diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 1716 |
1 files changed, 1192 insertions, 524 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 9e78242..4af508e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
62 | TELEPORT = 512, | 62 | TELEPORT = 512, |
63 | REGION_RESTART = 1024, | 63 | REGION_RESTART = 1024, |
64 | MEDIA = 2048, | 64 | MEDIA = 2048, |
65 | ANIMATION = 16384 | 65 | ANIMATION = 16384, |
66 | POSITION = 32768 | ||
66 | } | 67 | } |
67 | 68 | ||
68 | // I don't really know where to put this except here. | 69 | // I don't really know where to put this except here. |
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
121 | /// Denote all sides of the prim | 122 | /// Denote all sides of the prim |
122 | /// </value> | 123 | /// </value> |
123 | public const int ALL_SIDES = -1; | 124 | public const int ALL_SIDES = -1; |
124 | 125 | ||
126 | private const scriptEvents PhysicsNeededSubsEvents = ( | ||
127 | scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end | | ||
128 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
129 | ); | ||
130 | private const scriptEvents PhyscicsPhantonSubsEvents = ( | ||
131 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
132 | ); | ||
133 | private const scriptEvents PhyscicsVolumeDtcSubsEvents = ( | ||
134 | scriptEvents.collision_start | scriptEvents.collision_end | ||
135 | ); | ||
136 | |||
125 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 137 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
126 | 138 | ||
127 | /// <value> | 139 | /// <value> |
@@ -191,12 +203,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
191 | 203 | ||
192 | public double SoundRadius; | 204 | public double SoundRadius; |
193 | 205 | ||
206 | |||
194 | public uint TimeStampFull; | 207 | public uint TimeStampFull; |
195 | 208 | ||
196 | public uint TimeStampLastActivity; // Will be used for AutoReturn | 209 | public uint TimeStampLastActivity; // Will be used for AutoReturn |
197 | 210 | ||
198 | public uint TimeStampTerse; | 211 | public uint TimeStampTerse; |
199 | 212 | ||
213 | // The following two are to hold the attachment data | ||
214 | // while an object is inworld | ||
215 | [XmlIgnore] | ||
216 | public byte AttachPoint = 0; | ||
217 | |||
218 | [XmlIgnore] | ||
219 | public Vector3 AttachOffset = Vector3.Zero; | ||
220 | |||
221 | [XmlIgnore] | ||
222 | public Quaternion AttachRotation = Quaternion.Identity; | ||
223 | |||
224 | [XmlIgnore] | ||
200 | public int STATUS_ROTATE_X; | 225 | public int STATUS_ROTATE_X; |
201 | 226 | ||
202 | public int STATUS_ROTATE_Y; | 227 | public int STATUS_ROTATE_Y; |
@@ -223,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
223 | 248 | ||
224 | public Vector3 RotationAxis = Vector3.One; | 249 | public Vector3 RotationAxis = Vector3.One; |
225 | 250 | ||
226 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 251 | public bool VolumeDetectActive; |
227 | // Certainly this must be a persistant setting finally | ||
228 | 252 | ||
229 | public bool IsWaitingForFirstSpinUpdatePacket; | 253 | public bool IsWaitingForFirstSpinUpdatePacket; |
230 | 254 | ||
@@ -264,10 +288,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
264 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 288 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
265 | private Vector3 m_sitTargetPosition; | 289 | private Vector3 m_sitTargetPosition; |
266 | private string m_sitAnimation = "SIT"; | 290 | private string m_sitAnimation = "SIT"; |
291 | private bool m_occupied; // KF if any av is sitting on this prim | ||
267 | private string m_text = String.Empty; | 292 | private string m_text = String.Empty; |
268 | private string m_touchName = String.Empty; | 293 | private string m_touchName = String.Empty; |
269 | private readonly List<UndoState> m_undo = new List<UndoState>(5); | 294 | private UndoRedoState m_UndoRedo = null; |
270 | private readonly List<UndoState> m_redo = new List<UndoState>(5); | ||
271 | 295 | ||
272 | private bool m_passTouches = false; | 296 | private bool m_passTouches = false; |
273 | private bool m_passCollisions = false; | 297 | private bool m_passCollisions = false; |
@@ -296,7 +320,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
296 | protected Vector3 m_lastAcceleration; | 320 | protected Vector3 m_lastAcceleration; |
297 | protected Vector3 m_lastAngularVelocity; | 321 | protected Vector3 m_lastAngularVelocity; |
298 | protected int m_lastTerseSent; | 322 | protected int m_lastTerseSent; |
299 | 323 | protected float m_buoyancy = 0.0f; | |
324 | protected Vector3 m_force; | ||
325 | protected Vector3 m_torque; | ||
326 | |||
327 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; | ||
328 | protected float m_density = 1000.0f; // in kg/m^3 | ||
329 | protected float m_gravitymod = 1.0f; | ||
330 | protected float m_friction = 0.6f; // wood | ||
331 | protected float m_bounce = 0.5f; // wood | ||
332 | |||
333 | |||
334 | protected bool m_isSelected = false; | ||
335 | |||
300 | /// <summary> | 336 | /// <summary> |
301 | /// Stores media texture data | 337 | /// Stores media texture data |
302 | /// </summary> | 338 | /// </summary> |
@@ -308,10 +344,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
308 | private Vector3 m_cameraAtOffset; | 344 | private Vector3 m_cameraAtOffset; |
309 | private bool m_forceMouselook; | 345 | private bool m_forceMouselook; |
310 | 346 | ||
311 | // TODO: Collision sound should have default. | 347 | |
348 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
349 | private sbyte m_collisionSoundType; | ||
312 | private UUID m_collisionSound; | 350 | private UUID m_collisionSound; |
313 | private float m_collisionSoundVolume; | 351 | private float m_collisionSoundVolume; |
314 | 352 | ||
353 | private int LastColSoundSentTime; | ||
354 | |||
355 | |||
356 | private SOPVehicle m_vehicleParams = null; | ||
357 | |||
358 | private KeyframeMotion m_keyframeMotion = null; | ||
359 | |||
360 | public KeyframeMotion KeyframeMotion | ||
361 | { | ||
362 | get; set; | ||
363 | } | ||
364 | |||
365 | |||
315 | #endregion Fields | 366 | #endregion Fields |
316 | 367 | ||
317 | // ~SceneObjectPart() | 368 | // ~SceneObjectPart() |
@@ -340,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
340 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | 391 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from |
341 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | 392 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log |
342 | m_inventory = new SceneObjectPartInventory(this); | 393 | m_inventory = new SceneObjectPartInventory(this); |
394 | LastColSoundSentTime = Util.EnvironmentTickCount(); | ||
343 | } | 395 | } |
344 | 396 | ||
345 | /// <summary> | 397 | /// <summary> |
@@ -354,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
354 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 406 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
355 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 407 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
356 | { | 408 | { |
357 | m_name = "Primitive"; | 409 | m_name = "Object"; |
358 | 410 | ||
359 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 411 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
360 | LastOwnerID = CreatorID = OwnerID = ownerID; | 412 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -393,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
393 | private uint _ownerMask = (uint)PermissionMask.All; | 445 | private uint _ownerMask = (uint)PermissionMask.All; |
394 | private uint _groupMask = (uint)PermissionMask.None; | 446 | private uint _groupMask = (uint)PermissionMask.None; |
395 | private uint _everyoneMask = (uint)PermissionMask.None; | 447 | private uint _everyoneMask = (uint)PermissionMask.None; |
396 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 448 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
397 | private PrimFlags _flags = PrimFlags.None; | 449 | private PrimFlags _flags = PrimFlags.None; |
398 | private DateTime m_expires; | 450 | private DateTime m_expires; |
399 | private DateTime m_rezzed; | 451 | private DateTime m_rezzed; |
@@ -487,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
487 | } | 539 | } |
488 | 540 | ||
489 | /// <value> | 541 | /// <value> |
490 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 542 | /// Get the inventory list |
491 | /// </value> | 543 | /// </value> |
492 | public TaskInventoryDictionary TaskInventory | 544 | public TaskInventoryDictionary TaskInventory |
493 | { | 545 | { |
494 | get { return m_inventory.Items; } | 546 | get { |
495 | set { m_inventory.Items = value; } | 547 | return m_inventory.Items; |
548 | } | ||
549 | set { | ||
550 | m_inventory.Items = value; | ||
551 | } | ||
496 | } | 552 | } |
497 | 553 | ||
498 | /// <summary> | 554 | /// <summary> |
@@ -542,20 +598,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
542 | } | 598 | } |
543 | } | 599 | } |
544 | 600 | ||
545 | public byte Material | ||
546 | { | ||
547 | get { return (byte) m_material; } | ||
548 | set | ||
549 | { | ||
550 | m_material = (Material)value; | ||
551 | |||
552 | PhysicsActor pa = PhysActor; | ||
553 | |||
554 | if (pa != null) | ||
555 | pa.SetMaterial((int)value); | ||
556 | } | ||
557 | } | ||
558 | |||
559 | [XmlIgnore] | 601 | [XmlIgnore] |
560 | public bool PassTouches | 602 | public bool PassTouches |
561 | { | 603 | { |
@@ -581,6 +623,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
581 | } | 623 | } |
582 | } | 624 | } |
583 | 625 | ||
626 | public bool IsSelected | ||
627 | { | ||
628 | get { return m_isSelected; } | ||
629 | set | ||
630 | { | ||
631 | m_isSelected = value; | ||
632 | if (ParentGroup != null) | ||
633 | ParentGroup.PartSelectChanged(value); | ||
634 | } | ||
635 | } | ||
636 | |||
637 | |||
584 | public Dictionary<int, string> CollisionFilter | 638 | public Dictionary<int, string> CollisionFilter |
585 | { | 639 | { |
586 | get { return m_CollisionFilter; } | 640 | get { return m_CollisionFilter; } |
@@ -649,14 +703,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
649 | set { m_LoopSoundSlavePrims = value; } | 703 | set { m_LoopSoundSlavePrims = value; } |
650 | } | 704 | } |
651 | 705 | ||
652 | |||
653 | public Byte[] TextureAnimation | 706 | public Byte[] TextureAnimation |
654 | { | 707 | { |
655 | get { return m_TextureAnimation; } | 708 | get { return m_TextureAnimation; } |
656 | set { m_TextureAnimation = value; } | 709 | set { m_TextureAnimation = value; } |
657 | } | 710 | } |
658 | 711 | ||
659 | |||
660 | public Byte[] ParticleSystem | 712 | public Byte[] ParticleSystem |
661 | { | 713 | { |
662 | get { return m_particleSystem; } | 714 | get { return m_particleSystem; } |
@@ -693,9 +745,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
693 | { | 745 | { |
694 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 746 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
695 | PhysicsActor actor = PhysActor; | 747 | PhysicsActor actor = PhysActor; |
696 | // If physical and the root prim of a linkset, the position of the group is what physics thinks. | 748 | if (ParentID == 0) |
697 | if (actor != null && ParentID == 0) | 749 | { |
698 | m_groupPosition = actor.Position; | 750 | if (actor != null) |
751 | m_groupPosition = actor.Position; | ||
752 | return m_groupPosition; | ||
753 | } | ||
699 | 754 | ||
700 | // If I'm an attachment, my position is reported as the position of who I'm attached to | 755 | // If I'm an attachment, my position is reported as the position of who I'm attached to |
701 | if (ParentGroup.IsAttachment) | 756 | if (ParentGroup.IsAttachment) |
@@ -705,14 +760,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
705 | return sp.AbsolutePosition; | 760 | return sp.AbsolutePosition; |
706 | } | 761 | } |
707 | 762 | ||
763 | // use root prim's group position. Physics may have updated it | ||
764 | if (ParentGroup.RootPart != this) | ||
765 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
708 | return m_groupPosition; | 766 | return m_groupPosition; |
709 | } | 767 | } |
710 | set | 768 | set |
711 | { | 769 | { |
712 | m_groupPosition = value; | 770 | m_groupPosition = value; |
713 | |||
714 | PhysicsActor actor = PhysActor; | 771 | PhysicsActor actor = PhysActor; |
715 | if (actor != null) | 772 | if (actor != null && ParentGroup.Scene.PhysicsScene != null) |
716 | { | 773 | { |
717 | try | 774 | try |
718 | { | 775 | { |
@@ -736,16 +793,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
736 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); | 793 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); |
737 | } | 794 | } |
738 | } | 795 | } |
739 | |||
740 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
741 | if (SitTargetAvatar != UUID.Zero) | ||
742 | { | ||
743 | ScenePresence avatar; | ||
744 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
745 | { | ||
746 | avatar.ParentPosition = GetWorldPosition(); | ||
747 | } | ||
748 | } | ||
749 | } | 796 | } |
750 | } | 797 | } |
751 | 798 | ||
@@ -754,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
754 | get { return m_offsetPosition; } | 801 | get { return m_offsetPosition; } |
755 | set | 802 | set |
756 | { | 803 | { |
757 | // StoreUndoState(); | 804 | Vector3 oldpos = m_offsetPosition; |
758 | m_offsetPosition = value; | 805 | m_offsetPosition = value; |
759 | 806 | ||
760 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 807 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -769,7 +816,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
769 | if (ParentGroup.Scene != null) | 816 | if (ParentGroup.Scene != null) |
770 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 817 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
771 | } | 818 | } |
819 | |||
820 | if (!m_parentGroup.m_dupeInProgress) | ||
821 | { | ||
822 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
823 | foreach (ScenePresence av in avs) | ||
824 | { | ||
825 | if (av.ParentID == m_localId) | ||
826 | { | ||
827 | Vector3 offset = (m_offsetPosition - oldpos); | ||
828 | av.AbsolutePosition += offset; | ||
829 | av.SendAvatarDataToAllAgents(); | ||
830 | } | ||
831 | } | ||
832 | } | ||
772 | } | 833 | } |
834 | TriggerScriptChangedEvent(Changed.POSITION); | ||
773 | } | 835 | } |
774 | } | 836 | } |
775 | 837 | ||
@@ -820,7 +882,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
820 | 882 | ||
821 | set | 883 | set |
822 | { | 884 | { |
823 | StoreUndoState(); | 885 | // StoreUndoState(); |
824 | m_rotationOffset = value; | 886 | m_rotationOffset = value; |
825 | 887 | ||
826 | PhysicsActor actor = PhysActor; | 888 | PhysicsActor actor = PhysActor; |
@@ -908,19 +970,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
908 | get | 970 | get |
909 | { | 971 | { |
910 | PhysicsActor actor = PhysActor; | 972 | PhysicsActor actor = PhysActor; |
911 | if ((actor != null) && actor.IsPhysical) | 973 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) |
912 | { | 974 | { |
913 | m_angularVelocity = actor.RotationalVelocity; | 975 | m_angularVelocity = actor.RotationalVelocity; |
914 | } | 976 | } |
915 | return m_angularVelocity; | 977 | return m_angularVelocity; |
916 | } | 978 | } |
917 | set { m_angularVelocity = value; } | 979 | set |
980 | { | ||
981 | m_angularVelocity = value; | ||
982 | PhysicsActor actor = PhysActor; | ||
983 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) | ||
984 | { | ||
985 | actor.RotationalVelocity = m_angularVelocity; | ||
986 | } | ||
987 | } | ||
918 | } | 988 | } |
919 | 989 | ||
920 | /// <summary></summary> | 990 | /// <summary></summary> |
921 | public Vector3 Acceleration | 991 | public Vector3 Acceleration |
922 | { | 992 | { |
923 | get { return m_acceleration; } | 993 | get |
994 | { | ||
995 | PhysicsActor actor = PhysActor; | ||
996 | if (actor != null) | ||
997 | { | ||
998 | m_acceleration = actor.Acceleration; | ||
999 | } | ||
1000 | return m_acceleration; | ||
1001 | } | ||
1002 | |||
924 | set { m_acceleration = value; } | 1003 | set { m_acceleration = value; } |
925 | } | 1004 | } |
926 | 1005 | ||
@@ -988,7 +1067,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
988 | public PrimitiveBaseShape Shape | 1067 | public PrimitiveBaseShape Shape |
989 | { | 1068 | { |
990 | get { return m_shape; } | 1069 | get { return m_shape; } |
991 | set { m_shape = value;} | 1070 | set |
1071 | { | ||
1072 | m_shape = value; | ||
1073 | } | ||
992 | } | 1074 | } |
993 | 1075 | ||
994 | /// <summary> | 1076 | /// <summary> |
@@ -1001,7 +1083,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1001 | { | 1083 | { |
1002 | if (m_shape != null) | 1084 | if (m_shape != null) |
1003 | { | 1085 | { |
1004 | StoreUndoState(); | ||
1005 | 1086 | ||
1006 | m_shape.Scale = value; | 1087 | m_shape.Scale = value; |
1007 | 1088 | ||
@@ -1028,6 +1109,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1028 | } | 1109 | } |
1029 | 1110 | ||
1030 | public UpdateRequired UpdateFlag { get; set; } | 1111 | public UpdateRequired UpdateFlag { get; set; } |
1112 | public bool UpdatePhysRequired { get; set; } | ||
1031 | 1113 | ||
1032 | /// <summary> | 1114 | /// <summary> |
1033 | /// Used for media on a prim. | 1115 | /// Used for media on a prim. |
@@ -1068,10 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1068 | { | 1150 | { |
1069 | get | 1151 | get |
1070 | { | 1152 | { |
1071 | if (ParentGroup.IsAttachment) | 1153 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1072 | return GroupPosition; | ||
1073 | |||
1074 | return m_offsetPosition + m_groupPosition; | ||
1075 | } | 1154 | } |
1076 | } | 1155 | } |
1077 | 1156 | ||
@@ -1249,6 +1328,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1249 | _flags = value; | 1328 | _flags = value; |
1250 | } | 1329 | } |
1251 | } | 1330 | } |
1331 | |||
1332 | [XmlIgnore] | ||
1333 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1334 | { | ||
1335 | get { return m_occupied; } | ||
1336 | set { m_occupied = value; } | ||
1337 | } | ||
1252 | 1338 | ||
1253 | /// <summary> | 1339 | /// <summary> |
1254 | /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero | 1340 | /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero |
@@ -1299,12 +1385,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1299 | set { m_sitAnimation = value; } | 1385 | set { m_sitAnimation = value; } |
1300 | } | 1386 | } |
1301 | 1387 | ||
1388 | public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff"); | ||
1389 | |||
1390 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
1391 | // runtime thing.. do not persist | ||
1392 | [XmlIgnore] | ||
1393 | public sbyte CollisionSoundType | ||
1394 | { | ||
1395 | get | ||
1396 | { | ||
1397 | return m_collisionSoundType; | ||
1398 | } | ||
1399 | set | ||
1400 | { | ||
1401 | m_collisionSoundType = value; | ||
1402 | if (value == -1) | ||
1403 | m_collisionSound = invalidCollisionSoundUUID; | ||
1404 | else if (value == 0) | ||
1405 | m_collisionSound = UUID.Zero; | ||
1406 | } | ||
1407 | } | ||
1408 | |||
1302 | public UUID CollisionSound | 1409 | public UUID CollisionSound |
1303 | { | 1410 | { |
1304 | get { return m_collisionSound; } | 1411 | get { return m_collisionSound; } |
1305 | set | 1412 | set |
1306 | { | 1413 | { |
1307 | m_collisionSound = value; | 1414 | m_collisionSound = value; |
1415 | |||
1416 | if (value == invalidCollisionSoundUUID) | ||
1417 | m_collisionSoundType = -1; | ||
1418 | else if (value == UUID.Zero) | ||
1419 | m_collisionSoundType = 0; | ||
1420 | else | ||
1421 | m_collisionSoundType = 1; | ||
1422 | |||
1308 | aggregateScriptEvents(); | 1423 | aggregateScriptEvents(); |
1309 | } | 1424 | } |
1310 | } | 1425 | } |
@@ -1315,6 +1430,319 @@ namespace OpenSim.Region.Framework.Scenes | |||
1315 | set { m_collisionSoundVolume = value; } | 1430 | set { m_collisionSoundVolume = value; } |
1316 | } | 1431 | } |
1317 | 1432 | ||
1433 | public float Buoyancy | ||
1434 | { | ||
1435 | get | ||
1436 | { | ||
1437 | if (ParentGroup.RootPart == this) | ||
1438 | return m_buoyancy; | ||
1439 | |||
1440 | return ParentGroup.RootPart.Buoyancy; | ||
1441 | } | ||
1442 | set | ||
1443 | { | ||
1444 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1445 | { | ||
1446 | ParentGroup.RootPart.Buoyancy = value; | ||
1447 | return; | ||
1448 | } | ||
1449 | m_buoyancy = value; | ||
1450 | if (PhysActor != null) | ||
1451 | PhysActor.Buoyancy = value; | ||
1452 | } | ||
1453 | } | ||
1454 | |||
1455 | public Vector3 Force | ||
1456 | { | ||
1457 | get | ||
1458 | { | ||
1459 | if (ParentGroup.RootPart == this) | ||
1460 | return m_force; | ||
1461 | |||
1462 | return ParentGroup.RootPart.Force; | ||
1463 | } | ||
1464 | |||
1465 | set | ||
1466 | { | ||
1467 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1468 | { | ||
1469 | ParentGroup.RootPart.Force = value; | ||
1470 | return; | ||
1471 | } | ||
1472 | m_force = value; | ||
1473 | if (PhysActor != null) | ||
1474 | PhysActor.Force = value; | ||
1475 | } | ||
1476 | } | ||
1477 | |||
1478 | public Vector3 Torque | ||
1479 | { | ||
1480 | get | ||
1481 | { | ||
1482 | if (ParentGroup.RootPart == this) | ||
1483 | return m_torque; | ||
1484 | |||
1485 | return ParentGroup.RootPart.Torque; | ||
1486 | } | ||
1487 | |||
1488 | set | ||
1489 | { | ||
1490 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1491 | { | ||
1492 | ParentGroup.RootPart.Torque = value; | ||
1493 | return; | ||
1494 | } | ||
1495 | m_torque = value; | ||
1496 | if (PhysActor != null) | ||
1497 | PhysActor.Torque = value; | ||
1498 | } | ||
1499 | } | ||
1500 | |||
1501 | public byte Material | ||
1502 | { | ||
1503 | get { return (byte)m_material; } | ||
1504 | set | ||
1505 | { | ||
1506 | if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial) | ||
1507 | { | ||
1508 | bool update = false; | ||
1509 | |||
1510 | if (m_material != (Material)value) | ||
1511 | { | ||
1512 | update = true; | ||
1513 | m_material = (Material)value; | ||
1514 | } | ||
1515 | |||
1516 | if (m_friction != SOPMaterialData.friction(m_material)) | ||
1517 | { | ||
1518 | update = true; | ||
1519 | m_friction = SOPMaterialData.friction(m_material); | ||
1520 | } | ||
1521 | |||
1522 | if (m_bounce != SOPMaterialData.bounce(m_material)) | ||
1523 | { | ||
1524 | update = true; | ||
1525 | m_bounce = SOPMaterialData.bounce(m_material); | ||
1526 | } | ||
1527 | |||
1528 | if (update) | ||
1529 | { | ||
1530 | if (PhysActor != null) | ||
1531 | { | ||
1532 | PhysActor.SetMaterial((int)value); | ||
1533 | } | ||
1534 | if(ParentGroup != null) | ||
1535 | ParentGroup.HasGroupChanged = true; | ||
1536 | ScheduleFullUpdateIfNone(); | ||
1537 | UpdatePhysRequired = true; | ||
1538 | } | ||
1539 | } | ||
1540 | } | ||
1541 | } | ||
1542 | |||
1543 | // not a propriety to move to methods place later | ||
1544 | private bool HasMesh() | ||
1545 | { | ||
1546 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1547 | return true; | ||
1548 | return false; | ||
1549 | } | ||
1550 | |||
1551 | // not a propriety to move to methods place later | ||
1552 | public byte DefaultPhysicsShapeType() | ||
1553 | { | ||
1554 | byte type; | ||
1555 | |||
1556 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1557 | type = (byte)PhysShapeType.convex; | ||
1558 | else | ||
1559 | type = (byte)PhysShapeType.prim; | ||
1560 | |||
1561 | return type; | ||
1562 | } | ||
1563 | |||
1564 | [XmlIgnore] | ||
1565 | public bool UsesComplexCost | ||
1566 | { | ||
1567 | get | ||
1568 | { | ||
1569 | byte pst = PhysicsShapeType; | ||
1570 | if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh()) | ||
1571 | return true; | ||
1572 | return false; | ||
1573 | } | ||
1574 | } | ||
1575 | |||
1576 | [XmlIgnore] | ||
1577 | public float PhysicsCost | ||
1578 | { | ||
1579 | get | ||
1580 | { | ||
1581 | if(PhysicsShapeType == (byte)PhysShapeType.none) | ||
1582 | return 0; | ||
1583 | |||
1584 | float cost = 0.1f; | ||
1585 | if (PhysActor != null) | ||
1586 | // cost += PhysActor.Cost; | ||
1587 | |||
1588 | if ((Flags & PrimFlags.Physics) != 0) | ||
1589 | cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 | ||
1590 | return cost; | ||
1591 | } | ||
1592 | } | ||
1593 | |||
1594 | [XmlIgnore] | ||
1595 | public float StreamingCost | ||
1596 | { | ||
1597 | get | ||
1598 | { | ||
1599 | |||
1600 | |||
1601 | return 0.1f; | ||
1602 | } | ||
1603 | } | ||
1604 | |||
1605 | [XmlIgnore] | ||
1606 | public float SimulationCost | ||
1607 | { | ||
1608 | get | ||
1609 | { | ||
1610 | // ignoring scripts. Don't like considering them for this | ||
1611 | if((Flags & PrimFlags.Physics) != 0) | ||
1612 | return 1.0f; | ||
1613 | |||
1614 | return 0.5f; | ||
1615 | } | ||
1616 | } | ||
1617 | |||
1618 | public byte PhysicsShapeType | ||
1619 | { | ||
1620 | get { return m_physicsShapeType; } | ||
1621 | set | ||
1622 | { | ||
1623 | byte oldv = m_physicsShapeType; | ||
1624 | |||
1625 | if (value >= 0 && value <= (byte)PhysShapeType.convex) | ||
1626 | { | ||
1627 | if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this) | ||
1628 | m_physicsShapeType = DefaultPhysicsShapeType(); | ||
1629 | else | ||
1630 | m_physicsShapeType = value; | ||
1631 | } | ||
1632 | else | ||
1633 | m_physicsShapeType = DefaultPhysicsShapeType(); | ||
1634 | |||
1635 | if (m_physicsShapeType != oldv && ParentGroup != null) | ||
1636 | { | ||
1637 | if (m_physicsShapeType == (byte)PhysShapeType.none) | ||
1638 | { | ||
1639 | if (PhysActor != null) | ||
1640 | { | ||
1641 | Velocity = new Vector3(0, 0, 0); | ||
1642 | Acceleration = new Vector3(0, 0, 0); | ||
1643 | if (ParentGroup.RootPart == this) | ||
1644 | AngularVelocity = new Vector3(0, 0, 0); | ||
1645 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
1646 | RemoveFromPhysics(); | ||
1647 | } | ||
1648 | } | ||
1649 | else if (PhysActor == null) | ||
1650 | { | ||
1651 | ApplyPhysics((uint)Flags, VolumeDetectActive, false); | ||
1652 | UpdatePhysicsSubscribedEvents(); | ||
1653 | } | ||
1654 | else | ||
1655 | { | ||
1656 | PhysActor.PhysicsShapeType = m_physicsShapeType; | ||
1657 | if (Shape.SculptEntry) | ||
1658 | CheckSculptAndLoad(); | ||
1659 | } | ||
1660 | |||
1661 | if (ParentGroup != null) | ||
1662 | ParentGroup.HasGroupChanged = true; | ||
1663 | } | ||
1664 | |||
1665 | if (m_physicsShapeType != value) | ||
1666 | { | ||
1667 | UpdatePhysRequired = true; | ||
1668 | } | ||
1669 | } | ||
1670 | } | ||
1671 | |||
1672 | public float Density // in kg/m^3 | ||
1673 | { | ||
1674 | get { return m_density; } | ||
1675 | set | ||
1676 | { | ||
1677 | if (value >=1 && value <= 22587.0) | ||
1678 | { | ||
1679 | m_density = value; | ||
1680 | UpdatePhysRequired = true; | ||
1681 | } | ||
1682 | |||
1683 | ScheduleFullUpdateIfNone(); | ||
1684 | |||
1685 | if (ParentGroup != null) | ||
1686 | ParentGroup.HasGroupChanged = true; | ||
1687 | } | ||
1688 | } | ||
1689 | |||
1690 | public float GravityModifier | ||
1691 | { | ||
1692 | get { return m_gravitymod; } | ||
1693 | set | ||
1694 | { | ||
1695 | if( value >= -1 && value <=28.0f) | ||
1696 | { | ||
1697 | m_gravitymod = value; | ||
1698 | UpdatePhysRequired = true; | ||
1699 | } | ||
1700 | |||
1701 | ScheduleFullUpdateIfNone(); | ||
1702 | |||
1703 | if (ParentGroup != null) | ||
1704 | ParentGroup.HasGroupChanged = true; | ||
1705 | |||
1706 | } | ||
1707 | } | ||
1708 | |||
1709 | public float Friction | ||
1710 | { | ||
1711 | get { return m_friction; } | ||
1712 | set | ||
1713 | { | ||
1714 | if (value >= 0 && value <= 255.0f) | ||
1715 | { | ||
1716 | m_friction = value; | ||
1717 | UpdatePhysRequired = true; | ||
1718 | } | ||
1719 | |||
1720 | ScheduleFullUpdateIfNone(); | ||
1721 | |||
1722 | if (ParentGroup != null) | ||
1723 | ParentGroup.HasGroupChanged = true; | ||
1724 | } | ||
1725 | } | ||
1726 | |||
1727 | public float Bounciness | ||
1728 | { | ||
1729 | get { return m_bounce; } | ||
1730 | set | ||
1731 | { | ||
1732 | if (value >= 0 && value <= 1.0f) | ||
1733 | { | ||
1734 | m_bounce = value; | ||
1735 | UpdatePhysRequired = true; | ||
1736 | } | ||
1737 | |||
1738 | ScheduleFullUpdateIfNone(); | ||
1739 | |||
1740 | if (ParentGroup != null) | ||
1741 | ParentGroup.HasGroupChanged = true; | ||
1742 | } | ||
1743 | } | ||
1744 | |||
1745 | |||
1318 | #endregion Public Properties with only Get | 1746 | #endregion Public Properties with only Get |
1319 | 1747 | ||
1320 | private uint ApplyMask(uint val, bool set, uint mask) | 1748 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1460,6 +1888,61 @@ namespace OpenSim.Region.Framework.Scenes | |||
1460 | } | 1888 | } |
1461 | } | 1889 | } |
1462 | 1890 | ||
1891 | // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future | ||
1892 | public void SetVelocity(Vector3 pVel, bool localGlobalTF) | ||
1893 | { | ||
1894 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1895 | return; | ||
1896 | |||
1897 | if (ParentGroup.IsAttachment) | ||
1898 | return; // don't work on attachments (for now ??) | ||
1899 | |||
1900 | SceneObjectPart root = ParentGroup.RootPart; | ||
1901 | |||
1902 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1903 | return; | ||
1904 | |||
1905 | PhysicsActor pa = root.PhysActor; | ||
1906 | |||
1907 | if (pa == null || !pa.IsPhysical) | ||
1908 | return; | ||
1909 | |||
1910 | if (localGlobalTF) | ||
1911 | { | ||
1912 | pVel = pVel * GetWorldRotation(); | ||
1913 | } | ||
1914 | |||
1915 | ParentGroup.Velocity = pVel; | ||
1916 | } | ||
1917 | |||
1918 | // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future | ||
1919 | public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF) | ||
1920 | { | ||
1921 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1922 | return; | ||
1923 | |||
1924 | if (ParentGroup.IsAttachment) | ||
1925 | return; // don't work on attachments (for now ??) | ||
1926 | |||
1927 | SceneObjectPart root = ParentGroup.RootPart; | ||
1928 | |||
1929 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1930 | return; | ||
1931 | |||
1932 | PhysicsActor pa = root.PhysActor; | ||
1933 | |||
1934 | if (pa == null || !pa.IsPhysical) | ||
1935 | return; | ||
1936 | |||
1937 | if (localGlobalTF) | ||
1938 | { | ||
1939 | pAngVel = pAngVel * GetWorldRotation(); | ||
1940 | } | ||
1941 | |||
1942 | root.AngularVelocity = pAngVel; | ||
1943 | } | ||
1944 | |||
1945 | |||
1463 | /// <summary> | 1946 | /// <summary> |
1464 | /// hook to the physics scene to apply angular impulse | 1947 | /// hook to the physics scene to apply angular impulse |
1465 | /// This is sent up to the group, which then finds the root prim | 1948 | /// This is sent up to the group, which then finds the root prim |
@@ -1480,7 +1963,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1480 | impulse = newimpulse; | 1963 | impulse = newimpulse; |
1481 | } | 1964 | } |
1482 | 1965 | ||
1483 | ParentGroup.applyAngularImpulse(impulse); | 1966 | ParentGroup.ApplyAngularImpulse(impulse); |
1484 | } | 1967 | } |
1485 | 1968 | ||
1486 | /// <summary> | 1969 | /// <summary> |
@@ -1490,20 +1973,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1490 | /// </summary> | 1973 | /// </summary> |
1491 | /// <param name="impulsei">Vector force</param> | 1974 | /// <param name="impulsei">Vector force</param> |
1492 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 1975 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1493 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 1976 | |
1977 | // this is actualy Set Torque.. keeping naming so not to edit lslapi also | ||
1978 | public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) | ||
1494 | { | 1979 | { |
1495 | Vector3 impulse = impulsei; | 1980 | Vector3 torque = torquei; |
1496 | 1981 | ||
1497 | if (localGlobalTF) | 1982 | if (localGlobalTF) |
1498 | { | 1983 | { |
1984 | /* | ||
1499 | Quaternion grot = GetWorldRotation(); | 1985 | Quaternion grot = GetWorldRotation(); |
1500 | Quaternion AXgrot = grot; | 1986 | Quaternion AXgrot = grot; |
1501 | Vector3 AXimpulsei = impulsei; | 1987 | Vector3 AXimpulsei = impulsei; |
1502 | Vector3 newimpulse = AXimpulsei * AXgrot; | 1988 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1503 | impulse = newimpulse; | 1989 | */ |
1990 | torque *= GetWorldRotation(); | ||
1504 | } | 1991 | } |
1505 | 1992 | ||
1506 | ParentGroup.setAngularImpulse(impulse); | 1993 | Torque = torque; |
1507 | } | 1994 | } |
1508 | 1995 | ||
1509 | /// <summary> | 1996 | /// <summary> |
@@ -1511,17 +1998,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
1511 | /// </summary> | 1998 | /// </summary> |
1512 | /// <param name="rootObjectFlags"></param> | 1999 | /// <param name="rootObjectFlags"></param> |
1513 | /// <param name="VolumeDetectActive"></param> | 2000 | /// <param name="VolumeDetectActive"></param> |
1514 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) | 2001 | /// <param name="building"></param> |
2002 | |||
2003 | public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) | ||
1515 | { | 2004 | { |
2005 | VolumeDetectActive = _VolumeDetectActive; | ||
2006 | |||
1516 | if (!ParentGroup.Scene.CollidablePrims) | 2007 | if (!ParentGroup.Scene.CollidablePrims) |
1517 | return; | 2008 | return; |
1518 | 2009 | ||
1519 | // m_log.DebugFormat( | 2010 | if (PhysicsShapeType == (byte)PhysShapeType.none) |
1520 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | 2011 | return; |
1521 | // Name, LocalId, UUID, m_physicalPrim); | 2012 | |
2013 | bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; | ||
2014 | bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0; | ||
1522 | 2015 | ||
1523 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 2016 | if (_VolumeDetectActive) |
1524 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 2017 | isPhantom = true; |
1525 | 2018 | ||
1526 | if (IsJoint()) | 2019 | if (IsJoint()) |
1527 | { | 2020 | { |
@@ -1529,22 +2022,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1529 | } | 2022 | } |
1530 | else | 2023 | else |
1531 | { | 2024 | { |
1532 | // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored | 2025 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment |
1533 | if (VolumeDetectActive) | 2026 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1534 | isPhantom = false; | ||
1535 | |||
1536 | // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition | ||
1537 | // or flexible | ||
1538 | if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
1539 | { | 2027 | { |
1540 | // Added clarification.. since A rigid body is an object that you can kick around, etc. | 2028 | AddToPhysics(isPhysical, isPhantom, building, isPhysical); |
1541 | bool rigidBody = isPhysical && !isPhantom; | 2029 | UpdatePhysicsSubscribedEvents(); // not sure if appliable here |
1542 | |||
1543 | PhysicsActor pa = AddToPhysics(rigidBody); | ||
1544 | |||
1545 | if (pa != null) | ||
1546 | pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0); | ||
1547 | } | 2030 | } |
2031 | else | ||
2032 | PhysActor = null; // just to be sure | ||
1548 | } | 2033 | } |
1549 | } | 2034 | } |
1550 | 2035 | ||
@@ -1596,6 +2081,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1596 | dupe.Category = Category; | 2081 | dupe.Category = Category; |
1597 | dupe.m_rezzed = m_rezzed; | 2082 | dupe.m_rezzed = m_rezzed; |
1598 | 2083 | ||
2084 | dupe.m_UndoRedo = null; | ||
2085 | dupe.m_isSelected = false; | ||
2086 | |||
2087 | dupe.IgnoreUndoUpdate = false; | ||
2088 | dupe.Undoing = false; | ||
2089 | |||
1599 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 2090 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1600 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 2091 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1601 | 2092 | ||
@@ -1611,6 +2102,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1611 | 2102 | ||
1612 | // Move afterwards ResetIDs as it clears the localID | 2103 | // Move afterwards ResetIDs as it clears the localID |
1613 | dupe.LocalId = localID; | 2104 | dupe.LocalId = localID; |
2105 | |||
1614 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 2106 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1615 | dupe.LastOwnerID = OwnerID; | 2107 | dupe.LastOwnerID = OwnerID; |
1616 | 2108 | ||
@@ -1618,6 +2110,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1618 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); | 2110 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); |
1619 | dupe.Shape.ExtraParams = extraP; | 2111 | dupe.Shape.ExtraParams = extraP; |
1620 | 2112 | ||
2113 | // safeguard actual copy is done in sog.copy | ||
2114 | dupe.KeyframeMotion = null; | ||
2115 | |||
1621 | if (userExposed) | 2116 | if (userExposed) |
1622 | { | 2117 | { |
1623 | if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) | 2118 | if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero) |
@@ -1628,8 +2123,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1628 | 2123 | ||
1629 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); | 2124 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); |
1630 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 2125 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
2126 | // dupe.UpdatePhysicsSubscribedEvents(); // not sure... | ||
1631 | } | 2127 | } |
1632 | 2128 | ||
2129 | if (dupe.PhysActor != null) | ||
2130 | dupe.PhysActor.LocalID = localID; | ||
2131 | |||
1633 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 2132 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1634 | 2133 | ||
1635 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 2134 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |
@@ -1749,6 +2248,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1749 | 2248 | ||
1750 | /// <summary> | 2249 | /// <summary> |
1751 | /// Do a physics propery update for this part. | 2250 | /// Do a physics propery update for this part. |
2251 | /// now also updates phantom and volume detector | ||
1752 | /// </summary> | 2252 | /// </summary> |
1753 | /// <param name="UsePhysics"></param> | 2253 | /// <param name="UsePhysics"></param> |
1754 | /// <param name="isNew"></param> | 2254 | /// <param name="isNew"></param> |
@@ -1774,61 +2274,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
1774 | { | 2274 | { |
1775 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 2275 | if (pa.IsPhysical) // implies UsePhysics==false for this block |
1776 | { | 2276 | { |
1777 | if (!isNew) | 2277 | if (!isNew) // implies UsePhysics==false for this block |
2278 | { | ||
1778 | ParentGroup.Scene.RemovePhysicalPrim(1); | 2279 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1779 | 2280 | ||
1780 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 2281 | Velocity = new Vector3(0, 0, 0); |
1781 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 2282 | Acceleration = new Vector3(0, 0, 0); |
1782 | pa.delink(); | 2283 | if (ParentGroup.RootPart == this) |
2284 | AngularVelocity = new Vector3(0, 0, 0); | ||
1783 | 2285 | ||
1784 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 2286 | if (pa.Phantom && !VolumeDetectActive) |
1785 | { | 2287 | { |
1786 | // destroy all joints connected to this now deactivated body | 2288 | RemoveFromPhysics(); |
1787 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 2289 | return; |
1788 | } | 2290 | } |
1789 | 2291 | ||
1790 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 2292 | pa.IsPhysical = UsePhysics; |
1791 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | 2293 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1792 | // which stops client-side interpolation of deactivated joint proxy objects. | 2294 | pa.OnOutOfBounds -= PhysicsOutOfBounds; |
2295 | pa.delink(); | ||
2296 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
2297 | { | ||
2298 | // destroy all joints connected to this now deactivated body | ||
2299 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | ||
2300 | } | ||
2301 | } | ||
1793 | } | 2302 | } |
1794 | 2303 | ||
1795 | if (!UsePhysics && !isNew) | 2304 | if (pa.IsPhysical != UsePhysics) |
1796 | { | 2305 | pa.IsPhysical = UsePhysics; |
1797 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
1798 | // prim still has velocity and continues to interpolate its position along the old | ||
1799 | // velocity-vector. | ||
1800 | Velocity = new Vector3(0, 0, 0); | ||
1801 | Acceleration = new Vector3(0, 0, 0); | ||
1802 | AngularVelocity = new Vector3(0, 0, 0); | ||
1803 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
1804 | } | ||
1805 | 2306 | ||
1806 | pa.IsPhysical = UsePhysics; | 2307 | if (UsePhysics) |
2308 | { | ||
2309 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
2310 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2311 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2312 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
1807 | 2313 | ||
1808 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 2314 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
1809 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 2315 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
1810 | /// that's not wholesome. Had to make Scene public | ||
1811 | //PhysActor = null; | ||
1812 | 2316 | ||
1813 | if ((Flags & PrimFlags.Phantom) == 0) | 2317 | if (ParentID != 0 && ParentID != LocalId) |
1814 | { | ||
1815 | if (UsePhysics) | ||
1816 | { | 2318 | { |
1817 | ParentGroup.Scene.AddPhysicalPrim(1); | 2319 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; |
1818 | 2320 | ||
1819 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 2321 | if (parentPa != null) |
1820 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
1821 | if (ParentID != 0 && ParentID != LocalId) | ||
1822 | { | 2322 | { |
1823 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | 2323 | pa.link(parentPa); |
1824 | |||
1825 | if (parentPa != null) | ||
1826 | { | ||
1827 | pa.link(parentPa); | ||
1828 | } | ||
1829 | } | 2324 | } |
1830 | } | 2325 | } |
1831 | } | 2326 | } |
2327 | } | ||
2328 | |||
2329 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
2330 | if (pa.Phantom != phan) | ||
2331 | pa.Phantom = phan; | ||
2332 | |||
2333 | // some engines dont' have this check still | ||
2334 | // if (VolumeDetectActive != pa.IsVolumeDtc) | ||
2335 | { | ||
2336 | if (VolumeDetectActive) | ||
2337 | pa.SetVolumeDetect(1); | ||
2338 | else | ||
2339 | pa.SetVolumeDetect(0); | ||
1832 | } | 2340 | } |
1833 | 2341 | ||
1834 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 2342 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
@@ -1947,12 +2455,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
1947 | 2455 | ||
1948 | public Vector3 GetGeometricCenter() | 2456 | public Vector3 GetGeometricCenter() |
1949 | { | 2457 | { |
1950 | PhysicsActor pa = PhysActor; | 2458 | // this is not real geometric center but a average of positions relative to root prim acording to |
1951 | 2459 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | |
1952 | if (pa != null) | 2460 | // ignoring tortured prims details since sl also seems to ignore |
1953 | return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); | 2461 | // so no real use in doing it on physics |
1954 | else | 2462 | if (ParentGroup.IsDeleted) |
1955 | return new Vector3(0, 0, 0); | 2463 | return new Vector3(0, 0, 0); |
2464 | |||
2465 | return ParentGroup.GetGeometricCenter(); | ||
2466 | |||
2467 | /* | ||
2468 | PhysicsActor pa = PhysActor; | ||
2469 | |||
2470 | if (pa != null) | ||
2471 | { | ||
2472 | Vector3 vtmp = pa.CenterOfMass; | ||
2473 | return vtmp; | ||
2474 | } | ||
2475 | else | ||
2476 | return new Vector3(0, 0, 0); | ||
2477 | */ | ||
1956 | } | 2478 | } |
1957 | 2479 | ||
1958 | public float GetMass() | 2480 | public float GetMass() |
@@ -1965,14 +2487,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1965 | return 0; | 2487 | return 0; |
1966 | } | 2488 | } |
1967 | 2489 | ||
1968 | public Vector3 GetForce() | 2490 | public Vector3 GetCenterOfMass() |
1969 | { | 2491 | { |
2492 | if (ParentGroup.RootPart == this) | ||
2493 | { | ||
2494 | if (ParentGroup.IsDeleted) | ||
2495 | return AbsolutePosition; | ||
2496 | return ParentGroup.GetCenterOfMass(); | ||
2497 | } | ||
2498 | |||
1970 | PhysicsActor pa = PhysActor; | 2499 | PhysicsActor pa = PhysActor; |
1971 | 2500 | ||
1972 | if (pa != null) | 2501 | if (pa != null) |
1973 | return pa.Force; | 2502 | { |
2503 | Vector3 tmp = pa.CenterOfMass; | ||
2504 | return tmp; | ||
2505 | } | ||
1974 | else | 2506 | else |
1975 | return Vector3.Zero; | 2507 | return AbsolutePosition; |
2508 | } | ||
2509 | |||
2510 | public Vector3 GetPartCenterOfMass() | ||
2511 | { | ||
2512 | PhysicsActor pa = PhysActor; | ||
2513 | |||
2514 | if (pa != null) | ||
2515 | { | ||
2516 | Vector3 tmp = pa.CenterOfMass; | ||
2517 | return tmp; | ||
2518 | } | ||
2519 | else | ||
2520 | return AbsolutePosition; | ||
2521 | } | ||
2522 | |||
2523 | |||
2524 | public Vector3 GetForce() | ||
2525 | { | ||
2526 | return Force; | ||
1976 | } | 2527 | } |
1977 | 2528 | ||
1978 | /// <summary> | 2529 | /// <summary> |
@@ -2187,15 +2738,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2187 | 2738 | ||
2188 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) | 2739 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) |
2189 | { | 2740 | { |
2190 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) | 2741 | bool sendToRoot = true; |
2191 | { | 2742 | |
2192 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | 2743 | ColliderArgs LandCollidingMessage = new ColliderArgs(); |
2193 | List<DetectedObject> colliding = new List<DetectedObject>(); | 2744 | List<DetectedObject> colliding = new List<DetectedObject>(); |
2194 | 2745 | ||
2195 | colliding.Add(CreateDetObjectForGround()); | 2746 | colliding.Add(CreateDetObjectForGround()); |
2196 | LandCollidingMessage.Colliders = colliding; | 2747 | LandCollidingMessage.Colliders = colliding; |
2197 | 2748 | ||
2749 | if (Inventory.ContainsScripts()) | ||
2750 | { | ||
2751 | if (!PassCollisions) | ||
2752 | sendToRoot = false; | ||
2753 | } | ||
2754 | if ((ScriptEvents & ev) != 0) | ||
2198 | notify(LocalId, LandCollidingMessage); | 2755 | notify(LocalId, LandCollidingMessage); |
2756 | |||
2757 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) | ||
2758 | { | ||
2759 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); | ||
2199 | } | 2760 | } |
2200 | } | 2761 | } |
2201 | 2762 | ||
@@ -2211,45 +2772,87 @@ namespace OpenSim.Region.Framework.Scenes | |||
2211 | List<uint> endedColliders = new List<uint>(); | 2772 | List<uint> endedColliders = new List<uint>(); |
2212 | List<uint> startedColliders = new List<uint>(); | 2773 | List<uint> startedColliders = new List<uint>(); |
2213 | 2774 | ||
2214 | // calculate things that started colliding this time | 2775 | if (collissionswith.Count == 0) |
2215 | // and build up list of colliders this time | ||
2216 | foreach (uint localid in collissionswith.Keys) | ||
2217 | { | 2776 | { |
2218 | thisHitColliders.Add(localid); | 2777 | if (m_lastColliders.Count == 0) |
2219 | if (!m_lastColliders.Contains(localid)) | 2778 | return; // nothing to do |
2220 | startedColliders.Add(localid); | ||
2221 | } | ||
2222 | 2779 | ||
2223 | // calculate things that ended colliding | 2780 | foreach (uint localID in m_lastColliders) |
2224 | foreach (uint localID in m_lastColliders) | 2781 | { |
2225 | { | ||
2226 | if (!thisHitColliders.Contains(localID)) | ||
2227 | endedColliders.Add(localID); | 2782 | endedColliders.Add(localID); |
2783 | } | ||
2784 | m_lastColliders.Clear(); | ||
2228 | } | 2785 | } |
2229 | 2786 | ||
2230 | //add the items that started colliding this time to the last colliders list. | 2787 | else |
2231 | foreach (uint localID in startedColliders) | 2788 | { |
2232 | m_lastColliders.Add(localID); | 2789 | List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>(); |
2790 | |||
2791 | // calculate things that started colliding this time | ||
2792 | // and build up list of colliders this time | ||
2793 | if (!VolumeDetectActive && CollisionSoundType >= 0) | ||
2794 | { | ||
2795 | CollisionForSoundInfo soundinfo; | ||
2796 | ContactPoint curcontact; | ||
2797 | |||
2798 | foreach (uint id in collissionswith.Keys) | ||
2799 | { | ||
2800 | thisHitColliders.Add(id); | ||
2801 | if (!m_lastColliders.Contains(id)) | ||
2802 | { | ||
2803 | startedColliders.Add(id); | ||
2804 | |||
2805 | curcontact = collissionswith[id]; | ||
2806 | if (Math.Abs(curcontact.RelativeSpeed) > 0.2) | ||
2807 | { | ||
2808 | soundinfo = new CollisionForSoundInfo(); | ||
2809 | soundinfo.colliderID = id; | ||
2810 | soundinfo.position = curcontact.Position; | ||
2811 | soundinfo.relativeVel = curcontact.RelativeSpeed; | ||
2812 | soundinfolist.Add(soundinfo); | ||
2813 | } | ||
2814 | } | ||
2815 | } | ||
2816 | } | ||
2817 | else | ||
2818 | { | ||
2819 | foreach (uint id in collissionswith.Keys) | ||
2820 | { | ||
2821 | thisHitColliders.Add(id); | ||
2822 | if (!m_lastColliders.Contains(id)) | ||
2823 | startedColliders.Add(id); | ||
2824 | } | ||
2825 | } | ||
2826 | |||
2827 | // calculate things that ended colliding | ||
2828 | foreach (uint localID in m_lastColliders) | ||
2829 | { | ||
2830 | if (!thisHitColliders.Contains(localID)) | ||
2831 | endedColliders.Add(localID); | ||
2832 | } | ||
2233 | 2833 | ||
2234 | // remove things that ended colliding from the last colliders list | 2834 | //add the items that started colliding this time to the last colliders list. |
2235 | foreach (uint localID in endedColliders) | 2835 | foreach (uint localID in startedColliders) |
2236 | m_lastColliders.Remove(localID); | 2836 | m_lastColliders.Add(localID); |
2237 | 2837 | ||
2238 | // play the sound. | 2838 | // remove things that ended colliding from the last colliders list |
2239 | if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) | 2839 | foreach (uint localID in endedColliders) |
2240 | SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); | 2840 | m_lastColliders.Remove(localID); |
2841 | |||
2842 | // play sounds. | ||
2843 | if (soundinfolist.Count > 0) | ||
2844 | CollisionSounds.PartCollisionSound(this, soundinfolist); | ||
2845 | } | ||
2241 | 2846 | ||
2242 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); | 2847 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); |
2243 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | 2848 | if (!VolumeDetectActive) |
2849 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | ||
2244 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); | 2850 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); |
2245 | 2851 | ||
2246 | if (startedColliders.Contains(0)) | 2852 | if (startedColliders.Contains(0)) |
2247 | { | 2853 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); |
2248 | if (m_lastColliders.Contains(0)) | 2854 | if (m_lastColliders.Contains(0)) |
2249 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); | 2855 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); |
2250 | else | ||
2251 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); | ||
2252 | } | ||
2253 | if (endedColliders.Contains(0)) | 2856 | if (endedColliders.Contains(0)) |
2254 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); | 2857 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); |
2255 | } | 2858 | } |
@@ -2272,9 +2875,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2272 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); | 2875 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); |
2273 | 2876 | ||
2274 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | 2877 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) |
2275 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | 2878 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) |
2276 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | 2879 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) |
2277 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) | 2880 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) |
2278 | { | 2881 | { |
2279 | ParentGroup.AbsolutePosition = newpos; | 2882 | ParentGroup.AbsolutePosition = newpos; |
2280 | return; | 2883 | return; |
@@ -2296,17 +2899,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2296 | //Trys to fetch sound id from prim's inventory. | 2899 | //Trys to fetch sound id from prim's inventory. |
2297 | //Prim's inventory doesn't support non script items yet | 2900 | //Prim's inventory doesn't support non script items yet |
2298 | 2901 | ||
2299 | lock (TaskInventory) | 2902 | TaskInventory.LockItemsForRead(true); |
2903 | |||
2904 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2300 | { | 2905 | { |
2301 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2906 | if (item.Value.Name == sound) |
2302 | { | 2907 | { |
2303 | if (item.Value.Name == sound) | 2908 | soundID = item.Value.ItemID; |
2304 | { | 2909 | break; |
2305 | soundID = item.Value.ItemID; | ||
2306 | break; | ||
2307 | } | ||
2308 | } | 2910 | } |
2309 | } | 2911 | } |
2912 | |||
2913 | TaskInventory.LockItemsForRead(false); | ||
2310 | } | 2914 | } |
2311 | 2915 | ||
2312 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) | 2916 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) |
@@ -2428,6 +3032,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2428 | APIDTarget = Quaternion.Identity; | 3032 | APIDTarget = Quaternion.Identity; |
2429 | } | 3033 | } |
2430 | 3034 | ||
3035 | |||
3036 | |||
3037 | public void ScheduleFullUpdateIfNone() | ||
3038 | { | ||
3039 | if (ParentGroup == null) | ||
3040 | return; | ||
3041 | |||
3042 | // ??? ParentGroup.HasGroupChanged = true; | ||
3043 | |||
3044 | if (UpdateFlag != UpdateRequired.FULL) | ||
3045 | ScheduleFullUpdate(); | ||
3046 | } | ||
3047 | |||
2431 | /// <summary> | 3048 | /// <summary> |
2432 | /// Schedules this prim for a full update | 3049 | /// Schedules this prim for a full update |
2433 | /// </summary> | 3050 | /// </summary> |
@@ -2630,8 +3247,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2630 | { | 3247 | { |
2631 | const float ROTATION_TOLERANCE = 0.01f; | 3248 | const float ROTATION_TOLERANCE = 0.01f; |
2632 | const float VELOCITY_TOLERANCE = 0.001f; | 3249 | const float VELOCITY_TOLERANCE = 0.001f; |
2633 | const float POSITION_TOLERANCE = 0.05f; | 3250 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2634 | const int TIME_MS_TOLERANCE = 3000; | 3251 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2635 | 3252 | ||
2636 | switch (UpdateFlag) | 3253 | switch (UpdateFlag) |
2637 | { | 3254 | { |
@@ -2693,17 +3310,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2693 | if (!UUID.TryParse(sound, out soundID)) | 3310 | if (!UUID.TryParse(sound, out soundID)) |
2694 | { | 3311 | { |
2695 | // search sound file from inventory | 3312 | // search sound file from inventory |
2696 | lock (TaskInventory) | 3313 | TaskInventory.LockItemsForRead(true); |
3314 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2697 | { | 3315 | { |
2698 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3316 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
2699 | { | 3317 | { |
2700 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3318 | soundID = item.Value.ItemID; |
2701 | { | 3319 | break; |
2702 | soundID = item.Value.ItemID; | ||
2703 | break; | ||
2704 | } | ||
2705 | } | 3320 | } |
2706 | } | 3321 | } |
3322 | TaskInventory.LockItemsForRead(false); | ||
2707 | } | 3323 | } |
2708 | 3324 | ||
2709 | if (soundID == UUID.Zero) | 3325 | if (soundID == UUID.Zero) |
@@ -2760,11 +3376,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
2760 | } | 3376 | } |
2761 | } | 3377 | } |
2762 | 3378 | ||
3379 | public void SendCollisionSound(UUID soundID, double volume, Vector3 position) | ||
3380 | { | ||
3381 | if (soundID == UUID.Zero) | ||
3382 | return; | ||
3383 | |||
3384 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | ||
3385 | if (soundModule == null) | ||
3386 | return; | ||
3387 | |||
3388 | if (volume > 1) | ||
3389 | volume = 1; | ||
3390 | if (volume < 0) | ||
3391 | volume = 0; | ||
3392 | |||
3393 | int now = Util.EnvironmentTickCount(); | ||
3394 | if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200) | ||
3395 | return; | ||
3396 | |||
3397 | LastColSoundSentTime = now; | ||
3398 | |||
3399 | UUID ownerID = OwnerID; | ||
3400 | UUID objectID = ParentGroup.RootPart.UUID; | ||
3401 | UUID parentID = ParentGroup.UUID; | ||
3402 | ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; | ||
3403 | |||
3404 | soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 ); | ||
3405 | } | ||
3406 | |||
3407 | |||
2763 | /// <summary> | 3408 | /// <summary> |
2764 | /// Send a terse update to all clients | 3409 | /// Send a terse update to all clients |
2765 | /// </summary> | 3410 | /// </summary> |
2766 | public void SendTerseUpdateToAllClients() | 3411 | public void SendTerseUpdateToAllClients() |
2767 | { | 3412 | { |
3413 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3414 | return; | ||
3415 | |||
2768 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | 3416 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) |
2769 | { | 3417 | { |
2770 | SendTerseUpdateToClient(client); | 3418 | SendTerseUpdateToClient(client); |
@@ -2788,10 +3436,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2788 | 3436 | ||
2789 | public void SetBuoyancy(float fvalue) | 3437 | public void SetBuoyancy(float fvalue) |
2790 | { | 3438 | { |
2791 | PhysicsActor pa = PhysActor; | 3439 | Buoyancy = fvalue; |
2792 | 3440 | /* | |
2793 | if (pa != null) | 3441 | if (PhysActor != null) |
2794 | pa.Buoyancy = fvalue; | 3442 | { |
3443 | PhysActor.Buoyancy = fvalue; | ||
3444 | } | ||
3445 | */ | ||
2795 | } | 3446 | } |
2796 | 3447 | ||
2797 | public void SetDieAtEdge(bool p) | 3448 | public void SetDieAtEdge(bool p) |
@@ -2807,47 +3458,111 @@ namespace OpenSim.Region.Framework.Scenes | |||
2807 | PhysicsActor pa = PhysActor; | 3458 | PhysicsActor pa = PhysActor; |
2808 | 3459 | ||
2809 | if (pa != null) | 3460 | if (pa != null) |
2810 | pa.FloatOnWater = floatYN == 1; | 3461 | pa.FloatOnWater = (floatYN == 1); |
2811 | } | 3462 | } |
2812 | 3463 | ||
2813 | public void SetForce(Vector3 force) | 3464 | public void SetForce(Vector3 force) |
2814 | { | 3465 | { |
2815 | PhysicsActor pa = PhysActor; | 3466 | Force = force; |
3467 | } | ||
2816 | 3468 | ||
2817 | if (pa != null) | 3469 | public SOPVehicle VehicleParams |
2818 | pa.Force = force; | 3470 | { |
3471 | get | ||
3472 | { | ||
3473 | return m_vehicleParams; | ||
3474 | } | ||
3475 | set | ||
3476 | { | ||
3477 | m_vehicleParams = value; | ||
3478 | } | ||
3479 | } | ||
3480 | |||
3481 | |||
3482 | public int VehicleType | ||
3483 | { | ||
3484 | get | ||
3485 | { | ||
3486 | if (m_vehicleParams == null) | ||
3487 | return (int)Vehicle.TYPE_NONE; | ||
3488 | else | ||
3489 | return (int)m_vehicleParams.Type; | ||
3490 | } | ||
3491 | set | ||
3492 | { | ||
3493 | SetVehicleType(value); | ||
3494 | } | ||
2819 | } | 3495 | } |
2820 | 3496 | ||
2821 | public void SetVehicleType(int type) | 3497 | public void SetVehicleType(int type) |
2822 | { | 3498 | { |
2823 | PhysicsActor pa = PhysActor; | 3499 | m_vehicleParams = null; |
3500 | |||
3501 | if (type == (int)Vehicle.TYPE_NONE) | ||
3502 | { | ||
3503 | if (_parentID ==0 && PhysActor != null) | ||
3504 | PhysActor.VehicleType = (int)Vehicle.TYPE_NONE; | ||
3505 | return; | ||
3506 | } | ||
3507 | m_vehicleParams = new SOPVehicle(); | ||
3508 | m_vehicleParams.ProcessTypeChange((Vehicle)type); | ||
3509 | { | ||
3510 | if (_parentID ==0 && PhysActor != null) | ||
3511 | PhysActor.VehicleType = type; | ||
3512 | return; | ||
3513 | } | ||
3514 | } | ||
2824 | 3515 | ||
2825 | if (pa != null) | 3516 | public void SetVehicleFlags(int param, bool remove) |
2826 | pa.VehicleType = type; | 3517 | { |
3518 | if (m_vehicleParams == null) | ||
3519 | return; | ||
3520 | |||
3521 | m_vehicleParams.ProcessVehicleFlags(param, remove); | ||
3522 | |||
3523 | if (_parentID ==0 && PhysActor != null) | ||
3524 | { | ||
3525 | PhysActor.VehicleFlags(param, remove); | ||
3526 | } | ||
2827 | } | 3527 | } |
2828 | 3528 | ||
2829 | public void SetVehicleFloatParam(int param, float value) | 3529 | public void SetVehicleFloatParam(int param, float value) |
2830 | { | 3530 | { |
2831 | PhysicsActor pa = PhysActor; | 3531 | if (m_vehicleParams == null) |
3532 | return; | ||
2832 | 3533 | ||
2833 | if (pa != null) | 3534 | m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value); |
2834 | pa.VehicleFloatParam(param, value); | 3535 | |
3536 | if (_parentID == 0 && PhysActor != null) | ||
3537 | { | ||
3538 | PhysActor.VehicleFloatParam(param, value); | ||
3539 | } | ||
2835 | } | 3540 | } |
2836 | 3541 | ||
2837 | public void SetVehicleVectorParam(int param, Vector3 value) | 3542 | public void SetVehicleVectorParam(int param, Vector3 value) |
2838 | { | 3543 | { |
2839 | PhysicsActor pa = PhysActor; | 3544 | if (m_vehicleParams == null) |
3545 | return; | ||
2840 | 3546 | ||
2841 | if (pa != null) | 3547 | m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value); |
2842 | pa.VehicleVectorParam(param, value); | 3548 | |
3549 | if (_parentID == 0 && PhysActor != null) | ||
3550 | { | ||
3551 | PhysActor.VehicleVectorParam(param, value); | ||
3552 | } | ||
2843 | } | 3553 | } |
2844 | 3554 | ||
2845 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 3555 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
2846 | { | 3556 | { |
2847 | PhysicsActor pa = PhysActor; | 3557 | if (m_vehicleParams == null) |
3558 | return; | ||
2848 | 3559 | ||
2849 | if (pa != null) | 3560 | m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation); |
2850 | pa.VehicleRotationParam(param, rotation); | 3561 | |
3562 | if (_parentID == 0 && PhysActor != null) | ||
3563 | { | ||
3564 | PhysActor.VehicleRotationParam(param, rotation); | ||
3565 | } | ||
2851 | } | 3566 | } |
2852 | 3567 | ||
2853 | /// <summary> | 3568 | /// <summary> |
@@ -3048,14 +3763,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3048 | hasProfileCut = hasDimple; // is it the same thing? | 3763 | hasProfileCut = hasDimple; // is it the same thing? |
3049 | } | 3764 | } |
3050 | 3765 | ||
3051 | public void SetVehicleFlags(int param, bool remove) | ||
3052 | { | ||
3053 | PhysicsActor pa = PhysActor; | ||
3054 | |||
3055 | if (pa != null) | ||
3056 | pa.VehicleFlags(param, remove); | ||
3057 | } | ||
3058 | |||
3059 | public void SetGroup(UUID groupID, IClientAPI client) | 3766 | public void SetGroup(UUID groupID, IClientAPI client) |
3060 | { | 3767 | { |
3061 | // Scene.AddNewPrims() calls with client == null so can't use this. | 3768 | // Scene.AddNewPrims() calls with client == null so can't use this. |
@@ -3159,71 +3866,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3159 | //ParentGroup.ScheduleGroupForFullUpdate(); | 3866 | //ParentGroup.ScheduleGroupForFullUpdate(); |
3160 | } | 3867 | } |
3161 | 3868 | ||
3162 | public void StoreUndoState() | 3869 | public void StoreUndoState(ObjectChangeType change) |
3163 | { | 3870 | { |
3164 | StoreUndoState(false); | 3871 | if (m_UndoRedo == null) |
3165 | } | 3872 | m_UndoRedo = new UndoRedoState(5); |
3166 | 3873 | ||
3167 | public void StoreUndoState(bool forGroup) | 3874 | lock (m_UndoRedo) |
3168 | { | ||
3169 | if (!Undoing) | ||
3170 | { | 3875 | { |
3171 | if (!IgnoreUndoUpdate) | 3876 | if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended |
3172 | { | 3877 | { |
3173 | if (ParentGroup != null) | 3878 | m_UndoRedo.StoreUndo(this, change); |
3174 | { | ||
3175 | lock (m_undo) | ||
3176 | { | ||
3177 | if (m_undo.Count > 0) | ||
3178 | { | ||
3179 | UndoState last = m_undo[m_undo.Count - 1]; | ||
3180 | if (last != null) | ||
3181 | { | ||
3182 | // TODO: May need to fix for group comparison | ||
3183 | if (last.Compare(this)) | ||
3184 | { | ||
3185 | // m_log.DebugFormat( | ||
3186 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3187 | // Name, LocalId, m_undo.Count); | ||
3188 | |||
3189 | return; | ||
3190 | } | ||
3191 | } | ||
3192 | } | ||
3193 | |||
3194 | // m_log.DebugFormat( | ||
3195 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3196 | // Name, LocalId, forGroup, m_undo.Count); | ||
3197 | |||
3198 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3199 | { | ||
3200 | UndoState nUndo = new UndoState(this, forGroup); | ||
3201 | |||
3202 | m_undo.Add(nUndo); | ||
3203 | |||
3204 | if (m_undo.Count > ParentGroup.GetSceneMaxUndo()) | ||
3205 | m_undo.RemoveAt(0); | ||
3206 | |||
3207 | if (m_redo.Count > 0) | ||
3208 | m_redo.Clear(); | ||
3209 | |||
3210 | // m_log.DebugFormat( | ||
3211 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | ||
3212 | // Name, LocalId, forGroup, m_undo.Count); | ||
3213 | } | ||
3214 | } | ||
3215 | } | ||
3216 | } | 3879 | } |
3217 | // else | ||
3218 | // { | ||
3219 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3220 | // } | ||
3221 | } | 3880 | } |
3222 | // else | ||
3223 | // { | ||
3224 | // m_log.DebugFormat( | ||
3225 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3226 | // } | ||
3227 | } | 3881 | } |
3228 | 3882 | ||
3229 | /// <summary> | 3883 | /// <summary> |
@@ -3233,88 +3887,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3233 | { | 3887 | { |
3234 | get | 3888 | get |
3235 | { | 3889 | { |
3236 | lock (m_undo) | 3890 | if (m_UndoRedo == null) |
3237 | return m_undo.Count; | 3891 | return 0; |
3892 | return m_UndoRedo.Count; | ||
3238 | } | 3893 | } |
3239 | } | 3894 | } |
3240 | 3895 | ||
3241 | public void Undo() | 3896 | public void Undo() |
3242 | { | 3897 | { |
3243 | lock (m_undo) | 3898 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3244 | { | 3899 | return; |
3245 | // m_log.DebugFormat( | ||
3246 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3247 | // Name, LocalId, m_undo.Count); | ||
3248 | |||
3249 | if (m_undo.Count > 0) | ||
3250 | { | ||
3251 | UndoState goback = m_undo[m_undo.Count - 1]; | ||
3252 | m_undo.RemoveAt(m_undo.Count - 1); | ||
3253 | |||
3254 | UndoState nUndo = null; | ||
3255 | |||
3256 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3257 | { | ||
3258 | nUndo = new UndoState(this, goback.ForGroup); | ||
3259 | } | ||
3260 | |||
3261 | goback.PlaybackState(this); | ||
3262 | |||
3263 | if (nUndo != null) | ||
3264 | { | ||
3265 | m_redo.Add(nUndo); | ||
3266 | |||
3267 | if (m_redo.Count > ParentGroup.GetSceneMaxUndo()) | ||
3268 | m_redo.RemoveAt(0); | ||
3269 | } | ||
3270 | } | ||
3271 | 3900 | ||
3272 | // m_log.DebugFormat( | 3901 | lock (m_UndoRedo) |
3273 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | 3902 | { |
3274 | // Name, LocalId, m_undo.Count); | 3903 | Undoing = true; |
3904 | m_UndoRedo.Undo(this); | ||
3905 | Undoing = false; | ||
3275 | } | 3906 | } |
3276 | } | 3907 | } |
3277 | 3908 | ||
3278 | public void Redo() | 3909 | public void Redo() |
3279 | { | 3910 | { |
3280 | lock (m_undo) | 3911 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3281 | { | 3912 | return; |
3282 | // m_log.DebugFormat( | ||
3283 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3284 | // Name, LocalId, m_redo.Count); | ||
3285 | |||
3286 | if (m_redo.Count > 0) | ||
3287 | { | ||
3288 | UndoState gofwd = m_redo[m_redo.Count - 1]; | ||
3289 | m_redo.RemoveAt(m_redo.Count - 1); | ||
3290 | |||
3291 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3292 | { | ||
3293 | UndoState nUndo = new UndoState(this, gofwd.ForGroup); | ||
3294 | |||
3295 | m_undo.Add(nUndo); | ||
3296 | |||
3297 | if (m_undo.Count > ParentGroup.GetSceneMaxUndo()) | ||
3298 | m_undo.RemoveAt(0); | ||
3299 | } | ||
3300 | |||
3301 | gofwd.PlayfwdState(this); | ||
3302 | 3913 | ||
3303 | // m_log.DebugFormat( | 3914 | lock (m_UndoRedo) |
3304 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | 3915 | { |
3305 | // Name, LocalId, m_redo.Count); | 3916 | Undoing = true; |
3306 | } | 3917 | m_UndoRedo.Redo(this); |
3918 | Undoing = false; | ||
3307 | } | 3919 | } |
3308 | } | 3920 | } |
3309 | 3921 | ||
3310 | public void ClearUndoState() | 3922 | public void ClearUndoState() |
3311 | { | 3923 | { |
3312 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | 3924 | if (m_UndoRedo == null || Undoing) |
3925 | return; | ||
3313 | 3926 | ||
3314 | lock (m_undo) | 3927 | lock (m_UndoRedo) |
3315 | { | 3928 | { |
3316 | m_undo.Clear(); | 3929 | m_UndoRedo.Clear(); |
3317 | m_redo.Clear(); | ||
3318 | } | 3930 | } |
3319 | } | 3931 | } |
3320 | 3932 | ||
@@ -3965,6 +4577,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
3965 | } | 4577 | } |
3966 | } | 4578 | } |
3967 | 4579 | ||
4580 | |||
4581 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) | ||
4582 | { | ||
4583 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) | ||
4584 | return; | ||
4585 | |||
4586 | if (PhysicsShapeType != (byte)physdata.PhysShapeType) | ||
4587 | { | ||
4588 | PhysicsShapeType = (byte)physdata.PhysShapeType; | ||
4589 | |||
4590 | } | ||
4591 | |||
4592 | if(Density != physdata.Density) | ||
4593 | Density = physdata.Density; | ||
4594 | if(GravityModifier != physdata.GravitationModifier) | ||
4595 | GravityModifier = physdata.GravitationModifier; | ||
4596 | if(Friction != physdata.Friction) | ||
4597 | Friction = physdata.Friction; | ||
4598 | if(Bounciness != physdata.Bounce) | ||
4599 | Bounciness = physdata.Bounce; | ||
4600 | } | ||
3968 | /// <summary> | 4601 | /// <summary> |
3969 | /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. | 4602 | /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. |
3970 | /// </summary> | 4603 | /// </summary> |
@@ -3972,7 +4605,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3972 | /// <param name="SetTemporary"></param> | 4605 | /// <param name="SetTemporary"></param> |
3973 | /// <param name="SetPhantom"></param> | 4606 | /// <param name="SetPhantom"></param> |
3974 | /// <param name="SetVD"></param> | 4607 | /// <param name="SetVD"></param> |
3975 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | 4608 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
3976 | { | 4609 | { |
3977 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4610 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
3978 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4611 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
@@ -3982,237 +4615,230 @@ namespace OpenSim.Region.Framework.Scenes | |||
3982 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4615 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
3983 | return; | 4616 | return; |
3984 | 4617 | ||
3985 | PhysicsActor pa = PhysActor; | 4618 | VolumeDetectActive = SetVD; |
3986 | |||
3987 | // Special cases for VD. VD can only be called from a script | ||
3988 | // and can't be combined with changes to other states. So we can rely | ||
3989 | // that... | ||
3990 | // ... if VD is changed, all others are not. | ||
3991 | // ... if one of the others is changed, VD is not. | ||
3992 | if (SetVD) // VD is active, special logic applies | ||
3993 | { | ||
3994 | // State machine logic for VolumeDetect | ||
3995 | // More logic below | ||
3996 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
3997 | |||
3998 | if (phanReset) // Phantom changes from on to off switch VD off too | ||
3999 | { | ||
4000 | SetVD = false; // Switch it of for the course of this routine | ||
4001 | VolumeDetectActive = false; // and also permanently | ||
4002 | |||
4003 | if (pa != null) | ||
4004 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
4005 | } | ||
4006 | else | ||
4007 | { | ||
4008 | // If volumedetect is active we don't want phantom to be applied. | ||
4009 | // If this is a new call to VD out of the state "phantom" | ||
4010 | // this will also cause the prim to be visible to physics | ||
4011 | SetPhantom = false; | ||
4012 | } | ||
4013 | } | ||
4014 | 4619 | ||
4015 | if (UsePhysics && IsJoint()) | 4620 | // volume detector implies phantom |
4016 | { | 4621 | if (VolumeDetectActive) |
4017 | SetPhantom = true; | 4622 | SetPhantom = true; |
4018 | } | ||
4019 | 4623 | ||
4020 | if (UsePhysics) | 4624 | if (UsePhysics) |
4021 | { | ||
4022 | AddFlag(PrimFlags.Physics); | 4625 | AddFlag(PrimFlags.Physics); |
4023 | if (!wasUsingPhysics) | ||
4024 | { | ||
4025 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4026 | |||
4027 | if (!ParentGroup.IsDeleted) | ||
4028 | { | ||
4029 | if (LocalId == ParentGroup.RootPart.LocalId) | ||
4030 | { | ||
4031 | ParentGroup.CheckSculptAndLoad(); | ||
4032 | } | ||
4033 | } | ||
4034 | } | ||
4035 | } | ||
4036 | else | 4626 | else |
4037 | { | ||
4038 | RemFlag(PrimFlags.Physics); | 4627 | RemFlag(PrimFlags.Physics); |
4039 | if (wasUsingPhysics) | ||
4040 | { | ||
4041 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4042 | } | ||
4043 | } | ||
4044 | 4628 | ||
4045 | if (SetPhantom | 4629 | if (SetPhantom) |
4046 | || ParentGroup.IsAttachment | ||
4047 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | ||
4048 | { | ||
4049 | AddFlag(PrimFlags.Phantom); | 4630 | AddFlag(PrimFlags.Phantom); |
4631 | else | ||
4632 | RemFlag(PrimFlags.Phantom); | ||
4050 | 4633 | ||
4051 | if (PhysActor != null) | 4634 | if (SetTemporary) |
4635 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4636 | else | ||
4637 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4638 | |||
4639 | |||
4640 | if (ParentGroup.Scene == null) | ||
4641 | return; | ||
4642 | |||
4643 | PhysicsActor pa = PhysActor; | ||
4644 | |||
4645 | if (pa != null && building && pa.Building != building) | ||
4646 | pa.Building = building; | ||
4647 | |||
4648 | if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none | ||
4649 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
4650 | { | ||
4651 | if (pa != null) | ||
4052 | { | 4652 | { |
4653 | if(wasUsingPhysics) | ||
4654 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
4053 | RemoveFromPhysics(); | 4655 | RemoveFromPhysics(); |
4054 | pa = null; | ||
4055 | } | 4656 | } |
4657 | |||
4658 | Velocity = new Vector3(0, 0, 0); | ||
4659 | Acceleration = new Vector3(0, 0, 0); | ||
4660 | if (ParentGroup.RootPart == this) | ||
4661 | AngularVelocity = new Vector3(0, 0, 0); | ||
4056 | } | 4662 | } |
4057 | else // Not phantom | 4663 | else |
4058 | { | 4664 | { |
4059 | RemFlag(PrimFlags.Phantom); | 4665 | if (ParentGroup.Scene.CollidablePrims) |
4060 | |||
4061 | if (ParentGroup.Scene == null) | ||
4062 | return; | ||
4063 | |||
4064 | if (ParentGroup.Scene.CollidablePrims && pa == null) | ||
4065 | { | 4666 | { |
4066 | pa = AddToPhysics(UsePhysics); | 4667 | if (pa == null) |
4067 | |||
4068 | if (pa != null) | ||
4069 | { | 4668 | { |
4070 | pa.SetMaterial(Material); | 4669 | AddToPhysics(UsePhysics, SetPhantom, building, false); |
4071 | DoPhysicsPropertyUpdate(UsePhysics, true); | 4670 | pa = PhysActor; |
4072 | 4671 | /* | |
4073 | if (!ParentGroup.IsDeleted) | 4672 | if (pa != null) |
4074 | { | 4673 | { |
4075 | if (LocalId == ParentGroup.RootPart.LocalId) | 4674 | if ( |
4675 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4676 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4677 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4678 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4679 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4680 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4681 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4682 | ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4683 | (CollisionSound != UUID.Zero) | ||
4684 | ) | ||
4076 | { | 4685 | { |
4077 | ParentGroup.CheckSculptAndLoad(); | 4686 | pa.OnCollisionUpdate += PhysicsCollision; |
4687 | pa.SubscribeEvents(1000); | ||
4078 | } | 4688 | } |
4079 | } | 4689 | } |
4080 | 4690 | */ | |
4081 | if ( | ||
4082 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4083 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4084 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4085 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4086 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4087 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4088 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4089 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4090 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4091 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4092 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4093 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4094 | (CollisionSound != UUID.Zero) | ||
4095 | ) | ||
4096 | { | ||
4097 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4098 | pa.SubscribeEvents(1000); | ||
4099 | } | ||
4100 | } | 4691 | } |
4101 | } | 4692 | else // it already has a physical representation |
4102 | else // it already has a physical representation | ||
4103 | { | ||
4104 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | ||
4105 | |||
4106 | if (!ParentGroup.IsDeleted) | ||
4107 | { | 4693 | { |
4108 | if (LocalId == ParentGroup.RootPart.LocalId) | 4694 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. |
4109 | { | 4695 | /* moved into DoPhysicsPropertyUpdate |
4110 | ParentGroup.CheckSculptAndLoad(); | 4696 | if(VolumeDetectActive) |
4111 | } | 4697 | pa.SetVolumeDetect(1); |
4698 | else | ||
4699 | pa.SetVolumeDetect(0); | ||
4700 | */ | ||
4701 | |||
4702 | if (pa.Building != building) | ||
4703 | pa.Building = building; | ||
4112 | } | 4704 | } |
4113 | } | ||
4114 | } | ||
4115 | 4705 | ||
4116 | if (SetVD) | 4706 | UpdatePhysicsSubscribedEvents(); |
4117 | { | ||
4118 | // If the above logic worked (this is urgent candidate to unit tests!) | ||
4119 | // we now have a physicsactor. | ||
4120 | // Defensive programming calls for a check here. | ||
4121 | // Better would be throwing an exception that could be catched by a unit test as the internal | ||
4122 | // logic should make sure, this Physactor is always here. | ||
4123 | if (pa != null) | ||
4124 | { | ||
4125 | pa.SetVolumeDetect(1); | ||
4126 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | ||
4127 | VolumeDetectActive = true; | ||
4128 | } | 4707 | } |
4129 | } | 4708 | } |
4130 | else | ||
4131 | { | ||
4132 | // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | ||
4133 | // (mumbles, well, at least if you have infinte CPU powers :-)) | ||
4134 | if (pa != null) | ||
4135 | pa.SetVolumeDetect(0); | ||
4136 | |||
4137 | VolumeDetectActive = false; | ||
4138 | } | ||
4139 | |||
4140 | if (SetTemporary) | ||
4141 | { | ||
4142 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4143 | } | ||
4144 | else | ||
4145 | { | ||
4146 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4147 | } | ||
4148 | 4709 | ||
4149 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | 4710 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); |
4150 | 4711 | ||
4712 | // and last in case we have a new actor and not building | ||
4713 | |||
4151 | if (ParentGroup != null) | 4714 | if (ParentGroup != null) |
4152 | { | 4715 | { |
4153 | ParentGroup.HasGroupChanged = true; | 4716 | ParentGroup.HasGroupChanged = true; |
4154 | ScheduleFullUpdate(); | 4717 | ScheduleFullUpdate(); |
4155 | } | 4718 | } |
4156 | 4719 | ||
4157 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); | 4720 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); |
4158 | } | 4721 | } |
4159 | 4722 | ||
4160 | /// <summary> | 4723 | /// <summary> |
4161 | /// Adds this part to the physics scene. | 4724 | /// Adds this part to the physics scene. |
4725 | /// and sets the PhysActor property | ||
4162 | /// </summary> | 4726 | /// </summary> |
4163 | /// <remarks>This method also sets the PhysActor property.</remarks> | 4727 | /// <param name="isPhysical">Add this prim as physical.</param> |
4164 | /// <param name="rigidBody">Add this prim with a rigid body.</param> | 4728 | /// <param name="isPhantom">Add this prim as phantom.</param> |
4165 | /// <returns> | 4729 | /// <param name="building">tells physics to delay full construction of object</param> |
4166 | /// The physics actor. null if there was a failure. | 4730 | /// <param name="applyDynamics">applies velocities, force and torque</param> |
4167 | /// </returns> | 4731 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) |
4168 | private PhysicsActor AddToPhysics(bool rigidBody) | 4732 | { |
4169 | { | ||
4170 | PhysicsActor pa; | 4733 | PhysicsActor pa; |
4171 | 4734 | ||
4735 | Vector3 velocity = Velocity; | ||
4736 | Vector3 rotationalVelocity = AngularVelocity;; | ||
4737 | |||
4172 | try | 4738 | try |
4173 | { | 4739 | { |
4174 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4740 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4175 | string.Format("{0}/{1}", Name, UUID), | 4741 | string.Format("{0}/{1}", Name, UUID), |
4176 | Shape, | 4742 | Shape, |
4177 | AbsolutePosition, | 4743 | AbsolutePosition, |
4178 | Scale, | 4744 | Scale, |
4179 | RotationOffset, | 4745 | GetWorldRotation(), |
4180 | rigidBody, | 4746 | isPhysical, |
4181 | m_localId); | 4747 | isPhantom, |
4748 | PhysicsShapeType, | ||
4749 | m_localId); | ||
4182 | } | 4750 | } |
4183 | catch | 4751 | catch (Exception ex) |
4184 | { | 4752 | { |
4185 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); | 4753 | m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message); |
4186 | pa = null; | 4754 | pa = null; |
4187 | } | 4755 | } |
4188 | 4756 | ||
4189 | // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical | ||
4190 | // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor | ||
4191 | // being set. | ||
4192 | PhysActor = pa; | ||
4193 | |||
4194 | // Basic Physics can also return null as well as an exception catch. | ||
4195 | if (pa != null) | 4757 | if (pa != null) |
4196 | { | 4758 | { |
4197 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info | 4759 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
4198 | pa.SetMaterial(Material); | 4760 | pa.SetMaterial(Material); |
4199 | DoPhysicsPropertyUpdate(rigidBody, true); | 4761 | |
4762 | if (VolumeDetectActive) // change if not the default only | ||
4763 | pa.SetVolumeDetect(1); | ||
4764 | |||
4765 | if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4766 | m_vehicleParams.SetVehicle(pa); | ||
4767 | |||
4768 | // we are going to tell rest of code about physics so better have this here | ||
4769 | PhysActor = pa; | ||
4770 | |||
4771 | // DoPhysicsPropertyUpdate(isPhysical, true); | ||
4772 | // lets expand it here just with what it really needs to do | ||
4773 | |||
4774 | if (isPhysical) | ||
4775 | { | ||
4776 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
4777 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
4778 | ParentGroup.RootPart.KeyframeMotion = null; | ||
4779 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
4780 | |||
4781 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | ||
4782 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
4783 | |||
4784 | if (ParentID != 0 && ParentID != LocalId) | ||
4785 | { | ||
4786 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | ||
4787 | |||
4788 | if (parentPa != null) | ||
4789 | { | ||
4790 | pa.link(parentPa); | ||
4791 | } | ||
4792 | } | ||
4793 | } | ||
4794 | |||
4795 | if (applyDynamics) | ||
4796 | // do independent of isphysical so parameters get setted (at least some) | ||
4797 | { | ||
4798 | Velocity = velocity; | ||
4799 | AngularVelocity = rotationalVelocity; | ||
4800 | // pa.Velocity = velocity; | ||
4801 | pa.RotationalVelocity = rotationalVelocity; | ||
4802 | |||
4803 | // if not vehicle and root part apply force and torque | ||
4804 | if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE) | ||
4805 | && LocalId == ParentGroup.RootPart.LocalId) | ||
4806 | { | ||
4807 | pa.Force = Force; | ||
4808 | pa.Torque = Torque; | ||
4809 | } | ||
4810 | } | ||
4811 | |||
4812 | if (Shape.SculptEntry) | ||
4813 | CheckSculptAndLoad(); | ||
4814 | else | ||
4815 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
4816 | |||
4817 | if (!building) | ||
4818 | pa.Building = false; | ||
4200 | } | 4819 | } |
4201 | 4820 | ||
4202 | return pa; | 4821 | PhysActor = pa; |
4203 | } | 4822 | } |
4204 | 4823 | ||
4205 | /// <summary> | 4824 | /// <summary> |
4206 | /// This removes the part from the physics scene. | 4825 | /// This removes the part from the physics scene. |
4207 | /// </summary> | 4826 | /// </summary> |
4208 | /// <remarks> | 4827 | /// <remarks> |
4209 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics | 4828 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics |
4210 | /// representation for collision detection. Rather, this would be used in situations such as making a prim | 4829 | /// representation for collision detection. |
4211 | /// phantom. | ||
4212 | /// </remarks> | 4830 | /// </remarks> |
4213 | public void RemoveFromPhysics() | 4831 | public void RemoveFromPhysics() |
4214 | { | 4832 | { |
4215 | ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 4833 | PhysicsActor pa = PhysActor; |
4834 | if (pa != null) | ||
4835 | { | ||
4836 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4837 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | ||
4838 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | ||
4839 | |||
4840 | ParentGroup.Scene.PhysicsScene.RemovePrim(pa); | ||
4841 | } | ||
4216 | PhysActor = null; | 4842 | PhysActor = null; |
4217 | } | 4843 | } |
4218 | 4844 | ||
@@ -4423,6 +5049,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
4423 | ScheduleFullUpdate(); | 5049 | ScheduleFullUpdate(); |
4424 | } | 5050 | } |
4425 | 5051 | ||
5052 | |||
5053 | private void UpdatePhysicsSubscribedEvents() | ||
5054 | { | ||
5055 | PhysicsActor pa = PhysActor; | ||
5056 | if (pa == null) | ||
5057 | return; | ||
5058 | |||
5059 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5060 | |||
5061 | bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0)); | ||
5062 | |||
5063 | scriptEvents CombinedEvents = AggregateScriptEvents; | ||
5064 | |||
5065 | // merge with root part | ||
5066 | if (ParentGroup != null && ParentGroup.RootPart != null) | ||
5067 | CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents; | ||
5068 | |||
5069 | // submit to this part case | ||
5070 | if (VolumeDetectActive) | ||
5071 | CombinedEvents &= PhyscicsVolumeDtcSubsEvents; | ||
5072 | else if ((Flags & PrimFlags.Phantom) != 0) | ||
5073 | CombinedEvents &= PhyscicsPhantonSubsEvents; | ||
5074 | else | ||
5075 | CombinedEvents &= PhysicsNeededSubsEvents; | ||
5076 | |||
5077 | if (hassound || CombinedEvents != 0) | ||
5078 | { | ||
5079 | // subscribe to physics updates. | ||
5080 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5081 | pa.SubscribeEvents(50); // 20 reports per second | ||
5082 | } | ||
5083 | else | ||
5084 | { | ||
5085 | pa.UnSubscribeEvents(); | ||
5086 | } | ||
5087 | } | ||
5088 | |||
5089 | |||
4426 | public void aggregateScriptEvents() | 5090 | public void aggregateScriptEvents() |
4427 | { | 5091 | { |
4428 | if (ParentGroup == null || ParentGroup.RootPart == null) | 5092 | if (ParentGroup == null || ParentGroup.RootPart == null) |
@@ -4459,40 +5123,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
4459 | { | 5123 | { |
4460 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; | 5124 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; |
4461 | } | 5125 | } |
4462 | 5126 | /* | |
4463 | PhysicsActor pa = PhysActor; | 5127 | PhysicsActor pa = PhysActor; |
4464 | 5128 | if (pa != null) | |
4465 | if ( | ||
4466 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4467 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4468 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4469 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4470 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4471 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4472 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4473 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4474 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4475 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4476 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4477 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4478 | (CollisionSound != UUID.Zero) | ||
4479 | ) | ||
4480 | { | 5129 | { |
4481 | // subscribe to physics updates. | 5130 | if ( |
4482 | if (pa != null) | 5131 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
5132 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
5133 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
5134 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
5135 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
5136 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
5137 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
5138 | ) | ||
4483 | { | 5139 | { |
5140 | // subscribe to physics updates. | ||
4484 | pa.OnCollisionUpdate += PhysicsCollision; | 5141 | pa.OnCollisionUpdate += PhysicsCollision; |
4485 | pa.SubscribeEvents(1000); | 5142 | pa.SubscribeEvents(1000); |
4486 | } | 5143 | } |
4487 | } | 5144 | else |
4488 | else | ||
4489 | { | ||
4490 | if (pa != null) | ||
4491 | { | 5145 | { |
4492 | pa.UnSubscribeEvents(); | 5146 | pa.UnSubscribeEvents(); |
4493 | pa.OnCollisionUpdate -= PhysicsCollision; | 5147 | pa.OnCollisionUpdate -= PhysicsCollision; |
4494 | } | 5148 | } |
4495 | } | 5149 | } |
5150 | */ | ||
5151 | UpdatePhysicsSubscribedEvents(); | ||
4496 | 5152 | ||
4497 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | 5153 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) |
4498 | //{ | 5154 | //{ |
@@ -4622,6 +5278,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4622 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 5278 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4623 | } | 5279 | } |
4624 | 5280 | ||
5281 | public void ResetOwnerChangeFlag() | ||
5282 | { | ||
5283 | List<UUID> inv = Inventory.GetInventoryList(); | ||
5284 | |||
5285 | foreach (UUID itemID in inv) | ||
5286 | { | ||
5287 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
5288 | item.OwnerChanged = false; | ||
5289 | Inventory.UpdateInventoryItem(item, false, false); | ||
5290 | } | ||
5291 | } | ||
5292 | |||
4625 | /// <summary> | 5293 | /// <summary> |
4626 | /// Record an avatar sitting on this part. | 5294 | /// Record an avatar sitting on this part. |
4627 | /// </summary> | 5295 | /// </summary> |