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 a8b63fe..ffde415 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> |
@@ -159,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
159 | /// </remarks> | 171 | /// </remarks> |
160 | public bool IsRoot | 172 | public bool IsRoot |
161 | { | 173 | { |
162 | get { return ParentGroup.RootPart == this; } | 174 | get { return Object.ReferenceEquals(ParentGroup.RootPart, this); } |
163 | } | 175 | } |
164 | 176 | ||
165 | /// <summary> | 177 | /// <summary> |
@@ -218,12 +230,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
218 | 230 | ||
219 | public double SoundRadius; | 231 | public double SoundRadius; |
220 | 232 | ||
233 | |||
221 | public uint TimeStampFull; | 234 | public uint TimeStampFull; |
222 | 235 | ||
223 | public uint TimeStampLastActivity; // Will be used for AutoReturn | 236 | public uint TimeStampLastActivity; // Will be used for AutoReturn |
224 | 237 | ||
225 | public uint TimeStampTerse; | 238 | public uint TimeStampTerse; |
226 | 239 | ||
240 | // The following two are to hold the attachment data | ||
241 | // while an object is inworld | ||
242 | [XmlIgnore] | ||
243 | public byte AttachPoint = 0; | ||
244 | |||
245 | [XmlIgnore] | ||
246 | public Vector3 AttachOffset = Vector3.Zero; | ||
247 | |||
248 | [XmlIgnore] | ||
249 | public Quaternion AttachRotation = Quaternion.Identity; | ||
250 | |||
251 | [XmlIgnore] | ||
227 | public int STATUS_ROTATE_X; | 252 | public int STATUS_ROTATE_X; |
228 | 253 | ||
229 | public int STATUS_ROTATE_Y; | 254 | public int STATUS_ROTATE_Y; |
@@ -250,8 +275,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
250 | 275 | ||
251 | public Vector3 RotationAxis = Vector3.One; | 276 | public Vector3 RotationAxis = Vector3.One; |
252 | 277 | ||
253 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 278 | public bool VolumeDetectActive; |
254 | // Certainly this must be a persistant setting finally | ||
255 | 279 | ||
256 | public bool IsWaitingForFirstSpinUpdatePacket; | 280 | public bool IsWaitingForFirstSpinUpdatePacket; |
257 | 281 | ||
@@ -291,10 +315,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
291 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 315 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
292 | private Vector3 m_sitTargetPosition; | 316 | private Vector3 m_sitTargetPosition; |
293 | private string m_sitAnimation = "SIT"; | 317 | private string m_sitAnimation = "SIT"; |
318 | private bool m_occupied; // KF if any av is sitting on this prim | ||
294 | private string m_text = String.Empty; | 319 | private string m_text = String.Empty; |
295 | private string m_touchName = String.Empty; | 320 | private string m_touchName = String.Empty; |
296 | private readonly List<UndoState> m_undo = new List<UndoState>(5); | 321 | private UndoRedoState m_UndoRedo = null; |
297 | private readonly List<UndoState> m_redo = new List<UndoState>(5); | ||
298 | 322 | ||
299 | private bool m_passTouches = false; | 323 | private bool m_passTouches = false; |
300 | private bool m_passCollisions = false; | 324 | private bool m_passCollisions = false; |
@@ -322,14 +346,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
322 | protected Vector3 m_lastVelocity; | 346 | protected Vector3 m_lastVelocity; |
323 | protected Vector3 m_lastAcceleration; | 347 | protected Vector3 m_lastAcceleration; |
324 | protected Vector3 m_lastAngularVelocity; | 348 | protected Vector3 m_lastAngularVelocity; |
325 | protected int m_lastTerseSent; | 349 | protected int m_lastUpdateSentTime; |
350 | protected float m_buoyancy = 0.0f; | ||
351 | protected Vector3 m_force; | ||
352 | protected Vector3 m_torque; | ||
326 | 353 | ||
327 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; | 354 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; |
328 | protected float m_density = 1000.0f; // in kg/m^3 | 355 | protected float m_density = 1000.0f; // in kg/m^3 |
329 | protected float m_gravitymod = 1.0f; | 356 | protected float m_gravitymod = 1.0f; |
330 | protected float m_friction = 0.6f; // wood | 357 | protected float m_friction = 0.6f; // wood |
331 | protected float m_bounce = 0.5f; // wood | 358 | protected float m_bounce = 0.5f; // wood |
332 | 359 | ||
360 | |||
361 | protected bool m_isSelected = false; | ||
362 | |||
333 | /// <summary> | 363 | /// <summary> |
334 | /// Stores media texture data | 364 | /// Stores media texture data |
335 | /// </summary> | 365 | /// </summary> |
@@ -341,10 +371,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
341 | private Vector3 m_cameraAtOffset; | 371 | private Vector3 m_cameraAtOffset; |
342 | private bool m_forceMouselook; | 372 | private bool m_forceMouselook; |
343 | 373 | ||
344 | // TODO: Collision sound should have default. | 374 | |
375 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
376 | private sbyte m_collisionSoundType; | ||
345 | private UUID m_collisionSound; | 377 | private UUID m_collisionSound; |
346 | private float m_collisionSoundVolume; | 378 | private float m_collisionSoundVolume; |
347 | 379 | ||
380 | private int LastColSoundSentTime; | ||
381 | |||
382 | |||
383 | private SOPVehicle m_vehicleParams = null; | ||
384 | |||
385 | private KeyframeMotion m_keyframeMotion = null; | ||
386 | |||
387 | public KeyframeMotion KeyframeMotion | ||
388 | { | ||
389 | get; set; | ||
390 | } | ||
391 | |||
392 | |||
348 | #endregion Fields | 393 | #endregion Fields |
349 | 394 | ||
350 | // ~SceneObjectPart() | 395 | // ~SceneObjectPart() |
@@ -374,6 +419,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
374 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | 419 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from |
375 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | 420 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log |
376 | m_inventory = new SceneObjectPartInventory(this); | 421 | m_inventory = new SceneObjectPartInventory(this); |
422 | LastColSoundSentTime = Util.EnvironmentTickCount(); | ||
377 | } | 423 | } |
378 | 424 | ||
379 | /// <summary> | 425 | /// <summary> |
@@ -388,7 +434,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
388 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 434 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
389 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 435 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
390 | { | 436 | { |
391 | m_name = "Primitive"; | 437 | m_name = "Object"; |
392 | 438 | ||
393 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 439 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
394 | LastOwnerID = CreatorID = OwnerID = ownerID; | 440 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -427,7 +473,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
427 | private uint _ownerMask = (uint)PermissionMask.All; | 473 | private uint _ownerMask = (uint)PermissionMask.All; |
428 | private uint _groupMask = (uint)PermissionMask.None; | 474 | private uint _groupMask = (uint)PermissionMask.None; |
429 | private uint _everyoneMask = (uint)PermissionMask.None; | 475 | private uint _everyoneMask = (uint)PermissionMask.None; |
430 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 476 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
431 | private PrimFlags _flags = PrimFlags.None; | 477 | private PrimFlags _flags = PrimFlags.None; |
432 | private DateTime m_expires; | 478 | private DateTime m_expires; |
433 | private DateTime m_rezzed; | 479 | private DateTime m_rezzed; |
@@ -521,12 +567,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
521 | } | 567 | } |
522 | 568 | ||
523 | /// <value> | 569 | /// <value> |
524 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 570 | /// Get the inventory list |
525 | /// </value> | 571 | /// </value> |
526 | public TaskInventoryDictionary TaskInventory | 572 | public TaskInventoryDictionary TaskInventory |
527 | { | 573 | { |
528 | get { return m_inventory.Items; } | 574 | get { |
529 | set { m_inventory.Items = value; } | 575 | return m_inventory.Items; |
576 | } | ||
577 | set { | ||
578 | m_inventory.Items = value; | ||
579 | } | ||
530 | } | 580 | } |
531 | 581 | ||
532 | /// <summary> | 582 | /// <summary> |
@@ -576,20 +626,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
576 | } | 626 | } |
577 | } | 627 | } |
578 | 628 | ||
579 | public byte Material | ||
580 | { | ||
581 | get { return (byte) m_material; } | ||
582 | set | ||
583 | { | ||
584 | m_material = (Material)value; | ||
585 | |||
586 | PhysicsActor pa = PhysActor; | ||
587 | |||
588 | if (pa != null) | ||
589 | pa.SetMaterial((int)value); | ||
590 | } | ||
591 | } | ||
592 | |||
593 | [XmlIgnore] | 629 | [XmlIgnore] |
594 | public bool PassTouches | 630 | public bool PassTouches |
595 | { | 631 | { |
@@ -615,6 +651,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
615 | } | 651 | } |
616 | } | 652 | } |
617 | 653 | ||
654 | public bool IsSelected | ||
655 | { | ||
656 | get { return m_isSelected; } | ||
657 | set | ||
658 | { | ||
659 | m_isSelected = value; | ||
660 | if (ParentGroup != null) | ||
661 | ParentGroup.PartSelectChanged(value); | ||
662 | } | ||
663 | } | ||
664 | |||
665 | |||
618 | public Dictionary<int, string> CollisionFilter | 666 | public Dictionary<int, string> CollisionFilter |
619 | { | 667 | { |
620 | get { return m_CollisionFilter; } | 668 | get { return m_CollisionFilter; } |
@@ -683,14 +731,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
683 | set { m_LoopSoundSlavePrims = value; } | 731 | set { m_LoopSoundSlavePrims = value; } |
684 | } | 732 | } |
685 | 733 | ||
686 | |||
687 | public Byte[] TextureAnimation | 734 | public Byte[] TextureAnimation |
688 | { | 735 | { |
689 | get { return m_TextureAnimation; } | 736 | get { return m_TextureAnimation; } |
690 | set { m_TextureAnimation = value; } | 737 | set { m_TextureAnimation = value; } |
691 | } | 738 | } |
692 | 739 | ||
693 | |||
694 | public Byte[] ParticleSystem | 740 | public Byte[] ParticleSystem |
695 | { | 741 | { |
696 | get { return m_particleSystem; } | 742 | get { return m_particleSystem; } |
@@ -727,9 +773,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
727 | { | 773 | { |
728 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 774 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
729 | PhysicsActor actor = PhysActor; | 775 | PhysicsActor actor = PhysActor; |
730 | // If physical and the root prim of a linkset, the position of the group is what physics thinks. | 776 | if (ParentID == 0) |
731 | if (actor != null && ParentID == 0) | 777 | { |
732 | m_groupPosition = actor.Position; | 778 | if (actor != null) |
779 | m_groupPosition = actor.Position; | ||
780 | return m_groupPosition; | ||
781 | } | ||
733 | 782 | ||
734 | // If I'm an attachment, my position is reported as the position of who I'm attached to | 783 | // If I'm an attachment, my position is reported as the position of who I'm attached to |
735 | if (ParentGroup.IsAttachment) | 784 | if (ParentGroup.IsAttachment) |
@@ -739,14 +788,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
739 | return sp.AbsolutePosition; | 788 | return sp.AbsolutePosition; |
740 | } | 789 | } |
741 | 790 | ||
791 | // use root prim's group position. Physics may have updated it | ||
792 | if (ParentGroup.RootPart != this) | ||
793 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
742 | return m_groupPosition; | 794 | return m_groupPosition; |
743 | } | 795 | } |
744 | set | 796 | set |
745 | { | 797 | { |
746 | m_groupPosition = value; | 798 | m_groupPosition = value; |
747 | |||
748 | PhysicsActor actor = PhysActor; | 799 | PhysicsActor actor = PhysActor; |
749 | if (actor != null) | 800 | if (actor != null && ParentGroup.Scene.PhysicsScene != null) |
750 | { | 801 | { |
751 | try | 802 | try |
752 | { | 803 | { |
@@ -770,16 +821,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
770 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); | 821 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); |
771 | } | 822 | } |
772 | } | 823 | } |
773 | |||
774 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
775 | if (SitTargetAvatar != UUID.Zero) | ||
776 | { | ||
777 | ScenePresence avatar; | ||
778 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
779 | { | ||
780 | avatar.ParentPosition = GetWorldPosition(); | ||
781 | } | ||
782 | } | ||
783 | } | 824 | } |
784 | } | 825 | } |
785 | 826 | ||
@@ -788,7 +829,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
788 | get { return m_offsetPosition; } | 829 | get { return m_offsetPosition; } |
789 | set | 830 | set |
790 | { | 831 | { |
791 | // StoreUndoState(); | 832 | Vector3 oldpos = m_offsetPosition; |
792 | m_offsetPosition = value; | 833 | m_offsetPosition = value; |
793 | 834 | ||
794 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 835 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -800,10 +841,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
800 | actor.Orientation = GetWorldRotation(); | 841 | actor.Orientation = GetWorldRotation(); |
801 | 842 | ||
802 | // Tell the physics engines that this prim changed. | 843 | // Tell the physics engines that this prim changed. |
803 | if (ParentGroup.Scene != null) | 844 | if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) |
804 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 845 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
805 | } | 846 | } |
847 | |||
848 | if (!m_parentGroup.m_dupeInProgress) | ||
849 | { | ||
850 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
851 | foreach (ScenePresence av in avs) | ||
852 | { | ||
853 | if (av.ParentID == m_localId) | ||
854 | { | ||
855 | Vector3 offset = (m_offsetPosition - oldpos); | ||
856 | av.AbsolutePosition += offset; | ||
857 | av.SendAvatarDataToAllAgents(); | ||
858 | } | ||
859 | } | ||
860 | } | ||
806 | } | 861 | } |
862 | TriggerScriptChangedEvent(Changed.POSITION); | ||
807 | } | 863 | } |
808 | } | 864 | } |
809 | 865 | ||
@@ -854,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
854 | 910 | ||
855 | set | 911 | set |
856 | { | 912 | { |
857 | StoreUndoState(); | 913 | // StoreUndoState(); |
858 | m_rotationOffset = value; | 914 | m_rotationOffset = value; |
859 | 915 | ||
860 | PhysicsActor actor = PhysActor; | 916 | PhysicsActor actor = PhysActor; |
@@ -942,19 +998,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
942 | get | 998 | get |
943 | { | 999 | { |
944 | PhysicsActor actor = PhysActor; | 1000 | PhysicsActor actor = PhysActor; |
945 | if ((actor != null) && actor.IsPhysical) | 1001 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) |
946 | { | 1002 | { |
947 | m_angularVelocity = actor.RotationalVelocity; | 1003 | m_angularVelocity = actor.RotationalVelocity; |
948 | } | 1004 | } |
949 | return m_angularVelocity; | 1005 | return m_angularVelocity; |
950 | } | 1006 | } |
951 | set { m_angularVelocity = value; } | 1007 | set |
1008 | { | ||
1009 | m_angularVelocity = value; | ||
1010 | PhysicsActor actor = PhysActor; | ||
1011 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) | ||
1012 | { | ||
1013 | actor.RotationalVelocity = m_angularVelocity; | ||
1014 | } | ||
1015 | } | ||
952 | } | 1016 | } |
953 | 1017 | ||
954 | /// <summary></summary> | 1018 | /// <summary></summary> |
955 | public Vector3 Acceleration | 1019 | public Vector3 Acceleration |
956 | { | 1020 | { |
957 | get { return m_acceleration; } | 1021 | get |
1022 | { | ||
1023 | PhysicsActor actor = PhysActor; | ||
1024 | if (actor != null) | ||
1025 | { | ||
1026 | m_acceleration = actor.Acceleration; | ||
1027 | } | ||
1028 | return m_acceleration; | ||
1029 | } | ||
1030 | |||
958 | set { m_acceleration = value; } | 1031 | set { m_acceleration = value; } |
959 | } | 1032 | } |
960 | 1033 | ||
@@ -1022,7 +1095,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1022 | public PrimitiveBaseShape Shape | 1095 | public PrimitiveBaseShape Shape |
1023 | { | 1096 | { |
1024 | get { return m_shape; } | 1097 | get { return m_shape; } |
1025 | set { m_shape = value;} | 1098 | set |
1099 | { | ||
1100 | m_shape = value; | ||
1101 | } | ||
1026 | } | 1102 | } |
1027 | 1103 | ||
1028 | /// <summary> | 1104 | /// <summary> |
@@ -1035,7 +1111,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1035 | { | 1111 | { |
1036 | if (m_shape != null) | 1112 | if (m_shape != null) |
1037 | { | 1113 | { |
1038 | StoreUndoState(); | ||
1039 | 1114 | ||
1040 | m_shape.Scale = value; | 1115 | m_shape.Scale = value; |
1041 | 1116 | ||
@@ -1103,10 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1103 | { | 1178 | { |
1104 | get | 1179 | get |
1105 | { | 1180 | { |
1106 | if (ParentGroup.IsAttachment) | 1181 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1107 | return GroupPosition; | ||
1108 | |||
1109 | return m_offsetPosition + m_groupPosition; | ||
1110 | } | 1182 | } |
1111 | } | 1183 | } |
1112 | 1184 | ||
@@ -1284,6 +1356,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1284 | _flags = value; | 1356 | _flags = value; |
1285 | } | 1357 | } |
1286 | } | 1358 | } |
1359 | |||
1360 | [XmlIgnore] | ||
1361 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1362 | { | ||
1363 | get { return m_occupied; } | ||
1364 | set { m_occupied = value; } | ||
1365 | } | ||
1287 | 1366 | ||
1288 | /// <summary> | 1367 | /// <summary> |
1289 | /// 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 | 1368 | /// 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 |
@@ -1334,12 +1413,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1334 | set { m_sitAnimation = value; } | 1413 | set { m_sitAnimation = value; } |
1335 | } | 1414 | } |
1336 | 1415 | ||
1416 | public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff"); | ||
1417 | |||
1418 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
1419 | // runtime thing.. do not persist | ||
1420 | [XmlIgnore] | ||
1421 | public sbyte CollisionSoundType | ||
1422 | { | ||
1423 | get | ||
1424 | { | ||
1425 | return m_collisionSoundType; | ||
1426 | } | ||
1427 | set | ||
1428 | { | ||
1429 | m_collisionSoundType = value; | ||
1430 | if (value == -1) | ||
1431 | m_collisionSound = invalidCollisionSoundUUID; | ||
1432 | else if (value == 0) | ||
1433 | m_collisionSound = UUID.Zero; | ||
1434 | } | ||
1435 | } | ||
1436 | |||
1337 | public UUID CollisionSound | 1437 | public UUID CollisionSound |
1338 | { | 1438 | { |
1339 | get { return m_collisionSound; } | 1439 | get { return m_collisionSound; } |
1340 | set | 1440 | set |
1341 | { | 1441 | { |
1342 | m_collisionSound = value; | 1442 | m_collisionSound = value; |
1443 | |||
1444 | if (value == invalidCollisionSoundUUID) | ||
1445 | m_collisionSoundType = -1; | ||
1446 | else if (value == UUID.Zero) | ||
1447 | m_collisionSoundType = 0; | ||
1448 | else | ||
1449 | m_collisionSoundType = 1; | ||
1450 | |||
1343 | aggregateScriptEvents(); | 1451 | aggregateScriptEvents(); |
1344 | } | 1452 | } |
1345 | } | 1453 | } |
@@ -1350,6 +1458,125 @@ namespace OpenSim.Region.Framework.Scenes | |||
1350 | set { m_collisionSoundVolume = value; } | 1458 | set { m_collisionSoundVolume = value; } |
1351 | } | 1459 | } |
1352 | 1460 | ||
1461 | public float Buoyancy | ||
1462 | { | ||
1463 | get | ||
1464 | { | ||
1465 | if (ParentGroup.RootPart == this) | ||
1466 | return m_buoyancy; | ||
1467 | |||
1468 | return ParentGroup.RootPart.Buoyancy; | ||
1469 | } | ||
1470 | set | ||
1471 | { | ||
1472 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1473 | { | ||
1474 | ParentGroup.RootPart.Buoyancy = value; | ||
1475 | return; | ||
1476 | } | ||
1477 | m_buoyancy = value; | ||
1478 | if (PhysActor != null) | ||
1479 | PhysActor.Buoyancy = value; | ||
1480 | } | ||
1481 | } | ||
1482 | |||
1483 | public Vector3 Force | ||
1484 | { | ||
1485 | get | ||
1486 | { | ||
1487 | if (ParentGroup.RootPart == this) | ||
1488 | return m_force; | ||
1489 | |||
1490 | return ParentGroup.RootPart.Force; | ||
1491 | } | ||
1492 | |||
1493 | set | ||
1494 | { | ||
1495 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1496 | { | ||
1497 | ParentGroup.RootPart.Force = value; | ||
1498 | return; | ||
1499 | } | ||
1500 | m_force = value; | ||
1501 | if (PhysActor != null) | ||
1502 | PhysActor.Force = value; | ||
1503 | } | ||
1504 | } | ||
1505 | |||
1506 | public Vector3 Torque | ||
1507 | { | ||
1508 | get | ||
1509 | { | ||
1510 | if (ParentGroup.RootPart == this) | ||
1511 | return m_torque; | ||
1512 | |||
1513 | return ParentGroup.RootPart.Torque; | ||
1514 | } | ||
1515 | |||
1516 | set | ||
1517 | { | ||
1518 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1519 | { | ||
1520 | ParentGroup.RootPart.Torque = value; | ||
1521 | return; | ||
1522 | } | ||
1523 | m_torque = value; | ||
1524 | if (PhysActor != null) | ||
1525 | PhysActor.Torque = value; | ||
1526 | } | ||
1527 | } | ||
1528 | |||
1529 | public byte Material | ||
1530 | { | ||
1531 | get { return (byte)m_material; } | ||
1532 | set | ||
1533 | { | ||
1534 | if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial) | ||
1535 | { | ||
1536 | bool update = false; | ||
1537 | |||
1538 | if (m_material != (Material)value) | ||
1539 | { | ||
1540 | update = true; | ||
1541 | m_material = (Material)value; | ||
1542 | } | ||
1543 | |||
1544 | if (m_friction != SOPMaterialData.friction(m_material)) | ||
1545 | { | ||
1546 | update = true; | ||
1547 | m_friction = SOPMaterialData.friction(m_material); | ||
1548 | } | ||
1549 | |||
1550 | if (m_bounce != SOPMaterialData.bounce(m_material)) | ||
1551 | { | ||
1552 | update = true; | ||
1553 | m_bounce = SOPMaterialData.bounce(m_material); | ||
1554 | } | ||
1555 | |||
1556 | if (update) | ||
1557 | { | ||
1558 | if (PhysActor != null) | ||
1559 | { | ||
1560 | PhysActor.SetMaterial((int)value); | ||
1561 | } | ||
1562 | if(ParentGroup != null) | ||
1563 | ParentGroup.HasGroupChanged = true; | ||
1564 | ScheduleFullUpdateIfNone(); | ||
1565 | UpdatePhysRequired = true; | ||
1566 | } | ||
1567 | } | ||
1568 | } | ||
1569 | } | ||
1570 | |||
1571 | // not a propriety to move to methods place later | ||
1572 | private bool HasMesh() | ||
1573 | { | ||
1574 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1575 | return true; | ||
1576 | return false; | ||
1577 | } | ||
1578 | |||
1579 | // not a propriety to move to methods place later | ||
1353 | public byte DefaultPhysicsShapeType() | 1580 | public byte DefaultPhysicsShapeType() |
1354 | { | 1581 | { |
1355 | byte type; | 1582 | byte type; |
@@ -1362,6 +1589,65 @@ namespace OpenSim.Region.Framework.Scenes | |||
1362 | return type; | 1589 | return type; |
1363 | } | 1590 | } |
1364 | 1591 | ||
1592 | [XmlIgnore] | ||
1593 | public bool UsesComplexCost | ||
1594 | { | ||
1595 | get | ||
1596 | { | ||
1597 | byte pst = PhysicsShapeType; | ||
1598 | if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh()) | ||
1599 | return true; | ||
1600 | return false; | ||
1601 | } | ||
1602 | } | ||
1603 | |||
1604 | [XmlIgnore] | ||
1605 | public float PhysicsCost | ||
1606 | { | ||
1607 | get | ||
1608 | { | ||
1609 | if(PhysicsShapeType == (byte)PhysShapeType.none) | ||
1610 | return 0; | ||
1611 | |||
1612 | float cost = 0.1f; | ||
1613 | if (PhysActor != null) | ||
1614 | cost = PhysActor.PhysicsCost; | ||
1615 | else | ||
1616 | cost = 0.1f; | ||
1617 | |||
1618 | if ((Flags & PrimFlags.Physics) != 0) | ||
1619 | cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 | ||
1620 | return cost; | ||
1621 | } | ||
1622 | } | ||
1623 | |||
1624 | [XmlIgnore] | ||
1625 | public float StreamingCost | ||
1626 | { | ||
1627 | get | ||
1628 | { | ||
1629 | float cost; | ||
1630 | if (PhysActor != null) | ||
1631 | cost = PhysActor.StreamCost; | ||
1632 | else | ||
1633 | cost = 1.0f; | ||
1634 | return 1.0f; | ||
1635 | } | ||
1636 | } | ||
1637 | |||
1638 | [XmlIgnore] | ||
1639 | public float SimulationCost | ||
1640 | { | ||
1641 | get | ||
1642 | { | ||
1643 | // ignoring scripts. Don't like considering them for this | ||
1644 | if((Flags & PrimFlags.Physics) != 0) | ||
1645 | return 1.0f; | ||
1646 | |||
1647 | return 0.5f; | ||
1648 | } | ||
1649 | } | ||
1650 | |||
1365 | public byte PhysicsShapeType | 1651 | public byte PhysicsShapeType |
1366 | { | 1652 | { |
1367 | get { return m_physicsShapeType; } | 1653 | get { return m_physicsShapeType; } |
@@ -1395,11 +1681,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1395 | } | 1681 | } |
1396 | else if (PhysActor == null) | 1682 | else if (PhysActor == null) |
1397 | { | 1683 | { |
1398 | ApplyPhysics((uint)Flags, VolumeDetectActive); | 1684 | ApplyPhysics((uint)Flags, VolumeDetectActive, false); |
1685 | UpdatePhysicsSubscribedEvents(); | ||
1399 | } | 1686 | } |
1400 | else | 1687 | else |
1401 | { | 1688 | { |
1402 | PhysActor.PhysicsShapeType = m_physicsShapeType; | 1689 | PhysActor.PhysicsShapeType = m_physicsShapeType; |
1690 | // if (Shape.SculptEntry) | ||
1691 | // CheckSculptAndLoad(); | ||
1403 | } | 1692 | } |
1404 | 1693 | ||
1405 | if (ParentGroup != null) | 1694 | if (ParentGroup != null) |
@@ -1501,6 +1790,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1501 | } | 1790 | } |
1502 | } | 1791 | } |
1503 | 1792 | ||
1793 | |||
1504 | #endregion Public Properties with only Get | 1794 | #endregion Public Properties with only Get |
1505 | 1795 | ||
1506 | private uint ApplyMask(uint val, bool set, uint mask) | 1796 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1646,6 +1936,61 @@ namespace OpenSim.Region.Framework.Scenes | |||
1646 | } | 1936 | } |
1647 | } | 1937 | } |
1648 | 1938 | ||
1939 | // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future | ||
1940 | public void SetVelocity(Vector3 pVel, bool localGlobalTF) | ||
1941 | { | ||
1942 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1943 | return; | ||
1944 | |||
1945 | if (ParentGroup.IsAttachment) | ||
1946 | return; // don't work on attachments (for now ??) | ||
1947 | |||
1948 | SceneObjectPart root = ParentGroup.RootPart; | ||
1949 | |||
1950 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1951 | return; | ||
1952 | |||
1953 | PhysicsActor pa = root.PhysActor; | ||
1954 | |||
1955 | if (pa == null || !pa.IsPhysical) | ||
1956 | return; | ||
1957 | |||
1958 | if (localGlobalTF) | ||
1959 | { | ||
1960 | pVel = pVel * GetWorldRotation(); | ||
1961 | } | ||
1962 | |||
1963 | ParentGroup.Velocity = pVel; | ||
1964 | } | ||
1965 | |||
1966 | // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future | ||
1967 | public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF) | ||
1968 | { | ||
1969 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1970 | return; | ||
1971 | |||
1972 | if (ParentGroup.IsAttachment) | ||
1973 | return; // don't work on attachments (for now ??) | ||
1974 | |||
1975 | SceneObjectPart root = ParentGroup.RootPart; | ||
1976 | |||
1977 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1978 | return; | ||
1979 | |||
1980 | PhysicsActor pa = root.PhysActor; | ||
1981 | |||
1982 | if (pa == null || !pa.IsPhysical) | ||
1983 | return; | ||
1984 | |||
1985 | if (localGlobalTF) | ||
1986 | { | ||
1987 | pAngVel = pAngVel * GetWorldRotation(); | ||
1988 | } | ||
1989 | |||
1990 | root.AngularVelocity = pAngVel; | ||
1991 | } | ||
1992 | |||
1993 | |||
1649 | /// <summary> | 1994 | /// <summary> |
1650 | /// hook to the physics scene to apply angular impulse | 1995 | /// hook to the physics scene to apply angular impulse |
1651 | /// This is sent up to the group, which then finds the root prim | 1996 | /// This is sent up to the group, which then finds the root prim |
@@ -1666,7 +2011,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1666 | impulse = newimpulse; | 2011 | impulse = newimpulse; |
1667 | } | 2012 | } |
1668 | 2013 | ||
1669 | ParentGroup.applyAngularImpulse(impulse); | 2014 | ParentGroup.ApplyAngularImpulse(impulse); |
1670 | } | 2015 | } |
1671 | 2016 | ||
1672 | /// <summary> | 2017 | /// <summary> |
@@ -1676,20 +2021,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1676 | /// </summary> | 2021 | /// </summary> |
1677 | /// <param name="impulsei">Vector force</param> | 2022 | /// <param name="impulsei">Vector force</param> |
1678 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 2023 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1679 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 2024 | |
2025 | // this is actualy Set Torque.. keeping naming so not to edit lslapi also | ||
2026 | public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) | ||
1680 | { | 2027 | { |
1681 | Vector3 impulse = impulsei; | 2028 | Vector3 torque = torquei; |
1682 | 2029 | ||
1683 | if (localGlobalTF) | 2030 | if (localGlobalTF) |
1684 | { | 2031 | { |
2032 | /* | ||
1685 | Quaternion grot = GetWorldRotation(); | 2033 | Quaternion grot = GetWorldRotation(); |
1686 | Quaternion AXgrot = grot; | 2034 | Quaternion AXgrot = grot; |
1687 | Vector3 AXimpulsei = impulsei; | 2035 | Vector3 AXimpulsei = impulsei; |
1688 | Vector3 newimpulse = AXimpulsei * AXgrot; | 2036 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1689 | impulse = newimpulse; | 2037 | */ |
2038 | torque *= GetWorldRotation(); | ||
1690 | } | 2039 | } |
1691 | 2040 | ||
1692 | ParentGroup.setAngularImpulse(impulse); | 2041 | Torque = torque; |
1693 | } | 2042 | } |
1694 | 2043 | ||
1695 | /// <summary> | 2044 | /// <summary> |
@@ -1697,7 +2046,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1697 | /// </summary> | 2046 | /// </summary> |
1698 | /// <param name="rootObjectFlags"></param> | 2047 | /// <param name="rootObjectFlags"></param> |
1699 | /// <param name="VolumeDetectActive"></param> | 2048 | /// <param name="VolumeDetectActive"></param> |
1700 | public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) | 2049 | /// <param name="building"></param> |
2050 | |||
2051 | public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) | ||
1701 | { | 2052 | { |
1702 | VolumeDetectActive = _VolumeDetectActive; | 2053 | VolumeDetectActive = _VolumeDetectActive; |
1703 | 2054 | ||
@@ -1707,8 +2058,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1707 | if (PhysicsShapeType == (byte)PhysShapeType.none) | 2058 | if (PhysicsShapeType == (byte)PhysShapeType.none) |
1708 | return; | 2059 | return; |
1709 | 2060 | ||
1710 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 2061 | bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; |
1711 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 2062 | bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0; |
1712 | 2063 | ||
1713 | if (_VolumeDetectActive) | 2064 | if (_VolumeDetectActive) |
1714 | isPhantom = true; | 2065 | isPhantom = true; |
@@ -1722,7 +2073,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1722 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment | 2073 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment |
1723 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | 2074 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1724 | { | 2075 | { |
1725 | AddToPhysics(isPhysical, isPhantom, isPhysical); | 2076 | AddToPhysics(isPhysical, isPhantom, building, isPhysical); |
2077 | UpdatePhysicsSubscribedEvents(); // not sure if appliable here | ||
1726 | } | 2078 | } |
1727 | else | 2079 | else |
1728 | PhysActor = null; // just to be sure | 2080 | PhysActor = null; // just to be sure |
@@ -1777,6 +2129,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1777 | dupe.Category = Category; | 2129 | dupe.Category = Category; |
1778 | dupe.m_rezzed = m_rezzed; | 2130 | dupe.m_rezzed = m_rezzed; |
1779 | 2131 | ||
2132 | dupe.m_UndoRedo = null; | ||
2133 | dupe.m_isSelected = false; | ||
2134 | |||
2135 | dupe.IgnoreUndoUpdate = false; | ||
2136 | dupe.Undoing = false; | ||
2137 | |||
1780 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 2138 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1781 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 2139 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1782 | 2140 | ||
@@ -1792,6 +2150,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1792 | 2150 | ||
1793 | // Move afterwards ResetIDs as it clears the localID | 2151 | // Move afterwards ResetIDs as it clears the localID |
1794 | dupe.LocalId = localID; | 2152 | dupe.LocalId = localID; |
2153 | |||
1795 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 2154 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1796 | dupe.LastOwnerID = OwnerID; | 2155 | dupe.LastOwnerID = OwnerID; |
1797 | 2156 | ||
@@ -1799,6 +2158,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1799 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); | 2158 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); |
1800 | dupe.Shape.ExtraParams = extraP; | 2159 | dupe.Shape.ExtraParams = extraP; |
1801 | 2160 | ||
2161 | // safeguard actual copy is done in sog.copy | ||
2162 | dupe.KeyframeMotion = null; | ||
2163 | |||
1802 | dupe.DynAttrs.CopyFrom(DynAttrs); | 2164 | dupe.DynAttrs.CopyFrom(DynAttrs); |
1803 | 2165 | ||
1804 | if (userExposed) | 2166 | if (userExposed) |
@@ -1812,8 +2174,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1812 | */ | 2174 | */ |
1813 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); | 2175 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); |
1814 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 2176 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
2177 | // dupe.UpdatePhysicsSubscribedEvents(); // not sure... | ||
1815 | } | 2178 | } |
1816 | 2179 | ||
2180 | if (dupe.PhysActor != null) | ||
2181 | dupe.PhysActor.LocalID = localID; | ||
2182 | |||
1817 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 2183 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1818 | 2184 | ||
1819 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 2185 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |
@@ -1832,10 +2198,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1832 | { | 2198 | { |
1833 | if (asset != null) | 2199 | if (asset != null) |
1834 | SculptTextureCallback(asset); | 2200 | SculptTextureCallback(asset); |
1835 | else | 2201 | // else |
1836 | m_log.WarnFormat( | 2202 | // m_log.WarnFormat( |
1837 | "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", | 2203 | // "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", |
1838 | Name, UUID, id); | 2204 | // Name, UUID, id); |
1839 | } | 2205 | } |
1840 | */ | 2206 | */ |
1841 | /// <summary> | 2207 | /// <summary> |
@@ -1934,6 +2300,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1934 | 2300 | ||
1935 | /// <summary> | 2301 | /// <summary> |
1936 | /// Do a physics propery update for this part. | 2302 | /// Do a physics propery update for this part. |
2303 | /// now also updates phantom and volume detector | ||
1937 | /// </summary> | 2304 | /// </summary> |
1938 | /// <param name="UsePhysics"></param> | 2305 | /// <param name="UsePhysics"></param> |
1939 | /// <param name="isNew"></param> | 2306 | /// <param name="isNew"></param> |
@@ -1959,61 +2326,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
1959 | { | 2326 | { |
1960 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 2327 | if (pa.IsPhysical) // implies UsePhysics==false for this block |
1961 | { | 2328 | { |
1962 | if (!isNew) | 2329 | if (!isNew) // implies UsePhysics==false for this block |
2330 | { | ||
1963 | ParentGroup.Scene.RemovePhysicalPrim(1); | 2331 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1964 | 2332 | ||
1965 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 2333 | Velocity = new Vector3(0, 0, 0); |
1966 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 2334 | Acceleration = new Vector3(0, 0, 0); |
1967 | pa.delink(); | 2335 | if (ParentGroup.RootPart == this) |
2336 | AngularVelocity = new Vector3(0, 0, 0); | ||
1968 | 2337 | ||
1969 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 2338 | if (pa.Phantom && !VolumeDetectActive) |
1970 | { | 2339 | { |
1971 | // destroy all joints connected to this now deactivated body | 2340 | RemoveFromPhysics(); |
1972 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 2341 | return; |
1973 | } | 2342 | } |
1974 | 2343 | ||
1975 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 2344 | pa.IsPhysical = UsePhysics; |
1976 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | 2345 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1977 | // which stops client-side interpolation of deactivated joint proxy objects. | 2346 | pa.OnOutOfBounds -= PhysicsOutOfBounds; |
2347 | pa.delink(); | ||
2348 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
2349 | { | ||
2350 | // destroy all joints connected to this now deactivated body | ||
2351 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | ||
2352 | } | ||
2353 | } | ||
1978 | } | 2354 | } |
1979 | 2355 | ||
1980 | if (!UsePhysics && !isNew) | 2356 | if (pa.IsPhysical != UsePhysics) |
1981 | { | 2357 | pa.IsPhysical = UsePhysics; |
1982 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
1983 | // prim still has velocity and continues to interpolate its position along the old | ||
1984 | // velocity-vector. | ||
1985 | Velocity = new Vector3(0, 0, 0); | ||
1986 | Acceleration = new Vector3(0, 0, 0); | ||
1987 | AngularVelocity = new Vector3(0, 0, 0); | ||
1988 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
1989 | } | ||
1990 | 2358 | ||
1991 | pa.IsPhysical = UsePhysics; | 2359 | if (UsePhysics) |
2360 | { | ||
2361 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
2362 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2363 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2364 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
1992 | 2365 | ||
1993 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 2366 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
1994 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 2367 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
1995 | /// that's not wholesome. Had to make Scene public | ||
1996 | //PhysActor = null; | ||
1997 | 2368 | ||
1998 | if ((Flags & PrimFlags.Phantom) == 0) | 2369 | if (ParentID != 0 && ParentID != LocalId) |
1999 | { | ||
2000 | if (UsePhysics) | ||
2001 | { | 2370 | { |
2002 | ParentGroup.Scene.AddPhysicalPrim(1); | 2371 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; |
2003 | 2372 | ||
2004 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 2373 | if (parentPa != null) |
2005 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
2006 | if (ParentID != 0 && ParentID != LocalId) | ||
2007 | { | 2374 | { |
2008 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | 2375 | pa.link(parentPa); |
2009 | |||
2010 | if (parentPa != null) | ||
2011 | { | ||
2012 | pa.link(parentPa); | ||
2013 | } | ||
2014 | } | 2376 | } |
2015 | } | 2377 | } |
2016 | } | 2378 | } |
2379 | } | ||
2380 | |||
2381 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
2382 | if (pa.Phantom != phan) | ||
2383 | pa.Phantom = phan; | ||
2384 | |||
2385 | // some engines dont' have this check still | ||
2386 | // if (VolumeDetectActive != pa.IsVolumeDtc) | ||
2387 | { | ||
2388 | if (VolumeDetectActive) | ||
2389 | pa.SetVolumeDetect(1); | ||
2390 | else | ||
2391 | pa.SetVolumeDetect(0); | ||
2017 | } | 2392 | } |
2018 | 2393 | ||
2019 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 2394 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
@@ -2132,42 +2507,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
2132 | 2507 | ||
2133 | public Vector3 GetGeometricCenter() | 2508 | public Vector3 GetGeometricCenter() |
2134 | { | 2509 | { |
2510 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
2511 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
2512 | // ignoring tortured prims details since sl also seems to ignore | ||
2513 | // so no real use in doing it on physics | ||
2514 | if (ParentGroup.IsDeleted) | ||
2515 | return new Vector3(0, 0, 0); | ||
2516 | |||
2517 | return ParentGroup.GetGeometricCenter(); | ||
2518 | } | ||
2519 | |||
2520 | public float GetMass() | ||
2521 | { | ||
2135 | PhysicsActor pa = PhysActor; | 2522 | PhysicsActor pa = PhysActor; |
2136 | 2523 | ||
2137 | if (pa != null) | 2524 | if (pa != null) |
2138 | return new Vector3(pa.GeometricCenter.X, pa.GeometricCenter.Y, pa.GeometricCenter.Z); | 2525 | return pa.Mass; |
2139 | else | 2526 | else |
2140 | return new Vector3(0, 0, 0); | 2527 | return 0; |
2141 | } | 2528 | } |
2142 | 2529 | ||
2143 | public Vector3 GetCenterOfMass() | 2530 | public Vector3 GetCenterOfMass() |
2144 | { | 2531 | { |
2532 | if (ParentGroup.RootPart == this) | ||
2533 | { | ||
2534 | if (ParentGroup.IsDeleted) | ||
2535 | return AbsolutePosition; | ||
2536 | return ParentGroup.GetCenterOfMass(); | ||
2537 | } | ||
2538 | |||
2145 | PhysicsActor pa = PhysActor; | 2539 | PhysicsActor pa = PhysActor; |
2146 | 2540 | ||
2147 | if (pa != null) | 2541 | if (pa != null) |
2148 | return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); | 2542 | { |
2543 | Vector3 tmp = pa.CenterOfMass; | ||
2544 | return tmp; | ||
2545 | } | ||
2149 | else | 2546 | else |
2150 | return new Vector3(0, 0, 0); | 2547 | return AbsolutePosition; |
2151 | } | 2548 | } |
2152 | 2549 | ||
2153 | public float GetMass() | 2550 | public Vector3 GetPartCenterOfMass() |
2154 | { | 2551 | { |
2155 | PhysicsActor pa = PhysActor; | 2552 | PhysicsActor pa = PhysActor; |
2156 | 2553 | ||
2157 | if (pa != null) | 2554 | if (pa != null) |
2158 | return pa.Mass; | 2555 | { |
2556 | Vector3 tmp = pa.CenterOfMass; | ||
2557 | return tmp; | ||
2558 | } | ||
2159 | else | 2559 | else |
2160 | return 0; | 2560 | return AbsolutePosition; |
2161 | } | 2561 | } |
2162 | 2562 | ||
2563 | |||
2163 | public Vector3 GetForce() | 2564 | public Vector3 GetForce() |
2164 | { | 2565 | { |
2165 | PhysicsActor pa = PhysActor; | 2566 | return Force; |
2166 | |||
2167 | if (pa != null) | ||
2168 | return pa.Force; | ||
2169 | else | ||
2170 | return Vector3.Zero; | ||
2171 | } | 2567 | } |
2172 | 2568 | ||
2173 | /// <summary> | 2569 | /// <summary> |
@@ -2382,15 +2778,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2382 | 2778 | ||
2383 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) | 2779 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) |
2384 | { | 2780 | { |
2385 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) | 2781 | bool sendToRoot = true; |
2386 | { | 2782 | |
2387 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | 2783 | ColliderArgs LandCollidingMessage = new ColliderArgs(); |
2388 | List<DetectedObject> colliding = new List<DetectedObject>(); | 2784 | List<DetectedObject> colliding = new List<DetectedObject>(); |
2389 | 2785 | ||
2390 | colliding.Add(CreateDetObjectForGround()); | 2786 | colliding.Add(CreateDetObjectForGround()); |
2391 | LandCollidingMessage.Colliders = colliding; | 2787 | LandCollidingMessage.Colliders = colliding; |
2392 | 2788 | ||
2789 | if (Inventory.ContainsScripts()) | ||
2790 | { | ||
2791 | if (!PassCollisions) | ||
2792 | sendToRoot = false; | ||
2793 | } | ||
2794 | if ((ScriptEvents & ev) != 0) | ||
2393 | notify(LocalId, LandCollidingMessage); | 2795 | notify(LocalId, LandCollidingMessage); |
2796 | |||
2797 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) | ||
2798 | { | ||
2799 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); | ||
2394 | } | 2800 | } |
2395 | } | 2801 | } |
2396 | 2802 | ||
@@ -2406,57 +2812,120 @@ namespace OpenSim.Region.Framework.Scenes | |||
2406 | List<uint> endedColliders = new List<uint>(); | 2812 | List<uint> endedColliders = new List<uint>(); |
2407 | List<uint> startedColliders = new List<uint>(); | 2813 | List<uint> startedColliders = new List<uint>(); |
2408 | 2814 | ||
2409 | // calculate things that started colliding this time | 2815 | if (collissionswith.Count == 0) |
2410 | // and build up list of colliders this time | ||
2411 | foreach (uint localid in collissionswith.Keys) | ||
2412 | { | 2816 | { |
2413 | thisHitColliders.Add(localid); | 2817 | if (m_lastColliders.Count == 0) |
2414 | if (!m_lastColliders.Contains(localid)) | 2818 | return; // nothing to do |
2415 | startedColliders.Add(localid); | ||
2416 | } | ||
2417 | 2819 | ||
2418 | // calculate things that ended colliding | 2820 | foreach (uint localID in m_lastColliders) |
2419 | foreach (uint localID in m_lastColliders) | 2821 | { |
2420 | { | ||
2421 | if (!thisHitColliders.Contains(localID)) | ||
2422 | endedColliders.Add(localID); | 2822 | endedColliders.Add(localID); |
2823 | } | ||
2824 | m_lastColliders.Clear(); | ||
2423 | } | 2825 | } |
2424 | 2826 | ||
2425 | //add the items that started colliding this time to the last colliders list. | 2827 | else |
2426 | foreach (uint localID in startedColliders) | 2828 | { |
2427 | m_lastColliders.Add(localID); | 2829 | List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>(); |
2428 | 2830 | ||
2429 | // remove things that ended colliding from the last colliders list | 2831 | // calculate things that started colliding this time |
2430 | foreach (uint localID in endedColliders) | 2832 | // and build up list of colliders this time |
2431 | m_lastColliders.Remove(localID); | 2833 | if (!VolumeDetectActive && CollisionSoundType >= 0) |
2834 | { | ||
2835 | CollisionForSoundInfo soundinfo; | ||
2836 | ContactPoint curcontact; | ||
2432 | 2837 | ||
2433 | // play the sound. | 2838 | foreach (uint id in collissionswith.Keys) |
2434 | if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) | 2839 | { |
2435 | { | 2840 | thisHitColliders.Add(id); |
2436 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | 2841 | if (!m_lastColliders.Contains(id)) |
2437 | if (soundModule != null) | 2842 | { |
2843 | startedColliders.Add(id); | ||
2844 | |||
2845 | curcontact = collissionswith[id]; | ||
2846 | if (Math.Abs(curcontact.RelativeSpeed) > 0.2) | ||
2847 | { | ||
2848 | soundinfo = new CollisionForSoundInfo(); | ||
2849 | soundinfo.colliderID = id; | ||
2850 | soundinfo.position = curcontact.Position; | ||
2851 | soundinfo.relativeVel = curcontact.RelativeSpeed; | ||
2852 | soundinfolist.Add(soundinfo); | ||
2853 | } | ||
2854 | } | ||
2855 | } | ||
2856 | } | ||
2857 | else | ||
2858 | { | ||
2859 | foreach (uint id in collissionswith.Keys) | ||
2860 | { | ||
2861 | thisHitColliders.Add(id); | ||
2862 | if (!m_lastColliders.Contains(id)) | ||
2863 | startedColliders.Add(id); | ||
2864 | } | ||
2865 | } | ||
2866 | |||
2867 | // calculate things that ended colliding | ||
2868 | foreach (uint localID in m_lastColliders) | ||
2438 | { | 2869 | { |
2439 | soundModule.SendSound(UUID, CollisionSound, | 2870 | if (!thisHitColliders.Contains(localID)) |
2440 | CollisionSoundVolume, true, (byte)0, 0, false, | 2871 | endedColliders.Add(localID); |
2441 | false); | ||
2442 | } | 2872 | } |
2873 | |||
2874 | //add the items that started colliding this time to the last colliders list. | ||
2875 | foreach (uint localID in startedColliders) | ||
2876 | m_lastColliders.Add(localID); | ||
2877 | |||
2878 | // remove things that ended colliding from the last colliders list | ||
2879 | foreach (uint localID in endedColliders) | ||
2880 | m_lastColliders.Remove(localID); | ||
2881 | |||
2882 | // play sounds. | ||
2883 | if (soundinfolist.Count > 0) | ||
2884 | CollisionSounds.PartCollisionSound(this, soundinfolist); | ||
2443 | } | 2885 | } |
2444 | 2886 | ||
2445 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); | 2887 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); |
2446 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | 2888 | if (!VolumeDetectActive) |
2889 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | ||
2447 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); | 2890 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); |
2448 | 2891 | ||
2449 | if (startedColliders.Contains(0)) | 2892 | if (startedColliders.Contains(0)) |
2450 | { | 2893 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); |
2451 | if (m_lastColliders.Contains(0)) | 2894 | if (m_lastColliders.Contains(0)) |
2452 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); | 2895 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); |
2453 | else | ||
2454 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); | ||
2455 | } | ||
2456 | if (endedColliders.Contains(0)) | 2896 | if (endedColliders.Contains(0)) |
2457 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); | 2897 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); |
2458 | } | 2898 | } |
2459 | 2899 | ||
2900 | // The Collision sounds code calls this | ||
2901 | public void SendCollisionSound(UUID soundID, double volume, Vector3 position) | ||
2902 | { | ||
2903 | if (soundID == UUID.Zero) | ||
2904 | return; | ||
2905 | |||
2906 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | ||
2907 | if (soundModule == null) | ||
2908 | return; | ||
2909 | |||
2910 | if (volume > 1) | ||
2911 | volume = 1; | ||
2912 | if (volume < 0) | ||
2913 | volume = 0; | ||
2914 | |||
2915 | int now = Util.EnvironmentTickCount(); | ||
2916 | if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200) | ||
2917 | return; | ||
2918 | |||
2919 | LastColSoundSentTime = now; | ||
2920 | |||
2921 | UUID ownerID = OwnerID; | ||
2922 | UUID objectID = ParentGroup.RootPart.UUID; | ||
2923 | UUID parentID = ParentGroup.UUID; | ||
2924 | ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; | ||
2925 | |||
2926 | soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 ); | ||
2927 | } | ||
2928 | |||
2460 | public void PhysicsOutOfBounds(Vector3 pos) | 2929 | public void PhysicsOutOfBounds(Vector3 pos) |
2461 | { | 2930 | { |
2462 | // Note: This is only being called on the root prim at this time. | 2931 | // Note: This is only being called on the root prim at this time. |
@@ -2478,9 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2478 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); | 2947 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); |
2479 | 2948 | ||
2480 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | 2949 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) |
2481 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | 2950 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) |
2482 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | 2951 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) |
2483 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) | 2952 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) |
2484 | { | 2953 | { |
2485 | ParentGroup.AbsolutePosition = newpos; | 2954 | ParentGroup.AbsolutePosition = newpos; |
2486 | return; | 2955 | return; |
@@ -2765,6 +3234,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2765 | if (ParentGroup == null) | 3234 | if (ParentGroup == null) |
2766 | return; | 3235 | return; |
2767 | 3236 | ||
3237 | // Update the "last" values | ||
3238 | m_lastPosition = OffsetPosition; | ||
3239 | m_lastRotation = RotationOffset; | ||
3240 | m_lastVelocity = Velocity; | ||
3241 | m_lastAcceleration = Acceleration; | ||
3242 | m_lastAngularVelocity = AngularVelocity; | ||
3243 | m_lastUpdateSentTime = Environment.TickCount; | ||
3244 | |||
2768 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 3245 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
2769 | { | 3246 | { |
2770 | SendFullUpdate(avatar.ControllingClient); | 3247 | SendFullUpdate(avatar.ControllingClient); |
@@ -2823,8 +3300,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2823 | { | 3300 | { |
2824 | const float ROTATION_TOLERANCE = 0.01f; | 3301 | const float ROTATION_TOLERANCE = 0.01f; |
2825 | const float VELOCITY_TOLERANCE = 0.001f; | 3302 | const float VELOCITY_TOLERANCE = 0.001f; |
2826 | const float POSITION_TOLERANCE = 0.05f; | 3303 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2827 | const int TIME_MS_TOLERANCE = 3000; | 3304 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2828 | 3305 | ||
2829 | switch (UpdateFlag) | 3306 | switch (UpdateFlag) |
2830 | { | 3307 | { |
@@ -2838,17 +3315,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2838 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || | 3315 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || |
2839 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || | 3316 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || |
2840 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || | 3317 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || |
2841 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3318 | Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE) |
2842 | { | 3319 | { |
2843 | SendTerseUpdateToAllClients(); | 3320 | SendTerseUpdateToAllClients(); |
2844 | 3321 | ||
2845 | // Update the "last" values | ||
2846 | m_lastPosition = OffsetPosition; | ||
2847 | m_lastRotation = RotationOffset; | ||
2848 | m_lastVelocity = Velocity; | ||
2849 | m_lastAcceleration = Acceleration; | ||
2850 | m_lastAngularVelocity = AngularVelocity; | ||
2851 | m_lastTerseSent = Environment.TickCount; | ||
2852 | } | 3322 | } |
2853 | break; | 3323 | break; |
2854 | } | 3324 | } |
@@ -2866,6 +3336,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2866 | /// </summary> | 3336 | /// </summary> |
2867 | public void SendTerseUpdateToAllClients() | 3337 | public void SendTerseUpdateToAllClients() |
2868 | { | 3338 | { |
3339 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3340 | return; | ||
3341 | |||
3342 | // Update the "last" values | ||
3343 | m_lastPosition = OffsetPosition; | ||
3344 | m_lastRotation = RotationOffset; | ||
3345 | m_lastVelocity = Velocity; | ||
3346 | m_lastAcceleration = Acceleration; | ||
3347 | m_lastAngularVelocity = AngularVelocity; | ||
3348 | m_lastUpdateSentTime = Environment.TickCount; | ||
3349 | |||
2869 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | 3350 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) |
2870 | { | 3351 | { |
2871 | SendTerseUpdateToClient(client); | 3352 | SendTerseUpdateToClient(client); |
@@ -2889,10 +3370,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2889 | 3370 | ||
2890 | public void SetBuoyancy(float fvalue) | 3371 | public void SetBuoyancy(float fvalue) |
2891 | { | 3372 | { |
2892 | PhysicsActor pa = PhysActor; | 3373 | Buoyancy = fvalue; |
2893 | 3374 | /* | |
2894 | if (pa != null) | 3375 | if (PhysActor != null) |
2895 | pa.Buoyancy = fvalue; | 3376 | { |
3377 | PhysActor.Buoyancy = fvalue; | ||
3378 | } | ||
3379 | */ | ||
2896 | } | 3380 | } |
2897 | 3381 | ||
2898 | public void SetDieAtEdge(bool p) | 3382 | public void SetDieAtEdge(bool p) |
@@ -2908,47 +3392,111 @@ namespace OpenSim.Region.Framework.Scenes | |||
2908 | PhysicsActor pa = PhysActor; | 3392 | PhysicsActor pa = PhysActor; |
2909 | 3393 | ||
2910 | if (pa != null) | 3394 | if (pa != null) |
2911 | pa.FloatOnWater = floatYN == 1; | 3395 | pa.FloatOnWater = (floatYN == 1); |
2912 | } | 3396 | } |
2913 | 3397 | ||
2914 | public void SetForce(Vector3 force) | 3398 | public void SetForce(Vector3 force) |
2915 | { | 3399 | { |
2916 | PhysicsActor pa = PhysActor; | 3400 | Force = force; |
3401 | } | ||
2917 | 3402 | ||
2918 | if (pa != null) | 3403 | public SOPVehicle VehicleParams |
2919 | pa.Force = force; | 3404 | { |
3405 | get | ||
3406 | { | ||
3407 | return m_vehicleParams; | ||
3408 | } | ||
3409 | set | ||
3410 | { | ||
3411 | m_vehicleParams = value; | ||
3412 | } | ||
3413 | } | ||
3414 | |||
3415 | |||
3416 | public int VehicleType | ||
3417 | { | ||
3418 | get | ||
3419 | { | ||
3420 | if (m_vehicleParams == null) | ||
3421 | return (int)Vehicle.TYPE_NONE; | ||
3422 | else | ||
3423 | return (int)m_vehicleParams.Type; | ||
3424 | } | ||
3425 | set | ||
3426 | { | ||
3427 | SetVehicleType(value); | ||
3428 | } | ||
2920 | } | 3429 | } |
2921 | 3430 | ||
2922 | public void SetVehicleType(int type) | 3431 | public void SetVehicleType(int type) |
2923 | { | 3432 | { |
2924 | PhysicsActor pa = PhysActor; | 3433 | m_vehicleParams = null; |
3434 | |||
3435 | if (type == (int)Vehicle.TYPE_NONE) | ||
3436 | { | ||
3437 | if (_parentID ==0 && PhysActor != null) | ||
3438 | PhysActor.VehicleType = (int)Vehicle.TYPE_NONE; | ||
3439 | return; | ||
3440 | } | ||
3441 | m_vehicleParams = new SOPVehicle(); | ||
3442 | m_vehicleParams.ProcessTypeChange((Vehicle)type); | ||
3443 | { | ||
3444 | if (_parentID ==0 && PhysActor != null) | ||
3445 | PhysActor.VehicleType = type; | ||
3446 | return; | ||
3447 | } | ||
3448 | } | ||
2925 | 3449 | ||
2926 | if (pa != null) | 3450 | public void SetVehicleFlags(int param, bool remove) |
2927 | pa.VehicleType = type; | 3451 | { |
3452 | if (m_vehicleParams == null) | ||
3453 | return; | ||
3454 | |||
3455 | m_vehicleParams.ProcessVehicleFlags(param, remove); | ||
3456 | |||
3457 | if (_parentID ==0 && PhysActor != null) | ||
3458 | { | ||
3459 | PhysActor.VehicleFlags(param, remove); | ||
3460 | } | ||
2928 | } | 3461 | } |
2929 | 3462 | ||
2930 | public void SetVehicleFloatParam(int param, float value) | 3463 | public void SetVehicleFloatParam(int param, float value) |
2931 | { | 3464 | { |
2932 | PhysicsActor pa = PhysActor; | 3465 | if (m_vehicleParams == null) |
3466 | return; | ||
2933 | 3467 | ||
2934 | if (pa != null) | 3468 | m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value); |
2935 | pa.VehicleFloatParam(param, value); | 3469 | |
3470 | if (_parentID == 0 && PhysActor != null) | ||
3471 | { | ||
3472 | PhysActor.VehicleFloatParam(param, value); | ||
3473 | } | ||
2936 | } | 3474 | } |
2937 | 3475 | ||
2938 | public void SetVehicleVectorParam(int param, Vector3 value) | 3476 | public void SetVehicleVectorParam(int param, Vector3 value) |
2939 | { | 3477 | { |
2940 | PhysicsActor pa = PhysActor; | 3478 | if (m_vehicleParams == null) |
3479 | return; | ||
2941 | 3480 | ||
2942 | if (pa != null) | 3481 | m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value); |
2943 | pa.VehicleVectorParam(param, value); | 3482 | |
3483 | if (_parentID == 0 && PhysActor != null) | ||
3484 | { | ||
3485 | PhysActor.VehicleVectorParam(param, value); | ||
3486 | } | ||
2944 | } | 3487 | } |
2945 | 3488 | ||
2946 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 3489 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
2947 | { | 3490 | { |
2948 | PhysicsActor pa = PhysActor; | 3491 | if (m_vehicleParams == null) |
3492 | return; | ||
2949 | 3493 | ||
2950 | if (pa != null) | 3494 | m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation); |
2951 | pa.VehicleRotationParam(param, rotation); | 3495 | |
3496 | if (_parentID == 0 && PhysActor != null) | ||
3497 | { | ||
3498 | PhysActor.VehicleRotationParam(param, rotation); | ||
3499 | } | ||
2952 | } | 3500 | } |
2953 | 3501 | ||
2954 | /// <summary> | 3502 | /// <summary> |
@@ -3149,14 +3697,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3149 | hasProfileCut = hasDimple; // is it the same thing? | 3697 | hasProfileCut = hasDimple; // is it the same thing? |
3150 | } | 3698 | } |
3151 | 3699 | ||
3152 | public void SetVehicleFlags(int param, bool remove) | ||
3153 | { | ||
3154 | PhysicsActor pa = PhysActor; | ||
3155 | |||
3156 | if (pa != null) | ||
3157 | pa.VehicleFlags(param, remove); | ||
3158 | } | ||
3159 | |||
3160 | public void SetGroup(UUID groupID, IClientAPI client) | 3700 | public void SetGroup(UUID groupID, IClientAPI client) |
3161 | { | 3701 | { |
3162 | // Scene.AddNewPrims() calls with client == null so can't use this. | 3702 | // Scene.AddNewPrims() calls with client == null so can't use this. |
@@ -3256,71 +3796,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
3256 | { | 3796 | { |
3257 | ParentGroup.stopMoveToTarget(); | 3797 | ParentGroup.stopMoveToTarget(); |
3258 | 3798 | ||
3259 | ParentGroup.ScheduleGroupForTerseUpdate(); | 3799 | // ParentGroup.ScheduleGroupForTerseUpdate(); |
3260 | //ParentGroup.ScheduleGroupForFullUpdate(); | 3800 | //ParentGroup.ScheduleGroupForFullUpdate(); |
3261 | } | 3801 | } |
3262 | 3802 | ||
3263 | public void StoreUndoState() | 3803 | public void StoreUndoState(ObjectChangeType change) |
3264 | { | 3804 | { |
3265 | StoreUndoState(false); | 3805 | if (m_UndoRedo == null) |
3266 | } | 3806 | m_UndoRedo = new UndoRedoState(5); |
3267 | 3807 | ||
3268 | public void StoreUndoState(bool forGroup) | 3808 | lock (m_UndoRedo) |
3269 | { | ||
3270 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3271 | return; | ||
3272 | |||
3273 | if (Undoing) | ||
3274 | { | ||
3275 | // m_log.DebugFormat( | ||
3276 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3277 | return; | ||
3278 | } | ||
3279 | |||
3280 | if (IgnoreUndoUpdate) | ||
3281 | { | ||
3282 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3283 | return; | ||
3284 | } | ||
3285 | |||
3286 | lock (m_undo) | ||
3287 | { | 3809 | { |
3288 | if (m_undo.Count > 0) | 3810 | if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended |
3289 | { | 3811 | { |
3290 | UndoState last = m_undo[m_undo.Count - 1]; | 3812 | m_UndoRedo.StoreUndo(this, change); |
3291 | if (last != null) | ||
3292 | { | ||
3293 | // TODO: May need to fix for group comparison | ||
3294 | if (last.Compare(this)) | ||
3295 | { | ||
3296 | // m_log.DebugFormat( | ||
3297 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3298 | // Name, LocalId, m_undo.Count); | ||
3299 | |||
3300 | return; | ||
3301 | } | ||
3302 | } | ||
3303 | } | ||
3304 | |||
3305 | // m_log.DebugFormat( | ||
3306 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3307 | // Name, LocalId, forGroup, m_undo.Count); | ||
3308 | |||
3309 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3310 | { | ||
3311 | UndoState nUndo = new UndoState(this, forGroup); | ||
3312 | |||
3313 | m_undo.Add(nUndo); | ||
3314 | |||
3315 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3316 | m_undo.RemoveAt(0); | ||
3317 | |||
3318 | if (m_redo.Count > 0) | ||
3319 | m_redo.Clear(); | ||
3320 | |||
3321 | // m_log.DebugFormat( | ||
3322 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | ||
3323 | // Name, LocalId, forGroup, m_undo.Count); | ||
3324 | } | 3813 | } |
3325 | } | 3814 | } |
3326 | } | 3815 | } |
@@ -3332,88 +3821,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3332 | { | 3821 | { |
3333 | get | 3822 | get |
3334 | { | 3823 | { |
3335 | lock (m_undo) | 3824 | if (m_UndoRedo == null) |
3336 | return m_undo.Count; | 3825 | return 0; |
3826 | return m_UndoRedo.Count; | ||
3337 | } | 3827 | } |
3338 | } | 3828 | } |
3339 | 3829 | ||
3340 | public void Undo() | 3830 | public void Undo() |
3341 | { | 3831 | { |
3342 | lock (m_undo) | 3832 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3343 | { | 3833 | return; |
3344 | // m_log.DebugFormat( | ||
3345 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3346 | // Name, LocalId, m_undo.Count); | ||
3347 | |||
3348 | if (m_undo.Count > 0) | ||
3349 | { | ||
3350 | UndoState goback = m_undo[m_undo.Count - 1]; | ||
3351 | m_undo.RemoveAt(m_undo.Count - 1); | ||
3352 | |||
3353 | UndoState nUndo = null; | ||
3354 | |||
3355 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3356 | { | ||
3357 | nUndo = new UndoState(this, goback.ForGroup); | ||
3358 | } | ||
3359 | |||
3360 | goback.PlaybackState(this); | ||
3361 | |||
3362 | if (nUndo != null) | ||
3363 | { | ||
3364 | m_redo.Add(nUndo); | ||
3365 | |||
3366 | if (m_redo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3367 | m_redo.RemoveAt(0); | ||
3368 | } | ||
3369 | } | ||
3370 | 3834 | ||
3371 | // m_log.DebugFormat( | 3835 | lock (m_UndoRedo) |
3372 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | 3836 | { |
3373 | // Name, LocalId, m_undo.Count); | 3837 | Undoing = true; |
3838 | m_UndoRedo.Undo(this); | ||
3839 | Undoing = false; | ||
3374 | } | 3840 | } |
3375 | } | 3841 | } |
3376 | 3842 | ||
3377 | public void Redo() | 3843 | public void Redo() |
3378 | { | 3844 | { |
3379 | lock (m_undo) | 3845 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3380 | { | 3846 | return; |
3381 | // m_log.DebugFormat( | ||
3382 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3383 | // Name, LocalId, m_redo.Count); | ||
3384 | |||
3385 | if (m_redo.Count > 0) | ||
3386 | { | ||
3387 | UndoState gofwd = m_redo[m_redo.Count - 1]; | ||
3388 | m_redo.RemoveAt(m_redo.Count - 1); | ||
3389 | |||
3390 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3391 | { | ||
3392 | UndoState nUndo = new UndoState(this, gofwd.ForGroup); | ||
3393 | |||
3394 | m_undo.Add(nUndo); | ||
3395 | |||
3396 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3397 | m_undo.RemoveAt(0); | ||
3398 | } | ||
3399 | |||
3400 | gofwd.PlayfwdState(this); | ||
3401 | 3847 | ||
3402 | // m_log.DebugFormat( | 3848 | lock (m_UndoRedo) |
3403 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | 3849 | { |
3404 | // Name, LocalId, m_redo.Count); | 3850 | Undoing = true; |
3405 | } | 3851 | m_UndoRedo.Redo(this); |
3852 | Undoing = false; | ||
3406 | } | 3853 | } |
3407 | } | 3854 | } |
3408 | 3855 | ||
3409 | public void ClearUndoState() | 3856 | public void ClearUndoState() |
3410 | { | 3857 | { |
3411 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | 3858 | if (m_UndoRedo == null || Undoing) |
3859 | return; | ||
3412 | 3860 | ||
3413 | lock (m_undo) | 3861 | lock (m_UndoRedo) |
3414 | { | 3862 | { |
3415 | m_undo.Clear(); | 3863 | m_UndoRedo.Clear(); |
3416 | m_redo.Clear(); | ||
3417 | } | 3864 | } |
3418 | } | 3865 | } |
3419 | 3866 | ||
@@ -3964,7 +4411,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3964 | if (god) | 4411 | if (god) |
3965 | { | 4412 | { |
3966 | BaseMask = ApplyMask(BaseMask, set, mask); | 4413 | BaseMask = ApplyMask(BaseMask, set, mask); |
3967 | Inventory.ApplyGodPermissions(_baseMask); | 4414 | Inventory.ApplyGodPermissions(BaseMask); |
3968 | } | 4415 | } |
3969 | 4416 | ||
3970 | break; | 4417 | break; |
@@ -3983,7 +4430,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3983 | case 16: | 4430 | case 16: |
3984 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & | 4431 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & |
3985 | baseMask; | 4432 | baseMask; |
3986 | // Prevent the client from creating no mod, no copy | 4433 | // Prevent the client from creating no copy, no transfer |
3987 | // objects | 4434 | // objects |
3988 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) | 4435 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) |
3989 | NextOwnerMask |= (uint)PermissionMask.Transfer; | 4436 | NextOwnerMask |= (uint)PermissionMask.Transfer; |
@@ -4001,20 +4448,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
4001 | { | 4448 | { |
4002 | bool update = false; | 4449 | bool update = false; |
4003 | 4450 | ||
4004 | if (BaseMask != source.BaseMask || | 4451 | uint prevOwnerMask = OwnerMask; |
4005 | OwnerMask != source.OwnerMask || | 4452 | uint prevGroupMask = GroupMask; |
4006 | GroupMask != source.GroupMask || | 4453 | uint prevEveryoneMask = EveryoneMask; |
4007 | EveryoneMask != source.EveryoneMask || | 4454 | uint prevNextOwnerMask = NextOwnerMask; |
4008 | NextOwnerMask != source.NextOwnerMask) | ||
4009 | update = true; | ||
4010 | 4455 | ||
4011 | BaseMask = source.BaseMask; | 4456 | OwnerMask = source.OwnerMask & BaseMask; |
4012 | OwnerMask = source.OwnerMask; | 4457 | GroupMask = source.GroupMask & BaseMask; |
4013 | GroupMask = source.GroupMask; | 4458 | EveryoneMask = source.EveryoneMask & BaseMask; |
4014 | EveryoneMask = source.EveryoneMask; | 4459 | NextOwnerMask = source.NextOwnerMask & BaseMask; |
4015 | NextOwnerMask = source.NextOwnerMask; | ||
4016 | 4460 | ||
4017 | if (update) | 4461 | if (OwnerMask != prevOwnerMask || |
4462 | GroupMask != prevGroupMask || | ||
4463 | EveryoneMask != prevEveryoneMask || | ||
4464 | NextOwnerMask != prevNextOwnerMask) | ||
4018 | SendFullUpdateToAllClients(); | 4465 | SendFullUpdateToAllClients(); |
4019 | } | 4466 | } |
4020 | 4467 | ||
@@ -4065,6 +4512,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4065 | } | 4512 | } |
4066 | } | 4513 | } |
4067 | 4514 | ||
4515 | |||
4068 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) | 4516 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) |
4069 | { | 4517 | { |
4070 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) | 4518 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) |
@@ -4092,7 +4540,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4092 | /// <param name="SetTemporary"></param> | 4540 | /// <param name="SetTemporary"></param> |
4093 | /// <param name="SetPhantom"></param> | 4541 | /// <param name="SetPhantom"></param> |
4094 | /// <param name="SetVD"></param> | 4542 | /// <param name="SetVD"></param> |
4095 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | 4543 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
4096 | { | 4544 | { |
4097 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4545 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
4098 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4546 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
@@ -4102,116 +4550,98 @@ namespace OpenSim.Region.Framework.Scenes | |||
4102 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4550 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4103 | return; | 4551 | return; |
4104 | 4552 | ||
4105 | PhysicsActor pa = PhysActor; | 4553 | VolumeDetectActive = SetVD; |
4106 | |||
4107 | // Special cases for VD. VD can only be called from a script | ||
4108 | // and can't be combined with changes to other states. So we can rely | ||
4109 | // that... | ||
4110 | // ... if VD is changed, all others are not. | ||
4111 | // ... if one of the others is changed, VD is not. | ||
4112 | if (SetVD) // VD is active, special logic applies | ||
4113 | { | ||
4114 | // State machine logic for VolumeDetect | ||
4115 | // More logic below | ||
4116 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
4117 | |||
4118 | if (phanReset) // Phantom changes from on to off switch VD off too | ||
4119 | { | ||
4120 | SetVD = false; // Switch it of for the course of this routine | ||
4121 | VolumeDetectActive = false; // and also permanently | ||
4122 | |||
4123 | if (pa != null) | ||
4124 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
4125 | } | ||
4126 | else | ||
4127 | { | ||
4128 | // If volumedetect is active we don't want phantom to be applied. | ||
4129 | // If this is a new call to VD out of the state "phantom" | ||
4130 | // this will also cause the prim to be visible to physics | ||
4131 | SetPhantom = false; | ||
4132 | } | ||
4133 | } | ||
4134 | 4554 | ||
4135 | if (UsePhysics && IsJoint()) | 4555 | // volume detector implies phantom |
4136 | { | 4556 | if (VolumeDetectActive) |
4137 | SetPhantom = true; | 4557 | SetPhantom = true; |
4138 | } | ||
4139 | 4558 | ||
4140 | if (UsePhysics) | 4559 | if (UsePhysics) |
4141 | { | ||
4142 | AddFlag(PrimFlags.Physics); | 4560 | AddFlag(PrimFlags.Physics); |
4143 | if (!wasUsingPhysics) | ||
4144 | { | ||
4145 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4146 | } | ||
4147 | } | ||
4148 | else | 4561 | else |
4149 | { | ||
4150 | RemFlag(PrimFlags.Physics); | 4562 | RemFlag(PrimFlags.Physics); |
4151 | if (wasUsingPhysics) | ||
4152 | { | ||
4153 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4154 | } | ||
4155 | } | ||
4156 | 4563 | ||
4157 | if (SetPhantom | 4564 | if (SetPhantom) |
4158 | || ParentGroup.IsAttachment | ||
4159 | || PhysicsShapeType == (byte)PhysShapeType.none | ||
4160 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | ||
4161 | { | ||
4162 | AddFlag(PrimFlags.Phantom); | 4565 | AddFlag(PrimFlags.Phantom); |
4566 | else | ||
4567 | RemFlag(PrimFlags.Phantom); | ||
4163 | 4568 | ||
4164 | if (PhysActor != null) | 4569 | if (SetTemporary) |
4570 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4571 | else | ||
4572 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4573 | |||
4574 | |||
4575 | if (ParentGroup.Scene == null) | ||
4576 | return; | ||
4577 | |||
4578 | PhysicsActor pa = PhysActor; | ||
4579 | |||
4580 | if (pa != null && building && pa.Building != building) | ||
4581 | pa.Building = building; | ||
4582 | |||
4583 | if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none | ||
4584 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
4585 | { | ||
4586 | if (pa != null) | ||
4165 | { | 4587 | { |
4588 | if(wasUsingPhysics) | ||
4589 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
4166 | RemoveFromPhysics(); | 4590 | RemoveFromPhysics(); |
4167 | pa = null; | ||
4168 | } | 4591 | } |
4592 | |||
4593 | Velocity = new Vector3(0, 0, 0); | ||
4594 | Acceleration = new Vector3(0, 0, 0); | ||
4595 | if (ParentGroup.RootPart == this) | ||
4596 | AngularVelocity = new Vector3(0, 0, 0); | ||
4169 | } | 4597 | } |
4170 | else // Not phantom | 4598 | |
4599 | else | ||
4171 | { | 4600 | { |
4172 | RemFlag(PrimFlags.Phantom); | 4601 | if (ParentGroup.Scene.CollidablePrims) |
4173 | |||
4174 | if (ParentGroup.Scene == null) | ||
4175 | return; | ||
4176 | |||
4177 | if (ParentGroup.Scene.CollidablePrims && pa == null) | ||
4178 | { | 4602 | { |
4179 | AddToPhysics(UsePhysics, SetPhantom, false); | 4603 | if (pa == null) |
4180 | pa = PhysActor; | ||
4181 | |||
4182 | |||
4183 | if (pa != null) | ||
4184 | { | 4604 | { |
4185 | pa.SetMaterial(Material); | 4605 | AddToPhysics(UsePhysics, SetPhantom, building, false); |
4186 | DoPhysicsPropertyUpdate(UsePhysics, true); | 4606 | pa = PhysActor; |
4187 | 4607 | /* | |
4188 | if ( | 4608 | if (pa != null) |
4189 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4190 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4191 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4192 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4193 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4194 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4195 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4196 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4197 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4198 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4199 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4200 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4201 | (CollisionSound != UUID.Zero) | ||
4202 | ) | ||
4203 | { | 4609 | { |
4204 | pa.OnCollisionUpdate += PhysicsCollision; | 4610 | if ( |
4205 | pa.SubscribeEvents(1000); | 4611 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
4612 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4613 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4614 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4615 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4616 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4617 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4618 | ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4619 | (CollisionSound != UUID.Zero) | ||
4620 | ) | ||
4621 | { | ||
4622 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4623 | pa.SubscribeEvents(1000); | ||
4624 | } | ||
4206 | } | 4625 | } |
4626 | */ | ||
4207 | } | 4627 | } |
4208 | } | 4628 | else // it already has a physical representation |
4209 | else // it already has a physical representation | 4629 | { |
4210 | { | 4630 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. |
4211 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | 4631 | /* moved into DoPhysicsPropertyUpdate |
4212 | } | 4632 | if(VolumeDetectActive) |
4213 | } | 4633 | pa.SetVolumeDetect(1); |
4634 | else | ||
4635 | pa.SetVolumeDetect(0); | ||
4636 | */ | ||
4214 | 4637 | ||
4638 | if (pa.Building != building) | ||
4639 | pa.Building = building; | ||
4640 | } | ||
4641 | |||
4642 | UpdatePhysicsSubscribedEvents(); | ||
4643 | } | ||
4644 | } | ||
4215 | if (SetVD) | 4645 | if (SetVD) |
4216 | { | 4646 | { |
4217 | // If the above logic worked (this is urgent candidate to unit tests!) | 4647 | // If the above logic worked (this is urgent candidate to unit tests!) |
@@ -4225,6 +4655,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4225 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 4655 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
4226 | VolumeDetectActive = true; | 4656 | VolumeDetectActive = true; |
4227 | } | 4657 | } |
4658 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4228 | } | 4659 | } |
4229 | else if (SetVD != wasVD) | 4660 | else if (SetVD != wasVD) |
4230 | { | 4661 | { |
@@ -4236,61 +4667,51 @@ namespace OpenSim.Region.Framework.Scenes | |||
4236 | RemFlag(PrimFlags.Phantom); | 4667 | RemFlag(PrimFlags.Phantom); |
4237 | VolumeDetectActive = false; | 4668 | VolumeDetectActive = false; |
4238 | } | 4669 | } |
4239 | 4670 | // and last in case we have a new actor and not building | |
4240 | if (SetTemporary) | ||
4241 | { | ||
4242 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4243 | } | ||
4244 | else | ||
4245 | { | ||
4246 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4247 | } | ||
4248 | |||
4249 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4250 | 4671 | ||
4251 | if (ParentGroup != null) | 4672 | if (ParentGroup != null) |
4252 | { | 4673 | { |
4253 | ParentGroup.HasGroupChanged = true; | 4674 | ParentGroup.HasGroupChanged = true; |
4254 | ScheduleFullUpdate(); | 4675 | ScheduleFullUpdate(); |
4255 | } | 4676 | } |
4256 | 4677 | ||
4257 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); | 4678 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); |
4258 | } | 4679 | } |
4259 | 4680 | ||
4260 | /// <summary> | 4681 | /// <summary> |
4261 | /// Adds this part to the physics scene. | 4682 | /// Adds this part to the physics scene. |
4683 | /// and sets the PhysActor property | ||
4262 | /// </summary> | 4684 | /// </summary> |
4263 | /// <remarks>This method also sets the PhysActor property.</remarks> | 4685 | /// <param name="isPhysical">Add this prim as physical.</param> |
4264 | /// <param name="rigidBody">Add this prim with a rigid body.</param> | 4686 | /// <param name="isPhantom">Add this prim as phantom.</param> |
4265 | /// <returns> | 4687 | /// <param name="building">tells physics to delay full construction of object</param> |
4266 | /// The physics actor. null if there was a failure. | 4688 | /// <param name="applyDynamics">applies velocities, force and torque</param> |
4267 | /// </returns> | 4689 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) |
4268 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) | 4690 | { |
4269 | { | ||
4270 | PhysicsActor pa; | 4691 | PhysicsActor pa; |
4271 | 4692 | ||
4272 | Vector3 velocity = Velocity; | 4693 | Vector3 velocity = Velocity; |
4273 | Vector3 rotationalVelocity = AngularVelocity;; | 4694 | Vector3 rotationalVelocity = AngularVelocity;; |
4274 | 4695 | ||
4275 | try | 4696 | try |
4276 | { | 4697 | { |
4277 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4698 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4278 | string.Format("{0}/{1}", Name, UUID), | 4699 | string.Format("{0}/{1}", Name, UUID), |
4279 | Shape, | 4700 | Shape, |
4280 | AbsolutePosition, | 4701 | AbsolutePosition, |
4281 | Scale, | 4702 | Scale, |
4282 | GetWorldRotation(), | 4703 | GetWorldRotation(), |
4283 | isPhysical, | 4704 | isPhysical, |
4284 | isPhantom, | 4705 | isPhantom, |
4285 | PhysicsShapeType, | 4706 | PhysicsShapeType, |
4286 | m_localId); | 4707 | m_localId); |
4287 | } | 4708 | } |
4288 | catch (Exception e) | 4709 | catch (Exception e) |
4289 | { | 4710 | { |
4290 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); | 4711 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); |
4291 | pa = null; | 4712 | pa = null; |
4292 | } | 4713 | } |
4293 | 4714 | ||
4294 | if (pa != null) | 4715 | if (pa != null) |
4295 | { | 4716 | { |
4296 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info | 4717 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
@@ -4303,11 +4724,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4303 | 4724 | ||
4304 | if (VolumeDetectActive) // change if not the default only | 4725 | if (VolumeDetectActive) // change if not the default only |
4305 | pa.SetVolumeDetect(1); | 4726 | pa.SetVolumeDetect(1); |
4727 | |||
4728 | if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4729 | m_vehicleParams.SetVehicle(pa); | ||
4730 | |||
4306 | // we are going to tell rest of code about physics so better have this here | 4731 | // we are going to tell rest of code about physics so better have this here |
4307 | PhysActor = pa; | 4732 | PhysActor = pa; |
4308 | 4733 | ||
4734 | // DoPhysicsPropertyUpdate(isPhysical, true); | ||
4735 | // lets expand it here just with what it really needs to do | ||
4736 | |||
4309 | if (isPhysical) | 4737 | if (isPhysical) |
4310 | { | 4738 | { |
4739 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
4740 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
4741 | ParentGroup.RootPart.KeyframeMotion = null; | ||
4311 | ParentGroup.Scene.AddPhysicalPrim(1); | 4742 | ParentGroup.Scene.AddPhysicalPrim(1); |
4312 | 4743 | ||
4313 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 4744 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
@@ -4324,19 +4755,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
4324 | } | 4755 | } |
4325 | } | 4756 | } |
4326 | 4757 | ||
4327 | if (applyDynamics) | 4758 | if (applyDynamics) |
4328 | // do independent of isphysical so parameters get setted (at least some) | 4759 | // do independent of isphysical so parameters get setted (at least some) |
4329 | { | 4760 | { |
4330 | Velocity = velocity; | 4761 | Velocity = velocity; |
4331 | AngularVelocity = rotationalVelocity; | 4762 | AngularVelocity = rotationalVelocity; |
4332 | // pa.Velocity = velocity; | 4763 | // pa.Velocity = velocity; |
4333 | pa.RotationalVelocity = rotationalVelocity; | 4764 | pa.RotationalVelocity = rotationalVelocity; |
4765 | |||
4766 | // if not vehicle and root part apply force and torque | ||
4767 | if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE) | ||
4768 | && LocalId == ParentGroup.RootPart.LocalId) | ||
4769 | { | ||
4770 | pa.Force = Force; | ||
4771 | pa.Torque = Torque; | ||
4772 | } | ||
4334 | } | 4773 | } |
4335 | 4774 | ||
4336 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 4775 | // if (Shape.SculptEntry) |
4776 | // CheckSculptAndLoad(); | ||
4777 | // else | ||
4778 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
4779 | |||
4780 | if (!building) | ||
4781 | pa.Building = false; | ||
4337 | } | 4782 | } |
4338 | 4783 | ||
4339 | PhysActor = pa; | 4784 | PhysActor = pa; |
4785 | |||
4340 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); | 4786 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); |
4341 | } | 4787 | } |
4342 | 4788 | ||
@@ -4345,13 +4791,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4345 | /// </summary> | 4791 | /// </summary> |
4346 | /// <remarks> | 4792 | /// <remarks> |
4347 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics | 4793 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics |
4348 | /// representation for collision detection. Rather, this would be used in situations such as making a prim | 4794 | /// representation for collision detection. |
4349 | /// phantom. | ||
4350 | /// </remarks> | 4795 | /// </remarks> |
4351 | public void RemoveFromPhysics() | 4796 | public void RemoveFromPhysics() |
4352 | { | 4797 | { |
4353 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | 4798 | PhysicsActor pa = PhysActor; |
4354 | ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 4799 | if (pa != null) |
4800 | { | ||
4801 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4802 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | ||
4803 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | ||
4804 | |||
4805 | ParentGroup.Scene.PhysicsScene.RemovePrim(pa); | ||
4806 | |||
4807 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | ||
4808 | } | ||
4355 | PhysActor = null; | 4809 | PhysActor = null; |
4356 | } | 4810 | } |
4357 | 4811 | ||
@@ -4483,6 +4937,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4483 | { | 4937 | { |
4484 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | 4938 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); |
4485 | 4939 | ||
4940 | return; | ||
4941 | |||
4486 | if (ParentGroup.IsDeleted) | 4942 | if (ParentGroup.IsDeleted) |
4487 | return; | 4943 | return; |
4488 | 4944 | ||
@@ -4580,6 +5036,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
4580 | ScheduleFullUpdate(); | 5036 | ScheduleFullUpdate(); |
4581 | } | 5037 | } |
4582 | 5038 | ||
5039 | |||
5040 | private void UpdatePhysicsSubscribedEvents() | ||
5041 | { | ||
5042 | PhysicsActor pa = PhysActor; | ||
5043 | if (pa == null) | ||
5044 | return; | ||
5045 | |||
5046 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5047 | |||
5048 | bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0)); | ||
5049 | |||
5050 | scriptEvents CombinedEvents = AggregateScriptEvents; | ||
5051 | |||
5052 | // merge with root part | ||
5053 | if (ParentGroup != null && ParentGroup.RootPart != null) | ||
5054 | CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents; | ||
5055 | |||
5056 | // submit to this part case | ||
5057 | if (VolumeDetectActive) | ||
5058 | CombinedEvents &= PhyscicsVolumeDtcSubsEvents; | ||
5059 | else if ((Flags & PrimFlags.Phantom) != 0) | ||
5060 | CombinedEvents &= PhyscicsPhantonSubsEvents; | ||
5061 | else | ||
5062 | CombinedEvents &= PhysicsNeededSubsEvents; | ||
5063 | |||
5064 | if (hassound || CombinedEvents != 0) | ||
5065 | { | ||
5066 | // subscribe to physics updates. | ||
5067 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5068 | pa.SubscribeEvents(50); // 20 reports per second | ||
5069 | } | ||
5070 | else | ||
5071 | { | ||
5072 | pa.UnSubscribeEvents(); | ||
5073 | } | ||
5074 | } | ||
5075 | |||
5076 | |||
4583 | public void aggregateScriptEvents() | 5077 | public void aggregateScriptEvents() |
4584 | { | 5078 | { |
4585 | if (ParentGroup == null || ParentGroup.RootPart == null) | 5079 | if (ParentGroup == null || ParentGroup.RootPart == null) |
@@ -4616,40 +5110,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
4616 | { | 5110 | { |
4617 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; | 5111 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; |
4618 | } | 5112 | } |
4619 | 5113 | /* | |
4620 | PhysicsActor pa = PhysActor; | 5114 | PhysicsActor pa = PhysActor; |
4621 | 5115 | if (pa != null) | |
4622 | if ( | ||
4623 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4624 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4625 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4626 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4627 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4628 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4629 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4630 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4631 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4632 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4633 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4634 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4635 | (CollisionSound != UUID.Zero) | ||
4636 | ) | ||
4637 | { | 5116 | { |
4638 | // subscribe to physics updates. | 5117 | if ( |
4639 | if (pa != null) | 5118 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
5119 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
5120 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
5121 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
5122 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
5123 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
5124 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
5125 | ) | ||
4640 | { | 5126 | { |
5127 | // subscribe to physics updates. | ||
4641 | pa.OnCollisionUpdate += PhysicsCollision; | 5128 | pa.OnCollisionUpdate += PhysicsCollision; |
4642 | pa.SubscribeEvents(1000); | 5129 | pa.SubscribeEvents(1000); |
4643 | } | 5130 | } |
4644 | } | 5131 | else |
4645 | else | ||
4646 | { | ||
4647 | if (pa != null) | ||
4648 | { | 5132 | { |
4649 | pa.UnSubscribeEvents(); | 5133 | pa.UnSubscribeEvents(); |
4650 | pa.OnCollisionUpdate -= PhysicsCollision; | 5134 | pa.OnCollisionUpdate -= PhysicsCollision; |
4651 | } | 5135 | } |
4652 | } | 5136 | } |
5137 | */ | ||
5138 | UpdatePhysicsSubscribedEvents(); | ||
4653 | 5139 | ||
4654 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | 5140 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) |
4655 | //{ | 5141 | //{ |
@@ -4780,6 +5266,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4780 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 5266 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4781 | } | 5267 | } |
4782 | 5268 | ||
5269 | public void ResetOwnerChangeFlag() | ||
5270 | { | ||
5271 | List<UUID> inv = Inventory.GetInventoryList(); | ||
5272 | |||
5273 | foreach (UUID itemID in inv) | ||
5274 | { | ||
5275 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
5276 | item.OwnerChanged = false; | ||
5277 | Inventory.UpdateInventoryItem(item, false, false); | ||
5278 | } | ||
5279 | } | ||
5280 | |||
4783 | /// <summary> | 5281 | /// <summary> |
4784 | /// Record an avatar sitting on this part. | 5282 | /// Record an avatar sitting on this part. |
4785 | /// </summary> | 5283 | /// </summary> |