diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 1480 |
1 files changed, 989 insertions, 491 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index cce8b21..e22cf47 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -63,7 +63,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
63 | TELEPORT = 512, | 63 | TELEPORT = 512, |
64 | REGION_RESTART = 1024, | 64 | REGION_RESTART = 1024, |
65 | MEDIA = 2048, | 65 | MEDIA = 2048, |
66 | ANIMATION = 16384 | 66 | ANIMATION = 16384, |
67 | POSITION = 32768 | ||
67 | } | 68 | } |
68 | 69 | ||
69 | // I don't really know where to put this except here. | 70 | // I don't really know where to put this except here. |
@@ -122,7 +123,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
122 | /// Denote all sides of the prim | 123 | /// Denote all sides of the prim |
123 | /// </value> | 124 | /// </value> |
124 | public const int ALL_SIDES = -1; | 125 | public const int ALL_SIDES = -1; |
125 | 126 | ||
127 | private const scriptEvents PhysicsNeededSubsEvents = ( | ||
128 | scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end | | ||
129 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
130 | ); | ||
131 | private const scriptEvents PhyscicsPhantonSubsEvents = ( | ||
132 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
133 | ); | ||
134 | private const scriptEvents PhyscicsVolumeDtcSubsEvents = ( | ||
135 | scriptEvents.collision_start | scriptEvents.collision_end | ||
136 | ); | ||
137 | |||
126 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 138 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
127 | 139 | ||
128 | /// <summary> | 140 | /// <summary> |
@@ -138,7 +150,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
138 | /// </remarks> | 150 | /// </remarks> |
139 | public bool IsRoot | 151 | public bool IsRoot |
140 | { | 152 | { |
141 | get { return ParentGroup.RootPart == this; } | 153 | get { return Object.ReferenceEquals(ParentGroup.RootPart, this); } |
142 | } | 154 | } |
143 | 155 | ||
144 | /// <summary> | 156 | /// <summary> |
@@ -197,12 +209,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
197 | 209 | ||
198 | public double SoundRadius; | 210 | public double SoundRadius; |
199 | 211 | ||
212 | |||
200 | public uint TimeStampFull; | 213 | public uint TimeStampFull; |
201 | 214 | ||
202 | public uint TimeStampLastActivity; // Will be used for AutoReturn | 215 | public uint TimeStampLastActivity; // Will be used for AutoReturn |
203 | 216 | ||
204 | public uint TimeStampTerse; | 217 | public uint TimeStampTerse; |
205 | 218 | ||
219 | // The following two are to hold the attachment data | ||
220 | // while an object is inworld | ||
221 | [XmlIgnore] | ||
222 | public byte AttachPoint = 0; | ||
223 | |||
224 | [XmlIgnore] | ||
225 | public Vector3 AttachOffset = Vector3.Zero; | ||
226 | |||
227 | [XmlIgnore] | ||
228 | public Quaternion AttachRotation = Quaternion.Identity; | ||
229 | |||
230 | [XmlIgnore] | ||
206 | public int STATUS_ROTATE_X; | 231 | public int STATUS_ROTATE_X; |
207 | 232 | ||
208 | public int STATUS_ROTATE_Y; | 233 | public int STATUS_ROTATE_Y; |
@@ -229,8 +254,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
229 | 254 | ||
230 | public Vector3 RotationAxis = Vector3.One; | 255 | public Vector3 RotationAxis = Vector3.One; |
231 | 256 | ||
232 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 257 | public bool VolumeDetectActive; |
233 | // Certainly this must be a persistant setting finally | ||
234 | 258 | ||
235 | public bool IsWaitingForFirstSpinUpdatePacket; | 259 | public bool IsWaitingForFirstSpinUpdatePacket; |
236 | 260 | ||
@@ -270,10 +294,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
270 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 294 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
271 | private Vector3 m_sitTargetPosition; | 295 | private Vector3 m_sitTargetPosition; |
272 | private string m_sitAnimation = "SIT"; | 296 | private string m_sitAnimation = "SIT"; |
297 | private bool m_occupied; // KF if any av is sitting on this prim | ||
273 | private string m_text = String.Empty; | 298 | private string m_text = String.Empty; |
274 | private string m_touchName = String.Empty; | 299 | private string m_touchName = String.Empty; |
275 | private readonly List<UndoState> m_undo = new List<UndoState>(5); | 300 | private UndoRedoState m_UndoRedo = null; |
276 | private readonly List<UndoState> m_redo = new List<UndoState>(5); | ||
277 | 301 | ||
278 | private bool m_passTouches = false; | 302 | private bool m_passTouches = false; |
279 | private bool m_passCollisions = false; | 303 | private bool m_passCollisions = false; |
@@ -301,14 +325,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
301 | protected Vector3 m_lastVelocity; | 325 | protected Vector3 m_lastVelocity; |
302 | protected Vector3 m_lastAcceleration; | 326 | protected Vector3 m_lastAcceleration; |
303 | protected Vector3 m_lastAngularVelocity; | 327 | protected Vector3 m_lastAngularVelocity; |
304 | protected int m_lastTerseSent; | 328 | protected int m_lastUpdateSentTime; |
329 | protected float m_buoyancy = 0.0f; | ||
330 | protected Vector3 m_force; | ||
331 | protected Vector3 m_torque; | ||
305 | 332 | ||
306 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; | 333 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; |
307 | protected float m_density = 1000.0f; // in kg/m^3 | 334 | protected float m_density = 1000.0f; // in kg/m^3 |
308 | protected float m_gravitymod = 1.0f; | 335 | protected float m_gravitymod = 1.0f; |
309 | protected float m_friction = 0.6f; // wood | 336 | protected float m_friction = 0.6f; // wood |
310 | protected float m_bounce = 0.5f; // wood | 337 | protected float m_bounce = 0.5f; // wood |
311 | 338 | ||
339 | |||
340 | protected bool m_isSelected = false; | ||
341 | |||
312 | /// <summary> | 342 | /// <summary> |
313 | /// Stores media texture data | 343 | /// Stores media texture data |
314 | /// </summary> | 344 | /// </summary> |
@@ -320,10 +350,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
320 | private Vector3 m_cameraAtOffset; | 350 | private Vector3 m_cameraAtOffset; |
321 | private bool m_forceMouselook; | 351 | private bool m_forceMouselook; |
322 | 352 | ||
323 | // TODO: Collision sound should have default. | 353 | |
354 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
355 | private sbyte m_collisionSoundType; | ||
324 | private UUID m_collisionSound; | 356 | private UUID m_collisionSound; |
325 | private float m_collisionSoundVolume; | 357 | private float m_collisionSoundVolume; |
326 | 358 | ||
359 | private int LastColSoundSentTime; | ||
360 | |||
361 | |||
362 | private SOPVehicle m_vehicleParams = null; | ||
363 | |||
364 | private KeyframeMotion m_keyframeMotion = null; | ||
365 | |||
366 | public KeyframeMotion KeyframeMotion | ||
367 | { | ||
368 | get; set; | ||
369 | } | ||
370 | |||
371 | |||
327 | #endregion Fields | 372 | #endregion Fields |
328 | 373 | ||
329 | // ~SceneObjectPart() | 374 | // ~SceneObjectPart() |
@@ -353,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
353 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | 398 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from |
354 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | 399 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log |
355 | m_inventory = new SceneObjectPartInventory(this); | 400 | m_inventory = new SceneObjectPartInventory(this); |
401 | LastColSoundSentTime = Util.EnvironmentTickCount(); | ||
356 | } | 402 | } |
357 | 403 | ||
358 | /// <summary> | 404 | /// <summary> |
@@ -367,7 +413,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
367 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 413 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
368 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 414 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
369 | { | 415 | { |
370 | m_name = "Primitive"; | 416 | m_name = "Object"; |
371 | 417 | ||
372 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 418 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
373 | LastOwnerID = CreatorID = OwnerID = ownerID; | 419 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -406,7 +452,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
406 | private uint _ownerMask = (uint)PermissionMask.All; | 452 | private uint _ownerMask = (uint)PermissionMask.All; |
407 | private uint _groupMask = (uint)PermissionMask.None; | 453 | private uint _groupMask = (uint)PermissionMask.None; |
408 | private uint _everyoneMask = (uint)PermissionMask.None; | 454 | private uint _everyoneMask = (uint)PermissionMask.None; |
409 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 455 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
410 | private PrimFlags _flags = PrimFlags.None; | 456 | private PrimFlags _flags = PrimFlags.None; |
411 | private DateTime m_expires; | 457 | private DateTime m_expires; |
412 | private DateTime m_rezzed; | 458 | private DateTime m_rezzed; |
@@ -500,12 +546,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
500 | } | 546 | } |
501 | 547 | ||
502 | /// <value> | 548 | /// <value> |
503 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 549 | /// Get the inventory list |
504 | /// </value> | 550 | /// </value> |
505 | public TaskInventoryDictionary TaskInventory | 551 | public TaskInventoryDictionary TaskInventory |
506 | { | 552 | { |
507 | get { return m_inventory.Items; } | 553 | get { |
508 | set { m_inventory.Items = value; } | 554 | return m_inventory.Items; |
555 | } | ||
556 | set { | ||
557 | m_inventory.Items = value; | ||
558 | } | ||
509 | } | 559 | } |
510 | 560 | ||
511 | /// <summary> | 561 | /// <summary> |
@@ -555,20 +605,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
555 | } | 605 | } |
556 | } | 606 | } |
557 | 607 | ||
558 | public byte Material | ||
559 | { | ||
560 | get { return (byte) m_material; } | ||
561 | set | ||
562 | { | ||
563 | m_material = (Material)value; | ||
564 | |||
565 | PhysicsActor pa = PhysActor; | ||
566 | |||
567 | if (pa != null) | ||
568 | pa.SetMaterial((int)value); | ||
569 | } | ||
570 | } | ||
571 | |||
572 | [XmlIgnore] | 608 | [XmlIgnore] |
573 | public bool PassTouches | 609 | public bool PassTouches |
574 | { | 610 | { |
@@ -594,6 +630,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
594 | } | 630 | } |
595 | } | 631 | } |
596 | 632 | ||
633 | public bool IsSelected | ||
634 | { | ||
635 | get { return m_isSelected; } | ||
636 | set | ||
637 | { | ||
638 | m_isSelected = value; | ||
639 | if (ParentGroup != null) | ||
640 | ParentGroup.PartSelectChanged(value); | ||
641 | } | ||
642 | } | ||
643 | |||
644 | |||
597 | public Dictionary<int, string> CollisionFilter | 645 | public Dictionary<int, string> CollisionFilter |
598 | { | 646 | { |
599 | get { return m_CollisionFilter; } | 647 | get { return m_CollisionFilter; } |
@@ -662,14 +710,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
662 | set { m_LoopSoundSlavePrims = value; } | 710 | set { m_LoopSoundSlavePrims = value; } |
663 | } | 711 | } |
664 | 712 | ||
665 | |||
666 | public Byte[] TextureAnimation | 713 | public Byte[] TextureAnimation |
667 | { | 714 | { |
668 | get { return m_TextureAnimation; } | 715 | get { return m_TextureAnimation; } |
669 | set { m_TextureAnimation = value; } | 716 | set { m_TextureAnimation = value; } |
670 | } | 717 | } |
671 | 718 | ||
672 | |||
673 | public Byte[] ParticleSystem | 719 | public Byte[] ParticleSystem |
674 | { | 720 | { |
675 | get { return m_particleSystem; } | 721 | get { return m_particleSystem; } |
@@ -706,9 +752,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
706 | { | 752 | { |
707 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 753 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
708 | PhysicsActor actor = PhysActor; | 754 | PhysicsActor actor = PhysActor; |
709 | // If physical and the root prim of a linkset, the position of the group is what physics thinks. | 755 | if (ParentID == 0) |
710 | if (actor != null && ParentID == 0) | 756 | { |
711 | m_groupPosition = actor.Position; | 757 | if (actor != null) |
758 | m_groupPosition = actor.Position; | ||
759 | return m_groupPosition; | ||
760 | } | ||
712 | 761 | ||
713 | // If I'm an attachment, my position is reported as the position of who I'm attached to | 762 | // If I'm an attachment, my position is reported as the position of who I'm attached to |
714 | if (ParentGroup.IsAttachment) | 763 | if (ParentGroup.IsAttachment) |
@@ -718,14 +767,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
718 | return sp.AbsolutePosition; | 767 | return sp.AbsolutePosition; |
719 | } | 768 | } |
720 | 769 | ||
770 | // use root prim's group position. Physics may have updated it | ||
771 | if (ParentGroup.RootPart != this) | ||
772 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
721 | return m_groupPosition; | 773 | return m_groupPosition; |
722 | } | 774 | } |
723 | set | 775 | set |
724 | { | 776 | { |
725 | m_groupPosition = value; | 777 | m_groupPosition = value; |
726 | |||
727 | PhysicsActor actor = PhysActor; | 778 | PhysicsActor actor = PhysActor; |
728 | if (actor != null) | 779 | if (actor != null && ParentGroup.Scene.PhysicsScene != null) |
729 | { | 780 | { |
730 | try | 781 | try |
731 | { | 782 | { |
@@ -749,16 +800,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
749 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); | 800 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); |
750 | } | 801 | } |
751 | } | 802 | } |
752 | |||
753 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
754 | if (SitTargetAvatar != UUID.Zero) | ||
755 | { | ||
756 | ScenePresence avatar; | ||
757 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
758 | { | ||
759 | avatar.ParentPosition = GetWorldPosition(); | ||
760 | } | ||
761 | } | ||
762 | } | 803 | } |
763 | } | 804 | } |
764 | 805 | ||
@@ -767,7 +808,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
767 | get { return m_offsetPosition; } | 808 | get { return m_offsetPosition; } |
768 | set | 809 | set |
769 | { | 810 | { |
770 | // StoreUndoState(); | 811 | Vector3 oldpos = m_offsetPosition; |
771 | m_offsetPosition = value; | 812 | m_offsetPosition = value; |
772 | 813 | ||
773 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 814 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -779,10 +820,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
779 | actor.Orientation = GetWorldRotation(); | 820 | actor.Orientation = GetWorldRotation(); |
780 | 821 | ||
781 | // Tell the physics engines that this prim changed. | 822 | // Tell the physics engines that this prim changed. |
782 | if (ParentGroup.Scene != null) | 823 | if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) |
783 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 824 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
784 | } | 825 | } |
826 | |||
827 | if (!m_parentGroup.m_dupeInProgress) | ||
828 | { | ||
829 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
830 | foreach (ScenePresence av in avs) | ||
831 | { | ||
832 | if (av.ParentID == m_localId) | ||
833 | { | ||
834 | Vector3 offset = (m_offsetPosition - oldpos); | ||
835 | av.AbsolutePosition += offset; | ||
836 | av.SendAvatarDataToAllAgents(); | ||
837 | } | ||
838 | } | ||
839 | } | ||
785 | } | 840 | } |
841 | TriggerScriptChangedEvent(Changed.POSITION); | ||
786 | } | 842 | } |
787 | } | 843 | } |
788 | 844 | ||
@@ -833,7 +889,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
833 | 889 | ||
834 | set | 890 | set |
835 | { | 891 | { |
836 | StoreUndoState(); | 892 | // StoreUndoState(); |
837 | m_rotationOffset = value; | 893 | m_rotationOffset = value; |
838 | 894 | ||
839 | PhysicsActor actor = PhysActor; | 895 | PhysicsActor actor = PhysActor; |
@@ -921,19 +977,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
921 | get | 977 | get |
922 | { | 978 | { |
923 | PhysicsActor actor = PhysActor; | 979 | PhysicsActor actor = PhysActor; |
924 | if ((actor != null) && actor.IsPhysical) | 980 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) |
925 | { | 981 | { |
926 | m_angularVelocity = actor.RotationalVelocity; | 982 | m_angularVelocity = actor.RotationalVelocity; |
927 | } | 983 | } |
928 | return m_angularVelocity; | 984 | return m_angularVelocity; |
929 | } | 985 | } |
930 | set { m_angularVelocity = value; } | 986 | set |
987 | { | ||
988 | m_angularVelocity = value; | ||
989 | PhysicsActor actor = PhysActor; | ||
990 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) | ||
991 | { | ||
992 | actor.RotationalVelocity = m_angularVelocity; | ||
993 | } | ||
994 | } | ||
931 | } | 995 | } |
932 | 996 | ||
933 | /// <summary></summary> | 997 | /// <summary></summary> |
934 | public Vector3 Acceleration | 998 | public Vector3 Acceleration |
935 | { | 999 | { |
936 | get { return m_acceleration; } | 1000 | get |
1001 | { | ||
1002 | PhysicsActor actor = PhysActor; | ||
1003 | if (actor != null) | ||
1004 | { | ||
1005 | m_acceleration = actor.Acceleration; | ||
1006 | } | ||
1007 | return m_acceleration; | ||
1008 | } | ||
1009 | |||
937 | set { m_acceleration = value; } | 1010 | set { m_acceleration = value; } |
938 | } | 1011 | } |
939 | 1012 | ||
@@ -1001,7 +1074,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1001 | public PrimitiveBaseShape Shape | 1074 | public PrimitiveBaseShape Shape |
1002 | { | 1075 | { |
1003 | get { return m_shape; } | 1076 | get { return m_shape; } |
1004 | set { m_shape = value;} | 1077 | set |
1078 | { | ||
1079 | m_shape = value; | ||
1080 | } | ||
1005 | } | 1081 | } |
1006 | 1082 | ||
1007 | /// <summary> | 1083 | /// <summary> |
@@ -1014,7 +1090,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1014 | { | 1090 | { |
1015 | if (m_shape != null) | 1091 | if (m_shape != null) |
1016 | { | 1092 | { |
1017 | StoreUndoState(); | ||
1018 | 1093 | ||
1019 | m_shape.Scale = value; | 1094 | m_shape.Scale = value; |
1020 | 1095 | ||
@@ -1082,10 +1157,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1082 | { | 1157 | { |
1083 | get | 1158 | get |
1084 | { | 1159 | { |
1085 | if (ParentGroup.IsAttachment) | 1160 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1086 | return GroupPosition; | ||
1087 | |||
1088 | return m_offsetPosition + m_groupPosition; | ||
1089 | } | 1161 | } |
1090 | } | 1162 | } |
1091 | 1163 | ||
@@ -1263,6 +1335,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1263 | _flags = value; | 1335 | _flags = value; |
1264 | } | 1336 | } |
1265 | } | 1337 | } |
1338 | |||
1339 | [XmlIgnore] | ||
1340 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1341 | { | ||
1342 | get { return m_occupied; } | ||
1343 | set { m_occupied = value; } | ||
1344 | } | ||
1266 | 1345 | ||
1267 | /// <summary> | 1346 | /// <summary> |
1268 | /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero | 1347 | /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero |
@@ -1313,12 +1392,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1313 | set { m_sitAnimation = value; } | 1392 | set { m_sitAnimation = value; } |
1314 | } | 1393 | } |
1315 | 1394 | ||
1395 | public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff"); | ||
1396 | |||
1397 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
1398 | // runtime thing.. do not persist | ||
1399 | [XmlIgnore] | ||
1400 | public sbyte CollisionSoundType | ||
1401 | { | ||
1402 | get | ||
1403 | { | ||
1404 | return m_collisionSoundType; | ||
1405 | } | ||
1406 | set | ||
1407 | { | ||
1408 | m_collisionSoundType = value; | ||
1409 | if (value == -1) | ||
1410 | m_collisionSound = invalidCollisionSoundUUID; | ||
1411 | else if (value == 0) | ||
1412 | m_collisionSound = UUID.Zero; | ||
1413 | } | ||
1414 | } | ||
1415 | |||
1316 | public UUID CollisionSound | 1416 | public UUID CollisionSound |
1317 | { | 1417 | { |
1318 | get { return m_collisionSound; } | 1418 | get { return m_collisionSound; } |
1319 | set | 1419 | set |
1320 | { | 1420 | { |
1321 | m_collisionSound = value; | 1421 | m_collisionSound = value; |
1422 | |||
1423 | if (value == invalidCollisionSoundUUID) | ||
1424 | m_collisionSoundType = -1; | ||
1425 | else if (value == UUID.Zero) | ||
1426 | m_collisionSoundType = 0; | ||
1427 | else | ||
1428 | m_collisionSoundType = 1; | ||
1429 | |||
1322 | aggregateScriptEvents(); | 1430 | aggregateScriptEvents(); |
1323 | } | 1431 | } |
1324 | } | 1432 | } |
@@ -1329,6 +1437,125 @@ namespace OpenSim.Region.Framework.Scenes | |||
1329 | set { m_collisionSoundVolume = value; } | 1437 | set { m_collisionSoundVolume = value; } |
1330 | } | 1438 | } |
1331 | 1439 | ||
1440 | public float Buoyancy | ||
1441 | { | ||
1442 | get | ||
1443 | { | ||
1444 | if (ParentGroup.RootPart == this) | ||
1445 | return m_buoyancy; | ||
1446 | |||
1447 | return ParentGroup.RootPart.Buoyancy; | ||
1448 | } | ||
1449 | set | ||
1450 | { | ||
1451 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1452 | { | ||
1453 | ParentGroup.RootPart.Buoyancy = value; | ||
1454 | return; | ||
1455 | } | ||
1456 | m_buoyancy = value; | ||
1457 | if (PhysActor != null) | ||
1458 | PhysActor.Buoyancy = value; | ||
1459 | } | ||
1460 | } | ||
1461 | |||
1462 | public Vector3 Force | ||
1463 | { | ||
1464 | get | ||
1465 | { | ||
1466 | if (ParentGroup.RootPart == this) | ||
1467 | return m_force; | ||
1468 | |||
1469 | return ParentGroup.RootPart.Force; | ||
1470 | } | ||
1471 | |||
1472 | set | ||
1473 | { | ||
1474 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1475 | { | ||
1476 | ParentGroup.RootPart.Force = value; | ||
1477 | return; | ||
1478 | } | ||
1479 | m_force = value; | ||
1480 | if (PhysActor != null) | ||
1481 | PhysActor.Force = value; | ||
1482 | } | ||
1483 | } | ||
1484 | |||
1485 | public Vector3 Torque | ||
1486 | { | ||
1487 | get | ||
1488 | { | ||
1489 | if (ParentGroup.RootPart == this) | ||
1490 | return m_torque; | ||
1491 | |||
1492 | return ParentGroup.RootPart.Torque; | ||
1493 | } | ||
1494 | |||
1495 | set | ||
1496 | { | ||
1497 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1498 | { | ||
1499 | ParentGroup.RootPart.Torque = value; | ||
1500 | return; | ||
1501 | } | ||
1502 | m_torque = value; | ||
1503 | if (PhysActor != null) | ||
1504 | PhysActor.Torque = value; | ||
1505 | } | ||
1506 | } | ||
1507 | |||
1508 | public byte Material | ||
1509 | { | ||
1510 | get { return (byte)m_material; } | ||
1511 | set | ||
1512 | { | ||
1513 | if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial) | ||
1514 | { | ||
1515 | bool update = false; | ||
1516 | |||
1517 | if (m_material != (Material)value) | ||
1518 | { | ||
1519 | update = true; | ||
1520 | m_material = (Material)value; | ||
1521 | } | ||
1522 | |||
1523 | if (m_friction != SOPMaterialData.friction(m_material)) | ||
1524 | { | ||
1525 | update = true; | ||
1526 | m_friction = SOPMaterialData.friction(m_material); | ||
1527 | } | ||
1528 | |||
1529 | if (m_bounce != SOPMaterialData.bounce(m_material)) | ||
1530 | { | ||
1531 | update = true; | ||
1532 | m_bounce = SOPMaterialData.bounce(m_material); | ||
1533 | } | ||
1534 | |||
1535 | if (update) | ||
1536 | { | ||
1537 | if (PhysActor != null) | ||
1538 | { | ||
1539 | PhysActor.SetMaterial((int)value); | ||
1540 | } | ||
1541 | if(ParentGroup != null) | ||
1542 | ParentGroup.HasGroupChanged = true; | ||
1543 | ScheduleFullUpdateIfNone(); | ||
1544 | UpdatePhysRequired = true; | ||
1545 | } | ||
1546 | } | ||
1547 | } | ||
1548 | } | ||
1549 | |||
1550 | // not a propriety to move to methods place later | ||
1551 | private bool HasMesh() | ||
1552 | { | ||
1553 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1554 | return true; | ||
1555 | return false; | ||
1556 | } | ||
1557 | |||
1558 | // not a propriety to move to methods place later | ||
1332 | public byte DefaultPhysicsShapeType() | 1559 | public byte DefaultPhysicsShapeType() |
1333 | { | 1560 | { |
1334 | byte type; | 1561 | byte type; |
@@ -1341,6 +1568,65 @@ namespace OpenSim.Region.Framework.Scenes | |||
1341 | return type; | 1568 | return type; |
1342 | } | 1569 | } |
1343 | 1570 | ||
1571 | [XmlIgnore] | ||
1572 | public bool UsesComplexCost | ||
1573 | { | ||
1574 | get | ||
1575 | { | ||
1576 | byte pst = PhysicsShapeType; | ||
1577 | if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh()) | ||
1578 | return true; | ||
1579 | return false; | ||
1580 | } | ||
1581 | } | ||
1582 | |||
1583 | [XmlIgnore] | ||
1584 | public float PhysicsCost | ||
1585 | { | ||
1586 | get | ||
1587 | { | ||
1588 | if(PhysicsShapeType == (byte)PhysShapeType.none) | ||
1589 | return 0; | ||
1590 | |||
1591 | float cost = 0.1f; | ||
1592 | if (PhysActor != null) | ||
1593 | cost = PhysActor.PhysicsCost; | ||
1594 | else | ||
1595 | cost = 0.1f; | ||
1596 | |||
1597 | if ((Flags & PrimFlags.Physics) != 0) | ||
1598 | cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 | ||
1599 | return cost; | ||
1600 | } | ||
1601 | } | ||
1602 | |||
1603 | [XmlIgnore] | ||
1604 | public float StreamingCost | ||
1605 | { | ||
1606 | get | ||
1607 | { | ||
1608 | float cost; | ||
1609 | if (PhysActor != null) | ||
1610 | cost = PhysActor.StreamCost; | ||
1611 | else | ||
1612 | cost = 1.0f; | ||
1613 | return 1.0f; | ||
1614 | } | ||
1615 | } | ||
1616 | |||
1617 | [XmlIgnore] | ||
1618 | public float SimulationCost | ||
1619 | { | ||
1620 | get | ||
1621 | { | ||
1622 | // ignoring scripts. Don't like considering them for this | ||
1623 | if((Flags & PrimFlags.Physics) != 0) | ||
1624 | return 1.0f; | ||
1625 | |||
1626 | return 0.5f; | ||
1627 | } | ||
1628 | } | ||
1629 | |||
1344 | public byte PhysicsShapeType | 1630 | public byte PhysicsShapeType |
1345 | { | 1631 | { |
1346 | get { return m_physicsShapeType; } | 1632 | get { return m_physicsShapeType; } |
@@ -1374,11 +1660,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1374 | } | 1660 | } |
1375 | else if (PhysActor == null) | 1661 | else if (PhysActor == null) |
1376 | { | 1662 | { |
1377 | ApplyPhysics((uint)Flags, VolumeDetectActive); | 1663 | ApplyPhysics((uint)Flags, VolumeDetectActive, false); |
1664 | UpdatePhysicsSubscribedEvents(); | ||
1378 | } | 1665 | } |
1379 | else | 1666 | else |
1380 | { | 1667 | { |
1381 | PhysActor.PhysicsShapeType = m_physicsShapeType; | 1668 | PhysActor.PhysicsShapeType = m_physicsShapeType; |
1669 | // if (Shape.SculptEntry) | ||
1670 | // CheckSculptAndLoad(); | ||
1382 | } | 1671 | } |
1383 | 1672 | ||
1384 | if (ParentGroup != null) | 1673 | if (ParentGroup != null) |
@@ -1480,6 +1769,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1480 | } | 1769 | } |
1481 | } | 1770 | } |
1482 | 1771 | ||
1772 | |||
1483 | #endregion Public Properties with only Get | 1773 | #endregion Public Properties with only Get |
1484 | 1774 | ||
1485 | private uint ApplyMask(uint val, bool set, uint mask) | 1775 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1625,6 +1915,61 @@ namespace OpenSim.Region.Framework.Scenes | |||
1625 | } | 1915 | } |
1626 | } | 1916 | } |
1627 | 1917 | ||
1918 | // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future | ||
1919 | public void SetVelocity(Vector3 pVel, bool localGlobalTF) | ||
1920 | { | ||
1921 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1922 | return; | ||
1923 | |||
1924 | if (ParentGroup.IsAttachment) | ||
1925 | return; // don't work on attachments (for now ??) | ||
1926 | |||
1927 | SceneObjectPart root = ParentGroup.RootPart; | ||
1928 | |||
1929 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1930 | return; | ||
1931 | |||
1932 | PhysicsActor pa = root.PhysActor; | ||
1933 | |||
1934 | if (pa == null || !pa.IsPhysical) | ||
1935 | return; | ||
1936 | |||
1937 | if (localGlobalTF) | ||
1938 | { | ||
1939 | pVel = pVel * GetWorldRotation(); | ||
1940 | } | ||
1941 | |||
1942 | ParentGroup.Velocity = pVel; | ||
1943 | } | ||
1944 | |||
1945 | // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future | ||
1946 | public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF) | ||
1947 | { | ||
1948 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1949 | return; | ||
1950 | |||
1951 | if (ParentGroup.IsAttachment) | ||
1952 | return; // don't work on attachments (for now ??) | ||
1953 | |||
1954 | SceneObjectPart root = ParentGroup.RootPart; | ||
1955 | |||
1956 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1957 | return; | ||
1958 | |||
1959 | PhysicsActor pa = root.PhysActor; | ||
1960 | |||
1961 | if (pa == null || !pa.IsPhysical) | ||
1962 | return; | ||
1963 | |||
1964 | if (localGlobalTF) | ||
1965 | { | ||
1966 | pAngVel = pAngVel * GetWorldRotation(); | ||
1967 | } | ||
1968 | |||
1969 | root.AngularVelocity = pAngVel; | ||
1970 | } | ||
1971 | |||
1972 | |||
1628 | /// <summary> | 1973 | /// <summary> |
1629 | /// hook to the physics scene to apply angular impulse | 1974 | /// hook to the physics scene to apply angular impulse |
1630 | /// This is sent up to the group, which then finds the root prim | 1975 | /// This is sent up to the group, which then finds the root prim |
@@ -1645,7 +1990,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1645 | impulse = newimpulse; | 1990 | impulse = newimpulse; |
1646 | } | 1991 | } |
1647 | 1992 | ||
1648 | ParentGroup.applyAngularImpulse(impulse); | 1993 | ParentGroup.ApplyAngularImpulse(impulse); |
1649 | } | 1994 | } |
1650 | 1995 | ||
1651 | /// <summary> | 1996 | /// <summary> |
@@ -1655,20 +2000,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1655 | /// </summary> | 2000 | /// </summary> |
1656 | /// <param name="impulsei">Vector force</param> | 2001 | /// <param name="impulsei">Vector force</param> |
1657 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 2002 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1658 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 2003 | |
2004 | // this is actualy Set Torque.. keeping naming so not to edit lslapi also | ||
2005 | public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) | ||
1659 | { | 2006 | { |
1660 | Vector3 impulse = impulsei; | 2007 | Vector3 torque = torquei; |
1661 | 2008 | ||
1662 | if (localGlobalTF) | 2009 | if (localGlobalTF) |
1663 | { | 2010 | { |
2011 | /* | ||
1664 | Quaternion grot = GetWorldRotation(); | 2012 | Quaternion grot = GetWorldRotation(); |
1665 | Quaternion AXgrot = grot; | 2013 | Quaternion AXgrot = grot; |
1666 | Vector3 AXimpulsei = impulsei; | 2014 | Vector3 AXimpulsei = impulsei; |
1667 | Vector3 newimpulse = AXimpulsei * AXgrot; | 2015 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1668 | impulse = newimpulse; | 2016 | */ |
2017 | torque *= GetWorldRotation(); | ||
1669 | } | 2018 | } |
1670 | 2019 | ||
1671 | ParentGroup.setAngularImpulse(impulse); | 2020 | Torque = torque; |
1672 | } | 2021 | } |
1673 | 2022 | ||
1674 | /// <summary> | 2023 | /// <summary> |
@@ -1676,7 +2025,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1676 | /// </summary> | 2025 | /// </summary> |
1677 | /// <param name="rootObjectFlags"></param> | 2026 | /// <param name="rootObjectFlags"></param> |
1678 | /// <param name="VolumeDetectActive"></param> | 2027 | /// <param name="VolumeDetectActive"></param> |
1679 | public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) | 2028 | /// <param name="building"></param> |
2029 | |||
2030 | public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) | ||
1680 | { | 2031 | { |
1681 | VolumeDetectActive = _VolumeDetectActive; | 2032 | VolumeDetectActive = _VolumeDetectActive; |
1682 | 2033 | ||
@@ -1686,8 +2037,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1686 | if (PhysicsShapeType == (byte)PhysShapeType.none) | 2037 | if (PhysicsShapeType == (byte)PhysShapeType.none) |
1687 | return; | 2038 | return; |
1688 | 2039 | ||
1689 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 2040 | bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; |
1690 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 2041 | bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0; |
1691 | 2042 | ||
1692 | if (_VolumeDetectActive) | 2043 | if (_VolumeDetectActive) |
1693 | isPhantom = true; | 2044 | isPhantom = true; |
@@ -1701,7 +2052,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1701 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment | 2052 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment |
1702 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | 2053 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1703 | { | 2054 | { |
1704 | AddToPhysics(isPhysical, isPhantom, isPhysical); | 2055 | AddToPhysics(isPhysical, isPhantom, building, isPhysical); |
2056 | UpdatePhysicsSubscribedEvents(); // not sure if appliable here | ||
1705 | } | 2057 | } |
1706 | else | 2058 | else |
1707 | PhysActor = null; // just to be sure | 2059 | PhysActor = null; // just to be sure |
@@ -1756,6 +2108,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1756 | dupe.Category = Category; | 2108 | dupe.Category = Category; |
1757 | dupe.m_rezzed = m_rezzed; | 2109 | dupe.m_rezzed = m_rezzed; |
1758 | 2110 | ||
2111 | dupe.m_UndoRedo = null; | ||
2112 | dupe.m_isSelected = false; | ||
2113 | |||
2114 | dupe.IgnoreUndoUpdate = false; | ||
2115 | dupe.Undoing = false; | ||
2116 | |||
1759 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 2117 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1760 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 2118 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1761 | 2119 | ||
@@ -1771,6 +2129,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1771 | 2129 | ||
1772 | // Move afterwards ResetIDs as it clears the localID | 2130 | // Move afterwards ResetIDs as it clears the localID |
1773 | dupe.LocalId = localID; | 2131 | dupe.LocalId = localID; |
2132 | |||
1774 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 2133 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1775 | dupe.LastOwnerID = OwnerID; | 2134 | dupe.LastOwnerID = OwnerID; |
1776 | 2135 | ||
@@ -1778,6 +2137,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1778 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); | 2137 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); |
1779 | dupe.Shape.ExtraParams = extraP; | 2138 | dupe.Shape.ExtraParams = extraP; |
1780 | 2139 | ||
2140 | // safeguard actual copy is done in sog.copy | ||
2141 | dupe.KeyframeMotion = null; | ||
2142 | |||
1781 | dupe.DynAttrs.CopyFrom(DynAttrs); | 2143 | dupe.DynAttrs.CopyFrom(DynAttrs); |
1782 | 2144 | ||
1783 | if (userExposed) | 2145 | if (userExposed) |
@@ -1791,8 +2153,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1791 | */ | 2153 | */ |
1792 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); | 2154 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); |
1793 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 2155 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
2156 | // dupe.UpdatePhysicsSubscribedEvents(); // not sure... | ||
1794 | } | 2157 | } |
1795 | 2158 | ||
2159 | if (dupe.PhysActor != null) | ||
2160 | dupe.PhysActor.LocalID = localID; | ||
2161 | |||
1796 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 2162 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1797 | 2163 | ||
1798 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 2164 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |
@@ -1811,10 +2177,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1811 | { | 2177 | { |
1812 | if (asset != null) | 2178 | if (asset != null) |
1813 | SculptTextureCallback(asset); | 2179 | SculptTextureCallback(asset); |
1814 | else | 2180 | // else |
1815 | m_log.WarnFormat( | 2181 | // m_log.WarnFormat( |
1816 | "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", | 2182 | // "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", |
1817 | Name, UUID, id); | 2183 | // Name, UUID, id); |
1818 | } | 2184 | } |
1819 | */ | 2185 | */ |
1820 | /// <summary> | 2186 | /// <summary> |
@@ -1913,6 +2279,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1913 | 2279 | ||
1914 | /// <summary> | 2280 | /// <summary> |
1915 | /// Do a physics propery update for this part. | 2281 | /// Do a physics propery update for this part. |
2282 | /// now also updates phantom and volume detector | ||
1916 | /// </summary> | 2283 | /// </summary> |
1917 | /// <param name="UsePhysics"></param> | 2284 | /// <param name="UsePhysics"></param> |
1918 | /// <param name="isNew"></param> | 2285 | /// <param name="isNew"></param> |
@@ -1938,61 +2305,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
1938 | { | 2305 | { |
1939 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 2306 | if (pa.IsPhysical) // implies UsePhysics==false for this block |
1940 | { | 2307 | { |
1941 | if (!isNew) | 2308 | if (!isNew) // implies UsePhysics==false for this block |
2309 | { | ||
1942 | ParentGroup.Scene.RemovePhysicalPrim(1); | 2310 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1943 | 2311 | ||
1944 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 2312 | Velocity = new Vector3(0, 0, 0); |
1945 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 2313 | Acceleration = new Vector3(0, 0, 0); |
1946 | pa.delink(); | 2314 | if (ParentGroup.RootPart == this) |
2315 | AngularVelocity = new Vector3(0, 0, 0); | ||
1947 | 2316 | ||
1948 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 2317 | if (pa.Phantom && !VolumeDetectActive) |
1949 | { | 2318 | { |
1950 | // destroy all joints connected to this now deactivated body | 2319 | RemoveFromPhysics(); |
1951 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 2320 | return; |
1952 | } | 2321 | } |
1953 | 2322 | ||
1954 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 2323 | pa.IsPhysical = UsePhysics; |
1955 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | 2324 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1956 | // which stops client-side interpolation of deactivated joint proxy objects. | 2325 | pa.OnOutOfBounds -= PhysicsOutOfBounds; |
2326 | pa.delink(); | ||
2327 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
2328 | { | ||
2329 | // destroy all joints connected to this now deactivated body | ||
2330 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | ||
2331 | } | ||
2332 | } | ||
1957 | } | 2333 | } |
1958 | 2334 | ||
1959 | if (!UsePhysics && !isNew) | 2335 | if (pa.IsPhysical != UsePhysics) |
1960 | { | 2336 | pa.IsPhysical = UsePhysics; |
1961 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
1962 | // prim still has velocity and continues to interpolate its position along the old | ||
1963 | // velocity-vector. | ||
1964 | Velocity = new Vector3(0, 0, 0); | ||
1965 | Acceleration = new Vector3(0, 0, 0); | ||
1966 | AngularVelocity = new Vector3(0, 0, 0); | ||
1967 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
1968 | } | ||
1969 | 2337 | ||
1970 | pa.IsPhysical = UsePhysics; | 2338 | if (UsePhysics) |
2339 | { | ||
2340 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
2341 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2342 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2343 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
1971 | 2344 | ||
1972 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 2345 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
1973 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 2346 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
1974 | /// that's not wholesome. Had to make Scene public | ||
1975 | //PhysActor = null; | ||
1976 | 2347 | ||
1977 | if ((Flags & PrimFlags.Phantom) == 0) | 2348 | if (ParentID != 0 && ParentID != LocalId) |
1978 | { | ||
1979 | if (UsePhysics) | ||
1980 | { | 2349 | { |
1981 | ParentGroup.Scene.AddPhysicalPrim(1); | 2350 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; |
1982 | 2351 | ||
1983 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 2352 | if (parentPa != null) |
1984 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
1985 | if (ParentID != 0 && ParentID != LocalId) | ||
1986 | { | 2353 | { |
1987 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | 2354 | pa.link(parentPa); |
1988 | |||
1989 | if (parentPa != null) | ||
1990 | { | ||
1991 | pa.link(parentPa); | ||
1992 | } | ||
1993 | } | 2355 | } |
1994 | } | 2356 | } |
1995 | } | 2357 | } |
2358 | } | ||
2359 | |||
2360 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
2361 | if (pa.Phantom != phan) | ||
2362 | pa.Phantom = phan; | ||
2363 | |||
2364 | // some engines dont' have this check still | ||
2365 | // if (VolumeDetectActive != pa.IsVolumeDtc) | ||
2366 | { | ||
2367 | if (VolumeDetectActive) | ||
2368 | pa.SetVolumeDetect(1); | ||
2369 | else | ||
2370 | pa.SetVolumeDetect(0); | ||
1996 | } | 2371 | } |
1997 | 2372 | ||
1998 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 2373 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
@@ -2111,42 +2486,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
2111 | 2486 | ||
2112 | public Vector3 GetGeometricCenter() | 2487 | public Vector3 GetGeometricCenter() |
2113 | { | 2488 | { |
2489 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
2490 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
2491 | // ignoring tortured prims details since sl also seems to ignore | ||
2492 | // so no real use in doing it on physics | ||
2493 | if (ParentGroup.IsDeleted) | ||
2494 | return new Vector3(0, 0, 0); | ||
2495 | |||
2496 | return ParentGroup.GetGeometricCenter(); | ||
2497 | } | ||
2498 | |||
2499 | public float GetMass() | ||
2500 | { | ||
2114 | PhysicsActor pa = PhysActor; | 2501 | PhysicsActor pa = PhysActor; |
2115 | 2502 | ||
2116 | if (pa != null) | 2503 | if (pa != null) |
2117 | return new Vector3(pa.GeometricCenter.X, pa.GeometricCenter.Y, pa.GeometricCenter.Z); | 2504 | return pa.Mass; |
2118 | else | 2505 | else |
2119 | return new Vector3(0, 0, 0); | 2506 | return 0; |
2120 | } | 2507 | } |
2121 | 2508 | ||
2122 | public Vector3 GetCenterOfMass() | 2509 | public Vector3 GetCenterOfMass() |
2123 | { | 2510 | { |
2511 | if (ParentGroup.RootPart == this) | ||
2512 | { | ||
2513 | if (ParentGroup.IsDeleted) | ||
2514 | return AbsolutePosition; | ||
2515 | return ParentGroup.GetCenterOfMass(); | ||
2516 | } | ||
2517 | |||
2124 | PhysicsActor pa = PhysActor; | 2518 | PhysicsActor pa = PhysActor; |
2125 | 2519 | ||
2126 | if (pa != null) | 2520 | if (pa != null) |
2127 | return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); | 2521 | { |
2522 | Vector3 tmp = pa.CenterOfMass; | ||
2523 | return tmp; | ||
2524 | } | ||
2128 | else | 2525 | else |
2129 | return new Vector3(0, 0, 0); | 2526 | return AbsolutePosition; |
2130 | } | 2527 | } |
2131 | 2528 | ||
2132 | public float GetMass() | 2529 | public Vector3 GetPartCenterOfMass() |
2133 | { | 2530 | { |
2134 | PhysicsActor pa = PhysActor; | 2531 | PhysicsActor pa = PhysActor; |
2135 | 2532 | ||
2136 | if (pa != null) | 2533 | if (pa != null) |
2137 | return pa.Mass; | 2534 | { |
2535 | Vector3 tmp = pa.CenterOfMass; | ||
2536 | return tmp; | ||
2537 | } | ||
2138 | else | 2538 | else |
2139 | return 0; | 2539 | return AbsolutePosition; |
2140 | } | 2540 | } |
2141 | 2541 | ||
2542 | |||
2142 | public Vector3 GetForce() | 2543 | public Vector3 GetForce() |
2143 | { | 2544 | { |
2144 | PhysicsActor pa = PhysActor; | 2545 | return Force; |
2145 | |||
2146 | if (pa != null) | ||
2147 | return pa.Force; | ||
2148 | else | ||
2149 | return Vector3.Zero; | ||
2150 | } | 2546 | } |
2151 | 2547 | ||
2152 | /// <summary> | 2548 | /// <summary> |
@@ -2361,15 +2757,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2361 | 2757 | ||
2362 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) | 2758 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) |
2363 | { | 2759 | { |
2364 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) | 2760 | bool sendToRoot = true; |
2365 | { | 2761 | |
2366 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | 2762 | ColliderArgs LandCollidingMessage = new ColliderArgs(); |
2367 | List<DetectedObject> colliding = new List<DetectedObject>(); | 2763 | List<DetectedObject> colliding = new List<DetectedObject>(); |
2368 | 2764 | ||
2369 | colliding.Add(CreateDetObjectForGround()); | 2765 | colliding.Add(CreateDetObjectForGround()); |
2370 | LandCollidingMessage.Colliders = colliding; | 2766 | LandCollidingMessage.Colliders = colliding; |
2371 | 2767 | ||
2768 | if (Inventory.ContainsScripts()) | ||
2769 | { | ||
2770 | if (!PassCollisions) | ||
2771 | sendToRoot = false; | ||
2772 | } | ||
2773 | if ((ScriptEvents & ev) != 0) | ||
2372 | notify(LocalId, LandCollidingMessage); | 2774 | notify(LocalId, LandCollidingMessage); |
2775 | |||
2776 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) | ||
2777 | { | ||
2778 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); | ||
2373 | } | 2779 | } |
2374 | } | 2780 | } |
2375 | 2781 | ||
@@ -2385,57 +2791,120 @@ namespace OpenSim.Region.Framework.Scenes | |||
2385 | List<uint> endedColliders = new List<uint>(); | 2791 | List<uint> endedColliders = new List<uint>(); |
2386 | List<uint> startedColliders = new List<uint>(); | 2792 | List<uint> startedColliders = new List<uint>(); |
2387 | 2793 | ||
2388 | // calculate things that started colliding this time | 2794 | if (collissionswith.Count == 0) |
2389 | // and build up list of colliders this time | ||
2390 | foreach (uint localid in collissionswith.Keys) | ||
2391 | { | 2795 | { |
2392 | thisHitColliders.Add(localid); | 2796 | if (m_lastColliders.Count == 0) |
2393 | if (!m_lastColliders.Contains(localid)) | 2797 | return; // nothing to do |
2394 | startedColliders.Add(localid); | ||
2395 | } | ||
2396 | 2798 | ||
2397 | // calculate things that ended colliding | 2799 | foreach (uint localID in m_lastColliders) |
2398 | foreach (uint localID in m_lastColliders) | 2800 | { |
2399 | { | ||
2400 | if (!thisHitColliders.Contains(localID)) | ||
2401 | endedColliders.Add(localID); | 2801 | endedColliders.Add(localID); |
2802 | } | ||
2803 | m_lastColliders.Clear(); | ||
2402 | } | 2804 | } |
2403 | 2805 | ||
2404 | //add the items that started colliding this time to the last colliders list. | 2806 | else |
2405 | foreach (uint localID in startedColliders) | 2807 | { |
2406 | m_lastColliders.Add(localID); | 2808 | List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>(); |
2407 | 2809 | ||
2408 | // remove things that ended colliding from the last colliders list | 2810 | // calculate things that started colliding this time |
2409 | foreach (uint localID in endedColliders) | 2811 | // and build up list of colliders this time |
2410 | m_lastColliders.Remove(localID); | 2812 | if (!VolumeDetectActive && CollisionSoundType >= 0) |
2813 | { | ||
2814 | CollisionForSoundInfo soundinfo; | ||
2815 | ContactPoint curcontact; | ||
2411 | 2816 | ||
2412 | // play the sound. | 2817 | foreach (uint id in collissionswith.Keys) |
2413 | if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) | 2818 | { |
2414 | { | 2819 | thisHitColliders.Add(id); |
2415 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | 2820 | if (!m_lastColliders.Contains(id)) |
2416 | if (soundModule != null) | 2821 | { |
2822 | startedColliders.Add(id); | ||
2823 | |||
2824 | curcontact = collissionswith[id]; | ||
2825 | if (Math.Abs(curcontact.RelativeSpeed) > 0.2) | ||
2826 | { | ||
2827 | soundinfo = new CollisionForSoundInfo(); | ||
2828 | soundinfo.colliderID = id; | ||
2829 | soundinfo.position = curcontact.Position; | ||
2830 | soundinfo.relativeVel = curcontact.RelativeSpeed; | ||
2831 | soundinfolist.Add(soundinfo); | ||
2832 | } | ||
2833 | } | ||
2834 | } | ||
2835 | } | ||
2836 | else | ||
2837 | { | ||
2838 | foreach (uint id in collissionswith.Keys) | ||
2839 | { | ||
2840 | thisHitColliders.Add(id); | ||
2841 | if (!m_lastColliders.Contains(id)) | ||
2842 | startedColliders.Add(id); | ||
2843 | } | ||
2844 | } | ||
2845 | |||
2846 | // calculate things that ended colliding | ||
2847 | foreach (uint localID in m_lastColliders) | ||
2417 | { | 2848 | { |
2418 | soundModule.SendSound(UUID, CollisionSound, | 2849 | if (!thisHitColliders.Contains(localID)) |
2419 | CollisionSoundVolume, true, (byte)0, 0, false, | 2850 | endedColliders.Add(localID); |
2420 | false); | ||
2421 | } | 2851 | } |
2852 | |||
2853 | //add the items that started colliding this time to the last colliders list. | ||
2854 | foreach (uint localID in startedColliders) | ||
2855 | m_lastColliders.Add(localID); | ||
2856 | |||
2857 | // remove things that ended colliding from the last colliders list | ||
2858 | foreach (uint localID in endedColliders) | ||
2859 | m_lastColliders.Remove(localID); | ||
2860 | |||
2861 | // play sounds. | ||
2862 | if (soundinfolist.Count > 0) | ||
2863 | CollisionSounds.PartCollisionSound(this, soundinfolist); | ||
2422 | } | 2864 | } |
2423 | 2865 | ||
2424 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); | 2866 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); |
2425 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | 2867 | if (!VolumeDetectActive) |
2868 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | ||
2426 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); | 2869 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); |
2427 | 2870 | ||
2428 | if (startedColliders.Contains(0)) | 2871 | if (startedColliders.Contains(0)) |
2429 | { | 2872 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); |
2430 | if (m_lastColliders.Contains(0)) | 2873 | if (m_lastColliders.Contains(0)) |
2431 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); | 2874 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); |
2432 | else | ||
2433 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); | ||
2434 | } | ||
2435 | if (endedColliders.Contains(0)) | 2875 | if (endedColliders.Contains(0)) |
2436 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); | 2876 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); |
2437 | } | 2877 | } |
2438 | 2878 | ||
2879 | // The Collision sounds code calls this | ||
2880 | public void SendCollisionSound(UUID soundID, double volume, Vector3 position) | ||
2881 | { | ||
2882 | if (soundID == UUID.Zero) | ||
2883 | return; | ||
2884 | |||
2885 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | ||
2886 | if (soundModule == null) | ||
2887 | return; | ||
2888 | |||
2889 | if (volume > 1) | ||
2890 | volume = 1; | ||
2891 | if (volume < 0) | ||
2892 | volume = 0; | ||
2893 | |||
2894 | int now = Util.EnvironmentTickCount(); | ||
2895 | if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200) | ||
2896 | return; | ||
2897 | |||
2898 | LastColSoundSentTime = now; | ||
2899 | |||
2900 | UUID ownerID = OwnerID; | ||
2901 | UUID objectID = ParentGroup.RootPart.UUID; | ||
2902 | UUID parentID = ParentGroup.UUID; | ||
2903 | ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; | ||
2904 | |||
2905 | soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 ); | ||
2906 | } | ||
2907 | |||
2439 | public void PhysicsOutOfBounds(Vector3 pos) | 2908 | public void PhysicsOutOfBounds(Vector3 pos) |
2440 | { | 2909 | { |
2441 | // Note: This is only being called on the root prim at this time. | 2910 | // Note: This is only being called on the root prim at this time. |
@@ -2457,9 +2926,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2457 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); | 2926 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); |
2458 | 2927 | ||
2459 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | 2928 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) |
2460 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | 2929 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) |
2461 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | 2930 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) |
2462 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) | 2931 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) |
2463 | { | 2932 | { |
2464 | ParentGroup.AbsolutePosition = newpos; | 2933 | ParentGroup.AbsolutePosition = newpos; |
2465 | return; | 2934 | return; |
@@ -2744,6 +3213,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2744 | if (ParentGroup == null) | 3213 | if (ParentGroup == null) |
2745 | return; | 3214 | return; |
2746 | 3215 | ||
3216 | // Update the "last" values | ||
3217 | m_lastPosition = OffsetPosition; | ||
3218 | m_lastRotation = RotationOffset; | ||
3219 | m_lastVelocity = Velocity; | ||
3220 | m_lastAcceleration = Acceleration; | ||
3221 | m_lastAngularVelocity = AngularVelocity; | ||
3222 | m_lastUpdateSentTime = Environment.TickCount; | ||
3223 | |||
2747 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 3224 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
2748 | { | 3225 | { |
2749 | SendFullUpdate(avatar.ControllingClient); | 3226 | SendFullUpdate(avatar.ControllingClient); |
@@ -2802,8 +3279,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2802 | { | 3279 | { |
2803 | const float ROTATION_TOLERANCE = 0.01f; | 3280 | const float ROTATION_TOLERANCE = 0.01f; |
2804 | const float VELOCITY_TOLERANCE = 0.001f; | 3281 | const float VELOCITY_TOLERANCE = 0.001f; |
2805 | const float POSITION_TOLERANCE = 0.05f; | 3282 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2806 | const int TIME_MS_TOLERANCE = 3000; | 3283 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2807 | 3284 | ||
2808 | switch (UpdateFlag) | 3285 | switch (UpdateFlag) |
2809 | { | 3286 | { |
@@ -2817,17 +3294,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2817 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || | 3294 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || |
2818 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || | 3295 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || |
2819 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || | 3296 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || |
2820 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3297 | Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE) |
2821 | { | 3298 | { |
2822 | SendTerseUpdateToAllClients(); | 3299 | SendTerseUpdateToAllClients(); |
2823 | 3300 | ||
2824 | // Update the "last" values | ||
2825 | m_lastPosition = OffsetPosition; | ||
2826 | m_lastRotation = RotationOffset; | ||
2827 | m_lastVelocity = Velocity; | ||
2828 | m_lastAcceleration = Acceleration; | ||
2829 | m_lastAngularVelocity = AngularVelocity; | ||
2830 | m_lastTerseSent = Environment.TickCount; | ||
2831 | } | 3301 | } |
2832 | break; | 3302 | break; |
2833 | } | 3303 | } |
@@ -2845,6 +3315,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2845 | /// </summary> | 3315 | /// </summary> |
2846 | public void SendTerseUpdateToAllClients() | 3316 | public void SendTerseUpdateToAllClients() |
2847 | { | 3317 | { |
3318 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3319 | return; | ||
3320 | |||
3321 | // Update the "last" values | ||
3322 | m_lastPosition = OffsetPosition; | ||
3323 | m_lastRotation = RotationOffset; | ||
3324 | m_lastVelocity = Velocity; | ||
3325 | m_lastAcceleration = Acceleration; | ||
3326 | m_lastAngularVelocity = AngularVelocity; | ||
3327 | m_lastUpdateSentTime = Environment.TickCount; | ||
3328 | |||
2848 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | 3329 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) |
2849 | { | 3330 | { |
2850 | SendTerseUpdateToClient(client); | 3331 | SendTerseUpdateToClient(client); |
@@ -2868,10 +3349,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2868 | 3349 | ||
2869 | public void SetBuoyancy(float fvalue) | 3350 | public void SetBuoyancy(float fvalue) |
2870 | { | 3351 | { |
2871 | PhysicsActor pa = PhysActor; | 3352 | Buoyancy = fvalue; |
2872 | 3353 | /* | |
2873 | if (pa != null) | 3354 | if (PhysActor != null) |
2874 | pa.Buoyancy = fvalue; | 3355 | { |
3356 | PhysActor.Buoyancy = fvalue; | ||
3357 | } | ||
3358 | */ | ||
2875 | } | 3359 | } |
2876 | 3360 | ||
2877 | public void SetDieAtEdge(bool p) | 3361 | public void SetDieAtEdge(bool p) |
@@ -2887,47 +3371,111 @@ namespace OpenSim.Region.Framework.Scenes | |||
2887 | PhysicsActor pa = PhysActor; | 3371 | PhysicsActor pa = PhysActor; |
2888 | 3372 | ||
2889 | if (pa != null) | 3373 | if (pa != null) |
2890 | pa.FloatOnWater = floatYN == 1; | 3374 | pa.FloatOnWater = (floatYN == 1); |
2891 | } | 3375 | } |
2892 | 3376 | ||
2893 | public void SetForce(Vector3 force) | 3377 | public void SetForce(Vector3 force) |
2894 | { | 3378 | { |
2895 | PhysicsActor pa = PhysActor; | 3379 | Force = force; |
3380 | } | ||
2896 | 3381 | ||
2897 | if (pa != null) | 3382 | public SOPVehicle VehicleParams |
2898 | pa.Force = force; | 3383 | { |
3384 | get | ||
3385 | { | ||
3386 | return m_vehicleParams; | ||
3387 | } | ||
3388 | set | ||
3389 | { | ||
3390 | m_vehicleParams = value; | ||
3391 | } | ||
3392 | } | ||
3393 | |||
3394 | |||
3395 | public int VehicleType | ||
3396 | { | ||
3397 | get | ||
3398 | { | ||
3399 | if (m_vehicleParams == null) | ||
3400 | return (int)Vehicle.TYPE_NONE; | ||
3401 | else | ||
3402 | return (int)m_vehicleParams.Type; | ||
3403 | } | ||
3404 | set | ||
3405 | { | ||
3406 | SetVehicleType(value); | ||
3407 | } | ||
2899 | } | 3408 | } |
2900 | 3409 | ||
2901 | public void SetVehicleType(int type) | 3410 | public void SetVehicleType(int type) |
2902 | { | 3411 | { |
2903 | PhysicsActor pa = PhysActor; | 3412 | m_vehicleParams = null; |
3413 | |||
3414 | if (type == (int)Vehicle.TYPE_NONE) | ||
3415 | { | ||
3416 | if (_parentID ==0 && PhysActor != null) | ||
3417 | PhysActor.VehicleType = (int)Vehicle.TYPE_NONE; | ||
3418 | return; | ||
3419 | } | ||
3420 | m_vehicleParams = new SOPVehicle(); | ||
3421 | m_vehicleParams.ProcessTypeChange((Vehicle)type); | ||
3422 | { | ||
3423 | if (_parentID ==0 && PhysActor != null) | ||
3424 | PhysActor.VehicleType = type; | ||
3425 | return; | ||
3426 | } | ||
3427 | } | ||
2904 | 3428 | ||
2905 | if (pa != null) | 3429 | public void SetVehicleFlags(int param, bool remove) |
2906 | pa.VehicleType = type; | 3430 | { |
3431 | if (m_vehicleParams == null) | ||
3432 | return; | ||
3433 | |||
3434 | m_vehicleParams.ProcessVehicleFlags(param, remove); | ||
3435 | |||
3436 | if (_parentID ==0 && PhysActor != null) | ||
3437 | { | ||
3438 | PhysActor.VehicleFlags(param, remove); | ||
3439 | } | ||
2907 | } | 3440 | } |
2908 | 3441 | ||
2909 | public void SetVehicleFloatParam(int param, float value) | 3442 | public void SetVehicleFloatParam(int param, float value) |
2910 | { | 3443 | { |
2911 | PhysicsActor pa = PhysActor; | 3444 | if (m_vehicleParams == null) |
3445 | return; | ||
2912 | 3446 | ||
2913 | if (pa != null) | 3447 | m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value); |
2914 | pa.VehicleFloatParam(param, value); | 3448 | |
3449 | if (_parentID == 0 && PhysActor != null) | ||
3450 | { | ||
3451 | PhysActor.VehicleFloatParam(param, value); | ||
3452 | } | ||
2915 | } | 3453 | } |
2916 | 3454 | ||
2917 | public void SetVehicleVectorParam(int param, Vector3 value) | 3455 | public void SetVehicleVectorParam(int param, Vector3 value) |
2918 | { | 3456 | { |
2919 | PhysicsActor pa = PhysActor; | 3457 | if (m_vehicleParams == null) |
3458 | return; | ||
2920 | 3459 | ||
2921 | if (pa != null) | 3460 | m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value); |
2922 | pa.VehicleVectorParam(param, value); | 3461 | |
3462 | if (_parentID == 0 && PhysActor != null) | ||
3463 | { | ||
3464 | PhysActor.VehicleVectorParam(param, value); | ||
3465 | } | ||
2923 | } | 3466 | } |
2924 | 3467 | ||
2925 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 3468 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
2926 | { | 3469 | { |
2927 | PhysicsActor pa = PhysActor; | 3470 | if (m_vehicleParams == null) |
3471 | return; | ||
2928 | 3472 | ||
2929 | if (pa != null) | 3473 | m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation); |
2930 | pa.VehicleRotationParam(param, rotation); | 3474 | |
3475 | if (_parentID == 0 && PhysActor != null) | ||
3476 | { | ||
3477 | PhysActor.VehicleRotationParam(param, rotation); | ||
3478 | } | ||
2931 | } | 3479 | } |
2932 | 3480 | ||
2933 | /// <summary> | 3481 | /// <summary> |
@@ -3128,14 +3676,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3128 | hasProfileCut = hasDimple; // is it the same thing? | 3676 | hasProfileCut = hasDimple; // is it the same thing? |
3129 | } | 3677 | } |
3130 | 3678 | ||
3131 | public void SetVehicleFlags(int param, bool remove) | ||
3132 | { | ||
3133 | PhysicsActor pa = PhysActor; | ||
3134 | |||
3135 | if (pa != null) | ||
3136 | pa.VehicleFlags(param, remove); | ||
3137 | } | ||
3138 | |||
3139 | public void SetGroup(UUID groupID, IClientAPI client) | 3679 | public void SetGroup(UUID groupID, IClientAPI client) |
3140 | { | 3680 | { |
3141 | // Scene.AddNewPrims() calls with client == null so can't use this. | 3681 | // Scene.AddNewPrims() calls with client == null so can't use this. |
@@ -3235,71 +3775,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
3235 | { | 3775 | { |
3236 | ParentGroup.stopMoveToTarget(); | 3776 | ParentGroup.stopMoveToTarget(); |
3237 | 3777 | ||
3238 | ParentGroup.ScheduleGroupForTerseUpdate(); | 3778 | // ParentGroup.ScheduleGroupForTerseUpdate(); |
3239 | //ParentGroup.ScheduleGroupForFullUpdate(); | 3779 | //ParentGroup.ScheduleGroupForFullUpdate(); |
3240 | } | 3780 | } |
3241 | 3781 | ||
3242 | public void StoreUndoState() | 3782 | public void StoreUndoState(ObjectChangeType change) |
3243 | { | 3783 | { |
3244 | StoreUndoState(false); | 3784 | if (m_UndoRedo == null) |
3245 | } | 3785 | m_UndoRedo = new UndoRedoState(5); |
3246 | 3786 | ||
3247 | public void StoreUndoState(bool forGroup) | 3787 | lock (m_UndoRedo) |
3248 | { | ||
3249 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3250 | return; | ||
3251 | |||
3252 | if (Undoing) | ||
3253 | { | ||
3254 | // m_log.DebugFormat( | ||
3255 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3256 | return; | ||
3257 | } | ||
3258 | |||
3259 | if (IgnoreUndoUpdate) | ||
3260 | { | ||
3261 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3262 | return; | ||
3263 | } | ||
3264 | |||
3265 | lock (m_undo) | ||
3266 | { | 3788 | { |
3267 | if (m_undo.Count > 0) | 3789 | if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended |
3268 | { | 3790 | { |
3269 | UndoState last = m_undo[m_undo.Count - 1]; | 3791 | m_UndoRedo.StoreUndo(this, change); |
3270 | if (last != null) | ||
3271 | { | ||
3272 | // TODO: May need to fix for group comparison | ||
3273 | if (last.Compare(this)) | ||
3274 | { | ||
3275 | // m_log.DebugFormat( | ||
3276 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3277 | // Name, LocalId, m_undo.Count); | ||
3278 | |||
3279 | return; | ||
3280 | } | ||
3281 | } | ||
3282 | } | ||
3283 | |||
3284 | // m_log.DebugFormat( | ||
3285 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3286 | // Name, LocalId, forGroup, m_undo.Count); | ||
3287 | |||
3288 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3289 | { | ||
3290 | UndoState nUndo = new UndoState(this, forGroup); | ||
3291 | |||
3292 | m_undo.Add(nUndo); | ||
3293 | |||
3294 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3295 | m_undo.RemoveAt(0); | ||
3296 | |||
3297 | if (m_redo.Count > 0) | ||
3298 | m_redo.Clear(); | ||
3299 | |||
3300 | // m_log.DebugFormat( | ||
3301 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | ||
3302 | // Name, LocalId, forGroup, m_undo.Count); | ||
3303 | } | 3792 | } |
3304 | } | 3793 | } |
3305 | } | 3794 | } |
@@ -3311,88 +3800,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3311 | { | 3800 | { |
3312 | get | 3801 | get |
3313 | { | 3802 | { |
3314 | lock (m_undo) | 3803 | if (m_UndoRedo == null) |
3315 | return m_undo.Count; | 3804 | return 0; |
3805 | return m_UndoRedo.Count; | ||
3316 | } | 3806 | } |
3317 | } | 3807 | } |
3318 | 3808 | ||
3319 | public void Undo() | 3809 | public void Undo() |
3320 | { | 3810 | { |
3321 | lock (m_undo) | 3811 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3322 | { | 3812 | return; |
3323 | // m_log.DebugFormat( | ||
3324 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3325 | // Name, LocalId, m_undo.Count); | ||
3326 | |||
3327 | if (m_undo.Count > 0) | ||
3328 | { | ||
3329 | UndoState goback = m_undo[m_undo.Count - 1]; | ||
3330 | m_undo.RemoveAt(m_undo.Count - 1); | ||
3331 | |||
3332 | UndoState nUndo = null; | ||
3333 | |||
3334 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3335 | { | ||
3336 | nUndo = new UndoState(this, goback.ForGroup); | ||
3337 | } | ||
3338 | |||
3339 | goback.PlaybackState(this); | ||
3340 | |||
3341 | if (nUndo != null) | ||
3342 | { | ||
3343 | m_redo.Add(nUndo); | ||
3344 | |||
3345 | if (m_redo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3346 | m_redo.RemoveAt(0); | ||
3347 | } | ||
3348 | } | ||
3349 | 3813 | ||
3350 | // m_log.DebugFormat( | 3814 | lock (m_UndoRedo) |
3351 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | 3815 | { |
3352 | // Name, LocalId, m_undo.Count); | 3816 | Undoing = true; |
3817 | m_UndoRedo.Undo(this); | ||
3818 | Undoing = false; | ||
3353 | } | 3819 | } |
3354 | } | 3820 | } |
3355 | 3821 | ||
3356 | public void Redo() | 3822 | public void Redo() |
3357 | { | 3823 | { |
3358 | lock (m_undo) | 3824 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3359 | { | 3825 | return; |
3360 | // m_log.DebugFormat( | ||
3361 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3362 | // Name, LocalId, m_redo.Count); | ||
3363 | |||
3364 | if (m_redo.Count > 0) | ||
3365 | { | ||
3366 | UndoState gofwd = m_redo[m_redo.Count - 1]; | ||
3367 | m_redo.RemoveAt(m_redo.Count - 1); | ||
3368 | |||
3369 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3370 | { | ||
3371 | UndoState nUndo = new UndoState(this, gofwd.ForGroup); | ||
3372 | |||
3373 | m_undo.Add(nUndo); | ||
3374 | |||
3375 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3376 | m_undo.RemoveAt(0); | ||
3377 | } | ||
3378 | |||
3379 | gofwd.PlayfwdState(this); | ||
3380 | 3826 | ||
3381 | // m_log.DebugFormat( | 3827 | lock (m_UndoRedo) |
3382 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | 3828 | { |
3383 | // Name, LocalId, m_redo.Count); | 3829 | Undoing = true; |
3384 | } | 3830 | m_UndoRedo.Redo(this); |
3831 | Undoing = false; | ||
3385 | } | 3832 | } |
3386 | } | 3833 | } |
3387 | 3834 | ||
3388 | public void ClearUndoState() | 3835 | public void ClearUndoState() |
3389 | { | 3836 | { |
3390 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | 3837 | if (m_UndoRedo == null || Undoing) |
3838 | return; | ||
3391 | 3839 | ||
3392 | lock (m_undo) | 3840 | lock (m_UndoRedo) |
3393 | { | 3841 | { |
3394 | m_undo.Clear(); | 3842 | m_UndoRedo.Clear(); |
3395 | m_redo.Clear(); | ||
3396 | } | 3843 | } |
3397 | } | 3844 | } |
3398 | 3845 | ||
@@ -3943,7 +4390,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3943 | if (god) | 4390 | if (god) |
3944 | { | 4391 | { |
3945 | BaseMask = ApplyMask(BaseMask, set, mask); | 4392 | BaseMask = ApplyMask(BaseMask, set, mask); |
3946 | Inventory.ApplyGodPermissions(_baseMask); | 4393 | Inventory.ApplyGodPermissions(BaseMask); |
3947 | } | 4394 | } |
3948 | 4395 | ||
3949 | break; | 4396 | break; |
@@ -3962,7 +4409,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3962 | case 16: | 4409 | case 16: |
3963 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & | 4410 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & |
3964 | baseMask; | 4411 | baseMask; |
3965 | // Prevent the client from creating no mod, no copy | 4412 | // Prevent the client from creating no copy, no transfer |
3966 | // objects | 4413 | // objects |
3967 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) | 4414 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) |
3968 | NextOwnerMask |= (uint)PermissionMask.Transfer; | 4415 | NextOwnerMask |= (uint)PermissionMask.Transfer; |
@@ -3980,20 +4427,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
3980 | { | 4427 | { |
3981 | bool update = false; | 4428 | bool update = false; |
3982 | 4429 | ||
3983 | if (BaseMask != source.BaseMask || | 4430 | uint prevOwnerMask = OwnerMask; |
3984 | OwnerMask != source.OwnerMask || | 4431 | uint prevGroupMask = GroupMask; |
3985 | GroupMask != source.GroupMask || | 4432 | uint prevEveryoneMask = EveryoneMask; |
3986 | EveryoneMask != source.EveryoneMask || | 4433 | uint prevNextOwnerMask = NextOwnerMask; |
3987 | NextOwnerMask != source.NextOwnerMask) | ||
3988 | update = true; | ||
3989 | 4434 | ||
3990 | BaseMask = source.BaseMask; | 4435 | OwnerMask = source.OwnerMask & BaseMask; |
3991 | OwnerMask = source.OwnerMask; | 4436 | GroupMask = source.GroupMask & BaseMask; |
3992 | GroupMask = source.GroupMask; | 4437 | EveryoneMask = source.EveryoneMask & BaseMask; |
3993 | EveryoneMask = source.EveryoneMask; | 4438 | NextOwnerMask = source.NextOwnerMask & BaseMask; |
3994 | NextOwnerMask = source.NextOwnerMask; | ||
3995 | 4439 | ||
3996 | if (update) | 4440 | if (OwnerMask != prevOwnerMask || |
4441 | GroupMask != prevGroupMask || | ||
4442 | EveryoneMask != prevEveryoneMask || | ||
4443 | NextOwnerMask != prevNextOwnerMask) | ||
3997 | SendFullUpdateToAllClients(); | 4444 | SendFullUpdateToAllClients(); |
3998 | } | 4445 | } |
3999 | 4446 | ||
@@ -4044,6 +4491,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4044 | } | 4491 | } |
4045 | } | 4492 | } |
4046 | 4493 | ||
4494 | |||
4047 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) | 4495 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) |
4048 | { | 4496 | { |
4049 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) | 4497 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) |
@@ -4071,7 +4519,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4071 | /// <param name="SetTemporary"></param> | 4519 | /// <param name="SetTemporary"></param> |
4072 | /// <param name="SetPhantom"></param> | 4520 | /// <param name="SetPhantom"></param> |
4073 | /// <param name="SetVD"></param> | 4521 | /// <param name="SetVD"></param> |
4074 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | 4522 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
4075 | { | 4523 | { |
4076 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4524 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
4077 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4525 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
@@ -4081,116 +4529,98 @@ namespace OpenSim.Region.Framework.Scenes | |||
4081 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4529 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4082 | return; | 4530 | return; |
4083 | 4531 | ||
4084 | PhysicsActor pa = PhysActor; | 4532 | VolumeDetectActive = SetVD; |
4085 | |||
4086 | // Special cases for VD. VD can only be called from a script | ||
4087 | // and can't be combined with changes to other states. So we can rely | ||
4088 | // that... | ||
4089 | // ... if VD is changed, all others are not. | ||
4090 | // ... if one of the others is changed, VD is not. | ||
4091 | if (SetVD) // VD is active, special logic applies | ||
4092 | { | ||
4093 | // State machine logic for VolumeDetect | ||
4094 | // More logic below | ||
4095 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
4096 | |||
4097 | if (phanReset) // Phantom changes from on to off switch VD off too | ||
4098 | { | ||
4099 | SetVD = false; // Switch it of for the course of this routine | ||
4100 | VolumeDetectActive = false; // and also permanently | ||
4101 | |||
4102 | if (pa != null) | ||
4103 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
4104 | } | ||
4105 | else | ||
4106 | { | ||
4107 | // If volumedetect is active we don't want phantom to be applied. | ||
4108 | // If this is a new call to VD out of the state "phantom" | ||
4109 | // this will also cause the prim to be visible to physics | ||
4110 | SetPhantom = false; | ||
4111 | } | ||
4112 | } | ||
4113 | 4533 | ||
4114 | if (UsePhysics && IsJoint()) | 4534 | // volume detector implies phantom |
4115 | { | 4535 | if (VolumeDetectActive) |
4116 | SetPhantom = true; | 4536 | SetPhantom = true; |
4117 | } | ||
4118 | 4537 | ||
4119 | if (UsePhysics) | 4538 | if (UsePhysics) |
4120 | { | ||
4121 | AddFlag(PrimFlags.Physics); | 4539 | AddFlag(PrimFlags.Physics); |
4122 | if (!wasUsingPhysics) | ||
4123 | { | ||
4124 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4125 | } | ||
4126 | } | ||
4127 | else | 4540 | else |
4128 | { | ||
4129 | RemFlag(PrimFlags.Physics); | 4541 | RemFlag(PrimFlags.Physics); |
4130 | if (wasUsingPhysics) | ||
4131 | { | ||
4132 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4133 | } | ||
4134 | } | ||
4135 | 4542 | ||
4136 | if (SetPhantom | 4543 | if (SetPhantom) |
4137 | || ParentGroup.IsAttachment | ||
4138 | || PhysicsShapeType == (byte)PhysShapeType.none | ||
4139 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | ||
4140 | { | ||
4141 | AddFlag(PrimFlags.Phantom); | 4544 | AddFlag(PrimFlags.Phantom); |
4545 | else | ||
4546 | RemFlag(PrimFlags.Phantom); | ||
4142 | 4547 | ||
4143 | if (PhysActor != null) | 4548 | if (SetTemporary) |
4549 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4550 | else | ||
4551 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4552 | |||
4553 | |||
4554 | if (ParentGroup.Scene == null) | ||
4555 | return; | ||
4556 | |||
4557 | PhysicsActor pa = PhysActor; | ||
4558 | |||
4559 | if (pa != null && building && pa.Building != building) | ||
4560 | pa.Building = building; | ||
4561 | |||
4562 | if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none | ||
4563 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
4564 | { | ||
4565 | if (pa != null) | ||
4144 | { | 4566 | { |
4567 | if(wasUsingPhysics) | ||
4568 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
4145 | RemoveFromPhysics(); | 4569 | RemoveFromPhysics(); |
4146 | pa = null; | ||
4147 | } | 4570 | } |
4571 | |||
4572 | Velocity = new Vector3(0, 0, 0); | ||
4573 | Acceleration = new Vector3(0, 0, 0); | ||
4574 | if (ParentGroup.RootPart == this) | ||
4575 | AngularVelocity = new Vector3(0, 0, 0); | ||
4148 | } | 4576 | } |
4149 | else // Not phantom | 4577 | |
4578 | else | ||
4150 | { | 4579 | { |
4151 | RemFlag(PrimFlags.Phantom); | 4580 | if (ParentGroup.Scene.CollidablePrims) |
4152 | |||
4153 | if (ParentGroup.Scene == null) | ||
4154 | return; | ||
4155 | |||
4156 | if (ParentGroup.Scene.CollidablePrims && pa == null) | ||
4157 | { | 4581 | { |
4158 | AddToPhysics(UsePhysics, SetPhantom, false); | 4582 | if (pa == null) |
4159 | pa = PhysActor; | ||
4160 | |||
4161 | |||
4162 | if (pa != null) | ||
4163 | { | 4583 | { |
4164 | pa.SetMaterial(Material); | 4584 | AddToPhysics(UsePhysics, SetPhantom, building, false); |
4165 | DoPhysicsPropertyUpdate(UsePhysics, true); | 4585 | pa = PhysActor; |
4166 | 4586 | /* | |
4167 | if ( | 4587 | if (pa != null) |
4168 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4169 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4170 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4171 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4172 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4173 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4174 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4175 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4176 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4177 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4178 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4179 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4180 | (CollisionSound != UUID.Zero) | ||
4181 | ) | ||
4182 | { | 4588 | { |
4183 | pa.OnCollisionUpdate += PhysicsCollision; | 4589 | if ( |
4184 | pa.SubscribeEvents(1000); | 4590 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
4591 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4592 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4593 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4594 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4595 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4596 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4597 | ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4598 | (CollisionSound != UUID.Zero) | ||
4599 | ) | ||
4600 | { | ||
4601 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4602 | pa.SubscribeEvents(1000); | ||
4603 | } | ||
4185 | } | 4604 | } |
4605 | */ | ||
4186 | } | 4606 | } |
4187 | } | 4607 | else // it already has a physical representation |
4188 | else // it already has a physical representation | 4608 | { |
4189 | { | 4609 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. |
4190 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | 4610 | /* moved into DoPhysicsPropertyUpdate |
4191 | } | 4611 | if(VolumeDetectActive) |
4192 | } | 4612 | pa.SetVolumeDetect(1); |
4613 | else | ||
4614 | pa.SetVolumeDetect(0); | ||
4615 | */ | ||
4193 | 4616 | ||
4617 | if (pa.Building != building) | ||
4618 | pa.Building = building; | ||
4619 | } | ||
4620 | |||
4621 | UpdatePhysicsSubscribedEvents(); | ||
4622 | } | ||
4623 | } | ||
4194 | if (SetVD) | 4624 | if (SetVD) |
4195 | { | 4625 | { |
4196 | // If the above logic worked (this is urgent candidate to unit tests!) | 4626 | // If the above logic worked (this is urgent candidate to unit tests!) |
@@ -4204,6 +4634,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4204 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 4634 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
4205 | VolumeDetectActive = true; | 4635 | VolumeDetectActive = true; |
4206 | } | 4636 | } |
4637 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4207 | } | 4638 | } |
4208 | else if (SetVD != wasVD) | 4639 | else if (SetVD != wasVD) |
4209 | { | 4640 | { |
@@ -4215,61 +4646,51 @@ namespace OpenSim.Region.Framework.Scenes | |||
4215 | RemFlag(PrimFlags.Phantom); | 4646 | RemFlag(PrimFlags.Phantom); |
4216 | VolumeDetectActive = false; | 4647 | VolumeDetectActive = false; |
4217 | } | 4648 | } |
4218 | 4649 | // and last in case we have a new actor and not building | |
4219 | if (SetTemporary) | ||
4220 | { | ||
4221 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4222 | } | ||
4223 | else | ||
4224 | { | ||
4225 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4226 | } | ||
4227 | |||
4228 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4229 | 4650 | ||
4230 | if (ParentGroup != null) | 4651 | if (ParentGroup != null) |
4231 | { | 4652 | { |
4232 | ParentGroup.HasGroupChanged = true; | 4653 | ParentGroup.HasGroupChanged = true; |
4233 | ScheduleFullUpdate(); | 4654 | ScheduleFullUpdate(); |
4234 | } | 4655 | } |
4235 | 4656 | ||
4236 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); | 4657 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); |
4237 | } | 4658 | } |
4238 | 4659 | ||
4239 | /// <summary> | 4660 | /// <summary> |
4240 | /// Adds this part to the physics scene. | 4661 | /// Adds this part to the physics scene. |
4662 | /// and sets the PhysActor property | ||
4241 | /// </summary> | 4663 | /// </summary> |
4242 | /// <remarks>This method also sets the PhysActor property.</remarks> | 4664 | /// <param name="isPhysical">Add this prim as physical.</param> |
4243 | /// <param name="rigidBody">Add this prim with a rigid body.</param> | 4665 | /// <param name="isPhantom">Add this prim as phantom.</param> |
4244 | /// <returns> | 4666 | /// <param name="building">tells physics to delay full construction of object</param> |
4245 | /// The physics actor. null if there was a failure. | 4667 | /// <param name="applyDynamics">applies velocities, force and torque</param> |
4246 | /// </returns> | 4668 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) |
4247 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) | 4669 | { |
4248 | { | ||
4249 | PhysicsActor pa; | 4670 | PhysicsActor pa; |
4250 | 4671 | ||
4251 | Vector3 velocity = Velocity; | 4672 | Vector3 velocity = Velocity; |
4252 | Vector3 rotationalVelocity = AngularVelocity;; | 4673 | Vector3 rotationalVelocity = AngularVelocity;; |
4253 | 4674 | ||
4254 | try | 4675 | try |
4255 | { | 4676 | { |
4256 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4677 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4257 | string.Format("{0}/{1}", Name, UUID), | 4678 | string.Format("{0}/{1}", Name, UUID), |
4258 | Shape, | 4679 | Shape, |
4259 | AbsolutePosition, | 4680 | AbsolutePosition, |
4260 | Scale, | 4681 | Scale, |
4261 | GetWorldRotation(), | 4682 | GetWorldRotation(), |
4262 | isPhysical, | 4683 | isPhysical, |
4263 | isPhantom, | 4684 | isPhantom, |
4264 | PhysicsShapeType, | 4685 | PhysicsShapeType, |
4265 | m_localId); | 4686 | m_localId); |
4266 | } | 4687 | } |
4267 | catch (Exception e) | 4688 | catch (Exception e) |
4268 | { | 4689 | { |
4269 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); | 4690 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); |
4270 | pa = null; | 4691 | pa = null; |
4271 | } | 4692 | } |
4272 | 4693 | ||
4273 | if (pa != null) | 4694 | if (pa != null) |
4274 | { | 4695 | { |
4275 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info | 4696 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
@@ -4282,11 +4703,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4282 | 4703 | ||
4283 | if (VolumeDetectActive) // change if not the default only | 4704 | if (VolumeDetectActive) // change if not the default only |
4284 | pa.SetVolumeDetect(1); | 4705 | pa.SetVolumeDetect(1); |
4706 | |||
4707 | if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4708 | m_vehicleParams.SetVehicle(pa); | ||
4709 | |||
4285 | // we are going to tell rest of code about physics so better have this here | 4710 | // we are going to tell rest of code about physics so better have this here |
4286 | PhysActor = pa; | 4711 | PhysActor = pa; |
4287 | 4712 | ||
4713 | // DoPhysicsPropertyUpdate(isPhysical, true); | ||
4714 | // lets expand it here just with what it really needs to do | ||
4715 | |||
4288 | if (isPhysical) | 4716 | if (isPhysical) |
4289 | { | 4717 | { |
4718 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
4719 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
4720 | ParentGroup.RootPart.KeyframeMotion = null; | ||
4290 | ParentGroup.Scene.AddPhysicalPrim(1); | 4721 | ParentGroup.Scene.AddPhysicalPrim(1); |
4291 | 4722 | ||
4292 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 4723 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
@@ -4303,19 +4734,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
4303 | } | 4734 | } |
4304 | } | 4735 | } |
4305 | 4736 | ||
4306 | if (applyDynamics) | 4737 | if (applyDynamics) |
4307 | // do independent of isphysical so parameters get setted (at least some) | 4738 | // do independent of isphysical so parameters get setted (at least some) |
4308 | { | 4739 | { |
4309 | Velocity = velocity; | 4740 | Velocity = velocity; |
4310 | AngularVelocity = rotationalVelocity; | 4741 | AngularVelocity = rotationalVelocity; |
4311 | // pa.Velocity = velocity; | 4742 | // pa.Velocity = velocity; |
4312 | pa.RotationalVelocity = rotationalVelocity; | 4743 | pa.RotationalVelocity = rotationalVelocity; |
4744 | |||
4745 | // if not vehicle and root part apply force and torque | ||
4746 | if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE) | ||
4747 | && LocalId == ParentGroup.RootPart.LocalId) | ||
4748 | { | ||
4749 | pa.Force = Force; | ||
4750 | pa.Torque = Torque; | ||
4751 | } | ||
4313 | } | 4752 | } |
4314 | 4753 | ||
4315 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 4754 | // if (Shape.SculptEntry) |
4755 | // CheckSculptAndLoad(); | ||
4756 | // else | ||
4757 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
4758 | |||
4759 | if (!building) | ||
4760 | pa.Building = false; | ||
4316 | } | 4761 | } |
4317 | 4762 | ||
4318 | PhysActor = pa; | 4763 | PhysActor = pa; |
4764 | |||
4319 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); | 4765 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); |
4320 | } | 4766 | } |
4321 | 4767 | ||
@@ -4324,13 +4770,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4324 | /// </summary> | 4770 | /// </summary> |
4325 | /// <remarks> | 4771 | /// <remarks> |
4326 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics | 4772 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics |
4327 | /// representation for collision detection. Rather, this would be used in situations such as making a prim | 4773 | /// representation for collision detection. |
4328 | /// phantom. | ||
4329 | /// </remarks> | 4774 | /// </remarks> |
4330 | public void RemoveFromPhysics() | 4775 | public void RemoveFromPhysics() |
4331 | { | 4776 | { |
4332 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | 4777 | PhysicsActor pa = PhysActor; |
4333 | ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 4778 | if (pa != null) |
4779 | { | ||
4780 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4781 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | ||
4782 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | ||
4783 | |||
4784 | ParentGroup.Scene.PhysicsScene.RemovePrim(pa); | ||
4785 | |||
4786 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | ||
4787 | } | ||
4334 | PhysActor = null; | 4788 | PhysActor = null; |
4335 | } | 4789 | } |
4336 | 4790 | ||
@@ -4462,6 +4916,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4462 | { | 4916 | { |
4463 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | 4917 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); |
4464 | 4918 | ||
4919 | return; | ||
4920 | |||
4465 | if (ParentGroup.IsDeleted) | 4921 | if (ParentGroup.IsDeleted) |
4466 | return; | 4922 | return; |
4467 | 4923 | ||
@@ -4542,6 +4998,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
4542 | ScheduleFullUpdate(); | 4998 | ScheduleFullUpdate(); |
4543 | } | 4999 | } |
4544 | 5000 | ||
5001 | |||
5002 | private void UpdatePhysicsSubscribedEvents() | ||
5003 | { | ||
5004 | PhysicsActor pa = PhysActor; | ||
5005 | if (pa == null) | ||
5006 | return; | ||
5007 | |||
5008 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5009 | |||
5010 | bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0)); | ||
5011 | |||
5012 | scriptEvents CombinedEvents = AggregateScriptEvents; | ||
5013 | |||
5014 | // merge with root part | ||
5015 | if (ParentGroup != null && ParentGroup.RootPart != null) | ||
5016 | CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents; | ||
5017 | |||
5018 | // submit to this part case | ||
5019 | if (VolumeDetectActive) | ||
5020 | CombinedEvents &= PhyscicsVolumeDtcSubsEvents; | ||
5021 | else if ((Flags & PrimFlags.Phantom) != 0) | ||
5022 | CombinedEvents &= PhyscicsPhantonSubsEvents; | ||
5023 | else | ||
5024 | CombinedEvents &= PhysicsNeededSubsEvents; | ||
5025 | |||
5026 | if (hassound || CombinedEvents != 0) | ||
5027 | { | ||
5028 | // subscribe to physics updates. | ||
5029 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5030 | pa.SubscribeEvents(50); // 20 reports per second | ||
5031 | } | ||
5032 | else | ||
5033 | { | ||
5034 | pa.UnSubscribeEvents(); | ||
5035 | } | ||
5036 | } | ||
5037 | |||
5038 | |||
4545 | public void aggregateScriptEvents() | 5039 | public void aggregateScriptEvents() |
4546 | { | 5040 | { |
4547 | if (ParentGroup == null || ParentGroup.RootPart == null) | 5041 | if (ParentGroup == null || ParentGroup.RootPart == null) |
@@ -4578,40 +5072,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
4578 | { | 5072 | { |
4579 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; | 5073 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; |
4580 | } | 5074 | } |
4581 | 5075 | /* | |
4582 | PhysicsActor pa = PhysActor; | 5076 | PhysicsActor pa = PhysActor; |
4583 | 5077 | if (pa != null) | |
4584 | if ( | ||
4585 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4586 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4587 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4588 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4589 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4590 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4591 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4592 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4593 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4594 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4595 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4596 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4597 | (CollisionSound != UUID.Zero) | ||
4598 | ) | ||
4599 | { | 5078 | { |
4600 | // subscribe to physics updates. | 5079 | if ( |
4601 | if (pa != null) | 5080 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
5081 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
5082 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
5083 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
5084 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
5085 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
5086 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
5087 | ) | ||
4602 | { | 5088 | { |
5089 | // subscribe to physics updates. | ||
4603 | pa.OnCollisionUpdate += PhysicsCollision; | 5090 | pa.OnCollisionUpdate += PhysicsCollision; |
4604 | pa.SubscribeEvents(1000); | 5091 | pa.SubscribeEvents(1000); |
4605 | } | 5092 | } |
4606 | } | 5093 | else |
4607 | else | ||
4608 | { | ||
4609 | if (pa != null) | ||
4610 | { | 5094 | { |
4611 | pa.UnSubscribeEvents(); | 5095 | pa.UnSubscribeEvents(); |
4612 | pa.OnCollisionUpdate -= PhysicsCollision; | 5096 | pa.OnCollisionUpdate -= PhysicsCollision; |
4613 | } | 5097 | } |
4614 | } | 5098 | } |
5099 | */ | ||
5100 | UpdatePhysicsSubscribedEvents(); | ||
4615 | 5101 | ||
4616 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | 5102 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) |
4617 | //{ | 5103 | //{ |
@@ -4742,6 +5228,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4742 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 5228 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4743 | } | 5229 | } |
4744 | 5230 | ||
5231 | public void ResetOwnerChangeFlag() | ||
5232 | { | ||
5233 | List<UUID> inv = Inventory.GetInventoryList(); | ||
5234 | |||
5235 | foreach (UUID itemID in inv) | ||
5236 | { | ||
5237 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
5238 | item.OwnerChanged = false; | ||
5239 | Inventory.UpdateInventoryItem(item, false, false); | ||
5240 | } | ||
5241 | } | ||
5242 | |||
4745 | /// <summary> | 5243 | /// <summary> |
4746 | /// Record an avatar sitting on this part. | 5244 | /// Record an avatar sitting on this part. |
4747 | /// </summary> | 5245 | /// </summary> |