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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs130
1 files changed, 26 insertions, 104 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 1cfa8ed..c300b96 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1046,39 +1046,22 @@ namespace OpenSim.Region.Framework.Scenes
1046 } 1046 }
1047 set 1047 set
1048 { 1048 {
1049<<<<<<< HEAD
1050 if (Util.IsNanOrInfinity(value)) 1049 if (Util.IsNanOrInfinity(value))
1051 m_angularVelocity = Vector3.Zero; 1050 m_angularVelocity = Vector3.Zero;
1052 else 1051 else
1053 m_angularVelocity = value; 1052 m_angularVelocity = value;
1054 1053
1055 PhysicsActor actor = PhysActor; 1054 PhysicsActor actor = PhysActor;
1056 if ((actor != null) && actor.IsPhysical)
1057 actor.RotationalVelocity = m_angularVelocity;
1058=======
1059 m_angularVelocity = value;
1060 PhysicsActor actor = PhysActor;
1061 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) 1055 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1062 { 1056 {
1063 actor.RotationalVelocity = m_angularVelocity; 1057 actor.RotationalVelocity = m_angularVelocity;
1064 } 1058 }
1065>>>>>>> avn/ubitvar
1066 } 1059 }
1067 } 1060 }
1068 1061
1069 /// <summary></summary> 1062 /// <summary></summary>
1070 public Vector3 Acceleration 1063 public Vector3 Acceleration
1071 { 1064 {
1072<<<<<<< HEAD
1073 get { return m_acceleration; }
1074 set
1075 {
1076 if (Util.IsNanOrInfinity(value))
1077 m_acceleration = Vector3.Zero;
1078 else
1079 m_acceleration = value;
1080 }
1081=======
1082 get 1065 get
1083 { 1066 {
1084 PhysicsActor actor = PhysActor; 1067 PhysicsActor actor = PhysActor;
@@ -1088,9 +1071,14 @@ namespace OpenSim.Region.Framework.Scenes
1088 } 1071 }
1089 return m_acceleration; 1072 return m_acceleration;
1090 } 1073 }
1091 1074
1092 set { m_acceleration = value; } 1075 set
1093>>>>>>> avn/ubitvar 1076 {
1077 if (Util.IsNanOrInfinity(value))
1078 m_acceleration = Vector3.Zero;
1079 else
1080 m_acceleration = value;
1081 }
1094 } 1082 }
1095 1083
1096 public string Description { get; set; } 1084 public string Description { get; set; }
@@ -1431,7 +1419,7 @@ namespace OpenSim.Region.Framework.Scenes
1431 /// <value> 1419 /// <value>
1432 /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene. 1420 /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
1433 /// </value> 1421 /// </value>
1434 private HashSet<ScenePresence> m_sittingAvatars; 1422 private HashSet<UUID> m_sittingAvatars;
1435 1423
1436 public virtual UUID RegionID 1424 public virtual UUID RegionID
1437 { 1425 {
@@ -1932,7 +1920,6 @@ namespace OpenSim.Region.Framework.Scenes
1932 1920
1933 public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim) 1921 public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
1934 { 1922 {
1935<<<<<<< HEAD
1936 byte[] data; 1923 byte[] data;
1937 1924
1938 if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF) 1925 if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF)
@@ -1944,13 +1931,6 @@ namespace OpenSim.Region.Framework.Scenes
1944 data = new byte[16]; 1931 data = new byte[16];
1945 int pos = 0; 1932 int pos = 0;
1946 1933
1947=======
1948 if (((int)pTexAnim.Flags & 1) != 0) // ANIM_ON
1949 {
1950 byte[] data = new byte[16];
1951 int pos = 0;
1952
1953>>>>>>> avn/ubitvar
1954 // The flags don't like conversion from uint to byte, so we have to do 1934 // The flags don't like conversion from uint to byte, so we have to do
1955 // it the crappy way. See the above function :( 1935 // it the crappy way. See the above function :(
1956 1936
@@ -1962,17 +1942,9 @@ namespace OpenSim.Region.Framework.Scenes
1962 Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); 1942 Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
1963 Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); 1943 Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
1964 Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); 1944 Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
1965<<<<<<< HEAD 1945
1966 }
1967=======
1968>>>>>>> avn/ubitvar
1969
1970 m_TextureAnimation = data;
1971 }
1972 else
1973 {
1974 m_TextureAnimation = Utils.EmptyBytes;
1975 } 1946 }
1947 m_TextureAnimation = data;
1976 } 1948 }
1977 1949
1978 public void AdjustSoundGain(double volume) 1950 public void AdjustSoundGain(double volume)
@@ -2240,7 +2212,7 @@ namespace OpenSim.Region.Framework.Scenes
2240 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2212 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
2241 dupe.Shape.ExtraParams = extraP; 2213 dupe.Shape.ExtraParams = extraP;
2242 2214
2243 dupe.m_sittingAvatars = new HashSet<ScenePresence>(); 2215 dupe.m_sittingAvatars = new HashSet<UUID>();
2244 2216
2245 // safeguard actual copy is done in sog.copy 2217 // safeguard actual copy is done in sog.copy
2246 dupe.KeyframeMotion = null; 2218 dupe.KeyframeMotion = null;
@@ -2829,7 +2801,7 @@ namespace OpenSim.Region.Framework.Scenes
2829 CollidingMessage = CreateColliderArgs(this, colliders); 2801 CollidingMessage = CreateColliderArgs(this, colliders);
2830 2802
2831 if (CollidingMessage.Colliders.Count > 0) 2803 if (CollidingMessage.Colliders.Count > 0)
2832 DoNotify(notify, LocalId, CollidingMessage); 2804 notify(LocalId, CollidingMessage);
2833 2805
2834 if (PassCollisions) 2806 if (PassCollisions)
2835 sendToRoot = true; 2807 sendToRoot = true;
@@ -2843,7 +2815,7 @@ namespace OpenSim.Region.Framework.Scenes
2843 { 2815 {
2844 CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); 2816 CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders);
2845 if (CollidingMessage.Colliders.Count > 0) 2817 if (CollidingMessage.Colliders.Count > 0)
2846 DoNotify(notify, ParentGroup.RootPart.LocalId, CollidingMessage); 2818 notify(ParentGroup.RootPart.LocalId, CollidingMessage);
2847 } 2819 }
2848 } 2820 }
2849 } 2821 }
@@ -2858,35 +2830,6 @@ namespace OpenSim.Region.Framework.Scenes
2858 colliding.Add(CreateDetObjectForGround()); 2830 colliding.Add(CreateDetObjectForGround());
2859 LandCollidingMessage.Colliders = colliding; 2831 LandCollidingMessage.Colliders = colliding;
2860 2832
2861<<<<<<< HEAD
2862 DoNotify(notify, LocalId, LandCollidingMessage);
2863 }
2864 }
2865
2866 private void DoNotify(ScriptCollidingNotification notify, uint id, ColliderArgs collargs)
2867 {
2868 if (m_parentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.ShouldUseFireAndForgetForCollisions)
2869 {
2870 // For those learning C#, FireAndForget takes a function, an object to pass
2871 // to that function and an ID string. The "oo => {}" construct is a lambda expression
2872 // for a function with one arguement ('oo'). The 'new Object[] {}" construct creates an Object
2873 // that is an object array and initializes it with three items (the parameters
2874 // being passed). The parameters passed are the function to call ('notify') and
2875 // its two arguements. Finally, once in the function (called later by the FireAndForget
2876 // thread scheduler), the passed object is cast to an object array and then each
2877 // of its items (aoo[0] to aoo[2]) are individually cast to what they are and
2878 // then used in a call of the passed ScriptCollidingNotification function.
2879 Util.FireAndForget(oo =>
2880 {
2881 Object[] aoo = (Object[])oo;
2882 ((ScriptCollidingNotification)aoo[0])((uint)aoo[1], (ColliderArgs)aoo[2]);
2883
2884 }, new Object[] { notify, id, collargs }, "SOP.Collision");
2885 }
2886 else
2887 {
2888 notify(id, collargs);
2889=======
2890 if (Inventory.ContainsScripts()) 2833 if (Inventory.ContainsScripts())
2891 { 2834 {
2892 if (!PassCollisions) 2835 if (!PassCollisions)
@@ -2898,7 +2841,6 @@ namespace OpenSim.Region.Framework.Scenes
2898 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) 2841 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2899 { 2842 {
2900 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); 2843 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2901>>>>>>> avn/ubitvar
2902 } 2844 }
2903 } 2845 }
2904 2846
@@ -3046,12 +2988,7 @@ namespace OpenSim.Region.Framework.Scenes
3046 2988
3047 if (pa != null) 2989 if (pa != null)
3048 { 2990 {
3049<<<<<<< HEAD
3050 Vector3 newpos = pa.Position; 2991 Vector3 newpos = pa.Position;
3051=======
3052 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
3053
3054>>>>>>> avn/ubitvar
3055 if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos)) 2992 if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos))
3056 { 2993 {
3057 // Setting position outside current region will start region crossing 2994 // Setting position outside current region will start region crossing
@@ -3996,14 +3933,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
3996 3933
3997 public void StopMoveToTarget() 3934 public void StopMoveToTarget()
3998 { 3935 {
3999<<<<<<< HEAD
4000 ParentGroup.StopMoveToTarget(); 3936 ParentGroup.StopMoveToTarget();
4001=======
4002 ParentGroup.stopMoveToTarget();
4003
4004// ParentGroup.ScheduleGroupForTerseUpdate();
4005 //ParentGroup.ScheduleGroupForFullUpdate();
4006>>>>>>> avn/ubitvar
4007 } 3937 }
4008 3938
4009 public void StoreUndoState(ObjectChangeType change) 3939 public void StoreUndoState(ObjectChangeType change)
@@ -4665,8 +4595,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4665 4595
4666 public void ClonePermissions(SceneObjectPart source) 4596 public void ClonePermissions(SceneObjectPart source)
4667 { 4597 {
4668 bool update = false;
4669
4670 uint prevOwnerMask = OwnerMask; 4598 uint prevOwnerMask = OwnerMask;
4671 uint prevGroupMask = GroupMask; 4599 uint prevGroupMask = GroupMask;
4672 uint prevEveryoneMask = EveryoneMask; 4600 uint prevEveryoneMask = EveryoneMask;
@@ -4851,12 +4779,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4851 } 4779 }
4852 else // it already has a physical representation 4780 else // it already has a physical representation
4853 { 4781 {
4854<<<<<<< HEAD 4782
4855 pa.SetMaterial(Material);
4856 pa.Position = GetWorldPosition();
4857 pa.Orientation = GetWorldRotation();
4858 DoPhysicsPropertyUpdate(UsePhysics, true);
4859=======
4860 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. 4783 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4861/* moved into DoPhysicsPropertyUpdate 4784/* moved into DoPhysicsPropertyUpdate
4862 if(VolumeDetectActive) 4785 if(VolumeDetectActive)
@@ -4864,7 +4787,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4864 else 4787 else
4865 pa.SetVolumeDetect(0); 4788 pa.SetVolumeDetect(0);
4866*/ 4789*/
4867>>>>>>> avn/ubitvar
4868 4790
4869 if (pa.Building != building) 4791 if (pa.Building != building)
4870 pa.Building = building; 4792 pa.Building = building;
@@ -5621,19 +5543,19 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5621 /// true if the avatar was not already recorded, false otherwise. 5543 /// true if the avatar was not already recorded, false otherwise.
5622 /// </returns> 5544 /// </returns>
5623 /// <param name='avatarId'></param> 5545 /// <param name='avatarId'></param>
5624 protected internal bool AddSittingAvatar(ScenePresence sp) 5546 protected internal bool AddSittingAvatar(UUID id)
5625 { 5547 {
5626 lock (ParentGroup.m_sittingAvatars) 5548 lock (ParentGroup.m_sittingAvatars)
5627 { 5549 {
5628 if (IsSitTargetSet && SitTargetAvatar == UUID.Zero) 5550 if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
5629 SitTargetAvatar = sp.UUID; 5551 SitTargetAvatar = id;
5630 5552
5631 if (m_sittingAvatars == null) 5553 if (m_sittingAvatars == null)
5632 m_sittingAvatars = new HashSet<ScenePresence>(); 5554 m_sittingAvatars = new HashSet<UUID>();
5633 5555
5634 if (m_sittingAvatars.Add(sp)) 5556 if (m_sittingAvatars.Add(id))
5635 { 5557 {
5636 ParentGroup.m_sittingAvatars.Add(sp); 5558 ParentGroup.m_sittingAvatars.Add(id);
5637 5559
5638 return true; 5560 return true;
5639 } 5561 }
@@ -5650,22 +5572,22 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5650 /// true if the avatar was present and removed, false if it was not present. 5572 /// true if the avatar was present and removed, false if it was not present.
5651 /// </returns> 5573 /// </returns>
5652 /// <param name='avatarId'></param> 5574 /// <param name='avatarId'></param>
5653 protected internal bool RemoveSittingAvatar(ScenePresence sp) 5575 protected internal bool RemoveSittingAvatar(UUID id)
5654 { 5576 {
5655 lock (ParentGroup.m_sittingAvatars) 5577 lock (ParentGroup.m_sittingAvatars)
5656 { 5578 {
5657 if (SitTargetAvatar == sp.UUID) 5579 if (SitTargetAvatar == id)
5658 SitTargetAvatar = UUID.Zero; 5580 SitTargetAvatar = UUID.Zero;
5659 5581
5660 if (m_sittingAvatars == null) 5582 if (m_sittingAvatars == null)
5661 return false; 5583 return false;
5662 5584
5663 if (m_sittingAvatars.Remove(sp)) 5585 if (m_sittingAvatars.Remove(id))
5664 { 5586 {
5665 if (m_sittingAvatars.Count == 0) 5587 if (m_sittingAvatars.Count == 0)
5666 m_sittingAvatars = null; 5588 m_sittingAvatars = null;
5667 5589
5668 ParentGroup.m_sittingAvatars.Remove(sp); 5590 ParentGroup.m_sittingAvatars.Remove(id);
5669 5591
5670 return true; 5592 return true;
5671 } 5593 }
@@ -5679,14 +5601,14 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
5679 /// </summary> 5601 /// </summary>
5680 /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks> 5602 /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
5681 /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns> 5603 /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
5682 public HashSet<ScenePresence> GetSittingAvatars() 5604 public HashSet<UUID> GetSittingAvatars()
5683 { 5605 {
5684 lock (ParentGroup.m_sittingAvatars) 5606 lock (ParentGroup.m_sittingAvatars)
5685 { 5607 {
5686 if (m_sittingAvatars == null) 5608 if (m_sittingAvatars == null)
5687 return null; 5609 return null;
5688 else 5610 else
5689 return new HashSet<ScenePresence>(m_sittingAvatars); 5611 return new HashSet<UUID>(m_sittingAvatars);
5690 } 5612 }
5691 } 5613 }
5692 5614