diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 1639 |
1 files changed, 1123 insertions, 516 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 3d81358..f1e781c 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> |
@@ -176,12 +188,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
176 | 188 | ||
177 | public double SoundRadius; | 189 | public double SoundRadius; |
178 | 190 | ||
191 | |||
179 | public uint TimeStampFull; | 192 | public uint TimeStampFull; |
180 | 193 | ||
181 | public uint TimeStampLastActivity; // Will be used for AutoReturn | 194 | public uint TimeStampLastActivity; // Will be used for AutoReturn |
182 | 195 | ||
183 | public uint TimeStampTerse; | 196 | public uint TimeStampTerse; |
184 | 197 | ||
198 | // The following two are to hold the attachment data | ||
199 | // while an object is inworld | ||
200 | [XmlIgnore] | ||
201 | public byte AttachPoint = 0; | ||
202 | |||
203 | [XmlIgnore] | ||
204 | public Vector3 AttachOffset = Vector3.Zero; | ||
205 | |||
206 | [XmlIgnore] | ||
207 | public Quaternion AttachRotation = Quaternion.Identity; | ||
208 | |||
209 | [XmlIgnore] | ||
185 | public int STATUS_ROTATE_X; | 210 | public int STATUS_ROTATE_X; |
186 | 211 | ||
187 | public int STATUS_ROTATE_Y; | 212 | public int STATUS_ROTATE_Y; |
@@ -208,8 +233,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
208 | 233 | ||
209 | public Vector3 RotationAxis = Vector3.One; | 234 | public Vector3 RotationAxis = Vector3.One; |
210 | 235 | ||
211 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 236 | public bool VolumeDetectActive; |
212 | // Certainly this must be a persistant setting finally | ||
213 | 237 | ||
214 | public bool IsWaitingForFirstSpinUpdatePacket; | 238 | public bool IsWaitingForFirstSpinUpdatePacket; |
215 | 239 | ||
@@ -249,10 +273,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
249 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 273 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
250 | private Vector3 m_sitTargetPosition; | 274 | private Vector3 m_sitTargetPosition; |
251 | private string m_sitAnimation = "SIT"; | 275 | private string m_sitAnimation = "SIT"; |
276 | private bool m_occupied; // KF if any av is sitting on this prim | ||
252 | private string m_text = String.Empty; | 277 | private string m_text = String.Empty; |
253 | private string m_touchName = String.Empty; | 278 | private string m_touchName = String.Empty; |
254 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); | 279 | private UndoRedoState m_UndoRedo = null; |
255 | private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5); | ||
256 | 280 | ||
257 | private bool m_passTouches = false; | 281 | private bool m_passTouches = false; |
258 | private bool m_passCollisions = false; | 282 | private bool m_passCollisions = false; |
@@ -281,7 +305,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
281 | protected Vector3 m_lastAcceleration; | 305 | protected Vector3 m_lastAcceleration; |
282 | protected Vector3 m_lastAngularVelocity; | 306 | protected Vector3 m_lastAngularVelocity; |
283 | protected int m_lastTerseSent; | 307 | protected int m_lastTerseSent; |
284 | 308 | protected float m_buoyancy = 0.0f; | |
309 | protected Vector3 m_force; | ||
310 | protected Vector3 m_torque; | ||
311 | |||
312 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; | ||
313 | protected float m_density = 1000.0f; // in kg/m^3 | ||
314 | protected float m_gravitymod = 1.0f; | ||
315 | protected float m_friction = 0.6f; // wood | ||
316 | protected float m_bounce = 0.5f; // wood | ||
317 | |||
318 | |||
319 | protected bool m_isSelected = false; | ||
320 | |||
285 | /// <summary> | 321 | /// <summary> |
286 | /// Stores media texture data | 322 | /// Stores media texture data |
287 | /// </summary> | 323 | /// </summary> |
@@ -293,10 +329,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
293 | private Vector3 m_cameraAtOffset; | 329 | private Vector3 m_cameraAtOffset; |
294 | private bool m_forceMouselook; | 330 | private bool m_forceMouselook; |
295 | 331 | ||
296 | // TODO: Collision sound should have default. | 332 | |
333 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
334 | private sbyte m_collisionSoundType; | ||
297 | private UUID m_collisionSound; | 335 | private UUID m_collisionSound; |
298 | private float m_collisionSoundVolume; | 336 | private float m_collisionSoundVolume; |
299 | 337 | ||
338 | private int LastColSoundSentTime; | ||
339 | |||
340 | |||
341 | private SOPVehicle m_vehicle = null; | ||
342 | |||
343 | private KeyframeMotion m_keyframeMotion = null; | ||
344 | |||
345 | public KeyframeMotion KeyframeMotion | ||
346 | { | ||
347 | get; set; | ||
348 | } | ||
349 | |||
350 | |||
300 | #endregion Fields | 351 | #endregion Fields |
301 | 352 | ||
302 | // ~SceneObjectPart() | 353 | // ~SceneObjectPart() |
@@ -325,6 +376,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
325 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | 376 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from |
326 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | 377 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log |
327 | m_inventory = new SceneObjectPartInventory(this); | 378 | m_inventory = new SceneObjectPartInventory(this); |
379 | LastColSoundSentTime = Util.EnvironmentTickCount(); | ||
328 | } | 380 | } |
329 | 381 | ||
330 | /// <summary> | 382 | /// <summary> |
@@ -339,7 +391,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
339 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 391 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
340 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 392 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
341 | { | 393 | { |
342 | m_name = "Primitive"; | 394 | m_name = "Object"; |
343 | 395 | ||
344 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 396 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
345 | LastOwnerID = CreatorID = OwnerID = ownerID; | 397 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -379,7 +431,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
379 | private uint _ownerMask = (uint)PermissionMask.All; | 431 | private uint _ownerMask = (uint)PermissionMask.All; |
380 | private uint _groupMask = (uint)PermissionMask.None; | 432 | private uint _groupMask = (uint)PermissionMask.None; |
381 | private uint _everyoneMask = (uint)PermissionMask.None; | 433 | private uint _everyoneMask = (uint)PermissionMask.None; |
382 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 434 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
383 | private PrimFlags _flags = PrimFlags.None; | 435 | private PrimFlags _flags = PrimFlags.None; |
384 | private DateTime m_expires; | 436 | private DateTime m_expires; |
385 | private DateTime m_rezzed; | 437 | private DateTime m_rezzed; |
@@ -473,12 +525,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
473 | } | 525 | } |
474 | 526 | ||
475 | /// <value> | 527 | /// <value> |
476 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 528 | /// Get the inventory list |
477 | /// </value> | 529 | /// </value> |
478 | public TaskInventoryDictionary TaskInventory | 530 | public TaskInventoryDictionary TaskInventory |
479 | { | 531 | { |
480 | get { return m_inventory.Items; } | 532 | get { |
481 | set { m_inventory.Items = value; } | 533 | return m_inventory.Items; |
534 | } | ||
535 | set { | ||
536 | m_inventory.Items = value; | ||
537 | } | ||
482 | } | 538 | } |
483 | 539 | ||
484 | /// <summary> | 540 | /// <summary> |
@@ -528,20 +584,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
528 | } | 584 | } |
529 | } | 585 | } |
530 | 586 | ||
531 | public byte Material | ||
532 | { | ||
533 | get { return (byte) m_material; } | ||
534 | set | ||
535 | { | ||
536 | m_material = (Material)value; | ||
537 | |||
538 | PhysicsActor pa = PhysActor; | ||
539 | |||
540 | if (pa != null) | ||
541 | pa.SetMaterial((int)value); | ||
542 | } | ||
543 | } | ||
544 | |||
545 | [XmlIgnore] | 587 | [XmlIgnore] |
546 | public bool PassTouches | 588 | public bool PassTouches |
547 | { | 589 | { |
@@ -567,6 +609,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
567 | } | 609 | } |
568 | } | 610 | } |
569 | 611 | ||
612 | public bool IsSelected | ||
613 | { | ||
614 | get { return m_isSelected; } | ||
615 | set | ||
616 | { | ||
617 | m_isSelected = value; | ||
618 | if (ParentGroup != null) | ||
619 | ParentGroup.PartSelectChanged(value); | ||
620 | } | ||
621 | } | ||
622 | |||
623 | |||
570 | public Dictionary<int, string> CollisionFilter | 624 | public Dictionary<int, string> CollisionFilter |
571 | { | 625 | { |
572 | get { return m_CollisionFilter; } | 626 | get { return m_CollisionFilter; } |
@@ -635,14 +689,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
635 | set { m_LoopSoundSlavePrims = value; } | 689 | set { m_LoopSoundSlavePrims = value; } |
636 | } | 690 | } |
637 | 691 | ||
638 | |||
639 | public Byte[] TextureAnimation | 692 | public Byte[] TextureAnimation |
640 | { | 693 | { |
641 | get { return m_TextureAnimation; } | 694 | get { return m_TextureAnimation; } |
642 | set { m_TextureAnimation = value; } | 695 | set { m_TextureAnimation = value; } |
643 | } | 696 | } |
644 | 697 | ||
645 | |||
646 | public Byte[] ParticleSystem | 698 | public Byte[] ParticleSystem |
647 | { | 699 | { |
648 | get { return m_particleSystem; } | 700 | get { return m_particleSystem; } |
@@ -679,8 +731,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
679 | { | 731 | { |
680 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 732 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
681 | PhysicsActor actor = PhysActor; | 733 | PhysicsActor actor = PhysActor; |
682 | if (actor != null && ParentID == 0) | 734 | if (ParentID == 0) |
683 | m_groupPosition = actor.Position; | 735 | { |
736 | if (actor != null) | ||
737 | m_groupPosition = actor.Position; | ||
738 | return m_groupPosition; | ||
739 | } | ||
684 | 740 | ||
685 | if (ParentGroup.IsAttachment) | 741 | if (ParentGroup.IsAttachment) |
686 | { | 742 | { |
@@ -689,12 +745,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
689 | return sp.AbsolutePosition; | 745 | return sp.AbsolutePosition; |
690 | } | 746 | } |
691 | 747 | ||
748 | // use root prim's group position. Physics may have updated it | ||
749 | if (ParentGroup.RootPart != this) | ||
750 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
692 | return m_groupPosition; | 751 | return m_groupPosition; |
693 | } | 752 | } |
694 | set | 753 | set |
695 | { | 754 | { |
696 | m_groupPosition = value; | 755 | m_groupPosition = value; |
697 | |||
698 | PhysicsActor actor = PhysActor; | 756 | PhysicsActor actor = PhysActor; |
699 | if (actor != null) | 757 | if (actor != null) |
700 | { | 758 | { |
@@ -720,16 +778,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
720 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 778 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
721 | } | 779 | } |
722 | } | 780 | } |
723 | |||
724 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
725 | if (SitTargetAvatar != UUID.Zero) | ||
726 | { | ||
727 | ScenePresence avatar; | ||
728 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
729 | { | ||
730 | avatar.ParentPosition = GetWorldPosition(); | ||
731 | } | ||
732 | } | ||
733 | } | 781 | } |
734 | } | 782 | } |
735 | 783 | ||
@@ -738,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
738 | get { return m_offsetPosition; } | 786 | get { return m_offsetPosition; } |
739 | set | 787 | set |
740 | { | 788 | { |
741 | // StoreUndoState(); | 789 | Vector3 oldpos = m_offsetPosition; |
742 | m_offsetPosition = value; | 790 | m_offsetPosition = value; |
743 | 791 | ||
744 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 792 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -753,7 +801,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
753 | if (ParentGroup.Scene != null) | 801 | if (ParentGroup.Scene != null) |
754 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 802 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
755 | } | 803 | } |
804 | |||
805 | if (!m_parentGroup.m_dupeInProgress) | ||
806 | { | ||
807 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
808 | foreach (ScenePresence av in avs) | ||
809 | { | ||
810 | if (av.ParentID == m_localId) | ||
811 | { | ||
812 | Vector3 offset = (m_offsetPosition - oldpos); | ||
813 | av.AbsolutePosition += offset; | ||
814 | av.SendAvatarDataToAllAgents(); | ||
815 | } | ||
816 | } | ||
817 | } | ||
756 | } | 818 | } |
819 | TriggerScriptChangedEvent(Changed.POSITION); | ||
757 | } | 820 | } |
758 | } | 821 | } |
759 | 822 | ||
@@ -802,7 +865,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
802 | 865 | ||
803 | set | 866 | set |
804 | { | 867 | { |
805 | StoreUndoState(); | 868 | // StoreUndoState(); |
806 | m_rotationOffset = value; | 869 | m_rotationOffset = value; |
807 | 870 | ||
808 | PhysicsActor actor = PhysActor; | 871 | PhysicsActor actor = PhysActor; |
@@ -890,7 +953,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
890 | get | 953 | get |
891 | { | 954 | { |
892 | PhysicsActor actor = PhysActor; | 955 | PhysicsActor actor = PhysActor; |
893 | if ((actor != null) && actor.IsPhysical) | 956 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) |
894 | { | 957 | { |
895 | m_angularVelocity = actor.RotationalVelocity; | 958 | m_angularVelocity = actor.RotationalVelocity; |
896 | } | 959 | } |
@@ -902,7 +965,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
902 | /// <summary></summary> | 965 | /// <summary></summary> |
903 | public Vector3 Acceleration | 966 | public Vector3 Acceleration |
904 | { | 967 | { |
905 | get { return m_acceleration; } | 968 | get |
969 | { | ||
970 | PhysicsActor actor = PhysActor; | ||
971 | if (actor != null) | ||
972 | { | ||
973 | m_acceleration = actor.Acceleration; | ||
974 | } | ||
975 | return m_acceleration; | ||
976 | } | ||
977 | |||
906 | set { m_acceleration = value; } | 978 | set { m_acceleration = value; } |
907 | } | 979 | } |
908 | 980 | ||
@@ -970,7 +1042,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
970 | public PrimitiveBaseShape Shape | 1042 | public PrimitiveBaseShape Shape |
971 | { | 1043 | { |
972 | get { return m_shape; } | 1044 | get { return m_shape; } |
973 | set { m_shape = value;} | 1045 | set |
1046 | { | ||
1047 | m_shape = value; | ||
1048 | } | ||
974 | } | 1049 | } |
975 | 1050 | ||
976 | /// <summary> | 1051 | /// <summary> |
@@ -983,7 +1058,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
983 | { | 1058 | { |
984 | if (m_shape != null) | 1059 | if (m_shape != null) |
985 | { | 1060 | { |
986 | StoreUndoState(); | ||
987 | 1061 | ||
988 | m_shape.Scale = value; | 1062 | m_shape.Scale = value; |
989 | 1063 | ||
@@ -1010,6 +1084,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1010 | } | 1084 | } |
1011 | 1085 | ||
1012 | public UpdateRequired UpdateFlag { get; set; } | 1086 | public UpdateRequired UpdateFlag { get; set; } |
1087 | public bool UpdatePhysRequired { get; set; } | ||
1013 | 1088 | ||
1014 | /// <summary> | 1089 | /// <summary> |
1015 | /// Used for media on a prim. | 1090 | /// Used for media on a prim. |
@@ -1050,10 +1125,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1050 | { | 1125 | { |
1051 | get | 1126 | get |
1052 | { | 1127 | { |
1053 | if (ParentGroup.IsAttachment) | 1128 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1054 | return GroupPosition; | ||
1055 | |||
1056 | return m_offsetPosition + m_groupPosition; | ||
1057 | } | 1129 | } |
1058 | } | 1130 | } |
1059 | 1131 | ||
@@ -1231,6 +1303,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1231 | _flags = value; | 1303 | _flags = value; |
1232 | } | 1304 | } |
1233 | } | 1305 | } |
1306 | |||
1307 | [XmlIgnore] | ||
1308 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1309 | { | ||
1310 | get { return m_occupied; } | ||
1311 | set { m_occupied = value; } | ||
1312 | } | ||
1234 | 1313 | ||
1235 | /// <summary> | 1314 | /// <summary> |
1236 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero | 1315 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero |
@@ -1274,12 +1353,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1274 | set { m_sitAnimation = value; } | 1353 | set { m_sitAnimation = value; } |
1275 | } | 1354 | } |
1276 | 1355 | ||
1356 | public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff"); | ||
1357 | |||
1358 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
1359 | // runtime thing.. do not persist | ||
1360 | [XmlIgnore] | ||
1361 | public sbyte CollisionSoundType | ||
1362 | { | ||
1363 | get | ||
1364 | { | ||
1365 | return m_collisionSoundType; | ||
1366 | } | ||
1367 | set | ||
1368 | { | ||
1369 | m_collisionSoundType = value; | ||
1370 | if (value == -1) | ||
1371 | m_collisionSound = invalidCollisionSoundUUID; | ||
1372 | else if (value == 0) | ||
1373 | m_collisionSound = UUID.Zero; | ||
1374 | } | ||
1375 | } | ||
1376 | |||
1277 | public UUID CollisionSound | 1377 | public UUID CollisionSound |
1278 | { | 1378 | { |
1279 | get { return m_collisionSound; } | 1379 | get { return m_collisionSound; } |
1280 | set | 1380 | set |
1281 | { | 1381 | { |
1282 | m_collisionSound = value; | 1382 | m_collisionSound = value; |
1383 | |||
1384 | if (value == invalidCollisionSoundUUID) | ||
1385 | m_collisionSoundType = -1; | ||
1386 | else if (value == UUID.Zero) | ||
1387 | m_collisionSoundType = 0; | ||
1388 | else | ||
1389 | m_collisionSoundType = 1; | ||
1390 | |||
1283 | aggregateScriptEvents(); | 1391 | aggregateScriptEvents(); |
1284 | } | 1392 | } |
1285 | } | 1393 | } |
@@ -1290,6 +1398,319 @@ namespace OpenSim.Region.Framework.Scenes | |||
1290 | set { m_collisionSoundVolume = value; } | 1398 | set { m_collisionSoundVolume = value; } |
1291 | } | 1399 | } |
1292 | 1400 | ||
1401 | public float Buoyancy | ||
1402 | { | ||
1403 | get | ||
1404 | { | ||
1405 | if (ParentGroup.RootPart == this) | ||
1406 | return m_buoyancy; | ||
1407 | |||
1408 | return ParentGroup.RootPart.Buoyancy; | ||
1409 | } | ||
1410 | set | ||
1411 | { | ||
1412 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1413 | { | ||
1414 | ParentGroup.RootPart.Buoyancy = value; | ||
1415 | return; | ||
1416 | } | ||
1417 | m_buoyancy = value; | ||
1418 | if (PhysActor != null) | ||
1419 | PhysActor.Buoyancy = value; | ||
1420 | } | ||
1421 | } | ||
1422 | |||
1423 | public Vector3 Force | ||
1424 | { | ||
1425 | get | ||
1426 | { | ||
1427 | if (ParentGroup.RootPart == this) | ||
1428 | return m_force; | ||
1429 | |||
1430 | return ParentGroup.RootPart.Force; | ||
1431 | } | ||
1432 | |||
1433 | set | ||
1434 | { | ||
1435 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1436 | { | ||
1437 | ParentGroup.RootPart.Force = value; | ||
1438 | return; | ||
1439 | } | ||
1440 | m_force = value; | ||
1441 | if (PhysActor != null) | ||
1442 | PhysActor.Force = value; | ||
1443 | } | ||
1444 | } | ||
1445 | |||
1446 | public Vector3 Torque | ||
1447 | { | ||
1448 | get | ||
1449 | { | ||
1450 | if (ParentGroup.RootPart == this) | ||
1451 | return m_torque; | ||
1452 | |||
1453 | return ParentGroup.RootPart.Torque; | ||
1454 | } | ||
1455 | |||
1456 | set | ||
1457 | { | ||
1458 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1459 | { | ||
1460 | ParentGroup.RootPart.Torque = value; | ||
1461 | return; | ||
1462 | } | ||
1463 | m_torque = value; | ||
1464 | if (PhysActor != null) | ||
1465 | PhysActor.Torque = value; | ||
1466 | } | ||
1467 | } | ||
1468 | |||
1469 | public byte Material | ||
1470 | { | ||
1471 | get { return (byte)m_material; } | ||
1472 | set | ||
1473 | { | ||
1474 | if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial) | ||
1475 | { | ||
1476 | bool update = false; | ||
1477 | |||
1478 | if (m_material != (Material)value) | ||
1479 | { | ||
1480 | update = true; | ||
1481 | m_material = (Material)value; | ||
1482 | } | ||
1483 | |||
1484 | if (m_friction != SOPMaterialData.friction(m_material)) | ||
1485 | { | ||
1486 | update = true; | ||
1487 | m_friction = SOPMaterialData.friction(m_material); | ||
1488 | } | ||
1489 | |||
1490 | if (m_bounce != SOPMaterialData.bounce(m_material)) | ||
1491 | { | ||
1492 | update = true; | ||
1493 | m_bounce = SOPMaterialData.bounce(m_material); | ||
1494 | } | ||
1495 | |||
1496 | if (update) | ||
1497 | { | ||
1498 | if (PhysActor != null) | ||
1499 | { | ||
1500 | PhysActor.SetMaterial((int)value); | ||
1501 | } | ||
1502 | if(ParentGroup != null) | ||
1503 | ParentGroup.HasGroupChanged = true; | ||
1504 | ScheduleFullUpdateIfNone(); | ||
1505 | UpdatePhysRequired = true; | ||
1506 | } | ||
1507 | } | ||
1508 | } | ||
1509 | } | ||
1510 | |||
1511 | // not a propriety to move to methods place later | ||
1512 | private bool HasMesh() | ||
1513 | { | ||
1514 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1515 | return true; | ||
1516 | return false; | ||
1517 | } | ||
1518 | |||
1519 | // not a propriety to move to methods place later | ||
1520 | public byte DefaultPhysicsShapeType() | ||
1521 | { | ||
1522 | byte type; | ||
1523 | |||
1524 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1525 | type = (byte)PhysShapeType.convex; | ||
1526 | else | ||
1527 | type = (byte)PhysShapeType.prim; | ||
1528 | |||
1529 | return type; | ||
1530 | } | ||
1531 | |||
1532 | [XmlIgnore] | ||
1533 | public bool UsesComplexCost | ||
1534 | { | ||
1535 | get | ||
1536 | { | ||
1537 | byte pst = PhysicsShapeType; | ||
1538 | if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh()) | ||
1539 | return true; | ||
1540 | return false; | ||
1541 | } | ||
1542 | } | ||
1543 | |||
1544 | [XmlIgnore] | ||
1545 | public float PhysicsCost | ||
1546 | { | ||
1547 | get | ||
1548 | { | ||
1549 | if(PhysicsShapeType == (byte)PhysShapeType.none) | ||
1550 | return 0; | ||
1551 | |||
1552 | float cost = 0.1f; | ||
1553 | if (PhysActor != null) | ||
1554 | // cost += PhysActor.Cost; | ||
1555 | |||
1556 | if ((Flags & PrimFlags.Physics) != 0) | ||
1557 | cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 | ||
1558 | return cost; | ||
1559 | } | ||
1560 | } | ||
1561 | |||
1562 | [XmlIgnore] | ||
1563 | public float StreamingCost | ||
1564 | { | ||
1565 | get | ||
1566 | { | ||
1567 | |||
1568 | |||
1569 | return 0.1f; | ||
1570 | } | ||
1571 | } | ||
1572 | |||
1573 | [XmlIgnore] | ||
1574 | public float SimulationCost | ||
1575 | { | ||
1576 | get | ||
1577 | { | ||
1578 | // ignoring scripts. Don't like considering them for this | ||
1579 | if((Flags & PrimFlags.Physics) != 0) | ||
1580 | return 1.0f; | ||
1581 | |||
1582 | return 0.5f; | ||
1583 | } | ||
1584 | } | ||
1585 | |||
1586 | public byte PhysicsShapeType | ||
1587 | { | ||
1588 | get { return m_physicsShapeType; } | ||
1589 | set | ||
1590 | { | ||
1591 | byte oldv = m_physicsShapeType; | ||
1592 | |||
1593 | if (value >= 0 && value <= (byte)PhysShapeType.convex) | ||
1594 | { | ||
1595 | if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this) | ||
1596 | m_physicsShapeType = DefaultPhysicsShapeType(); | ||
1597 | else | ||
1598 | m_physicsShapeType = value; | ||
1599 | } | ||
1600 | else | ||
1601 | m_physicsShapeType = DefaultPhysicsShapeType(); | ||
1602 | |||
1603 | if (m_physicsShapeType != oldv && ParentGroup != null) | ||
1604 | { | ||
1605 | if (m_physicsShapeType == (byte)PhysShapeType.none) | ||
1606 | { | ||
1607 | if (PhysActor != null) | ||
1608 | { | ||
1609 | Velocity = new Vector3(0, 0, 0); | ||
1610 | Acceleration = new Vector3(0, 0, 0); | ||
1611 | if (ParentGroup.RootPart == this) | ||
1612 | AngularVelocity = new Vector3(0, 0, 0); | ||
1613 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
1614 | RemoveFromPhysics(); | ||
1615 | } | ||
1616 | } | ||
1617 | else if (PhysActor == null) | ||
1618 | { | ||
1619 | ApplyPhysics((uint)Flags, VolumeDetectActive, false); | ||
1620 | UpdatePhysicsSubscribedEvents(); | ||
1621 | } | ||
1622 | else | ||
1623 | { | ||
1624 | PhysActor.PhysicsShapeType = m_physicsShapeType; | ||
1625 | if (Shape.SculptEntry) | ||
1626 | CheckSculptAndLoad(); | ||
1627 | } | ||
1628 | |||
1629 | if (ParentGroup != null) | ||
1630 | ParentGroup.HasGroupChanged = true; | ||
1631 | } | ||
1632 | |||
1633 | if (m_physicsShapeType != value) | ||
1634 | { | ||
1635 | UpdatePhysRequired = true; | ||
1636 | } | ||
1637 | } | ||
1638 | } | ||
1639 | |||
1640 | public float Density // in kg/m^3 | ||
1641 | { | ||
1642 | get { return m_density; } | ||
1643 | set | ||
1644 | { | ||
1645 | if (value >=1 && value <= 22587.0) | ||
1646 | { | ||
1647 | m_density = value; | ||
1648 | UpdatePhysRequired = true; | ||
1649 | } | ||
1650 | |||
1651 | ScheduleFullUpdateIfNone(); | ||
1652 | |||
1653 | if (ParentGroup != null) | ||
1654 | ParentGroup.HasGroupChanged = true; | ||
1655 | } | ||
1656 | } | ||
1657 | |||
1658 | public float GravityModifier | ||
1659 | { | ||
1660 | get { return m_gravitymod; } | ||
1661 | set | ||
1662 | { | ||
1663 | if( value >= -1 && value <=28.0f) | ||
1664 | { | ||
1665 | m_gravitymod = value; | ||
1666 | UpdatePhysRequired = true; | ||
1667 | } | ||
1668 | |||
1669 | ScheduleFullUpdateIfNone(); | ||
1670 | |||
1671 | if (ParentGroup != null) | ||
1672 | ParentGroup.HasGroupChanged = true; | ||
1673 | |||
1674 | } | ||
1675 | } | ||
1676 | |||
1677 | public float Friction | ||
1678 | { | ||
1679 | get { return m_friction; } | ||
1680 | set | ||
1681 | { | ||
1682 | if (value >= 0 && value <= 255.0f) | ||
1683 | { | ||
1684 | m_friction = value; | ||
1685 | UpdatePhysRequired = true; | ||
1686 | } | ||
1687 | |||
1688 | ScheduleFullUpdateIfNone(); | ||
1689 | |||
1690 | if (ParentGroup != null) | ||
1691 | ParentGroup.HasGroupChanged = true; | ||
1692 | } | ||
1693 | } | ||
1694 | |||
1695 | public float Bounciness | ||
1696 | { | ||
1697 | get { return m_bounce; } | ||
1698 | set | ||
1699 | { | ||
1700 | if (value >= 0 && value <= 1.0f) | ||
1701 | { | ||
1702 | m_bounce = value; | ||
1703 | UpdatePhysRequired = true; | ||
1704 | } | ||
1705 | |||
1706 | ScheduleFullUpdateIfNone(); | ||
1707 | |||
1708 | if (ParentGroup != null) | ||
1709 | ParentGroup.HasGroupChanged = true; | ||
1710 | } | ||
1711 | } | ||
1712 | |||
1713 | |||
1293 | #endregion Public Properties with only Get | 1714 | #endregion Public Properties with only Get |
1294 | 1715 | ||
1295 | private uint ApplyMask(uint val, bool set, uint mask) | 1716 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1455,7 +1876,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1455 | impulse = newimpulse; | 1876 | impulse = newimpulse; |
1456 | } | 1877 | } |
1457 | 1878 | ||
1458 | ParentGroup.applyAngularImpulse(impulse); | 1879 | ParentGroup.ApplyAngularImpulse(impulse); |
1459 | } | 1880 | } |
1460 | 1881 | ||
1461 | /// <summary> | 1882 | /// <summary> |
@@ -1465,20 +1886,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1465 | /// </summary> | 1886 | /// </summary> |
1466 | /// <param name="impulsei">Vector force</param> | 1887 | /// <param name="impulsei">Vector force</param> |
1467 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 1888 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1468 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 1889 | |
1890 | // this is actualy Set Torque.. keeping naming so not to edit lslapi also | ||
1891 | public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) | ||
1469 | { | 1892 | { |
1470 | Vector3 impulse = impulsei; | 1893 | Vector3 torque = torquei; |
1471 | 1894 | ||
1472 | if (localGlobalTF) | 1895 | if (localGlobalTF) |
1473 | { | 1896 | { |
1897 | /* | ||
1474 | Quaternion grot = GetWorldRotation(); | 1898 | Quaternion grot = GetWorldRotation(); |
1475 | Quaternion AXgrot = grot; | 1899 | Quaternion AXgrot = grot; |
1476 | Vector3 AXimpulsei = impulsei; | 1900 | Vector3 AXimpulsei = impulsei; |
1477 | Vector3 newimpulse = AXimpulsei * AXgrot; | 1901 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1478 | impulse = newimpulse; | 1902 | */ |
1903 | torque *= GetWorldRotation(); | ||
1479 | } | 1904 | } |
1480 | 1905 | ||
1481 | ParentGroup.setAngularImpulse(impulse); | 1906 | Torque = torque; |
1482 | } | 1907 | } |
1483 | 1908 | ||
1484 | /// <summary> | 1909 | /// <summary> |
@@ -1486,17 +1911,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
1486 | /// </summary> | 1911 | /// </summary> |
1487 | /// <param name="rootObjectFlags"></param> | 1912 | /// <param name="rootObjectFlags"></param> |
1488 | /// <param name="VolumeDetectActive"></param> | 1913 | /// <param name="VolumeDetectActive"></param> |
1489 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) | 1914 | /// <param name="building"></param> |
1915 | |||
1916 | public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) | ||
1490 | { | 1917 | { |
1918 | VolumeDetectActive = _VolumeDetectActive; | ||
1919 | |||
1491 | if (!ParentGroup.Scene.CollidablePrims) | 1920 | if (!ParentGroup.Scene.CollidablePrims) |
1492 | return; | 1921 | return; |
1493 | 1922 | ||
1494 | // m_log.DebugFormat( | 1923 | if (PhysicsShapeType == (byte)PhysShapeType.none) |
1495 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | 1924 | return; |
1496 | // Name, LocalId, UUID, m_physicalPrim); | 1925 | |
1926 | bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; | ||
1927 | bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0; | ||
1497 | 1928 | ||
1498 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 1929 | if (_VolumeDetectActive) |
1499 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 1930 | isPhantom = true; |
1500 | 1931 | ||
1501 | if (IsJoint()) | 1932 | if (IsJoint()) |
1502 | { | 1933 | { |
@@ -1504,22 +1935,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1504 | } | 1935 | } |
1505 | else | 1936 | else |
1506 | { | 1937 | { |
1507 | // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored | 1938 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment |
1508 | if (VolumeDetectActive) | 1939 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1509 | isPhantom = false; | ||
1510 | |||
1511 | // 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 | ||
1512 | // or flexible | ||
1513 | if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
1514 | { | 1940 | { |
1515 | // Added clarification.. since A rigid body is an object that you can kick around, etc. | 1941 | AddToPhysics(isPhysical, isPhantom, building, isPhysical); |
1516 | bool rigidBody = isPhysical && !isPhantom; | 1942 | UpdatePhysicsSubscribedEvents(); // not sure if appliable here |
1517 | |||
1518 | PhysicsActor pa = AddToPhysics(rigidBody); | ||
1519 | |||
1520 | if (pa != null) | ||
1521 | pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0); | ||
1522 | } | 1943 | } |
1944 | else | ||
1945 | PhysActor = null; // just to be sure | ||
1523 | } | 1946 | } |
1524 | } | 1947 | } |
1525 | 1948 | ||
@@ -1571,6 +1994,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1571 | dupe.Category = Category; | 1994 | dupe.Category = Category; |
1572 | dupe.m_rezzed = m_rezzed; | 1995 | dupe.m_rezzed = m_rezzed; |
1573 | 1996 | ||
1997 | dupe.m_UndoRedo = null; | ||
1998 | dupe.m_isSelected = false; | ||
1999 | |||
2000 | dupe.IgnoreUndoUpdate = false; | ||
2001 | dupe.Undoing = false; | ||
2002 | |||
1574 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 2003 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1575 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 2004 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1576 | 2005 | ||
@@ -1586,6 +2015,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1586 | 2015 | ||
1587 | // Move afterwards ResetIDs as it clears the localID | 2016 | // Move afterwards ResetIDs as it clears the localID |
1588 | dupe.LocalId = localID; | 2017 | dupe.LocalId = localID; |
2018 | |||
1589 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 2019 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1590 | dupe.LastOwnerID = OwnerID; | 2020 | dupe.LastOwnerID = OwnerID; |
1591 | 2021 | ||
@@ -1603,8 +2033,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1603 | 2033 | ||
1604 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); | 2034 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); |
1605 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 2035 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
2036 | // dupe.UpdatePhysicsSubscribedEvents(); // not sure... | ||
1606 | } | 2037 | } |
1607 | 2038 | ||
2039 | if (dupe.PhysActor != null) | ||
2040 | dupe.PhysActor.LocalID = localID; | ||
2041 | |||
1608 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 2042 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1609 | 2043 | ||
1610 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 2044 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |
@@ -1724,6 +2158,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1724 | 2158 | ||
1725 | /// <summary> | 2159 | /// <summary> |
1726 | /// Do a physics propery update for this part. | 2160 | /// Do a physics propery update for this part. |
2161 | /// now also updates phantom and volume detector | ||
1727 | /// </summary> | 2162 | /// </summary> |
1728 | /// <param name="UsePhysics"></param> | 2163 | /// <param name="UsePhysics"></param> |
1729 | /// <param name="isNew"></param> | 2164 | /// <param name="isNew"></param> |
@@ -1749,61 +2184,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
1749 | { | 2184 | { |
1750 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 2185 | if (pa.IsPhysical) // implies UsePhysics==false for this block |
1751 | { | 2186 | { |
1752 | if (!isNew) | 2187 | if (!isNew) // implies UsePhysics==false for this block |
2188 | { | ||
1753 | ParentGroup.Scene.RemovePhysicalPrim(1); | 2189 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1754 | 2190 | ||
1755 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 2191 | Velocity = new Vector3(0, 0, 0); |
1756 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 2192 | Acceleration = new Vector3(0, 0, 0); |
1757 | pa.delink(); | 2193 | if (ParentGroup.RootPart == this) |
2194 | AngularVelocity = new Vector3(0, 0, 0); | ||
1758 | 2195 | ||
1759 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 2196 | if (pa.Phantom && !VolumeDetectActive) |
1760 | { | 2197 | { |
1761 | // destroy all joints connected to this now deactivated body | 2198 | RemoveFromPhysics(); |
1762 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 2199 | return; |
1763 | } | 2200 | } |
1764 | 2201 | ||
1765 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 2202 | pa.IsPhysical = UsePhysics; |
1766 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | 2203 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1767 | // which stops client-side interpolation of deactivated joint proxy objects. | 2204 | pa.OnOutOfBounds -= PhysicsOutOfBounds; |
2205 | pa.delink(); | ||
2206 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
2207 | { | ||
2208 | // destroy all joints connected to this now deactivated body | ||
2209 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | ||
2210 | } | ||
2211 | } | ||
1768 | } | 2212 | } |
1769 | 2213 | ||
1770 | if (!UsePhysics && !isNew) | 2214 | if (pa.IsPhysical != UsePhysics) |
1771 | { | 2215 | pa.IsPhysical = UsePhysics; |
1772 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
1773 | // prim still has velocity and continues to interpolate its position along the old | ||
1774 | // velocity-vector. | ||
1775 | Velocity = new Vector3(0, 0, 0); | ||
1776 | Acceleration = new Vector3(0, 0, 0); | ||
1777 | AngularVelocity = new Vector3(0, 0, 0); | ||
1778 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
1779 | } | ||
1780 | 2216 | ||
1781 | pa.IsPhysical = UsePhysics; | 2217 | if (UsePhysics) |
2218 | { | ||
2219 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
2220 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2221 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2222 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
1782 | 2223 | ||
1783 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 2224 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
1784 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 2225 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
1785 | /// that's not wholesome. Had to make Scene public | ||
1786 | //PhysActor = null; | ||
1787 | 2226 | ||
1788 | if ((Flags & PrimFlags.Phantom) == 0) | 2227 | if (ParentID != 0 && ParentID != LocalId) |
1789 | { | ||
1790 | if (UsePhysics) | ||
1791 | { | 2228 | { |
1792 | ParentGroup.Scene.AddPhysicalPrim(1); | 2229 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; |
1793 | 2230 | ||
1794 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 2231 | if (parentPa != null) |
1795 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
1796 | if (ParentID != 0 && ParentID != LocalId) | ||
1797 | { | 2232 | { |
1798 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | 2233 | pa.link(parentPa); |
1799 | |||
1800 | if (parentPa != null) | ||
1801 | { | ||
1802 | pa.link(parentPa); | ||
1803 | } | ||
1804 | } | 2234 | } |
1805 | } | 2235 | } |
1806 | } | 2236 | } |
2237 | } | ||
2238 | |||
2239 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
2240 | if (pa.Phantom != phan) | ||
2241 | pa.Phantom = phan; | ||
2242 | |||
2243 | // some engines dont' have this check still | ||
2244 | // if (VolumeDetectActive != pa.IsVolumeDtc) | ||
2245 | { | ||
2246 | if (VolumeDetectActive) | ||
2247 | pa.SetVolumeDetect(1); | ||
2248 | else | ||
2249 | pa.SetVolumeDetect(0); | ||
1807 | } | 2250 | } |
1808 | 2251 | ||
1809 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 2252 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
@@ -1922,12 +2365,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
1922 | 2365 | ||
1923 | public Vector3 GetGeometricCenter() | 2366 | public Vector3 GetGeometricCenter() |
1924 | { | 2367 | { |
1925 | PhysicsActor pa = PhysActor; | 2368 | // this is not real geometric center but a average of positions relative to root prim acording to |
1926 | 2369 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | |
1927 | if (pa != null) | 2370 | // ignoring tortured prims details since sl also seems to ignore |
1928 | return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); | 2371 | // so no real use in doing it on physics |
1929 | else | 2372 | if (ParentGroup.IsDeleted) |
1930 | return new Vector3(0, 0, 0); | 2373 | return new Vector3(0, 0, 0); |
2374 | |||
2375 | return ParentGroup.GetGeometricCenter(); | ||
2376 | |||
2377 | /* | ||
2378 | PhysicsActor pa = PhysActor; | ||
2379 | |||
2380 | if (pa != null) | ||
2381 | { | ||
2382 | Vector3 vtmp = pa.CenterOfMass; | ||
2383 | return vtmp; | ||
2384 | } | ||
2385 | else | ||
2386 | return new Vector3(0, 0, 0); | ||
2387 | */ | ||
1931 | } | 2388 | } |
1932 | 2389 | ||
1933 | public float GetMass() | 2390 | public float GetMass() |
@@ -1940,14 +2397,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1940 | return 0; | 2397 | return 0; |
1941 | } | 2398 | } |
1942 | 2399 | ||
1943 | public Vector3 GetForce() | 2400 | public Vector3 GetCenterOfMass() |
2401 | { | ||
2402 | if (ParentGroup.RootPart == this) | ||
2403 | { | ||
2404 | if (ParentGroup.IsDeleted) | ||
2405 | return AbsolutePosition; | ||
2406 | return ParentGroup.GetCenterOfMass(); | ||
2407 | } | ||
2408 | |||
2409 | PhysicsActor pa = PhysActor; | ||
2410 | |||
2411 | if (pa != null) | ||
2412 | { | ||
2413 | Vector3 tmp = pa.CenterOfMass; | ||
2414 | return tmp; | ||
2415 | } | ||
2416 | else | ||
2417 | return AbsolutePosition; | ||
2418 | } | ||
2419 | |||
2420 | public Vector3 GetPartCenterOfMass() | ||
1944 | { | 2421 | { |
1945 | PhysicsActor pa = PhysActor; | 2422 | PhysicsActor pa = PhysActor; |
1946 | 2423 | ||
1947 | if (pa != null) | 2424 | if (pa != null) |
1948 | return pa.Force; | 2425 | { |
2426 | Vector3 tmp = pa.CenterOfMass; | ||
2427 | return tmp; | ||
2428 | } | ||
1949 | else | 2429 | else |
1950 | return Vector3.Zero; | 2430 | return AbsolutePosition; |
2431 | } | ||
2432 | |||
2433 | |||
2434 | public Vector3 GetForce() | ||
2435 | { | ||
2436 | return Force; | ||
1951 | } | 2437 | } |
1952 | 2438 | ||
1953 | /// <summary> | 2439 | /// <summary> |
@@ -2154,15 +2640,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2154 | 2640 | ||
2155 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) | 2641 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) |
2156 | { | 2642 | { |
2157 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) | 2643 | bool sendToRoot = true; |
2158 | { | ||
2159 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | ||
2160 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
2161 | |||
2162 | colliding.Add(CreateDetObjectForGround()); | ||
2163 | LandCollidingMessage.Colliders = colliding; | ||
2164 | 2644 | ||
2645 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | ||
2646 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
2647 | |||
2648 | colliding.Add(CreateDetObjectForGround()); | ||
2649 | LandCollidingMessage.Colliders = colliding; | ||
2650 | |||
2651 | if (Inventory.ContainsScripts()) | ||
2652 | { | ||
2653 | if (!PassCollisions) | ||
2654 | sendToRoot = false; | ||
2655 | } | ||
2656 | if ((ScriptEvents & ev) != 0) | ||
2165 | notify(LocalId, LandCollidingMessage); | 2657 | notify(LocalId, LandCollidingMessage); |
2658 | |||
2659 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) | ||
2660 | { | ||
2661 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); | ||
2166 | } | 2662 | } |
2167 | } | 2663 | } |
2168 | 2664 | ||
@@ -2178,45 +2674,87 @@ namespace OpenSim.Region.Framework.Scenes | |||
2178 | List<uint> endedColliders = new List<uint>(); | 2674 | List<uint> endedColliders = new List<uint>(); |
2179 | List<uint> startedColliders = new List<uint>(); | 2675 | List<uint> startedColliders = new List<uint>(); |
2180 | 2676 | ||
2181 | // calculate things that started colliding this time | 2677 | if (collissionswith.Count == 0) |
2182 | // and build up list of colliders this time | ||
2183 | foreach (uint localid in collissionswith.Keys) | ||
2184 | { | 2678 | { |
2185 | thisHitColliders.Add(localid); | 2679 | if (m_lastColliders.Count == 0) |
2186 | if (!m_lastColliders.Contains(localid)) | 2680 | return; // nothing to do |
2187 | startedColliders.Add(localid); | ||
2188 | } | ||
2189 | 2681 | ||
2190 | // calculate things that ended colliding | 2682 | foreach (uint localID in m_lastColliders) |
2191 | foreach (uint localID in m_lastColliders) | 2683 | { |
2192 | { | ||
2193 | if (!thisHitColliders.Contains(localID)) | ||
2194 | endedColliders.Add(localID); | 2684 | endedColliders.Add(localID); |
2685 | } | ||
2686 | m_lastColliders.Clear(); | ||
2195 | } | 2687 | } |
2196 | 2688 | ||
2197 | //add the items that started colliding this time to the last colliders list. | 2689 | else |
2198 | foreach (uint localID in startedColliders) | 2690 | { |
2199 | m_lastColliders.Add(localID); | 2691 | List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>(); |
2692 | |||
2693 | // calculate things that started colliding this time | ||
2694 | // and build up list of colliders this time | ||
2695 | if (!VolumeDetectActive && CollisionSoundType >= 0) | ||
2696 | { | ||
2697 | CollisionForSoundInfo soundinfo; | ||
2698 | ContactPoint curcontact; | ||
2699 | |||
2700 | foreach (uint id in collissionswith.Keys) | ||
2701 | { | ||
2702 | thisHitColliders.Add(id); | ||
2703 | if (!m_lastColliders.Contains(id)) | ||
2704 | { | ||
2705 | startedColliders.Add(id); | ||
2706 | |||
2707 | curcontact = collissionswith[id]; | ||
2708 | if (Math.Abs(curcontact.RelativeSpeed) > 0.2) | ||
2709 | { | ||
2710 | soundinfo = new CollisionForSoundInfo(); | ||
2711 | soundinfo.colliderID = id; | ||
2712 | soundinfo.position = curcontact.Position; | ||
2713 | soundinfo.relativeVel = curcontact.RelativeSpeed; | ||
2714 | soundinfolist.Add(soundinfo); | ||
2715 | } | ||
2716 | } | ||
2717 | } | ||
2718 | } | ||
2719 | else | ||
2720 | { | ||
2721 | foreach (uint id in collissionswith.Keys) | ||
2722 | { | ||
2723 | thisHitColliders.Add(id); | ||
2724 | if (!m_lastColliders.Contains(id)) | ||
2725 | startedColliders.Add(id); | ||
2726 | } | ||
2727 | } | ||
2728 | |||
2729 | // calculate things that ended colliding | ||
2730 | foreach (uint localID in m_lastColliders) | ||
2731 | { | ||
2732 | if (!thisHitColliders.Contains(localID)) | ||
2733 | endedColliders.Add(localID); | ||
2734 | } | ||
2735 | |||
2736 | //add the items that started colliding this time to the last colliders list. | ||
2737 | foreach (uint localID in startedColliders) | ||
2738 | m_lastColliders.Add(localID); | ||
2200 | 2739 | ||
2201 | // remove things that ended colliding from the last colliders list | 2740 | // remove things that ended colliding from the last colliders list |
2202 | foreach (uint localID in endedColliders) | 2741 | foreach (uint localID in endedColliders) |
2203 | m_lastColliders.Remove(localID); | 2742 | m_lastColliders.Remove(localID); |
2204 | 2743 | ||
2205 | // play the sound. | 2744 | // play sounds. |
2206 | if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) | 2745 | if (soundinfolist.Count > 0) |
2207 | SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); | 2746 | CollisionSounds.PartCollisionSound(this, soundinfolist); |
2747 | } | ||
2208 | 2748 | ||
2209 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); | 2749 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); |
2210 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | 2750 | if (!VolumeDetectActive) |
2751 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | ||
2211 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); | 2752 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); |
2212 | 2753 | ||
2213 | if (startedColliders.Contains(0)) | 2754 | if (startedColliders.Contains(0)) |
2214 | { | 2755 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); |
2215 | if (m_lastColliders.Contains(0)) | 2756 | if (m_lastColliders.Contains(0)) |
2216 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); | 2757 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); |
2217 | else | ||
2218 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); | ||
2219 | } | ||
2220 | if (endedColliders.Contains(0)) | 2758 | if (endedColliders.Contains(0)) |
2221 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); | 2759 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); |
2222 | } | 2760 | } |
@@ -2239,9 +2777,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2239 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); | 2777 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); |
2240 | 2778 | ||
2241 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | 2779 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) |
2242 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | 2780 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) |
2243 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | 2781 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) |
2244 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) | 2782 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) |
2245 | { | 2783 | { |
2246 | ParentGroup.AbsolutePosition = newpos; | 2784 | ParentGroup.AbsolutePosition = newpos; |
2247 | return; | 2785 | return; |
@@ -2263,17 +2801,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2263 | //Trys to fetch sound id from prim's inventory. | 2801 | //Trys to fetch sound id from prim's inventory. |
2264 | //Prim's inventory doesn't support non script items yet | 2802 | //Prim's inventory doesn't support non script items yet |
2265 | 2803 | ||
2266 | lock (TaskInventory) | 2804 | TaskInventory.LockItemsForRead(true); |
2805 | |||
2806 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2267 | { | 2807 | { |
2268 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2808 | if (item.Value.Name == sound) |
2269 | { | 2809 | { |
2270 | if (item.Value.Name == sound) | 2810 | soundID = item.Value.ItemID; |
2271 | { | 2811 | break; |
2272 | soundID = item.Value.ItemID; | ||
2273 | break; | ||
2274 | } | ||
2275 | } | 2812 | } |
2276 | } | 2813 | } |
2814 | |||
2815 | TaskInventory.LockItemsForRead(false); | ||
2277 | } | 2816 | } |
2278 | 2817 | ||
2279 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) | 2818 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) |
@@ -2396,6 +2935,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2396 | APIDTarget = Quaternion.Identity; | 2935 | APIDTarget = Quaternion.Identity; |
2397 | } | 2936 | } |
2398 | 2937 | ||
2938 | |||
2939 | |||
2940 | public void ScheduleFullUpdateIfNone() | ||
2941 | { | ||
2942 | if (ParentGroup == null) | ||
2943 | return; | ||
2944 | |||
2945 | // ??? ParentGroup.HasGroupChanged = true; | ||
2946 | |||
2947 | if (UpdateFlag != UpdateRequired.FULL) | ||
2948 | ScheduleFullUpdate(); | ||
2949 | } | ||
2950 | |||
2399 | /// <summary> | 2951 | /// <summary> |
2400 | /// Schedules this prim for a full update | 2952 | /// Schedules this prim for a full update |
2401 | /// </summary> | 2953 | /// </summary> |
@@ -2598,8 +3150,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2598 | { | 3150 | { |
2599 | const float ROTATION_TOLERANCE = 0.01f; | 3151 | const float ROTATION_TOLERANCE = 0.01f; |
2600 | const float VELOCITY_TOLERANCE = 0.001f; | 3152 | const float VELOCITY_TOLERANCE = 0.001f; |
2601 | const float POSITION_TOLERANCE = 0.05f; | 3153 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2602 | const int TIME_MS_TOLERANCE = 3000; | 3154 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2603 | 3155 | ||
2604 | switch (UpdateFlag) | 3156 | switch (UpdateFlag) |
2605 | { | 3157 | { |
@@ -2661,17 +3213,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2661 | if (!UUID.TryParse(sound, out soundID)) | 3213 | if (!UUID.TryParse(sound, out soundID)) |
2662 | { | 3214 | { |
2663 | // search sound file from inventory | 3215 | // search sound file from inventory |
2664 | lock (TaskInventory) | 3216 | TaskInventory.LockItemsForRead(true); |
3217 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2665 | { | 3218 | { |
2666 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3219 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
2667 | { | 3220 | { |
2668 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3221 | soundID = item.Value.ItemID; |
2669 | { | 3222 | break; |
2670 | soundID = item.Value.ItemID; | ||
2671 | break; | ||
2672 | } | ||
2673 | } | 3223 | } |
2674 | } | 3224 | } |
3225 | TaskInventory.LockItemsForRead(false); | ||
2675 | } | 3226 | } |
2676 | 3227 | ||
2677 | if (soundID == UUID.Zero) | 3228 | if (soundID == UUID.Zero) |
@@ -2728,6 +3279,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
2728 | } | 3279 | } |
2729 | } | 3280 | } |
2730 | 3281 | ||
3282 | public void SendCollisionSound(UUID soundID, double volume, Vector3 position) | ||
3283 | { | ||
3284 | if (soundID == UUID.Zero) | ||
3285 | return; | ||
3286 | |||
3287 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | ||
3288 | if (soundModule == null) | ||
3289 | return; | ||
3290 | |||
3291 | if (volume > 1) | ||
3292 | volume = 1; | ||
3293 | if (volume < 0) | ||
3294 | volume = 0; | ||
3295 | |||
3296 | int now = Util.EnvironmentTickCount(); | ||
3297 | if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200) | ||
3298 | return; | ||
3299 | |||
3300 | LastColSoundSentTime = now; | ||
3301 | |||
3302 | UUID ownerID = OwnerID; | ||
3303 | UUID objectID = ParentGroup.RootPart.UUID; | ||
3304 | UUID parentID = ParentGroup.UUID; | ||
3305 | ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; | ||
3306 | |||
3307 | soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 ); | ||
3308 | } | ||
3309 | |||
3310 | |||
2731 | /// <summary> | 3311 | /// <summary> |
2732 | /// Send a terse update to all clients | 3312 | /// Send a terse update to all clients |
2733 | /// </summary> | 3313 | /// </summary> |
@@ -2756,10 +3336,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2756 | 3336 | ||
2757 | public void SetBuoyancy(float fvalue) | 3337 | public void SetBuoyancy(float fvalue) |
2758 | { | 3338 | { |
2759 | PhysicsActor pa = PhysActor; | 3339 | Buoyancy = fvalue; |
2760 | 3340 | /* | |
2761 | if (pa != null) | 3341 | if (PhysActor != null) |
2762 | pa.Buoyancy = fvalue; | 3342 | { |
3343 | PhysActor.Buoyancy = fvalue; | ||
3344 | } | ||
3345 | */ | ||
2763 | } | 3346 | } |
2764 | 3347 | ||
2765 | public void SetDieAtEdge(bool p) | 3348 | public void SetDieAtEdge(bool p) |
@@ -2775,47 +3358,111 @@ namespace OpenSim.Region.Framework.Scenes | |||
2775 | PhysicsActor pa = PhysActor; | 3358 | PhysicsActor pa = PhysActor; |
2776 | 3359 | ||
2777 | if (pa != null) | 3360 | if (pa != null) |
2778 | pa.FloatOnWater = floatYN == 1; | 3361 | pa.FloatOnWater = (floatYN == 1); |
2779 | } | 3362 | } |
2780 | 3363 | ||
2781 | public void SetForce(Vector3 force) | 3364 | public void SetForce(Vector3 force) |
2782 | { | 3365 | { |
2783 | PhysicsActor pa = PhysActor; | 3366 | Force = force; |
3367 | } | ||
2784 | 3368 | ||
2785 | if (pa != null) | 3369 | public SOPVehicle sopVehicle |
2786 | pa.Force = force; | 3370 | { |
3371 | get | ||
3372 | { | ||
3373 | return m_vehicle; | ||
3374 | } | ||
3375 | set | ||
3376 | { | ||
3377 | m_vehicle = value; | ||
3378 | } | ||
3379 | } | ||
3380 | |||
3381 | |||
3382 | public int VehicleType | ||
3383 | { | ||
3384 | get | ||
3385 | { | ||
3386 | if (m_vehicle == null) | ||
3387 | return (int)Vehicle.TYPE_NONE; | ||
3388 | else | ||
3389 | return (int)m_vehicle.Type; | ||
3390 | } | ||
3391 | set | ||
3392 | { | ||
3393 | SetVehicleType(value); | ||
3394 | } | ||
2787 | } | 3395 | } |
2788 | 3396 | ||
2789 | public void SetVehicleType(int type) | 3397 | public void SetVehicleType(int type) |
2790 | { | 3398 | { |
2791 | PhysicsActor pa = PhysActor; | 3399 | m_vehicle = null; |
3400 | |||
3401 | if (type == (int)Vehicle.TYPE_NONE) | ||
3402 | { | ||
3403 | if (_parentID ==0 && PhysActor != null) | ||
3404 | PhysActor.VehicleType = (int)Vehicle.TYPE_NONE; | ||
3405 | return; | ||
3406 | } | ||
3407 | m_vehicle = new SOPVehicle(); | ||
3408 | m_vehicle.ProcessTypeChange((Vehicle)type); | ||
3409 | { | ||
3410 | if (_parentID ==0 && PhysActor != null) | ||
3411 | PhysActor.VehicleType = type; | ||
3412 | return; | ||
3413 | } | ||
3414 | } | ||
2792 | 3415 | ||
2793 | if (pa != null) | 3416 | public void SetVehicleFlags(int param, bool remove) |
2794 | pa.VehicleType = type; | 3417 | { |
3418 | if (m_vehicle == null) | ||
3419 | return; | ||
3420 | |||
3421 | m_vehicle.ProcessVehicleFlags(param, remove); | ||
3422 | |||
3423 | if (_parentID ==0 && PhysActor != null) | ||
3424 | { | ||
3425 | PhysActor.VehicleFlags(param, remove); | ||
3426 | } | ||
2795 | } | 3427 | } |
2796 | 3428 | ||
2797 | public void SetVehicleFloatParam(int param, float value) | 3429 | public void SetVehicleFloatParam(int param, float value) |
2798 | { | 3430 | { |
2799 | PhysicsActor pa = PhysActor; | 3431 | if (m_vehicle == null) |
3432 | return; | ||
2800 | 3433 | ||
2801 | if (pa != null) | 3434 | m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
2802 | pa.VehicleFloatParam(param, value); | 3435 | |
3436 | if (_parentID == 0 && PhysActor != null) | ||
3437 | { | ||
3438 | PhysActor.VehicleFloatParam(param, value); | ||
3439 | } | ||
2803 | } | 3440 | } |
2804 | 3441 | ||
2805 | public void SetVehicleVectorParam(int param, Vector3 value) | 3442 | public void SetVehicleVectorParam(int param, Vector3 value) |
2806 | { | 3443 | { |
2807 | PhysicsActor pa = PhysActor; | 3444 | if (m_vehicle == null) |
3445 | return; | ||
2808 | 3446 | ||
2809 | if (pa != null) | 3447 | m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
2810 | pa.VehicleVectorParam(param, value); | 3448 | |
3449 | if (_parentID == 0 && PhysActor != null) | ||
3450 | { | ||
3451 | PhysActor.VehicleVectorParam(param, value); | ||
3452 | } | ||
2811 | } | 3453 | } |
2812 | 3454 | ||
2813 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 3455 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
2814 | { | 3456 | { |
2815 | PhysicsActor pa = PhysActor; | 3457 | if (m_vehicle == null) |
3458 | return; | ||
2816 | 3459 | ||
2817 | if (pa != null) | 3460 | m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
2818 | pa.VehicleRotationParam(param, rotation); | 3461 | |
3462 | if (_parentID == 0 && PhysActor != null) | ||
3463 | { | ||
3464 | PhysActor.VehicleRotationParam(param, rotation); | ||
3465 | } | ||
2819 | } | 3466 | } |
2820 | 3467 | ||
2821 | /// <summary> | 3468 | /// <summary> |
@@ -2999,14 +3646,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2999 | hasProfileCut = hasDimple; // is it the same thing? | 3646 | hasProfileCut = hasDimple; // is it the same thing? |
3000 | } | 3647 | } |
3001 | 3648 | ||
3002 | public void SetVehicleFlags(int param, bool remove) | ||
3003 | { | ||
3004 | PhysicsActor pa = PhysActor; | ||
3005 | |||
3006 | if (pa != null) | ||
3007 | pa.VehicleFlags(param, remove); | ||
3008 | } | ||
3009 | |||
3010 | public void SetGroup(UUID groupID, IClientAPI client) | 3649 | public void SetGroup(UUID groupID, IClientAPI client) |
3011 | { | 3650 | { |
3012 | // Scene.AddNewPrims() calls with client == null so can't use this. | 3651 | // Scene.AddNewPrims() calls with client == null so can't use this. |
@@ -3110,68 +3749,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3110 | //ParentGroup.ScheduleGroupForFullUpdate(); | 3749 | //ParentGroup.ScheduleGroupForFullUpdate(); |
3111 | } | 3750 | } |
3112 | 3751 | ||
3113 | public void StoreUndoState() | 3752 | public void StoreUndoState(ObjectChangeType change) |
3114 | { | 3753 | { |
3115 | StoreUndoState(false); | 3754 | if (m_UndoRedo == null) |
3116 | } | 3755 | m_UndoRedo = new UndoRedoState(5); |
3117 | 3756 | ||
3118 | public void StoreUndoState(bool forGroup) | 3757 | lock (m_UndoRedo) |
3119 | { | ||
3120 | if (!Undoing) | ||
3121 | { | 3758 | { |
3122 | if (!IgnoreUndoUpdate) | 3759 | if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended |
3123 | { | 3760 | { |
3124 | if (ParentGroup != null) | 3761 | m_UndoRedo.StoreUndo(this, change); |
3125 | { | ||
3126 | lock (m_undo) | ||
3127 | { | ||
3128 | if (m_undo.Count > 0) | ||
3129 | { | ||
3130 | UndoState last = m_undo.Peek(); | ||
3131 | if (last != null) | ||
3132 | { | ||
3133 | // TODO: May need to fix for group comparison | ||
3134 | if (last.Compare(this)) | ||
3135 | { | ||
3136 | // m_log.DebugFormat( | ||
3137 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3138 | // Name, LocalId, m_undo.Count); | ||
3139 | |||
3140 | return; | ||
3141 | } | ||
3142 | } | ||
3143 | } | ||
3144 | |||
3145 | // m_log.DebugFormat( | ||
3146 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3147 | // Name, LocalId, forGroup, m_undo.Count); | ||
3148 | |||
3149 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3150 | { | ||
3151 | UndoState nUndo = new UndoState(this, forGroup); | ||
3152 | |||
3153 | m_undo.Push(nUndo); | ||
3154 | |||
3155 | if (m_redo.Count > 0) | ||
3156 | m_redo.Clear(); | ||
3157 | |||
3158 | // m_log.DebugFormat( | ||
3159 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | ||
3160 | // Name, LocalId, forGroup, m_undo.Count); | ||
3161 | } | ||
3162 | } | ||
3163 | } | ||
3164 | } | 3762 | } |
3165 | // else | ||
3166 | // { | ||
3167 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3168 | // } | ||
3169 | } | 3763 | } |
3170 | // else | ||
3171 | // { | ||
3172 | // m_log.DebugFormat( | ||
3173 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3174 | // } | ||
3175 | } | 3764 | } |
3176 | 3765 | ||
3177 | /// <summary> | 3766 | /// <summary> |
@@ -3181,84 +3770,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3181 | { | 3770 | { |
3182 | get | 3771 | get |
3183 | { | 3772 | { |
3184 | lock (m_undo) | 3773 | if (m_UndoRedo == null) |
3185 | return m_undo.Count; | 3774 | return 0; |
3775 | return m_UndoRedo.Count; | ||
3186 | } | 3776 | } |
3187 | } | 3777 | } |
3188 | 3778 | ||
3189 | public void Undo() | 3779 | public void Undo() |
3190 | { | 3780 | { |
3191 | lock (m_undo) | 3781 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3192 | { | 3782 | return; |
3193 | // m_log.DebugFormat( | ||
3194 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3195 | // Name, LocalId, m_undo.Count); | ||
3196 | |||
3197 | if (m_undo.Count > 0) | ||
3198 | { | ||
3199 | UndoState goback = m_undo.Pop(); | ||
3200 | |||
3201 | if (goback != null) | ||
3202 | { | ||
3203 | UndoState nUndo = null; | ||
3204 | |||
3205 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3206 | { | ||
3207 | nUndo = new UndoState(this, goback.ForGroup); | ||
3208 | } | ||
3209 | |||
3210 | goback.PlaybackState(this); | ||
3211 | |||
3212 | if (nUndo != null) | ||
3213 | m_redo.Push(nUndo); | ||
3214 | } | ||
3215 | } | ||
3216 | 3783 | ||
3217 | // m_log.DebugFormat( | 3784 | lock (m_UndoRedo) |
3218 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | 3785 | { |
3219 | // Name, LocalId, m_undo.Count); | 3786 | Undoing = true; |
3787 | m_UndoRedo.Undo(this); | ||
3788 | Undoing = false; | ||
3220 | } | 3789 | } |
3221 | } | 3790 | } |
3222 | 3791 | ||
3223 | public void Redo() | 3792 | public void Redo() |
3224 | { | 3793 | { |
3225 | lock (m_undo) | 3794 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3226 | { | 3795 | return; |
3227 | // m_log.DebugFormat( | ||
3228 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3229 | // Name, LocalId, m_redo.Count); | ||
3230 | |||
3231 | if (m_redo.Count > 0) | ||
3232 | { | ||
3233 | UndoState gofwd = m_redo.Pop(); | ||
3234 | |||
3235 | if (gofwd != null) | ||
3236 | { | ||
3237 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3238 | { | ||
3239 | UndoState nUndo = new UndoState(this, gofwd.ForGroup); | ||
3240 | |||
3241 | m_undo.Push(nUndo); | ||
3242 | } | ||
3243 | |||
3244 | gofwd.PlayfwdState(this); | ||
3245 | } | ||
3246 | 3796 | ||
3247 | // m_log.DebugFormat( | 3797 | lock (m_UndoRedo) |
3248 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | 3798 | { |
3249 | // Name, LocalId, m_redo.Count); | 3799 | Undoing = true; |
3250 | } | 3800 | m_UndoRedo.Redo(this); |
3801 | Undoing = false; | ||
3251 | } | 3802 | } |
3252 | } | 3803 | } |
3253 | 3804 | ||
3254 | public void ClearUndoState() | 3805 | public void ClearUndoState() |
3255 | { | 3806 | { |
3256 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | 3807 | if (m_UndoRedo == null || Undoing) |
3808 | return; | ||
3257 | 3809 | ||
3258 | lock (m_undo) | 3810 | lock (m_UndoRedo) |
3259 | { | 3811 | { |
3260 | m_undo.Clear(); | 3812 | m_UndoRedo.Clear(); |
3261 | m_redo.Clear(); | ||
3262 | } | 3813 | } |
3263 | } | 3814 | } |
3264 | 3815 | ||
@@ -3888,6 +4439,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
3888 | } | 4439 | } |
3889 | } | 4440 | } |
3890 | 4441 | ||
4442 | |||
4443 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) | ||
4444 | { | ||
4445 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) | ||
4446 | return; | ||
4447 | |||
4448 | if (PhysicsShapeType != (byte)physdata.PhysShapeType) | ||
4449 | { | ||
4450 | PhysicsShapeType = (byte)physdata.PhysShapeType; | ||
4451 | |||
4452 | } | ||
4453 | |||
4454 | if(Density != physdata.Density) | ||
4455 | Density = physdata.Density; | ||
4456 | if(GravityModifier != physdata.GravitationModifier) | ||
4457 | GravityModifier = physdata.GravitationModifier; | ||
4458 | if(Friction != physdata.Friction) | ||
4459 | Friction = physdata.Friction; | ||
4460 | if(Bounciness != physdata.Bounce) | ||
4461 | Bounciness = physdata.Bounce; | ||
4462 | } | ||
3891 | /// <summary> | 4463 | /// <summary> |
3892 | /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. | 4464 | /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. |
3893 | /// </summary> | 4465 | /// </summary> |
@@ -3895,7 +4467,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3895 | /// <param name="SetTemporary"></param> | 4467 | /// <param name="SetTemporary"></param> |
3896 | /// <param name="SetPhantom"></param> | 4468 | /// <param name="SetPhantom"></param> |
3897 | /// <param name="SetVD"></param> | 4469 | /// <param name="SetVD"></param> |
3898 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | 4470 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
3899 | { | 4471 | { |
3900 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4472 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
3901 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4473 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
@@ -3905,237 +4477,230 @@ namespace OpenSim.Region.Framework.Scenes | |||
3905 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4477 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
3906 | return; | 4478 | return; |
3907 | 4479 | ||
3908 | PhysicsActor pa = PhysActor; | 4480 | VolumeDetectActive = SetVD; |
3909 | |||
3910 | // Special cases for VD. VD can only be called from a script | ||
3911 | // and can't be combined with changes to other states. So we can rely | ||
3912 | // that... | ||
3913 | // ... if VD is changed, all others are not. | ||
3914 | // ... if one of the others is changed, VD is not. | ||
3915 | if (SetVD) // VD is active, special logic applies | ||
3916 | { | ||
3917 | // State machine logic for VolumeDetect | ||
3918 | // More logic below | ||
3919 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
3920 | |||
3921 | if (phanReset) // Phantom changes from on to off switch VD off too | ||
3922 | { | ||
3923 | SetVD = false; // Switch it of for the course of this routine | ||
3924 | VolumeDetectActive = false; // and also permanently | ||
3925 | |||
3926 | if (pa != null) | ||
3927 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
3928 | } | ||
3929 | else | ||
3930 | { | ||
3931 | // If volumedetect is active we don't want phantom to be applied. | ||
3932 | // If this is a new call to VD out of the state "phantom" | ||
3933 | // this will also cause the prim to be visible to physics | ||
3934 | SetPhantom = false; | ||
3935 | } | ||
3936 | } | ||
3937 | 4481 | ||
3938 | if (UsePhysics && IsJoint()) | 4482 | // volume detector implies phantom |
3939 | { | 4483 | if (VolumeDetectActive) |
3940 | SetPhantom = true; | 4484 | SetPhantom = true; |
3941 | } | ||
3942 | 4485 | ||
3943 | if (UsePhysics) | 4486 | if (UsePhysics) |
3944 | { | ||
3945 | AddFlag(PrimFlags.Physics); | 4487 | AddFlag(PrimFlags.Physics); |
3946 | if (!wasUsingPhysics) | ||
3947 | { | ||
3948 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
3949 | |||
3950 | if (!ParentGroup.IsDeleted) | ||
3951 | { | ||
3952 | if (LocalId == ParentGroup.RootPart.LocalId) | ||
3953 | { | ||
3954 | ParentGroup.CheckSculptAndLoad(); | ||
3955 | } | ||
3956 | } | ||
3957 | } | ||
3958 | } | ||
3959 | else | 4488 | else |
3960 | { | ||
3961 | RemFlag(PrimFlags.Physics); | 4489 | RemFlag(PrimFlags.Physics); |
3962 | if (wasUsingPhysics) | ||
3963 | { | ||
3964 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
3965 | } | ||
3966 | } | ||
3967 | 4490 | ||
3968 | if (SetPhantom | 4491 | if (SetPhantom) |
3969 | || ParentGroup.IsAttachment | ||
3970 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | ||
3971 | { | ||
3972 | AddFlag(PrimFlags.Phantom); | 4492 | AddFlag(PrimFlags.Phantom); |
3973 | 4493 | else | |
3974 | if (PhysActor != null) | ||
3975 | { | ||
3976 | RemoveFromPhysics(); | ||
3977 | pa = null; | ||
3978 | } | ||
3979 | } | ||
3980 | else // Not phantom | ||
3981 | { | ||
3982 | RemFlag(PrimFlags.Phantom); | 4494 | RemFlag(PrimFlags.Phantom); |
3983 | 4495 | ||
3984 | if (ParentGroup.Scene == null) | 4496 | if (SetTemporary) |
3985 | return; | 4497 | AddFlag(PrimFlags.TemporaryOnRez); |
4498 | else | ||
4499 | RemFlag(PrimFlags.TemporaryOnRez); | ||
3986 | 4500 | ||
3987 | if (ParentGroup.Scene.CollidablePrims && pa == null) | ||
3988 | { | ||
3989 | pa = AddToPhysics(UsePhysics); | ||
3990 | 4501 | ||
3991 | if (pa != null) | 4502 | if (ParentGroup.Scene == null) |
3992 | { | 4503 | return; |
3993 | pa.SetMaterial(Material); | ||
3994 | DoPhysicsPropertyUpdate(UsePhysics, true); | ||
3995 | |||
3996 | if (!ParentGroup.IsDeleted) | ||
3997 | { | ||
3998 | if (LocalId == ParentGroup.RootPart.LocalId) | ||
3999 | { | ||
4000 | ParentGroup.CheckSculptAndLoad(); | ||
4001 | } | ||
4002 | } | ||
4003 | |||
4004 | if ( | ||
4005 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4006 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4007 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4008 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4009 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4010 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4011 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4012 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4013 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4014 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4015 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4016 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4017 | (CollisionSound != UUID.Zero) | ||
4018 | ) | ||
4019 | { | ||
4020 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4021 | pa.SubscribeEvents(1000); | ||
4022 | } | ||
4023 | } | ||
4024 | } | ||
4025 | else // it already has a physical representation | ||
4026 | { | ||
4027 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | ||
4028 | 4504 | ||
4029 | if (!ParentGroup.IsDeleted) | 4505 | PhysicsActor pa = PhysActor; |
4030 | { | ||
4031 | if (LocalId == ParentGroup.RootPart.LocalId) | ||
4032 | { | ||
4033 | ParentGroup.CheckSculptAndLoad(); | ||
4034 | } | ||
4035 | } | ||
4036 | } | ||
4037 | } | ||
4038 | 4506 | ||
4039 | if (SetVD) | 4507 | if (pa != null && building && pa.Building != building) |
4508 | pa.Building = building; | ||
4509 | |||
4510 | if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none | ||
4511 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
4040 | { | 4512 | { |
4041 | // If the above logic worked (this is urgent candidate to unit tests!) | ||
4042 | // we now have a physicsactor. | ||
4043 | // Defensive programming calls for a check here. | ||
4044 | // Better would be throwing an exception that could be catched by a unit test as the internal | ||
4045 | // logic should make sure, this Physactor is always here. | ||
4046 | if (pa != null) | 4513 | if (pa != null) |
4047 | { | 4514 | { |
4048 | pa.SetVolumeDetect(1); | 4515 | ParentGroup.Scene.RemovePhysicalPrim(1); |
4049 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 4516 | RemoveFromPhysics(); |
4050 | VolumeDetectActive = true; | ||
4051 | } | 4517 | } |
4518 | |||
4519 | Velocity = new Vector3(0, 0, 0); | ||
4520 | Acceleration = new Vector3(0, 0, 0); | ||
4521 | if (ParentGroup.RootPart == this) | ||
4522 | AngularVelocity = new Vector3(0, 0, 0); | ||
4052 | } | 4523 | } |
4053 | else | 4524 | else |
4054 | { | 4525 | { |
4055 | // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | 4526 | if (ParentGroup.Scene.CollidablePrims) |
4056 | // (mumbles, well, at least if you have infinte CPU powers :-)) | 4527 | { |
4057 | if (pa != null) | 4528 | if (pa == null) |
4058 | pa.SetVolumeDetect(0); | 4529 | { |
4530 | AddToPhysics(UsePhysics, SetPhantom, building, false); | ||
4531 | pa = PhysActor; | ||
4532 | /* | ||
4533 | if (pa != null) | ||
4534 | { | ||
4535 | if ( | ||
4536 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4537 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4538 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4539 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4540 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4541 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4542 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4543 | ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4544 | (CollisionSound != UUID.Zero) | ||
4545 | ) | ||
4546 | { | ||
4547 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4548 | pa.SubscribeEvents(1000); | ||
4549 | } | ||
4550 | } | ||
4551 | */ | ||
4552 | } | ||
4553 | else // it already has a physical representation | ||
4554 | { | ||
4555 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. | ||
4556 | /* moved into DoPhysicsPropertyUpdate | ||
4557 | if(VolumeDetectActive) | ||
4558 | pa.SetVolumeDetect(1); | ||
4559 | else | ||
4560 | pa.SetVolumeDetect(0); | ||
4561 | */ | ||
4059 | 4562 | ||
4060 | VolumeDetectActive = false; | ||
4061 | } | ||
4062 | 4563 | ||
4063 | if (SetTemporary) | 4564 | if (pa.Building != building) |
4064 | { | 4565 | pa.Building = building; |
4065 | AddFlag(PrimFlags.TemporaryOnRez); | 4566 | } |
4066 | } | 4567 | |
4067 | else | 4568 | UpdatePhysicsSubscribedEvents(); |
4068 | { | 4569 | } |
4069 | RemFlag(PrimFlags.TemporaryOnRez); | 4570 | } |
4070 | } | ||
4071 | 4571 | ||
4072 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | 4572 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); |
4073 | 4573 | ||
4574 | // and last in case we have a new actor and not building | ||
4575 | |||
4074 | if (ParentGroup != null) | 4576 | if (ParentGroup != null) |
4075 | { | 4577 | { |
4076 | ParentGroup.HasGroupChanged = true; | 4578 | ParentGroup.HasGroupChanged = true; |
4077 | ScheduleFullUpdate(); | 4579 | ScheduleFullUpdate(); |
4078 | } | 4580 | } |
4079 | 4581 | ||
4080 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); | 4582 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); |
4081 | } | 4583 | } |
4082 | 4584 | ||
4083 | /// <summary> | 4585 | /// <summary> |
4084 | /// Adds this part to the physics scene. | 4586 | /// Adds this part to the physics scene. |
4587 | /// and sets the PhysActor property | ||
4085 | /// </summary> | 4588 | /// </summary> |
4086 | /// <remarks>This method also sets the PhysActor property.</remarks> | 4589 | /// <param name="isPhysical">Add this prim as physical.</param> |
4087 | /// <param name="rigidBody">Add this prim with a rigid body.</param> | 4590 | /// <param name="isPhantom">Add this prim as phantom.</param> |
4088 | /// <returns> | 4591 | /// <param name="building">tells physics to delay full construction of object</param> |
4089 | /// The physics actor. null if there was a failure. | 4592 | /// <param name="applyDynamics">applies velocities, force and torque</param> |
4090 | /// </returns> | 4593 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) |
4091 | private PhysicsActor AddToPhysics(bool rigidBody) | 4594 | { |
4092 | { | ||
4093 | PhysicsActor pa; | 4595 | PhysicsActor pa; |
4094 | 4596 | ||
4597 | Vector3 velocity = Velocity; | ||
4598 | Vector3 rotationalVelocity = AngularVelocity;; | ||
4599 | |||
4095 | try | 4600 | try |
4096 | { | 4601 | { |
4097 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4602 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4098 | string.Format("{0}/{1}", Name, UUID), | 4603 | string.Format("{0}/{1}", Name, UUID), |
4099 | Shape, | 4604 | Shape, |
4100 | AbsolutePosition, | 4605 | AbsolutePosition, |
4101 | Scale, | 4606 | Scale, |
4102 | RotationOffset, | 4607 | GetWorldRotation(), |
4103 | rigidBody, | 4608 | isPhysical, |
4104 | m_localId); | 4609 | isPhantom, |
4610 | PhysicsShapeType, | ||
4611 | m_localId); | ||
4105 | } | 4612 | } |
4106 | catch | 4613 | catch (Exception ex) |
4107 | { | 4614 | { |
4108 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); | 4615 | m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message); |
4109 | pa = null; | 4616 | pa = null; |
4110 | } | 4617 | } |
4111 | 4618 | ||
4112 | // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical | ||
4113 | // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor | ||
4114 | // being set. | ||
4115 | PhysActor = pa; | ||
4116 | |||
4117 | // Basic Physics can also return null as well as an exception catch. | ||
4118 | if (pa != null) | 4619 | if (pa != null) |
4119 | { | 4620 | { |
4120 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info | 4621 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
4121 | pa.SetMaterial(Material); | 4622 | pa.SetMaterial(Material); |
4122 | DoPhysicsPropertyUpdate(rigidBody, true); | 4623 | |
4624 | if (VolumeDetectActive) // change if not the default only | ||
4625 | pa.SetVolumeDetect(1); | ||
4626 | |||
4627 | if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4628 | m_vehicle.SetVehicle(pa); | ||
4629 | |||
4630 | // we are going to tell rest of code about physics so better have this here | ||
4631 | PhysActor = pa; | ||
4632 | |||
4633 | // DoPhysicsPropertyUpdate(isPhysical, true); | ||
4634 | // lets expand it here just with what it really needs to do | ||
4635 | |||
4636 | if (isPhysical) | ||
4637 | { | ||
4638 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
4639 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
4640 | ParentGroup.RootPart.KeyframeMotion = null; | ||
4641 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
4642 | |||
4643 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | ||
4644 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
4645 | |||
4646 | if (ParentID != 0 && ParentID != LocalId) | ||
4647 | { | ||
4648 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | ||
4649 | |||
4650 | if (parentPa != null) | ||
4651 | { | ||
4652 | pa.link(parentPa); | ||
4653 | } | ||
4654 | } | ||
4655 | } | ||
4656 | |||
4657 | if (applyDynamics) | ||
4658 | // do independent of isphysical so parameters get setted (at least some) | ||
4659 | { | ||
4660 | Velocity = velocity; | ||
4661 | AngularVelocity = rotationalVelocity; | ||
4662 | // pa.Velocity = velocity; | ||
4663 | pa.RotationalVelocity = rotationalVelocity; | ||
4664 | |||
4665 | // if not vehicle and root part apply force and torque | ||
4666 | if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE) | ||
4667 | && LocalId == ParentGroup.RootPart.LocalId) | ||
4668 | { | ||
4669 | pa.Force = Force; | ||
4670 | pa.Torque = Torque; | ||
4671 | } | ||
4672 | } | ||
4673 | |||
4674 | if (Shape.SculptEntry) | ||
4675 | CheckSculptAndLoad(); | ||
4676 | else | ||
4677 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
4678 | |||
4679 | if (!building) | ||
4680 | pa.Building = false; | ||
4123 | } | 4681 | } |
4124 | 4682 | ||
4125 | return pa; | 4683 | PhysActor = pa; |
4126 | } | 4684 | } |
4127 | 4685 | ||
4128 | /// <summary> | 4686 | /// <summary> |
4129 | /// This removes the part from the physics scene. | 4687 | /// This removes the part from the physics scene. |
4130 | /// </summary> | 4688 | /// </summary> |
4131 | /// <remarks> | 4689 | /// <remarks> |
4132 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics | 4690 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics |
4133 | /// representation for collision detection. Rather, this would be used in situations such as making a prim | 4691 | /// representation for collision detection. |
4134 | /// phantom. | ||
4135 | /// </remarks> | 4692 | /// </remarks> |
4136 | public void RemoveFromPhysics() | 4693 | public void RemoveFromPhysics() |
4137 | { | 4694 | { |
4138 | ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 4695 | PhysicsActor pa = PhysActor; |
4696 | if (pa != null) | ||
4697 | { | ||
4698 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4699 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | ||
4700 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | ||
4701 | |||
4702 | ParentGroup.Scene.PhysicsScene.RemovePrim(pa); | ||
4703 | } | ||
4139 | PhysActor = null; | 4704 | PhysActor = null; |
4140 | } | 4705 | } |
4141 | 4706 | ||
@@ -4295,6 +4860,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
4295 | ScheduleFullUpdate(); | 4860 | ScheduleFullUpdate(); |
4296 | } | 4861 | } |
4297 | 4862 | ||
4863 | |||
4864 | private void UpdatePhysicsSubscribedEvents() | ||
4865 | { | ||
4866 | PhysicsActor pa = PhysActor; | ||
4867 | if (pa == null) | ||
4868 | return; | ||
4869 | |||
4870 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4871 | |||
4872 | bool hassound = (CollisionSoundType >= 0 && !VolumeDetectActive); | ||
4873 | |||
4874 | scriptEvents CombinedEvents = AggregateScriptEvents; | ||
4875 | |||
4876 | // merge with root part | ||
4877 | if (ParentGroup != null && ParentGroup.RootPart != null) | ||
4878 | CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents; | ||
4879 | |||
4880 | // submit to this part case | ||
4881 | if (VolumeDetectActive) | ||
4882 | CombinedEvents &= PhyscicsVolumeDtcSubsEvents; | ||
4883 | else if ((Flags & PrimFlags.Phantom) != 0) | ||
4884 | CombinedEvents &= PhyscicsPhantonSubsEvents; | ||
4885 | else | ||
4886 | CombinedEvents &= PhysicsNeededSubsEvents; | ||
4887 | |||
4888 | if (hassound || CombinedEvents != 0) | ||
4889 | { | ||
4890 | // subscribe to physics updates. | ||
4891 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4892 | pa.SubscribeEvents(50); // 20 reports per second | ||
4893 | } | ||
4894 | else | ||
4895 | { | ||
4896 | pa.UnSubscribeEvents(); | ||
4897 | } | ||
4898 | } | ||
4899 | |||
4900 | |||
4298 | public void aggregateScriptEvents() | 4901 | public void aggregateScriptEvents() |
4299 | { | 4902 | { |
4300 | if (ParentGroup == null || ParentGroup.RootPart == null) | 4903 | if (ParentGroup == null || ParentGroup.RootPart == null) |
@@ -4331,40 +4934,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
4331 | { | 4934 | { |
4332 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; | 4935 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; |
4333 | } | 4936 | } |
4334 | 4937 | /* | |
4335 | PhysicsActor pa = PhysActor; | 4938 | PhysicsActor pa = PhysActor; |
4336 | 4939 | if (pa != null) | |
4337 | if ( | ||
4338 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4339 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4340 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4341 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4342 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4343 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4344 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4345 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4346 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4347 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4348 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4349 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4350 | (CollisionSound != UUID.Zero) | ||
4351 | ) | ||
4352 | { | 4940 | { |
4353 | // subscribe to physics updates. | 4941 | if ( |
4354 | if (pa != null) | 4942 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
4943 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4944 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4945 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4946 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4947 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4948 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
4949 | ) | ||
4355 | { | 4950 | { |
4951 | // subscribe to physics updates. | ||
4356 | pa.OnCollisionUpdate += PhysicsCollision; | 4952 | pa.OnCollisionUpdate += PhysicsCollision; |
4357 | pa.SubscribeEvents(1000); | 4953 | pa.SubscribeEvents(1000); |
4358 | } | 4954 | } |
4359 | } | 4955 | else |
4360 | else | ||
4361 | { | ||
4362 | if (pa != null) | ||
4363 | { | 4956 | { |
4364 | pa.UnSubscribeEvents(); | 4957 | pa.UnSubscribeEvents(); |
4365 | pa.OnCollisionUpdate -= PhysicsCollision; | 4958 | pa.OnCollisionUpdate -= PhysicsCollision; |
4366 | } | 4959 | } |
4367 | } | 4960 | } |
4961 | */ | ||
4962 | UpdatePhysicsSubscribedEvents(); | ||
4368 | 4963 | ||
4369 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | 4964 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) |
4370 | //{ | 4965 | //{ |
@@ -4493,5 +5088,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4493 | Color color = Color; | 5088 | Color color = Color; |
4494 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 5089 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4495 | } | 5090 | } |
5091 | |||
5092 | public void ResetOwnerChangeFlag() | ||
5093 | { | ||
5094 | List<UUID> inv = Inventory.GetInventoryList(); | ||
5095 | |||
5096 | foreach (UUID itemID in inv) | ||
5097 | { | ||
5098 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
5099 | item.OwnerChanged = false; | ||
5100 | Inventory.UpdateInventoryItem(item, false, false); | ||
5101 | } | ||
5102 | } | ||
4496 | } | 5103 | } |
4497 | } | 5104 | } |