpos); | 4375 | float distance2 = Vector3.Distance(q, AXpos); |
4464 | // Is this the closest hit to the object's origin? | 4376 | // Is this the closest hit to the object's origin? |
4465 | //if (faceCenters) | 4377 | //if (faceCenters) |
4466 | //{ | 4378 | //{ |