diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 1305 |
1 files changed, 838 insertions, 467 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 046553b..511ab19 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. |
@@ -121,6 +122,11 @@ 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; |
125 | |||
126 | private const scriptEvents PhyscicsNeededSubsEvents = ( | ||
127 | scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end | | ||
128 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
129 | ); | ||
124 | 130 | ||
125 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 131 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
126 | 132 | ||
@@ -182,6 +188,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
182 | 188 | ||
183 | public uint TimeStampTerse; | 189 | public uint TimeStampTerse; |
184 | 190 | ||
191 | // The following two are to hold the attachment data | ||
192 | // while an object is inworld | ||
193 | [XmlIgnore] | ||
194 | public byte AttachPoint = 0; | ||
195 | |||
196 | [XmlIgnore] | ||
197 | public Vector3 AttachOffset = Vector3.Zero; | ||
198 | |||
199 | [XmlIgnore] | ||
185 | public int STATUS_ROTATE_X; | 200 | public int STATUS_ROTATE_X; |
186 | 201 | ||
187 | public int STATUS_ROTATE_Y; | 202 | public int STATUS_ROTATE_Y; |
@@ -208,8 +223,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
208 | 223 | ||
209 | public Vector3 RotationAxis = Vector3.One; | 224 | public Vector3 RotationAxis = Vector3.One; |
210 | 225 | ||
211 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 226 | public bool VolumeDetectActive; |
212 | // Certainly this must be a persistant setting finally | ||
213 | 227 | ||
214 | public bool IsWaitingForFirstSpinUpdatePacket; | 228 | public bool IsWaitingForFirstSpinUpdatePacket; |
215 | 229 | ||
@@ -249,10 +263,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
249 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 263 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
250 | private Vector3 m_sitTargetPosition; | 264 | private Vector3 m_sitTargetPosition; |
251 | private string m_sitAnimation = "SIT"; | 265 | private string m_sitAnimation = "SIT"; |
266 | private bool m_occupied; // KF if any av is sitting on this prim | ||
252 | private string m_text = String.Empty; | 267 | private string m_text = String.Empty; |
253 | private string m_touchName = String.Empty; | 268 | private string m_touchName = String.Empty; |
254 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); | 269 | private UndoRedoState m_UndoRedo = null; |
255 | private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5); | ||
256 | 270 | ||
257 | private bool m_passTouches; | 271 | private bool m_passTouches; |
258 | 272 | ||
@@ -280,7 +294,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
280 | protected Vector3 m_lastAcceleration; | 294 | protected Vector3 m_lastAcceleration; |
281 | protected Vector3 m_lastAngularVelocity; | 295 | protected Vector3 m_lastAngularVelocity; |
282 | protected int m_lastTerseSent; | 296 | protected int m_lastTerseSent; |
283 | 297 | protected float m_buoyancy = 0.0f; | |
298 | protected Vector3 m_force; | ||
299 | protected Vector3 m_torque; | ||
300 | |||
301 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; | ||
302 | protected float m_density = 1000.0f; // in kg/m^3 | ||
303 | protected float m_gravitymod = 1.0f; | ||
304 | protected float m_friction = 0.6f; // wood | ||
305 | protected float m_bounce = 0.5f; // wood | ||
306 | |||
284 | /// <summary> | 307 | /// <summary> |
285 | /// Stores media texture data | 308 | /// Stores media texture data |
286 | /// </summary> | 309 | /// </summary> |
@@ -296,6 +319,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
296 | private UUID m_collisionSound; | 319 | private UUID m_collisionSound; |
297 | private float m_collisionSoundVolume; | 320 | private float m_collisionSoundVolume; |
298 | 321 | ||
322 | |||
323 | private SOPVehicle m_vehicle = null; | ||
324 | |||
325 | private KeyframeMotion m_keyframeMotion = null; | ||
326 | |||
327 | public KeyframeMotion KeyframeMotion | ||
328 | { | ||
329 | get; set; | ||
330 | } | ||
331 | |||
332 | |||
299 | #endregion Fields | 333 | #endregion Fields |
300 | 334 | ||
301 | // ~SceneObjectPart() | 335 | // ~SceneObjectPart() |
@@ -338,7 +372,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
338 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 372 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
339 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 373 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
340 | { | 374 | { |
341 | m_name = "Primitive"; | 375 | m_name = "Object"; |
342 | 376 | ||
343 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 377 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
344 | LastOwnerID = CreatorID = OwnerID = ownerID; | 378 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -378,7 +412,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
378 | private uint _ownerMask = (uint)PermissionMask.All; | 412 | private uint _ownerMask = (uint)PermissionMask.All; |
379 | private uint _groupMask = (uint)PermissionMask.None; | 413 | private uint _groupMask = (uint)PermissionMask.None; |
380 | private uint _everyoneMask = (uint)PermissionMask.None; | 414 | private uint _everyoneMask = (uint)PermissionMask.None; |
381 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 415 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
382 | private PrimFlags _flags = PrimFlags.None; | 416 | private PrimFlags _flags = PrimFlags.None; |
383 | private DateTime m_expires; | 417 | private DateTime m_expires; |
384 | private DateTime m_rezzed; | 418 | private DateTime m_rezzed; |
@@ -472,12 +506,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
472 | } | 506 | } |
473 | 507 | ||
474 | /// <value> | 508 | /// <value> |
475 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 509 | /// Get the inventory list |
476 | /// </value> | 510 | /// </value> |
477 | public TaskInventoryDictionary TaskInventory | 511 | public TaskInventoryDictionary TaskInventory |
478 | { | 512 | { |
479 | get { return m_inventory.Items; } | 513 | get { |
480 | set { m_inventory.Items = value; } | 514 | return m_inventory.Items; |
515 | } | ||
516 | set { | ||
517 | m_inventory.Items = value; | ||
518 | } | ||
481 | } | 519 | } |
482 | 520 | ||
483 | /// <summary> | 521 | /// <summary> |
@@ -527,20 +565,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
527 | } | 565 | } |
528 | } | 566 | } |
529 | 567 | ||
530 | public byte Material | ||
531 | { | ||
532 | get { return (byte) m_material; } | ||
533 | set | ||
534 | { | ||
535 | m_material = (Material)value; | ||
536 | |||
537 | PhysicsActor pa = PhysActor; | ||
538 | |||
539 | if (pa != null) | ||
540 | pa.SetMaterial((int)value); | ||
541 | } | ||
542 | } | ||
543 | |||
544 | public bool PassTouches | 568 | public bool PassTouches |
545 | { | 569 | { |
546 | get { return m_passTouches; } | 570 | get { return m_passTouches; } |
@@ -623,14 +647,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
623 | set { m_LoopSoundSlavePrims = value; } | 647 | set { m_LoopSoundSlavePrims = value; } |
624 | } | 648 | } |
625 | 649 | ||
626 | |||
627 | public Byte[] TextureAnimation | 650 | public Byte[] TextureAnimation |
628 | { | 651 | { |
629 | get { return m_TextureAnimation; } | 652 | get { return m_TextureAnimation; } |
630 | set { m_TextureAnimation = value; } | 653 | set { m_TextureAnimation = value; } |
631 | } | 654 | } |
632 | 655 | ||
633 | |||
634 | public Byte[] ParticleSystem | 656 | public Byte[] ParticleSystem |
635 | { | 657 | { |
636 | get { return m_particleSystem; } | 658 | get { return m_particleSystem; } |
@@ -667,8 +689,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
667 | { | 689 | { |
668 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 690 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
669 | PhysicsActor actor = PhysActor; | 691 | PhysicsActor actor = PhysActor; |
670 | if (actor != null && ParentID == 0) | 692 | if (ParentID == 0) |
671 | m_groupPosition = actor.Position; | 693 | { |
694 | if (actor != null) | ||
695 | m_groupPosition = actor.Position; | ||
696 | return m_groupPosition; | ||
697 | } | ||
672 | 698 | ||
673 | if (ParentGroup.IsAttachment) | 699 | if (ParentGroup.IsAttachment) |
674 | { | 700 | { |
@@ -677,12 +703,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
677 | return sp.AbsolutePosition; | 703 | return sp.AbsolutePosition; |
678 | } | 704 | } |
679 | 705 | ||
706 | // use root prim's group position. Physics may have updated it | ||
707 | if (ParentGroup.RootPart != this) | ||
708 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
680 | return m_groupPosition; | 709 | return m_groupPosition; |
681 | } | 710 | } |
682 | set | 711 | set |
683 | { | 712 | { |
684 | m_groupPosition = value; | 713 | m_groupPosition = value; |
685 | |||
686 | PhysicsActor actor = PhysActor; | 714 | PhysicsActor actor = PhysActor; |
687 | if (actor != null) | 715 | if (actor != null) |
688 | { | 716 | { |
@@ -708,16 +736,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
708 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 736 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
709 | } | 737 | } |
710 | } | 738 | } |
711 | |||
712 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
713 | if (SitTargetAvatar != UUID.Zero) | ||
714 | { | ||
715 | ScenePresence avatar; | ||
716 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
717 | { | ||
718 | avatar.ParentPosition = GetWorldPosition(); | ||
719 | } | ||
720 | } | ||
721 | } | 739 | } |
722 | } | 740 | } |
723 | 741 | ||
@@ -726,7 +744,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
726 | get { return m_offsetPosition; } | 744 | get { return m_offsetPosition; } |
727 | set | 745 | set |
728 | { | 746 | { |
729 | // StoreUndoState(); | 747 | Vector3 oldpos = m_offsetPosition; |
730 | m_offsetPosition = value; | 748 | m_offsetPosition = value; |
731 | 749 | ||
732 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 750 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -741,7 +759,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
741 | if (ParentGroup.Scene != null) | 759 | if (ParentGroup.Scene != null) |
742 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 760 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
743 | } | 761 | } |
762 | |||
763 | if (!m_parentGroup.m_dupeInProgress) | ||
764 | { | ||
765 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
766 | foreach (ScenePresence av in avs) | ||
767 | { | ||
768 | if (av.ParentID == m_localId) | ||
769 | { | ||
770 | Vector3 offset = (m_offsetPosition - oldpos); | ||
771 | av.AbsolutePosition += offset; | ||
772 | av.SendAvatarDataToAllAgents(); | ||
773 | } | ||
774 | } | ||
775 | } | ||
744 | } | 776 | } |
777 | TriggerScriptChangedEvent(Changed.POSITION); | ||
745 | } | 778 | } |
746 | } | 779 | } |
747 | 780 | ||
@@ -790,7 +823,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
790 | 823 | ||
791 | set | 824 | set |
792 | { | 825 | { |
793 | StoreUndoState(); | 826 | // StoreUndoState(); |
794 | m_rotationOffset = value; | 827 | m_rotationOffset = value; |
795 | 828 | ||
796 | PhysicsActor actor = PhysActor; | 829 | PhysicsActor actor = PhysActor; |
@@ -878,7 +911,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
878 | get | 911 | get |
879 | { | 912 | { |
880 | PhysicsActor actor = PhysActor; | 913 | PhysicsActor actor = PhysActor; |
881 | if ((actor != null) && actor.IsPhysical) | 914 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) |
882 | { | 915 | { |
883 | m_angularVelocity = actor.RotationalVelocity; | 916 | m_angularVelocity = actor.RotationalVelocity; |
884 | } | 917 | } |
@@ -890,7 +923,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
890 | /// <summary></summary> | 923 | /// <summary></summary> |
891 | public Vector3 Acceleration | 924 | public Vector3 Acceleration |
892 | { | 925 | { |
893 | get { return m_acceleration; } | 926 | get |
927 | { | ||
928 | PhysicsActor actor = PhysActor; | ||
929 | if (actor != null) | ||
930 | { | ||
931 | m_acceleration = actor.Acceleration; | ||
932 | } | ||
933 | return m_acceleration; | ||
934 | } | ||
935 | |||
894 | set { m_acceleration = value; } | 936 | set { m_acceleration = value; } |
895 | } | 937 | } |
896 | 938 | ||
@@ -947,7 +989,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
947 | public PrimitiveBaseShape Shape | 989 | public PrimitiveBaseShape Shape |
948 | { | 990 | { |
949 | get { return m_shape; } | 991 | get { return m_shape; } |
950 | set { m_shape = value;} | 992 | set |
993 | { | ||
994 | m_shape = value; | ||
995 | } | ||
951 | } | 996 | } |
952 | 997 | ||
953 | /// <summary> | 998 | /// <summary> |
@@ -960,7 +1005,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
960 | { | 1005 | { |
961 | if (m_shape != null) | 1006 | if (m_shape != null) |
962 | { | 1007 | { |
963 | StoreUndoState(); | ||
964 | 1008 | ||
965 | m_shape.Scale = value; | 1009 | m_shape.Scale = value; |
966 | 1010 | ||
@@ -987,6 +1031,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
987 | } | 1031 | } |
988 | 1032 | ||
989 | public UpdateRequired UpdateFlag { get; set; } | 1033 | public UpdateRequired UpdateFlag { get; set; } |
1034 | public bool UpdatePhysRequired { get; set; } | ||
990 | 1035 | ||
991 | /// <summary> | 1036 | /// <summary> |
992 | /// Used for media on a prim. | 1037 | /// Used for media on a prim. |
@@ -1027,10 +1072,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1027 | { | 1072 | { |
1028 | get | 1073 | get |
1029 | { | 1074 | { |
1030 | if (ParentGroup.IsAttachment) | 1075 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1031 | return GroupPosition; | ||
1032 | |||
1033 | return m_offsetPosition + m_groupPosition; | ||
1034 | } | 1076 | } |
1035 | } | 1077 | } |
1036 | 1078 | ||
@@ -1208,6 +1250,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1208 | _flags = value; | 1250 | _flags = value; |
1209 | } | 1251 | } |
1210 | } | 1252 | } |
1253 | |||
1254 | [XmlIgnore] | ||
1255 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1256 | { | ||
1257 | get { return m_occupied; } | ||
1258 | set { m_occupied = value; } | ||
1259 | } | ||
1211 | 1260 | ||
1212 | /// <summary> | 1261 | /// <summary> |
1213 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero | 1262 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero |
@@ -1267,6 +1316,316 @@ namespace OpenSim.Region.Framework.Scenes | |||
1267 | set { m_collisionSoundVolume = value; } | 1316 | set { m_collisionSoundVolume = value; } |
1268 | } | 1317 | } |
1269 | 1318 | ||
1319 | public float Buoyancy | ||
1320 | { | ||
1321 | get | ||
1322 | { | ||
1323 | if (ParentGroup.RootPart == this) | ||
1324 | return m_buoyancy; | ||
1325 | |||
1326 | return ParentGroup.RootPart.Buoyancy; | ||
1327 | } | ||
1328 | set | ||
1329 | { | ||
1330 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1331 | { | ||
1332 | ParentGroup.RootPart.Buoyancy = value; | ||
1333 | return; | ||
1334 | } | ||
1335 | m_buoyancy = value; | ||
1336 | if (PhysActor != null) | ||
1337 | PhysActor.Buoyancy = value; | ||
1338 | } | ||
1339 | } | ||
1340 | |||
1341 | public Vector3 Force | ||
1342 | { | ||
1343 | get | ||
1344 | { | ||
1345 | if (ParentGroup.RootPart == this) | ||
1346 | return m_force; | ||
1347 | |||
1348 | return ParentGroup.RootPart.Force; | ||
1349 | } | ||
1350 | |||
1351 | set | ||
1352 | { | ||
1353 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1354 | { | ||
1355 | ParentGroup.RootPart.Force = value; | ||
1356 | return; | ||
1357 | } | ||
1358 | m_force = value; | ||
1359 | if (PhysActor != null) | ||
1360 | PhysActor.Force = value; | ||
1361 | } | ||
1362 | } | ||
1363 | |||
1364 | public Vector3 Torque | ||
1365 | { | ||
1366 | get | ||
1367 | { | ||
1368 | if (ParentGroup.RootPart == this) | ||
1369 | return m_torque; | ||
1370 | |||
1371 | return ParentGroup.RootPart.Torque; | ||
1372 | } | ||
1373 | |||
1374 | set | ||
1375 | { | ||
1376 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1377 | { | ||
1378 | ParentGroup.RootPart.Torque = value; | ||
1379 | return; | ||
1380 | } | ||
1381 | m_torque = value; | ||
1382 | if (PhysActor != null) | ||
1383 | PhysActor.Torque = value; | ||
1384 | } | ||
1385 | } | ||
1386 | |||
1387 | public byte Material | ||
1388 | { | ||
1389 | get { return (byte)m_material; } | ||
1390 | set | ||
1391 | { | ||
1392 | if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial) | ||
1393 | { | ||
1394 | bool update = false; | ||
1395 | |||
1396 | if (m_material != (Material)value) | ||
1397 | { | ||
1398 | update = true; | ||
1399 | m_material = (Material)value; | ||
1400 | } | ||
1401 | |||
1402 | if (m_friction != SOPMaterialData.friction(m_material)) | ||
1403 | { | ||
1404 | update = true; | ||
1405 | m_friction = SOPMaterialData.friction(m_material); | ||
1406 | } | ||
1407 | |||
1408 | if (m_bounce != SOPMaterialData.bounce(m_material)) | ||
1409 | { | ||
1410 | update = true; | ||
1411 | m_bounce = SOPMaterialData.bounce(m_material); | ||
1412 | } | ||
1413 | |||
1414 | if (update) | ||
1415 | { | ||
1416 | if (PhysActor != null) | ||
1417 | { | ||
1418 | PhysActor.SetMaterial((int)value); | ||
1419 | } | ||
1420 | if(ParentGroup != null) | ||
1421 | ParentGroup.HasGroupChanged = true; | ||
1422 | ScheduleFullUpdateIfNone(); | ||
1423 | UpdatePhysRequired = true; | ||
1424 | } | ||
1425 | } | ||
1426 | } | ||
1427 | } | ||
1428 | |||
1429 | // not a propriety to move to methods place later | ||
1430 | private bool HasMesh() | ||
1431 | { | ||
1432 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1433 | return true; | ||
1434 | return false; | ||
1435 | } | ||
1436 | |||
1437 | // not a propriety to move to methods place later | ||
1438 | public byte DefaultPhysicsShapeType() | ||
1439 | { | ||
1440 | byte type; | ||
1441 | |||
1442 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1443 | type = (byte)PhysShapeType.convex; | ||
1444 | else | ||
1445 | type = (byte)PhysShapeType.prim; | ||
1446 | |||
1447 | return type; | ||
1448 | } | ||
1449 | |||
1450 | [XmlIgnore] | ||
1451 | public bool UsesComplexCost | ||
1452 | { | ||
1453 | get | ||
1454 | { | ||
1455 | byte pst = PhysicsShapeType; | ||
1456 | if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh()) | ||
1457 | return true; | ||
1458 | return false; | ||
1459 | } | ||
1460 | } | ||
1461 | |||
1462 | [XmlIgnore] | ||
1463 | public float PhysicsCost | ||
1464 | { | ||
1465 | get | ||
1466 | { | ||
1467 | if(PhysicsShapeType == (byte)PhysShapeType.none) | ||
1468 | return 0; | ||
1469 | |||
1470 | float cost = 0.1f; | ||
1471 | if (PhysActor != null) | ||
1472 | // cost += PhysActor.Cost; | ||
1473 | |||
1474 | if ((Flags & PrimFlags.Physics) != 0) | ||
1475 | cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 | ||
1476 | return cost; | ||
1477 | } | ||
1478 | } | ||
1479 | |||
1480 | [XmlIgnore] | ||
1481 | public float StreamingCost | ||
1482 | { | ||
1483 | get | ||
1484 | { | ||
1485 | |||
1486 | |||
1487 | return 0.1f; | ||
1488 | } | ||
1489 | } | ||
1490 | |||
1491 | [XmlIgnore] | ||
1492 | public float SimulationCost | ||
1493 | { | ||
1494 | get | ||
1495 | { | ||
1496 | // ignoring scripts. Don't like considering them for this | ||
1497 | if((Flags & PrimFlags.Physics) != 0) | ||
1498 | return 1.0f; | ||
1499 | |||
1500 | return 0.5f; | ||
1501 | } | ||
1502 | } | ||
1503 | |||
1504 | public byte PhysicsShapeType | ||
1505 | { | ||
1506 | get { return m_physicsShapeType; } | ||
1507 | set | ||
1508 | { | ||
1509 | byte oldv = m_physicsShapeType; | ||
1510 | |||
1511 | if (value >= 0 && value <= (byte)PhysShapeType.convex) | ||
1512 | { | ||
1513 | if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this) | ||
1514 | m_physicsShapeType = DefaultPhysicsShapeType(); | ||
1515 | else | ||
1516 | m_physicsShapeType = value; | ||
1517 | } | ||
1518 | else | ||
1519 | m_physicsShapeType = DefaultPhysicsShapeType(); | ||
1520 | |||
1521 | if (m_physicsShapeType != oldv && ParentGroup != null) | ||
1522 | { | ||
1523 | if (m_physicsShapeType == (byte)PhysShapeType.none) | ||
1524 | { | ||
1525 | if (PhysActor != null) | ||
1526 | { | ||
1527 | Velocity = new Vector3(0, 0, 0); | ||
1528 | Acceleration = new Vector3(0, 0, 0); | ||
1529 | if (ParentGroup.RootPart == this) | ||
1530 | AngularVelocity = new Vector3(0, 0, 0); | ||
1531 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
1532 | RemoveFromPhysics(); | ||
1533 | } | ||
1534 | } | ||
1535 | else if (PhysActor == null) | ||
1536 | ApplyPhysics((uint)Flags, VolumeDetectActive, false); | ||
1537 | else | ||
1538 | { | ||
1539 | PhysActor.PhysicsShapeType = m_physicsShapeType; | ||
1540 | if (Shape.SculptEntry) | ||
1541 | CheckSculptAndLoad(); | ||
1542 | } | ||
1543 | |||
1544 | if (ParentGroup != null) | ||
1545 | ParentGroup.HasGroupChanged = true; | ||
1546 | } | ||
1547 | |||
1548 | if (m_physicsShapeType != value) | ||
1549 | { | ||
1550 | UpdatePhysRequired = true; | ||
1551 | } | ||
1552 | } | ||
1553 | } | ||
1554 | |||
1555 | public float Density // in kg/m^3 | ||
1556 | { | ||
1557 | get { return m_density; } | ||
1558 | set | ||
1559 | { | ||
1560 | if (value >=1 && value <= 22587.0) | ||
1561 | { | ||
1562 | m_density = value; | ||
1563 | UpdatePhysRequired = true; | ||
1564 | } | ||
1565 | |||
1566 | ScheduleFullUpdateIfNone(); | ||
1567 | |||
1568 | if (ParentGroup != null) | ||
1569 | ParentGroup.HasGroupChanged = true; | ||
1570 | } | ||
1571 | } | ||
1572 | |||
1573 | public float GravityModifier | ||
1574 | { | ||
1575 | get { return m_gravitymod; } | ||
1576 | set | ||
1577 | { | ||
1578 | if( value >= -1 && value <=28.0f) | ||
1579 | { | ||
1580 | m_gravitymod = value; | ||
1581 | UpdatePhysRequired = true; | ||
1582 | } | ||
1583 | |||
1584 | ScheduleFullUpdateIfNone(); | ||
1585 | |||
1586 | if (ParentGroup != null) | ||
1587 | ParentGroup.HasGroupChanged = true; | ||
1588 | |||
1589 | } | ||
1590 | } | ||
1591 | |||
1592 | public float Friction | ||
1593 | { | ||
1594 | get { return m_friction; } | ||
1595 | set | ||
1596 | { | ||
1597 | if (value >= 0 && value <= 255.0f) | ||
1598 | { | ||
1599 | m_friction = value; | ||
1600 | UpdatePhysRequired = true; | ||
1601 | } | ||
1602 | |||
1603 | ScheduleFullUpdateIfNone(); | ||
1604 | |||
1605 | if (ParentGroup != null) | ||
1606 | ParentGroup.HasGroupChanged = true; | ||
1607 | } | ||
1608 | } | ||
1609 | |||
1610 | public float Bounciness | ||
1611 | { | ||
1612 | get { return m_bounce; } | ||
1613 | set | ||
1614 | { | ||
1615 | if (value >= 0 && value <= 1.0f) | ||
1616 | { | ||
1617 | m_bounce = value; | ||
1618 | UpdatePhysRequired = true; | ||
1619 | } | ||
1620 | |||
1621 | ScheduleFullUpdateIfNone(); | ||
1622 | |||
1623 | if (ParentGroup != null) | ||
1624 | ParentGroup.HasGroupChanged = true; | ||
1625 | } | ||
1626 | } | ||
1627 | |||
1628 | |||
1270 | #endregion Public Properties with only Get | 1629 | #endregion Public Properties with only Get |
1271 | 1630 | ||
1272 | private uint ApplyMask(uint val, bool set, uint mask) | 1631 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1432,7 +1791,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1432 | impulse = newimpulse; | 1791 | impulse = newimpulse; |
1433 | } | 1792 | } |
1434 | 1793 | ||
1435 | ParentGroup.applyAngularImpulse(impulse); | 1794 | ParentGroup.ApplyAngularImpulse(impulse); |
1436 | } | 1795 | } |
1437 | 1796 | ||
1438 | /// <summary> | 1797 | /// <summary> |
@@ -1442,20 +1801,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1442 | /// </summary> | 1801 | /// </summary> |
1443 | /// <param name="impulsei">Vector force</param> | 1802 | /// <param name="impulsei">Vector force</param> |
1444 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 1803 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1445 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 1804 | |
1805 | // this is actualy Set Torque.. keeping naming so not to edit lslapi also | ||
1806 | public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) | ||
1446 | { | 1807 | { |
1447 | Vector3 impulse = impulsei; | 1808 | Vector3 torque = torquei; |
1448 | 1809 | ||
1449 | if (localGlobalTF) | 1810 | if (localGlobalTF) |
1450 | { | 1811 | { |
1812 | /* | ||
1451 | Quaternion grot = GetWorldRotation(); | 1813 | Quaternion grot = GetWorldRotation(); |
1452 | Quaternion AXgrot = grot; | 1814 | Quaternion AXgrot = grot; |
1453 | Vector3 AXimpulsei = impulsei; | 1815 | Vector3 AXimpulsei = impulsei; |
1454 | Vector3 newimpulse = AXimpulsei * AXgrot; | 1816 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1455 | impulse = newimpulse; | 1817 | */ |
1818 | torque *= GetWorldRotation(); | ||
1456 | } | 1819 | } |
1457 | 1820 | ||
1458 | ParentGroup.setAngularImpulse(impulse); | 1821 | Torque = torque; |
1459 | } | 1822 | } |
1460 | 1823 | ||
1461 | /// <summary> | 1824 | /// <summary> |
@@ -1463,17 +1826,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1463 | /// </summary> | 1826 | /// </summary> |
1464 | /// <param name="rootObjectFlags"></param> | 1827 | /// <param name="rootObjectFlags"></param> |
1465 | /// <param name="VolumeDetectActive"></param> | 1828 | /// <param name="VolumeDetectActive"></param> |
1466 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) | 1829 | /// <param name="building"></param> |
1830 | |||
1831 | public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) | ||
1467 | { | 1832 | { |
1833 | VolumeDetectActive = _VolumeDetectActive; //?? as is used this is redundante | ||
1834 | |||
1468 | if (!ParentGroup.Scene.CollidablePrims) | 1835 | if (!ParentGroup.Scene.CollidablePrims) |
1469 | return; | 1836 | return; |
1470 | 1837 | ||
1471 | // m_log.DebugFormat( | 1838 | if (PhysicsShapeType == (byte)PhysShapeType.none) |
1472 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | 1839 | return; |
1473 | // Name, LocalId, UUID, m_physicalPrim); | ||
1474 | 1840 | ||
1475 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 1841 | bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; |
1476 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 1842 | bool isPhantom = (_ObjectFlags & (uint) PrimFlags.Phantom) != 0; |
1477 | 1843 | ||
1478 | if (IsJoint()) | 1844 | if (IsJoint()) |
1479 | { | 1845 | { |
@@ -1481,22 +1847,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1481 | } | 1847 | } |
1482 | else | 1848 | else |
1483 | { | 1849 | { |
1484 | // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored | 1850 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment |
1485 | if (VolumeDetectActive) | 1851 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1486 | isPhantom = false; | 1852 | AddToPhysics(isPhysical, isPhantom, building, true); |
1487 | 1853 | else | |
1488 | // 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 | 1854 | PhysActor = null; // just to be sure |
1489 | // or flexible | ||
1490 | if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
1491 | { | ||
1492 | // Added clarification.. since A rigid body is an object that you can kick around, etc. | ||
1493 | bool rigidBody = isPhysical && !isPhantom; | ||
1494 | |||
1495 | PhysicsActor pa = AddToPhysics(rigidBody); | ||
1496 | |||
1497 | if (pa != null) | ||
1498 | pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0); | ||
1499 | } | ||
1500 | } | 1855 | } |
1501 | } | 1856 | } |
1502 | 1857 | ||
@@ -1548,6 +1903,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1548 | dupe.Category = Category; | 1903 | dupe.Category = Category; |
1549 | dupe.m_rezzed = m_rezzed; | 1904 | dupe.m_rezzed = m_rezzed; |
1550 | 1905 | ||
1906 | dupe.m_UndoRedo = null; | ||
1907 | |||
1908 | dupe.IgnoreUndoUpdate = false; | ||
1909 | dupe.Undoing = false; | ||
1910 | |||
1551 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 1911 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1552 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 1912 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1553 | 1913 | ||
@@ -1563,6 +1923,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1563 | 1923 | ||
1564 | // Move afterwards ResetIDs as it clears the localID | 1924 | // Move afterwards ResetIDs as it clears the localID |
1565 | dupe.LocalId = localID; | 1925 | dupe.LocalId = localID; |
1926 | |||
1566 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1927 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1567 | dupe.LastOwnerID = OwnerID; | 1928 | dupe.LastOwnerID = OwnerID; |
1568 | 1929 | ||
@@ -1582,6 +1943,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1582 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 1943 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
1583 | } | 1944 | } |
1584 | 1945 | ||
1946 | if (dupe.PhysActor != null) | ||
1947 | dupe.PhysActor.LocalID = localID; | ||
1948 | |||
1585 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 1949 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1586 | 1950 | ||
1587 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 1951 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |
@@ -1723,63 +2087,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
1723 | { | 2087 | { |
1724 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 2088 | if (pa.IsPhysical) // implies UsePhysics==false for this block |
1725 | { | 2089 | { |
1726 | if (!isNew) | 2090 | if (!isNew) // implies UsePhysics==false for this block |
2091 | { | ||
1727 | ParentGroup.Scene.RemovePhysicalPrim(1); | 2092 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1728 | 2093 | ||
1729 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 2094 | Velocity = new Vector3(0, 0, 0); |
1730 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 2095 | Acceleration = new Vector3(0, 0, 0); |
1731 | pa.delink(); | 2096 | if (ParentGroup.RootPart == this) |
2097 | AngularVelocity = new Vector3(0, 0, 0); | ||
1732 | 2098 | ||
1733 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 2099 | if (pa.Phantom) |
1734 | { | 2100 | { |
1735 | // destroy all joints connected to this now deactivated body | 2101 | RemoveFromPhysics(); |
1736 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 2102 | return; |
1737 | } | 2103 | } |
1738 | 2104 | ||
1739 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 2105 | pa.IsPhysical = UsePhysics; |
1740 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | 2106 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1741 | // which stops client-side interpolation of deactivated joint proxy objects. | 2107 | pa.OnOutOfBounds -= PhysicsOutOfBounds; |
2108 | pa.delink(); | ||
2109 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
2110 | { | ||
2111 | // destroy all joints connected to this now deactivated body | ||
2112 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | ||
2113 | } | ||
2114 | } | ||
1742 | } | 2115 | } |
1743 | 2116 | ||
1744 | if (!UsePhysics && !isNew) | 2117 | if (pa.IsPhysical != UsePhysics) |
1745 | { | 2118 | pa.IsPhysical = UsePhysics; |
1746 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
1747 | // prim still has velocity and continues to interpolate its position along the old | ||
1748 | // velocity-vector. | ||
1749 | Velocity = new Vector3(0, 0, 0); | ||
1750 | Acceleration = new Vector3(0, 0, 0); | ||
1751 | AngularVelocity = new Vector3(0, 0, 0); | ||
1752 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
1753 | } | ||
1754 | 2119 | ||
1755 | pa.IsPhysical = UsePhysics; | 2120 | if (UsePhysics) |
2121 | { | ||
2122 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
2123 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2124 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2125 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
1756 | 2126 | ||
1757 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 2127 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
1758 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 2128 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
1759 | /// that's not wholesome. Had to make Scene public | ||
1760 | //PhysActor = null; | ||
1761 | 2129 | ||
1762 | if ((Flags & PrimFlags.Phantom) == 0) | 2130 | if (ParentID != 0 && ParentID != LocalId) |
1763 | { | ||
1764 | if (UsePhysics) | ||
1765 | { | 2131 | { |
1766 | ParentGroup.Scene.AddPhysicalPrim(1); | 2132 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; |
1767 | 2133 | ||
1768 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 2134 | if (parentPa != null) |
1769 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
1770 | if (ParentID != 0 && ParentID != LocalId) | ||
1771 | { | 2135 | { |
1772 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | 2136 | pa.link(parentPa); |
1773 | |||
1774 | if (parentPa != null) | ||
1775 | { | ||
1776 | pa.link(parentPa); | ||
1777 | } | ||
1778 | } | 2137 | } |
1779 | } | 2138 | } |
1780 | } | 2139 | } |
1781 | } | 2140 | } |
1782 | 2141 | ||
2142 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
2143 | if (pa.Phantom != phan) | ||
2144 | pa.Phantom = phan; | ||
2145 | |||
2146 | |||
1783 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 2147 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
1784 | // mesh data. | 2148 | // mesh data. |
1785 | if (Shape.SculptEntry) | 2149 | if (Shape.SculptEntry) |
@@ -1896,15 +2260,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
1896 | 2260 | ||
1897 | public Vector3 GetGeometricCenter() | 2261 | public Vector3 GetGeometricCenter() |
1898 | { | 2262 | { |
1899 | PhysicsActor pa = PhysActor; | 2263 | // this is not real geometric center but a average of positions relative to root prim acording to |
1900 | 2264 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | |
1901 | if (pa != null) | 2265 | // ignoring tortured prims details since sl also seems to ignore |
1902 | return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); | 2266 | // so no real use in doing it on physics |
1903 | else | 2267 | if (ParentGroup.IsDeleted) |
1904 | return new Vector3(0, 0, 0); | 2268 | return new Vector3(0, 0, 0); |
2269 | |||
2270 | return ParentGroup.GetGeometricCenter(); | ||
2271 | |||
2272 | /* | ||
2273 | PhysicsActor pa = PhysActor; | ||
2274 | |||
2275 | if (pa != null) | ||
2276 | { | ||
2277 | Vector3 vtmp = pa.CenterOfMass; | ||
2278 | return vtmp; | ||
2279 | } | ||
2280 | else | ||
2281 | return new Vector3(0, 0, 0); | ||
2282 | */ | ||
1905 | } | 2283 | } |
1906 | 2284 | ||
1907 | public float GetMass() | 2285 | public float GetMass() |
1908 | { | 2286 | { |
1909 | PhysicsActor pa = PhysActor; | 2287 | PhysicsActor pa = PhysActor; |
1910 | 2288 | ||
@@ -1916,12 +2294,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1916 | 2294 | ||
1917 | public Vector3 GetForce() | 2295 | public Vector3 GetForce() |
1918 | { | 2296 | { |
1919 | PhysicsActor pa = PhysActor; | 2297 | return Force; |
1920 | |||
1921 | if (pa != null) | ||
1922 | return pa.Force; | ||
1923 | else | ||
1924 | return Vector3.Zero; | ||
1925 | } | 2298 | } |
1926 | 2299 | ||
1927 | /// <summary> | 2300 | /// <summary> |
@@ -2557,9 +2930,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2557 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); | 2930 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); |
2558 | 2931 | ||
2559 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | 2932 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) |
2560 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | 2933 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) |
2561 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | 2934 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) |
2562 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) | 2935 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) |
2563 | { | 2936 | { |
2564 | ParentGroup.AbsolutePosition = newpos; | 2937 | ParentGroup.AbsolutePosition = newpos; |
2565 | return; | 2938 | return; |
@@ -2581,17 +2954,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2581 | //Trys to fetch sound id from prim's inventory. | 2954 | //Trys to fetch sound id from prim's inventory. |
2582 | //Prim's inventory doesn't support non script items yet | 2955 | //Prim's inventory doesn't support non script items yet |
2583 | 2956 | ||
2584 | lock (TaskInventory) | 2957 | TaskInventory.LockItemsForRead(true); |
2958 | |||
2959 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2585 | { | 2960 | { |
2586 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2961 | if (item.Value.Name == sound) |
2587 | { | 2962 | { |
2588 | if (item.Value.Name == sound) | 2963 | soundID = item.Value.ItemID; |
2589 | { | 2964 | break; |
2590 | soundID = item.Value.ItemID; | ||
2591 | break; | ||
2592 | } | ||
2593 | } | 2965 | } |
2594 | } | 2966 | } |
2967 | |||
2968 | TaskInventory.LockItemsForRead(false); | ||
2595 | } | 2969 | } |
2596 | 2970 | ||
2597 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) | 2971 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) |
@@ -2714,6 +3088,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2714 | APIDTarget = Quaternion.Identity; | 3088 | APIDTarget = Quaternion.Identity; |
2715 | } | 3089 | } |
2716 | 3090 | ||
3091 | |||
3092 | |||
3093 | public void ScheduleFullUpdateIfNone() | ||
3094 | { | ||
3095 | if (ParentGroup == null) | ||
3096 | return; | ||
3097 | |||
3098 | // ??? ParentGroup.HasGroupChanged = true; | ||
3099 | |||
3100 | if (UpdateFlag != UpdateRequired.FULL) | ||
3101 | ScheduleFullUpdate(); | ||
3102 | } | ||
3103 | |||
2717 | /// <summary> | 3104 | /// <summary> |
2718 | /// Schedules this prim for a full update | 3105 | /// Schedules this prim for a full update |
2719 | /// </summary> | 3106 | /// </summary> |
@@ -2915,8 +3302,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2915 | { | 3302 | { |
2916 | const float ROTATION_TOLERANCE = 0.01f; | 3303 | const float ROTATION_TOLERANCE = 0.01f; |
2917 | const float VELOCITY_TOLERANCE = 0.001f; | 3304 | const float VELOCITY_TOLERANCE = 0.001f; |
2918 | const float POSITION_TOLERANCE = 0.05f; | 3305 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2919 | const int TIME_MS_TOLERANCE = 3000; | 3306 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2920 | 3307 | ||
2921 | switch (UpdateFlag) | 3308 | switch (UpdateFlag) |
2922 | { | 3309 | { |
@@ -2978,17 +3365,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2978 | if (!UUID.TryParse(sound, out soundID)) | 3365 | if (!UUID.TryParse(sound, out soundID)) |
2979 | { | 3366 | { |
2980 | // search sound file from inventory | 3367 | // search sound file from inventory |
2981 | lock (TaskInventory) | 3368 | TaskInventory.LockItemsForRead(true); |
3369 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2982 | { | 3370 | { |
2983 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3371 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
2984 | { | 3372 | { |
2985 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3373 | soundID = item.Value.ItemID; |
2986 | { | 3374 | break; |
2987 | soundID = item.Value.ItemID; | ||
2988 | break; | ||
2989 | } | ||
2990 | } | 3375 | } |
2991 | } | 3376 | } |
3377 | TaskInventory.LockItemsForRead(false); | ||
2992 | } | 3378 | } |
2993 | 3379 | ||
2994 | if (soundID == UUID.Zero) | 3380 | if (soundID == UUID.Zero) |
@@ -3073,10 +3459,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
3073 | 3459 | ||
3074 | public void SetBuoyancy(float fvalue) | 3460 | public void SetBuoyancy(float fvalue) |
3075 | { | 3461 | { |
3076 | PhysicsActor pa = PhysActor; | 3462 | Buoyancy = fvalue; |
3077 | 3463 | /* | |
3078 | if (pa != null) | 3464 | if (PhysActor != null) |
3079 | pa.Buoyancy = fvalue; | 3465 | { |
3466 | PhysActor.Buoyancy = fvalue; | ||
3467 | } | ||
3468 | */ | ||
3080 | } | 3469 | } |
3081 | 3470 | ||
3082 | public void SetDieAtEdge(bool p) | 3471 | public void SetDieAtEdge(bool p) |
@@ -3092,47 +3481,111 @@ namespace OpenSim.Region.Framework.Scenes | |||
3092 | PhysicsActor pa = PhysActor; | 3481 | PhysicsActor pa = PhysActor; |
3093 | 3482 | ||
3094 | if (pa != null) | 3483 | if (pa != null) |
3095 | pa.FloatOnWater = floatYN == 1; | 3484 | pa.FloatOnWater = (floatYN == 1); |
3096 | } | 3485 | } |
3097 | 3486 | ||
3098 | public void SetForce(Vector3 force) | 3487 | public void SetForce(Vector3 force) |
3099 | { | 3488 | { |
3100 | PhysicsActor pa = PhysActor; | 3489 | Force = force; |
3490 | } | ||
3101 | 3491 | ||
3102 | if (pa != null) | 3492 | public SOPVehicle sopVehicle |
3103 | pa.Force = force; | 3493 | { |
3494 | get | ||
3495 | { | ||
3496 | return m_vehicle; | ||
3497 | } | ||
3498 | set | ||
3499 | { | ||
3500 | m_vehicle = value; | ||
3501 | } | ||
3502 | } | ||
3503 | |||
3504 | |||
3505 | public int VehicleType | ||
3506 | { | ||
3507 | get | ||
3508 | { | ||
3509 | if (m_vehicle == null) | ||
3510 | return (int)Vehicle.TYPE_NONE; | ||
3511 | else | ||
3512 | return (int)m_vehicle.Type; | ||
3513 | } | ||
3514 | set | ||
3515 | { | ||
3516 | SetVehicleType(value); | ||
3517 | } | ||
3104 | } | 3518 | } |
3105 | 3519 | ||
3106 | public void SetVehicleType(int type) | 3520 | public void SetVehicleType(int type) |
3107 | { | 3521 | { |
3108 | PhysicsActor pa = PhysActor; | 3522 | m_vehicle = null; |
3523 | |||
3524 | if (type == (int)Vehicle.TYPE_NONE) | ||
3525 | { | ||
3526 | if (_parentID ==0 && PhysActor != null) | ||
3527 | PhysActor.VehicleType = (int)Vehicle.TYPE_NONE; | ||
3528 | return; | ||
3529 | } | ||
3530 | m_vehicle = new SOPVehicle(); | ||
3531 | m_vehicle.ProcessTypeChange((Vehicle)type); | ||
3532 | { | ||
3533 | if (_parentID ==0 && PhysActor != null) | ||
3534 | PhysActor.VehicleType = type; | ||
3535 | return; | ||
3536 | } | ||
3537 | } | ||
3109 | 3538 | ||
3110 | if (pa != null) | 3539 | public void SetVehicleFlags(int param, bool remove) |
3111 | pa.VehicleType = type; | 3540 | { |
3541 | if (m_vehicle == null) | ||
3542 | return; | ||
3543 | |||
3544 | m_vehicle.ProcessVehicleFlags(param, remove); | ||
3545 | |||
3546 | if (_parentID ==0 && PhysActor != null) | ||
3547 | { | ||
3548 | PhysActor.VehicleFlags(param, remove); | ||
3549 | } | ||
3112 | } | 3550 | } |
3113 | 3551 | ||
3114 | public void SetVehicleFloatParam(int param, float value) | 3552 | public void SetVehicleFloatParam(int param, float value) |
3115 | { | 3553 | { |
3116 | PhysicsActor pa = PhysActor; | 3554 | if (m_vehicle == null) |
3555 | return; | ||
3117 | 3556 | ||
3118 | if (pa != null) | 3557 | m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
3119 | pa.VehicleFloatParam(param, value); | 3558 | |
3559 | if (_parentID == 0 && PhysActor != null) | ||
3560 | { | ||
3561 | PhysActor.VehicleFloatParam(param, value); | ||
3562 | } | ||
3120 | } | 3563 | } |
3121 | 3564 | ||
3122 | public void SetVehicleVectorParam(int param, Vector3 value) | 3565 | public void SetVehicleVectorParam(int param, Vector3 value) |
3123 | { | 3566 | { |
3124 | PhysicsActor pa = PhysActor; | 3567 | if (m_vehicle == null) |
3568 | return; | ||
3125 | 3569 | ||
3126 | if (pa != null) | 3570 | m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
3127 | pa.VehicleVectorParam(param, value); | 3571 | |
3572 | if (_parentID == 0 && PhysActor != null) | ||
3573 | { | ||
3574 | PhysActor.VehicleVectorParam(param, value); | ||
3575 | } | ||
3128 | } | 3576 | } |
3129 | 3577 | ||
3130 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 3578 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
3131 | { | 3579 | { |
3132 | PhysicsActor pa = PhysActor; | 3580 | if (m_vehicle == null) |
3581 | return; | ||
3133 | 3582 | ||
3134 | if (pa != null) | 3583 | m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
3135 | pa.VehicleRotationParam(param, rotation); | 3584 | |
3585 | if (_parentID == 0 && PhysActor != null) | ||
3586 | { | ||
3587 | PhysActor.VehicleRotationParam(param, rotation); | ||
3588 | } | ||
3136 | } | 3589 | } |
3137 | 3590 | ||
3138 | /// <summary> | 3591 | /// <summary> |
@@ -3316,13 +3769,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3316 | hasProfileCut = hasDimple; // is it the same thing? | 3769 | hasProfileCut = hasDimple; // is it the same thing? |
3317 | } | 3770 | } |
3318 | 3771 | ||
3319 | public void SetVehicleFlags(int param, bool remove) | ||
3320 | { | ||
3321 | if (PhysActor != null) | ||
3322 | { | ||
3323 | PhysActor.VehicleFlags(param, remove); | ||
3324 | } | ||
3325 | } | ||
3326 | 3772 | ||
3327 | public void SetGroup(UUID groupID, IClientAPI client) | 3773 | public void SetGroup(UUID groupID, IClientAPI client) |
3328 | { | 3774 | { |
@@ -3425,68 +3871,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3425 | //ParentGroup.ScheduleGroupForFullUpdate(); | 3871 | //ParentGroup.ScheduleGroupForFullUpdate(); |
3426 | } | 3872 | } |
3427 | 3873 | ||
3428 | public void StoreUndoState() | 3874 | public void StoreUndoState(ObjectChangeType change) |
3429 | { | 3875 | { |
3430 | StoreUndoState(false); | 3876 | if (m_UndoRedo == null) |
3431 | } | 3877 | m_UndoRedo = new UndoRedoState(5); |
3432 | 3878 | ||
3433 | public void StoreUndoState(bool forGroup) | 3879 | lock (m_UndoRedo) |
3434 | { | ||
3435 | if (!Undoing) | ||
3436 | { | 3880 | { |
3437 | if (!IgnoreUndoUpdate) | 3881 | if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended |
3438 | { | 3882 | { |
3439 | if (ParentGroup != null) | 3883 | m_UndoRedo.StoreUndo(this, change); |
3440 | { | ||
3441 | lock (m_undo) | ||
3442 | { | ||
3443 | if (m_undo.Count > 0) | ||
3444 | { | ||
3445 | UndoState last = m_undo.Peek(); | ||
3446 | if (last != null) | ||
3447 | { | ||
3448 | // TODO: May need to fix for group comparison | ||
3449 | if (last.Compare(this)) | ||
3450 | { | ||
3451 | // m_log.DebugFormat( | ||
3452 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3453 | // Name, LocalId, m_undo.Count); | ||
3454 | |||
3455 | return; | ||
3456 | } | ||
3457 | } | ||
3458 | } | ||
3459 | |||
3460 | // m_log.DebugFormat( | ||
3461 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3462 | // Name, LocalId, forGroup, m_undo.Count); | ||
3463 | |||
3464 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3465 | { | ||
3466 | UndoState nUndo = new UndoState(this, forGroup); | ||
3467 | |||
3468 | m_undo.Push(nUndo); | ||
3469 | |||
3470 | if (m_redo.Count > 0) | ||
3471 | m_redo.Clear(); | ||
3472 | |||
3473 | // m_log.DebugFormat( | ||
3474 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | ||
3475 | // Name, LocalId, forGroup, m_undo.Count); | ||
3476 | } | ||
3477 | } | ||
3478 | } | ||
3479 | } | 3884 | } |
3480 | // else | ||
3481 | // { | ||
3482 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3483 | // } | ||
3484 | } | 3885 | } |
3485 | // else | ||
3486 | // { | ||
3487 | // m_log.DebugFormat( | ||
3488 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3489 | // } | ||
3490 | } | 3886 | } |
3491 | 3887 | ||
3492 | /// <summary> | 3888 | /// <summary> |
@@ -3496,84 +3892,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3496 | { | 3892 | { |
3497 | get | 3893 | get |
3498 | { | 3894 | { |
3499 | lock (m_undo) | 3895 | if (m_UndoRedo == null) |
3500 | return m_undo.Count; | 3896 | return 0; |
3897 | return m_UndoRedo.Count; | ||
3501 | } | 3898 | } |
3502 | } | 3899 | } |
3503 | 3900 | ||
3504 | public void Undo() | 3901 | public void Undo() |
3505 | { | 3902 | { |
3506 | lock (m_undo) | 3903 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3507 | { | 3904 | return; |
3508 | // m_log.DebugFormat( | ||
3509 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3510 | // Name, LocalId, m_undo.Count); | ||
3511 | |||
3512 | if (m_undo.Count > 0) | ||
3513 | { | ||
3514 | UndoState goback = m_undo.Pop(); | ||
3515 | |||
3516 | if (goback != null) | ||
3517 | { | ||
3518 | UndoState nUndo = null; | ||
3519 | |||
3520 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3521 | { | ||
3522 | nUndo = new UndoState(this, goback.ForGroup); | ||
3523 | } | ||
3524 | |||
3525 | goback.PlaybackState(this); | ||
3526 | |||
3527 | if (nUndo != null) | ||
3528 | m_redo.Push(nUndo); | ||
3529 | } | ||
3530 | } | ||
3531 | 3905 | ||
3532 | // m_log.DebugFormat( | 3906 | lock (m_UndoRedo) |
3533 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | 3907 | { |
3534 | // Name, LocalId, m_undo.Count); | 3908 | Undoing = true; |
3909 | m_UndoRedo.Undo(this); | ||
3910 | Undoing = false; | ||
3535 | } | 3911 | } |
3536 | } | 3912 | } |
3537 | 3913 | ||
3538 | public void Redo() | 3914 | public void Redo() |
3539 | { | 3915 | { |
3540 | lock (m_undo) | 3916 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3541 | { | 3917 | return; |
3542 | // m_log.DebugFormat( | ||
3543 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3544 | // Name, LocalId, m_redo.Count); | ||
3545 | |||
3546 | if (m_redo.Count > 0) | ||
3547 | { | ||
3548 | UndoState gofwd = m_redo.Pop(); | ||
3549 | |||
3550 | if (gofwd != null) | ||
3551 | { | ||
3552 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3553 | { | ||
3554 | UndoState nUndo = new UndoState(this, gofwd.ForGroup); | ||
3555 | |||
3556 | m_undo.Push(nUndo); | ||
3557 | } | ||
3558 | |||
3559 | gofwd.PlayfwdState(this); | ||
3560 | } | ||
3561 | 3918 | ||
3562 | // m_log.DebugFormat( | 3919 | lock (m_UndoRedo) |
3563 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | 3920 | { |
3564 | // Name, LocalId, m_redo.Count); | 3921 | Undoing = true; |
3565 | } | 3922 | m_UndoRedo.Redo(this); |
3923 | Undoing = false; | ||
3566 | } | 3924 | } |
3567 | } | 3925 | } |
3568 | 3926 | ||
3569 | public void ClearUndoState() | 3927 | public void ClearUndoState() |
3570 | { | 3928 | { |
3571 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | 3929 | if (m_UndoRedo == null || Undoing) |
3930 | return; | ||
3572 | 3931 | ||
3573 | lock (m_undo) | 3932 | lock (m_UndoRedo) |
3574 | { | 3933 | { |
3575 | m_undo.Clear(); | 3934 | m_UndoRedo.Clear(); |
3576 | m_redo.Clear(); | ||
3577 | } | 3935 | } |
3578 | } | 3936 | } |
3579 | 3937 | ||
@@ -4203,6 +4561,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
4203 | } | 4561 | } |
4204 | } | 4562 | } |
4205 | 4563 | ||
4564 | |||
4565 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) | ||
4566 | { | ||
4567 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) | ||
4568 | return; | ||
4569 | |||
4570 | if (PhysicsShapeType != (byte)physdata.PhysShapeType) | ||
4571 | { | ||
4572 | PhysicsShapeType = (byte)physdata.PhysShapeType; | ||
4573 | |||
4574 | } | ||
4575 | |||
4576 | if(Density != physdata.Density) | ||
4577 | Density = physdata.Density; | ||
4578 | if(GravityModifier != physdata.GravitationModifier) | ||
4579 | GravityModifier = physdata.GravitationModifier; | ||
4580 | if(Friction != physdata.Friction) | ||
4581 | Friction = physdata.Friction; | ||
4582 | if(Bounciness != physdata.Bounce) | ||
4583 | Bounciness = physdata.Bounce; | ||
4584 | } | ||
4206 | /// <summary> | 4585 | /// <summary> |
4207 | /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. | 4586 | /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. |
4208 | /// </summary> | 4587 | /// </summary> |
@@ -4210,7 +4589,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4210 | /// <param name="SetTemporary"></param> | 4589 | /// <param name="SetTemporary"></param> |
4211 | /// <param name="SetPhantom"></param> | 4590 | /// <param name="SetPhantom"></param> |
4212 | /// <param name="SetVD"></param> | 4591 | /// <param name="SetVD"></param> |
4213 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | 4592 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
4214 | { | 4593 | { |
4215 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4594 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
4216 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4595 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
@@ -4220,216 +4599,201 @@ namespace OpenSim.Region.Framework.Scenes | |||
4220 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4599 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4221 | return; | 4600 | return; |
4222 | 4601 | ||
4223 | PhysicsActor pa = PhysActor; | 4602 | if (UsePhysics) |
4603 | AddFlag(PrimFlags.Physics); | ||
4604 | else | ||
4605 | RemFlag(PrimFlags.Physics); | ||
4224 | 4606 | ||
4225 | // Special cases for VD. VD can only be called from a script | 4607 | if (SetPhantom) |
4226 | // and can't be combined with changes to other states. So we can rely | 4608 | AddFlag(PrimFlags.Phantom); |
4227 | // that... | 4609 | else |
4228 | // ... if VD is changed, all others are not. | 4610 | RemFlag(PrimFlags.Phantom); |
4229 | // ... if one of the others is changed, VD is not. | ||
4230 | if (SetVD) // VD is active, special logic applies | ||
4231 | { | ||
4232 | // State machine logic for VolumeDetect | ||
4233 | // More logic below | ||
4234 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
4235 | 4611 | ||
4236 | if (phanReset) // Phantom changes from on to off switch VD off too | 4612 | if (SetTemporary) |
4237 | { | 4613 | AddFlag(PrimFlags.TemporaryOnRez); |
4238 | SetVD = false; // Switch it of for the course of this routine | 4614 | else |
4239 | VolumeDetectActive = false; // and also permanently | 4615 | RemFlag(PrimFlags.TemporaryOnRez); |
4240 | 4616 | ||
4241 | if (pa != null) | 4617 | VolumeDetectActive = SetVD; |
4242 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
4243 | } | ||
4244 | else | ||
4245 | { | ||
4246 | // If volumedetect is active we don't want phantom to be applied. | ||
4247 | // If this is a new call to VD out of the state "phantom" | ||
4248 | // this will also cause the prim to be visible to physics | ||
4249 | SetPhantom = false; | ||
4250 | } | ||
4251 | } | ||
4252 | 4618 | ||
4253 | if (UsePhysics && IsJoint()) | 4619 | if (ParentGroup.Scene == null) |
4254 | { | 4620 | return; |
4255 | SetPhantom = true; | ||
4256 | } | ||
4257 | 4621 | ||
4258 | if (UsePhysics) | 4622 | PhysicsActor pa = PhysActor; |
4259 | { | ||
4260 | AddFlag(PrimFlags.Physics); | ||
4261 | if (!wasUsingPhysics) | ||
4262 | { | ||
4263 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4264 | 4623 | ||
4265 | if (!ParentGroup.IsDeleted) | 4624 | if (pa != null && building && pa.Building != building) |
4266 | { | 4625 | pa.Building = building; |
4267 | if (LocalId == ParentGroup.RootPart.LocalId) | 4626 | |
4268 | { | 4627 | if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none |
4269 | ParentGroup.CheckSculptAndLoad(); | 4628 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) |
4270 | } | ||
4271 | } | ||
4272 | } | ||
4273 | } | ||
4274 | else | ||
4275 | { | 4629 | { |
4276 | RemFlag(PrimFlags.Physics); | 4630 | if (pa != null) |
4277 | if (wasUsingPhysics) | ||
4278 | { | 4631 | { |
4279 | DoPhysicsPropertyUpdate(UsePhysics, false); | 4632 | ParentGroup.Scene.RemovePhysicalPrim(1); |
4633 | RemoveFromPhysics(); | ||
4280 | } | 4634 | } |
4281 | } | ||
4282 | 4635 | ||
4283 | if (SetPhantom | 4636 | Velocity = new Vector3(0, 0, 0); |
4284 | || ParentGroup.IsAttachment | 4637 | Acceleration = new Vector3(0, 0, 0); |
4285 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | 4638 | if (ParentGroup.RootPart == this) |
4286 | { | 4639 | AngularVelocity = new Vector3(0, 0, 0); |
4287 | AddFlag(PrimFlags.Phantom); | ||
4288 | |||
4289 | if (PhysActor != null) | ||
4290 | RemoveFromPhysics(); | ||
4291 | } | 4640 | } |
4292 | else // Not phantom | 4641 | else |
4293 | { | 4642 | { |
4294 | RemFlag(PrimFlags.Phantom); | 4643 | if (ParentGroup.Scene.CollidablePrims) |
4295 | |||
4296 | if (ParentGroup.Scene == null) | ||
4297 | return; | ||
4298 | |||
4299 | if (ParentGroup.Scene.CollidablePrims && pa == null) | ||
4300 | { | 4644 | { |
4301 | pa = AddToPhysics(UsePhysics); | 4645 | if (pa == null) |
4302 | |||
4303 | if (pa != null) | ||
4304 | { | 4646 | { |
4305 | pa.SetMaterial(Material); | 4647 | AddToPhysics(UsePhysics, SetPhantom, building , false); |
4306 | DoPhysicsPropertyUpdate(UsePhysics, true); | 4648 | pa = PhysActor; |
4307 | 4649 | ||
4308 | if (!ParentGroup.IsDeleted) | 4650 | if (pa != null) |
4309 | { | 4651 | { |
4310 | if (LocalId == ParentGroup.RootPart.LocalId) | 4652 | if ( |
4653 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4654 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4655 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4656 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4657 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4658 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4659 | ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
4660 | // (CollisionSound != UUID.Zero) | ||
4661 | ) | ||
4311 | { | 4662 | { |
4312 | ParentGroup.CheckSculptAndLoad(); | 4663 | pa.OnCollisionUpdate += PhysicsCollision; |
4664 | pa.SubscribeEvents(1000); | ||
4313 | } | 4665 | } |
4314 | } | 4666 | } |
4315 | |||
4316 | if ( | ||
4317 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4318 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4319 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4320 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4321 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4322 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4323 | (CollisionSound != UUID.Zero) | ||
4324 | ) | ||
4325 | { | ||
4326 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4327 | pa.SubscribeEvents(1000); | ||
4328 | } | ||
4329 | } | 4667 | } |
4330 | } | ||
4331 | else // it already has a physical representation | ||
4332 | { | ||
4333 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | ||
4334 | 4668 | ||
4335 | if (!ParentGroup.IsDeleted) | 4669 | else // it already has a physical representation |
4336 | { | 4670 | { |
4337 | if (LocalId == ParentGroup.RootPart.LocalId) | 4671 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. |
4338 | { | ||
4339 | ParentGroup.CheckSculptAndLoad(); | ||
4340 | } | ||
4341 | } | ||
4342 | } | ||
4343 | } | ||
4344 | |||
4345 | if (SetVD) | ||
4346 | { | ||
4347 | // If the above logic worked (this is urgent candidate to unit tests!) | ||
4348 | // we now have a physicsactor. | ||
4349 | // Defensive programming calls for a check here. | ||
4350 | // Better would be throwing an exception that could be catched by a unit test as the internal | ||
4351 | // logic should make sure, this Physactor is always here. | ||
4352 | if (pa != null) | ||
4353 | { | ||
4354 | pa.SetVolumeDetect(1); | ||
4355 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | ||
4356 | this.VolumeDetectActive = true; | ||
4357 | } | ||
4358 | } | ||
4359 | else | ||
4360 | { | ||
4361 | // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | ||
4362 | // (mumbles, well, at least if you have infinte CPU powers :-)) | ||
4363 | if (pa != null) | ||
4364 | PhysActor.SetVolumeDetect(0); | ||
4365 | 4672 | ||
4366 | this.VolumeDetectActive = false; | 4673 | if(VolumeDetectActive) |
4367 | } | 4674 | pa.SetVolumeDetect(1); |
4675 | else | ||
4676 | pa.SetVolumeDetect(0); | ||
4368 | 4677 | ||
4369 | if (SetTemporary) | 4678 | if (pa.Building != building) |
4370 | { | 4679 | pa.Building = building; |
4371 | AddFlag(PrimFlags.TemporaryOnRez); | 4680 | } |
4372 | } | 4681 | } |
4373 | else | 4682 | } |
4374 | { | ||
4375 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4376 | } | ||
4377 | 4683 | ||
4378 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | 4684 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); |
4379 | 4685 | ||
4686 | // and last in case we have a new actor and not building | ||
4687 | |||
4380 | if (ParentGroup != null) | 4688 | if (ParentGroup != null) |
4381 | { | 4689 | { |
4382 | ParentGroup.HasGroupChanged = true; | 4690 | ParentGroup.HasGroupChanged = true; |
4383 | ScheduleFullUpdate(); | 4691 | ScheduleFullUpdate(); |
4384 | } | 4692 | } |
4385 | 4693 | ||
4386 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); | 4694 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); |
4387 | } | 4695 | } |
4388 | 4696 | ||
4389 | /// <summary> | 4697 | /// <summary> |
4390 | /// Adds this part to the physics scene. | 4698 | /// Adds this part to the physics scene. |
4699 | /// and sets the PhysActor property | ||
4391 | /// </summary> | 4700 | /// </summary> |
4392 | /// <remarks>This method also sets the PhysActor property.</remarks> | 4701 | /// <param name="isPhysical">Add this prim as physical.</param> |
4393 | /// <param name="rigidBody">Add this prim with a rigid body.</param> | 4702 | /// <param name="isPhantom">Add this prim as phantom.</param> |
4394 | /// <returns> | 4703 | /// <param name="building">tells physics to delay full construction of object</param> |
4395 | /// The physics actor. null if there was a failure. | 4704 | /// <param name="applyDynamics">applies velocities, force and torque</param> |
4396 | /// </returns> | 4705 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) |
4397 | private PhysicsActor AddToPhysics(bool rigidBody) | 4706 | { |
4398 | { | ||
4399 | PhysicsActor pa; | 4707 | PhysicsActor pa; |
4400 | 4708 | ||
4709 | Vector3 velocity = Velocity; | ||
4710 | Vector3 rotationalVelocity = AngularVelocity;; | ||
4711 | |||
4401 | try | 4712 | try |
4402 | { | 4713 | { |
4403 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4714 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4404 | string.Format("{0}/{1}", Name, UUID), | 4715 | string.Format("{0}/{1}", Name, UUID), |
4405 | Shape, | 4716 | Shape, |
4406 | AbsolutePosition, | 4717 | AbsolutePosition, |
4407 | Scale, | 4718 | Scale, |
4408 | RotationOffset, | 4719 | GetWorldRotation(), |
4409 | rigidBody, | 4720 | isPhysical, |
4410 | m_localId); | 4721 | isPhantom, |
4722 | PhysicsShapeType, | ||
4723 | m_localId); | ||
4411 | } | 4724 | } |
4412 | catch | 4725 | catch (Exception ex) |
4413 | { | 4726 | { |
4414 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); | 4727 | m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message); |
4415 | pa = null; | 4728 | pa = null; |
4416 | } | 4729 | } |
4417 | 4730 | ||
4418 | // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical | ||
4419 | // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor | ||
4420 | // being set. | ||
4421 | PhysActor = pa; | ||
4422 | |||
4423 | // Basic Physics can also return null as well as an exception catch. | ||
4424 | if (pa != null) | 4731 | if (pa != null) |
4425 | { | 4732 | { |
4426 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info | 4733 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
4427 | pa.SetMaterial(Material); | 4734 | pa.SetMaterial(Material); |
4428 | DoPhysicsPropertyUpdate(rigidBody, true); | 4735 | |
4736 | if (VolumeDetectActive) // change if not the default only | ||
4737 | pa.SetVolumeDetect(1); | ||
4738 | |||
4739 | if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4740 | m_vehicle.SetVehicle(pa); | ||
4741 | |||
4742 | // we are going to tell rest of code about physics so better have this here | ||
4743 | PhysActor = pa; | ||
4744 | |||
4745 | // DoPhysicsPropertyUpdate(isPhysical, true); | ||
4746 | // lets expand it here just with what it really needs to do | ||
4747 | |||
4748 | if (isPhysical) | ||
4749 | { | ||
4750 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
4751 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
4752 | ParentGroup.RootPart.KeyframeMotion = null; | ||
4753 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
4754 | |||
4755 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | ||
4756 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
4757 | |||
4758 | if (ParentID != 0 && ParentID != LocalId) | ||
4759 | { | ||
4760 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | ||
4761 | |||
4762 | if (parentPa != null) | ||
4763 | { | ||
4764 | pa.link(parentPa); | ||
4765 | } | ||
4766 | } | ||
4767 | } | ||
4768 | |||
4769 | if (applyDynamics) | ||
4770 | // do independent of isphysical so parameters get setted (at least some) | ||
4771 | { | ||
4772 | Velocity = velocity; | ||
4773 | AngularVelocity = rotationalVelocity; | ||
4774 | pa.Velocity = velocity; | ||
4775 | pa.RotationalVelocity = rotationalVelocity; | ||
4776 | |||
4777 | // if not vehicle and root part apply force and torque | ||
4778 | if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE) | ||
4779 | && LocalId == ParentGroup.RootPart.LocalId) | ||
4780 | { | ||
4781 | pa.Force = Force; | ||
4782 | pa.Torque = Torque; | ||
4783 | } | ||
4784 | } | ||
4785 | |||
4786 | if (Shape.SculptEntry) | ||
4787 | CheckSculptAndLoad(); | ||
4788 | else | ||
4789 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
4790 | |||
4791 | if (!building) | ||
4792 | pa.Building = false; | ||
4429 | } | 4793 | } |
4430 | 4794 | ||
4431 | return pa; | 4795 | PhysActor = pa; |
4432 | } | 4796 | } |
4433 | 4797 | ||
4434 | /// <summary> | 4798 | /// <summary> |
4435 | /// This removes the part from the physics scene. | 4799 | /// This removes the part from the physics scene. |
@@ -4636,33 +5000,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
4636 | } | 5000 | } |
4637 | 5001 | ||
4638 | PhysicsActor pa = PhysActor; | 5002 | PhysicsActor pa = PhysActor; |
4639 | 5003 | if (pa != null) | |
4640 | if ( | ||
4641 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4642 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4643 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4644 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4645 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4646 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4647 | (CollisionSound != UUID.Zero) | ||
4648 | ) | ||
4649 | { | 5004 | { |
4650 | // subscribe to physics updates. | 5005 | if ( |
4651 | if (pa != null) | 5006 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
5007 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
5008 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
5009 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
5010 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
5011 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
5012 | ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
5013 | ) | ||
4652 | { | 5014 | { |
5015 | // subscribe to physics updates. | ||
4653 | pa.OnCollisionUpdate += PhysicsCollision; | 5016 | pa.OnCollisionUpdate += PhysicsCollision; |
4654 | pa.SubscribeEvents(1000); | 5017 | pa.SubscribeEvents(1000); |
4655 | } | 5018 | } |
4656 | } | 5019 | else |
4657 | else | ||
4658 | { | ||
4659 | if (pa != null) | ||
4660 | { | 5020 | { |
4661 | pa.UnSubscribeEvents(); | 5021 | pa.UnSubscribeEvents(); |
4662 | pa.OnCollisionUpdate -= PhysicsCollision; | 5022 | pa.OnCollisionUpdate -= PhysicsCollision; |
4663 | } | 5023 | } |
4664 | } | 5024 | } |
4665 | |||
4666 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | 5025 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) |
4667 | //{ | 5026 | //{ |
4668 | // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; | 5027 | // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; |
@@ -4789,5 +5148,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4789 | Color color = Color; | 5148 | Color color = Color; |
4790 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 5149 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4791 | } | 5150 | } |
5151 | |||
5152 | public void ResetOwnerChangeFlag() | ||
5153 | { | ||
5154 | List<UUID> inv = Inventory.GetInventoryList(); | ||
5155 | |||
5156 | foreach (UUID itemID in inv) | ||
5157 | { | ||
5158 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
5159 | item.OwnerChanged = false; | ||
5160 | Inventory.UpdateInventoryItem(item, false, false); | ||
5161 | } | ||
5162 | } | ||
4792 | } | 5163 | } |
4793 | } | 5164 | } |