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 347a2b5..9e644aa 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -64,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
64 | TELEPORT = 512, | 64 | TELEPORT = 512, |
65 | REGION_RESTART = 1024, | 65 | REGION_RESTART = 1024, |
66 | MEDIA = 2048, | 66 | MEDIA = 2048, |
67 | ANIMATION = 16384 | 67 | ANIMATION = 16384, |
68 | POSITION = 32768 | ||
68 | } | 69 | } |
69 | 70 | ||
70 | // I don't really know where to put this except here. | 71 | // I don't really know where to put this except here. |
@@ -123,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
123 | /// Denote all sides of the prim | 124 | /// Denote all sides of the prim |
124 | /// </value> | 125 | /// </value> |
125 | public const int ALL_SIDES = -1; | 126 | public const int ALL_SIDES = -1; |
126 | 127 | ||
128 | private const scriptEvents PhysicsNeededSubsEvents = ( | ||
129 | scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end | | ||
130 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
131 | ); | ||
132 | private const scriptEvents PhyscicsPhantonSubsEvents = ( | ||
133 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
134 | ); | ||
135 | private const scriptEvents PhyscicsVolumeDtcSubsEvents = ( | ||
136 | scriptEvents.collision_start | scriptEvents.collision_end | ||
137 | ); | ||
138 | |||
127 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 139 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
128 | 140 | ||
129 | /// <summary> | 141 | /// <summary> |
@@ -160,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
160 | /// </remarks> | 172 | /// </remarks> |
161 | public bool IsRoot | 173 | public bool IsRoot |
162 | { | 174 | { |
163 | get { return ParentGroup.RootPart == this; } | 175 | get { return Object.ReferenceEquals(ParentGroup.RootPart, this); } |
164 | } | 176 | } |
165 | 177 | ||
166 | /// <summary> | 178 | /// <summary> |
@@ -219,12 +231,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
219 | 231 | ||
220 | public double SoundRadius; | 232 | public double SoundRadius; |
221 | 233 | ||
234 | |||
222 | public uint TimeStampFull; | 235 | public uint TimeStampFull; |
223 | 236 | ||
224 | public uint TimeStampLastActivity; // Will be used for AutoReturn | 237 | public uint TimeStampLastActivity; // Will be used for AutoReturn |
225 | 238 | ||
226 | public uint TimeStampTerse; | 239 | public uint TimeStampTerse; |
227 | 240 | ||
241 | // The following two are to hold the attachment data | ||
242 | // while an object is inworld | ||
243 | [XmlIgnore] | ||
244 | public byte AttachPoint = 0; | ||
245 | |||
246 | [XmlIgnore] | ||
247 | public Vector3 AttachOffset = Vector3.Zero; | ||
248 | |||
249 | [XmlIgnore] | ||
250 | public Quaternion AttachRotation = Quaternion.Identity; | ||
251 | |||
252 | [XmlIgnore] | ||
228 | public int STATUS_ROTATE_X; | 253 | public int STATUS_ROTATE_X; |
229 | 254 | ||
230 | public int STATUS_ROTATE_Y; | 255 | public int STATUS_ROTATE_Y; |
@@ -251,8 +276,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
251 | 276 | ||
252 | public Vector3 RotationAxis = Vector3.One; | 277 | public Vector3 RotationAxis = Vector3.One; |
253 | 278 | ||
254 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 279 | public bool VolumeDetectActive; |
255 | // Certainly this must be a persistant setting finally | ||
256 | 280 | ||
257 | public bool IsWaitingForFirstSpinUpdatePacket; | 281 | public bool IsWaitingForFirstSpinUpdatePacket; |
258 | 282 | ||
@@ -292,10 +316,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
292 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 316 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
293 | private Vector3 m_sitTargetPosition; | 317 | private Vector3 m_sitTargetPosition; |
294 | private string m_sitAnimation = "SIT"; | 318 | private string m_sitAnimation = "SIT"; |
319 | private bool m_occupied; // KF if any av is sitting on this prim | ||
295 | private string m_text = String.Empty; | 320 | private string m_text = String.Empty; |
296 | private string m_touchName = String.Empty; | 321 | private string m_touchName = String.Empty; |
297 | private readonly List<UndoState> m_undo = new List<UndoState>(5); | 322 | private UndoRedoState m_UndoRedo = null; |
298 | private readonly List<UndoState> m_redo = new List<UndoState>(5); | ||
299 | 323 | ||
300 | private bool m_passTouches = false; | 324 | private bool m_passTouches = false; |
301 | private bool m_passCollisions = false; | 325 | private bool m_passCollisions = false; |
@@ -323,14 +347,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
323 | protected Vector3 m_lastVelocity; | 347 | protected Vector3 m_lastVelocity; |
324 | protected Vector3 m_lastAcceleration; | 348 | protected Vector3 m_lastAcceleration; |
325 | protected Vector3 m_lastAngularVelocity; | 349 | protected Vector3 m_lastAngularVelocity; |
326 | protected int m_lastTerseSent; | 350 | protected int m_lastUpdateSentTime; |
351 | protected float m_buoyancy = 0.0f; | ||
352 | protected Vector3 m_force; | ||
353 | protected Vector3 m_torque; | ||
327 | 354 | ||
328 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; | 355 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; |
329 | protected float m_density = 1000.0f; // in kg/m^3 | 356 | protected float m_density = 1000.0f; // in kg/m^3 |
330 | protected float m_gravitymod = 1.0f; | 357 | protected float m_gravitymod = 1.0f; |
331 | protected float m_friction = 0.6f; // wood | 358 | protected float m_friction = 0.6f; // wood |
332 | protected float m_bounce = 0.5f; // wood | 359 | protected float m_bounce = 0.5f; // wood |
333 | 360 | ||
361 | |||
362 | protected bool m_isSelected = false; | ||
363 | |||
334 | /// <summary> | 364 | /// <summary> |
335 | /// Stores media texture data | 365 | /// Stores media texture data |
336 | /// </summary> | 366 | /// </summary> |
@@ -342,10 +372,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
342 | private Vector3 m_cameraAtOffset; | 372 | private Vector3 m_cameraAtOffset; |
343 | private bool m_forceMouselook; | 373 | private bool m_forceMouselook; |
344 | 374 | ||
345 | // TODO: Collision sound should have default. | 375 | |
376 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
377 | private sbyte m_collisionSoundType; | ||
346 | private UUID m_collisionSound; | 378 | private UUID m_collisionSound; |
347 | private float m_collisionSoundVolume; | 379 | private float m_collisionSoundVolume; |
348 | 380 | ||
381 | private int LastColSoundSentTime; | ||
382 | |||
383 | |||
384 | private SOPVehicle m_vehicleParams = null; | ||
385 | |||
386 | private KeyframeMotion m_keyframeMotion = null; | ||
387 | |||
388 | public KeyframeMotion KeyframeMotion | ||
389 | { | ||
390 | get; set; | ||
391 | } | ||
392 | |||
393 | |||
349 | #endregion Fields | 394 | #endregion Fields |
350 | 395 | ||
351 | // ~SceneObjectPart() | 396 | // ~SceneObjectPart() |
@@ -375,6 +420,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
375 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | 420 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from |
376 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | 421 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log |
377 | m_inventory = new SceneObjectPartInventory(this); | 422 | m_inventory = new SceneObjectPartInventory(this); |
423 | LastColSoundSentTime = Util.EnvironmentTickCount(); | ||
378 | } | 424 | } |
379 | 425 | ||
380 | /// <summary> | 426 | /// <summary> |
@@ -389,7 +435,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
389 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 435 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
390 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 436 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
391 | { | 437 | { |
392 | m_name = "Primitive"; | 438 | m_name = "Object"; |
393 | 439 | ||
394 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 440 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
395 | LastOwnerID = CreatorID = OwnerID = ownerID; | 441 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -428,7 +474,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
428 | private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); | 474 | private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); |
429 | private uint _groupMask = (uint)PermissionMask.None; | 475 | private uint _groupMask = (uint)PermissionMask.None; |
430 | private uint _everyoneMask = (uint)PermissionMask.None; | 476 | private uint _everyoneMask = (uint)PermissionMask.None; |
431 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 477 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
432 | private PrimFlags _flags = PrimFlags.None; | 478 | private PrimFlags _flags = PrimFlags.None; |
433 | private DateTime m_expires; | 479 | private DateTime m_expires; |
434 | private DateTime m_rezzed; | 480 | private DateTime m_rezzed; |
@@ -522,12 +568,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
522 | } | 568 | } |
523 | 569 | ||
524 | /// <value> | 570 | /// <value> |
525 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 571 | /// Get the inventory list |
526 | /// </value> | 572 | /// </value> |
527 | public TaskInventoryDictionary TaskInventory | 573 | public TaskInventoryDictionary TaskInventory |
528 | { | 574 | { |
529 | get { return m_inventory.Items; } | 575 | get { |
530 | set { m_inventory.Items = value; } | 576 | return m_inventory.Items; |
577 | } | ||
578 | set { | ||
579 | m_inventory.Items = value; | ||
580 | } | ||
531 | } | 581 | } |
532 | 582 | ||
533 | /// <summary> | 583 | /// <summary> |
@@ -577,20 +627,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
577 | } | 627 | } |
578 | } | 628 | } |
579 | 629 | ||
580 | public byte Material | ||
581 | { | ||
582 | get { return (byte) m_material; } | ||
583 | set | ||
584 | { | ||
585 | m_material = (Material)value; | ||
586 | |||
587 | PhysicsActor pa = PhysActor; | ||
588 | |||
589 | if (pa != null) | ||
590 | pa.SetMaterial((int)value); | ||
591 | } | ||
592 | } | ||
593 | |||
594 | [XmlIgnore] | 630 | [XmlIgnore] |
595 | public bool PassTouches | 631 | public bool PassTouches |
596 | { | 632 | { |
@@ -616,6 +652,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
616 | } | 652 | } |
617 | } | 653 | } |
618 | 654 | ||
655 | public bool IsSelected | ||
656 | { | ||
657 | get { return m_isSelected; } | ||
658 | set | ||
659 | { | ||
660 | m_isSelected = value; | ||
661 | if (ParentGroup != null) | ||
662 | ParentGroup.PartSelectChanged(value); | ||
663 | } | ||
664 | } | ||
665 | |||
666 | |||
619 | public Dictionary<int, string> CollisionFilter | 667 | public Dictionary<int, string> CollisionFilter |
620 | { | 668 | { |
621 | get { return m_CollisionFilter; } | 669 | get { return m_CollisionFilter; } |
@@ -684,14 +732,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
684 | set { m_LoopSoundSlavePrims = value; } | 732 | set { m_LoopSoundSlavePrims = value; } |
685 | } | 733 | } |
686 | 734 | ||
687 | |||
688 | public Byte[] TextureAnimation | 735 | public Byte[] TextureAnimation |
689 | { | 736 | { |
690 | get { return m_TextureAnimation; } | 737 | get { return m_TextureAnimation; } |
691 | set { m_TextureAnimation = value; } | 738 | set { m_TextureAnimation = value; } |
692 | } | 739 | } |
693 | 740 | ||
694 | |||
695 | public Byte[] ParticleSystem | 741 | public Byte[] ParticleSystem |
696 | { | 742 | { |
697 | get { return m_particleSystem; } | 743 | get { return m_particleSystem; } |
@@ -728,9 +774,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
728 | { | 774 | { |
729 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 775 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
730 | PhysicsActor actor = PhysActor; | 776 | PhysicsActor actor = PhysActor; |
731 | // If physical and the root prim of a linkset, the position of the group is what physics thinks. | 777 | if (ParentID == 0) |
732 | if (actor != null && ParentID == 0) | 778 | { |
733 | m_groupPosition = actor.Position; | 779 | if (actor != null) |
780 | m_groupPosition = actor.Position; | ||
781 | return m_groupPosition; | ||
782 | } | ||
734 | 783 | ||
735 | // If I'm an attachment, my position is reported as the position of who I'm attached to | 784 | // If I'm an attachment, my position is reported as the position of who I'm attached to |
736 | if (ParentGroup.IsAttachment) | 785 | if (ParentGroup.IsAttachment) |
@@ -740,14 +789,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
740 | return sp.AbsolutePosition; | 789 | return sp.AbsolutePosition; |
741 | } | 790 | } |
742 | 791 | ||
792 | // use root prim's group position. Physics may have updated it | ||
793 | if (ParentGroup.RootPart != this) | ||
794 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
743 | return m_groupPosition; | 795 | return m_groupPosition; |
744 | } | 796 | } |
745 | set | 797 | set |
746 | { | 798 | { |
747 | m_groupPosition = value; | 799 | m_groupPosition = value; |
748 | |||
749 | PhysicsActor actor = PhysActor; | 800 | PhysicsActor actor = PhysActor; |
750 | if (actor != null) | 801 | if (actor != null && ParentGroup.Scene.PhysicsScene != null) |
751 | { | 802 | { |
752 | try | 803 | try |
753 | { | 804 | { |
@@ -771,16 +822,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
771 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); | 822 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); |
772 | } | 823 | } |
773 | } | 824 | } |
774 | |||
775 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
776 | if (SitTargetAvatar != UUID.Zero) | ||
777 | { | ||
778 | ScenePresence avatar; | ||
779 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
780 | { | ||
781 | avatar.ParentPosition = GetWorldPosition(); | ||
782 | } | ||
783 | } | ||
784 | } | 825 | } |
785 | } | 826 | } |
786 | 827 | ||
@@ -789,7 +830,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
789 | get { return m_offsetPosition; } | 830 | get { return m_offsetPosition; } |
790 | set | 831 | set |
791 | { | 832 | { |
792 | // StoreUndoState(); | 833 | Vector3 oldpos = m_offsetPosition; |
793 | m_offsetPosition = value; | 834 | m_offsetPosition = value; |
794 | 835 | ||
795 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 836 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -801,10 +842,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
801 | actor.Orientation = GetWorldRotation(); | 842 | actor.Orientation = GetWorldRotation(); |
802 | 843 | ||
803 | // Tell the physics engines that this prim changed. | 844 | // Tell the physics engines that this prim changed. |
804 | if (ParentGroup.Scene != null) | 845 | if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) |
805 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 846 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
806 | } | 847 | } |
848 | |||
849 | if (!m_parentGroup.m_dupeInProgress) | ||
850 | { | ||
851 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
852 | foreach (ScenePresence av in avs) | ||
853 | { | ||
854 | if (av.ParentID == m_localId) | ||
855 | { | ||
856 | Vector3 offset = (m_offsetPosition - oldpos); | ||
857 | av.AbsolutePosition += offset; | ||
858 | av.SendAvatarDataToAllAgents(); | ||
859 | } | ||
860 | } | ||
861 | } | ||
807 | } | 862 | } |
863 | TriggerScriptChangedEvent(Changed.POSITION); | ||
808 | } | 864 | } |
809 | } | 865 | } |
810 | 866 | ||
@@ -855,7 +911,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
855 | 911 | ||
856 | set | 912 | set |
857 | { | 913 | { |
858 | StoreUndoState(); | 914 | // StoreUndoState(); |
859 | m_rotationOffset = value; | 915 | m_rotationOffset = value; |
860 | 916 | ||
861 | PhysicsActor actor = PhysActor; | 917 | PhysicsActor actor = PhysActor; |
@@ -943,19 +999,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
943 | get | 999 | get |
944 | { | 1000 | { |
945 | PhysicsActor actor = PhysActor; | 1001 | PhysicsActor actor = PhysActor; |
946 | if ((actor != null) && actor.IsPhysical) | 1002 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) |
947 | { | 1003 | { |
948 | m_angularVelocity = actor.RotationalVelocity; | 1004 | m_angularVelocity = actor.RotationalVelocity; |
949 | } | 1005 | } |
950 | return m_angularVelocity; | 1006 | return m_angularVelocity; |
951 | } | 1007 | } |
952 | set { m_angularVelocity = value; } | 1008 | set |
1009 | { | ||
1010 | m_angularVelocity = value; | ||
1011 | PhysicsActor actor = PhysActor; | ||
1012 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) | ||
1013 | { | ||
1014 | actor.RotationalVelocity = m_angularVelocity; | ||
1015 | } | ||
1016 | } | ||
953 | } | 1017 | } |
954 | 1018 | ||
955 | /// <summary></summary> | 1019 | /// <summary></summary> |
956 | public Vector3 Acceleration | 1020 | public Vector3 Acceleration |
957 | { | 1021 | { |
958 | get { return m_acceleration; } | 1022 | get |
1023 | { | ||
1024 | PhysicsActor actor = PhysActor; | ||
1025 | if (actor != null) | ||
1026 | { | ||
1027 | m_acceleration = actor.Acceleration; | ||
1028 | } | ||
1029 | return m_acceleration; | ||
1030 | } | ||
1031 | |||
959 | set { m_acceleration = value; } | 1032 | set { m_acceleration = value; } |
960 | } | 1033 | } |
961 | 1034 | ||
@@ -1023,7 +1096,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1023 | public PrimitiveBaseShape Shape | 1096 | public PrimitiveBaseShape Shape |
1024 | { | 1097 | { |
1025 | get { return m_shape; } | 1098 | get { return m_shape; } |
1026 | set { m_shape = value;} | 1099 | set |
1100 | { | ||
1101 | m_shape = value; | ||
1102 | } | ||
1027 | } | 1103 | } |
1028 | 1104 | ||
1029 | /// <summary> | 1105 | /// <summary> |
@@ -1036,7 +1112,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1036 | { | 1112 | { |
1037 | if (m_shape != null) | 1113 | if (m_shape != null) |
1038 | { | 1114 | { |
1039 | StoreUndoState(); | ||
1040 | 1115 | ||
1041 | m_shape.Scale = value; | 1116 | m_shape.Scale = value; |
1042 | 1117 | ||
@@ -1104,10 +1179,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1104 | { | 1179 | { |
1105 | get | 1180 | get |
1106 | { | 1181 | { |
1107 | if (ParentGroup.IsAttachment) | 1182 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1108 | return GroupPosition; | ||
1109 | |||
1110 | return m_offsetPosition + m_groupPosition; | ||
1111 | } | 1183 | } |
1112 | } | 1184 | } |
1113 | 1185 | ||
@@ -1276,6 +1348,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1276 | _flags = value; | 1348 | _flags = value; |
1277 | } | 1349 | } |
1278 | } | 1350 | } |
1351 | |||
1352 | [XmlIgnore] | ||
1353 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1354 | { | ||
1355 | get { return m_occupied; } | ||
1356 | set { m_occupied = value; } | ||
1357 | } | ||
1279 | 1358 | ||
1280 | /// <summary> | 1359 | /// <summary> |
1281 | /// 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 | 1360 | /// 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 |
@@ -1326,12 +1405,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1326 | set { m_sitAnimation = value; } | 1405 | set { m_sitAnimation = value; } |
1327 | } | 1406 | } |
1328 | 1407 | ||
1408 | public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff"); | ||
1409 | |||
1410 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
1411 | // runtime thing.. do not persist | ||
1412 | [XmlIgnore] | ||
1413 | public sbyte CollisionSoundType | ||
1414 | { | ||
1415 | get | ||
1416 | { | ||
1417 | return m_collisionSoundType; | ||
1418 | } | ||
1419 | set | ||
1420 | { | ||
1421 | m_collisionSoundType = value; | ||
1422 | if (value == -1) | ||
1423 | m_collisionSound = invalidCollisionSoundUUID; | ||
1424 | else if (value == 0) | ||
1425 | m_collisionSound = UUID.Zero; | ||
1426 | } | ||
1427 | } | ||
1428 | |||
1329 | public UUID CollisionSound | 1429 | public UUID CollisionSound |
1330 | { | 1430 | { |
1331 | get { return m_collisionSound; } | 1431 | get { return m_collisionSound; } |
1332 | set | 1432 | set |
1333 | { | 1433 | { |
1334 | m_collisionSound = value; | 1434 | m_collisionSound = value; |
1435 | |||
1436 | if (value == invalidCollisionSoundUUID) | ||
1437 | m_collisionSoundType = -1; | ||
1438 | else if (value == UUID.Zero) | ||
1439 | m_collisionSoundType = 0; | ||
1440 | else | ||
1441 | m_collisionSoundType = 1; | ||
1442 | |||
1335 | aggregateScriptEvents(); | 1443 | aggregateScriptEvents(); |
1336 | } | 1444 | } |
1337 | } | 1445 | } |
@@ -1342,6 +1450,125 @@ namespace OpenSim.Region.Framework.Scenes | |||
1342 | set { m_collisionSoundVolume = value; } | 1450 | set { m_collisionSoundVolume = value; } |
1343 | } | 1451 | } |
1344 | 1452 | ||
1453 | public float Buoyancy | ||
1454 | { | ||
1455 | get | ||
1456 | { | ||
1457 | if (ParentGroup.RootPart == this) | ||
1458 | return m_buoyancy; | ||
1459 | |||
1460 | return ParentGroup.RootPart.Buoyancy; | ||
1461 | } | ||
1462 | set | ||
1463 | { | ||
1464 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1465 | { | ||
1466 | ParentGroup.RootPart.Buoyancy = value; | ||
1467 | return; | ||
1468 | } | ||
1469 | m_buoyancy = value; | ||
1470 | if (PhysActor != null) | ||
1471 | PhysActor.Buoyancy = value; | ||
1472 | } | ||
1473 | } | ||
1474 | |||
1475 | public Vector3 Force | ||
1476 | { | ||
1477 | get | ||
1478 | { | ||
1479 | if (ParentGroup.RootPart == this) | ||
1480 | return m_force; | ||
1481 | |||
1482 | return ParentGroup.RootPart.Force; | ||
1483 | } | ||
1484 | |||
1485 | set | ||
1486 | { | ||
1487 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1488 | { | ||
1489 | ParentGroup.RootPart.Force = value; | ||
1490 | return; | ||
1491 | } | ||
1492 | m_force = value; | ||
1493 | if (PhysActor != null) | ||
1494 | PhysActor.Force = value; | ||
1495 | } | ||
1496 | } | ||
1497 | |||
1498 | public Vector3 Torque | ||
1499 | { | ||
1500 | get | ||
1501 | { | ||
1502 | if (ParentGroup.RootPart == this) | ||
1503 | return m_torque; | ||
1504 | |||
1505 | return ParentGroup.RootPart.Torque; | ||
1506 | } | ||
1507 | |||
1508 | set | ||
1509 | { | ||
1510 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1511 | { | ||
1512 | ParentGroup.RootPart.Torque = value; | ||
1513 | return; | ||
1514 | } | ||
1515 | m_torque = value; | ||
1516 | if (PhysActor != null) | ||
1517 | PhysActor.Torque = value; | ||
1518 | } | ||
1519 | } | ||
1520 | |||
1521 | public byte Material | ||
1522 | { | ||
1523 | get { return (byte)m_material; } | ||
1524 | set | ||
1525 | { | ||
1526 | if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial) | ||
1527 | { | ||
1528 | bool update = false; | ||
1529 | |||
1530 | if (m_material != (Material)value) | ||
1531 | { | ||
1532 | update = true; | ||
1533 | m_material = (Material)value; | ||
1534 | } | ||
1535 | |||
1536 | if (m_friction != SOPMaterialData.friction(m_material)) | ||
1537 | { | ||
1538 | update = true; | ||
1539 | m_friction = SOPMaterialData.friction(m_material); | ||
1540 | } | ||
1541 | |||
1542 | if (m_bounce != SOPMaterialData.bounce(m_material)) | ||
1543 | { | ||
1544 | update = true; | ||
1545 | m_bounce = SOPMaterialData.bounce(m_material); | ||
1546 | } | ||
1547 | |||
1548 | if (update) | ||
1549 | { | ||
1550 | if (PhysActor != null) | ||
1551 | { | ||
1552 | PhysActor.SetMaterial((int)value); | ||
1553 | } | ||
1554 | if(ParentGroup != null) | ||
1555 | ParentGroup.HasGroupChanged = true; | ||
1556 | ScheduleFullUpdateIfNone(); | ||
1557 | UpdatePhysRequired = true; | ||
1558 | } | ||
1559 | } | ||
1560 | } | ||
1561 | } | ||
1562 | |||
1563 | // not a propriety to move to methods place later | ||
1564 | private bool HasMesh() | ||
1565 | { | ||
1566 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1567 | return true; | ||
1568 | return false; | ||
1569 | } | ||
1570 | |||
1571 | // not a propriety to move to methods place later | ||
1345 | public byte DefaultPhysicsShapeType() | 1572 | public byte DefaultPhysicsShapeType() |
1346 | { | 1573 | { |
1347 | byte type; | 1574 | byte type; |
@@ -1354,6 +1581,65 @@ namespace OpenSim.Region.Framework.Scenes | |||
1354 | return type; | 1581 | return type; |
1355 | } | 1582 | } |
1356 | 1583 | ||
1584 | [XmlIgnore] | ||
1585 | public bool UsesComplexCost | ||
1586 | { | ||
1587 | get | ||
1588 | { | ||
1589 | byte pst = PhysicsShapeType; | ||
1590 | if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh()) | ||
1591 | return true; | ||
1592 | return false; | ||
1593 | } | ||
1594 | } | ||
1595 | |||
1596 | [XmlIgnore] | ||
1597 | public float PhysicsCost | ||
1598 | { | ||
1599 | get | ||
1600 | { | ||
1601 | if(PhysicsShapeType == (byte)PhysShapeType.none) | ||
1602 | return 0; | ||
1603 | |||
1604 | float cost = 0.1f; | ||
1605 | if (PhysActor != null) | ||
1606 | cost = PhysActor.PhysicsCost; | ||
1607 | else | ||
1608 | cost = 0.1f; | ||
1609 | |||
1610 | if ((Flags & PrimFlags.Physics) != 0) | ||
1611 | cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 | ||
1612 | return cost; | ||
1613 | } | ||
1614 | } | ||
1615 | |||
1616 | [XmlIgnore] | ||
1617 | public float StreamingCost | ||
1618 | { | ||
1619 | get | ||
1620 | { | ||
1621 | float cost; | ||
1622 | if (PhysActor != null) | ||
1623 | cost = PhysActor.StreamCost; | ||
1624 | else | ||
1625 | cost = 1.0f; | ||
1626 | return 1.0f; | ||
1627 | } | ||
1628 | } | ||
1629 | |||
1630 | [XmlIgnore] | ||
1631 | public float SimulationCost | ||
1632 | { | ||
1633 | get | ||
1634 | { | ||
1635 | // ignoring scripts. Don't like considering them for this | ||
1636 | if((Flags & PrimFlags.Physics) != 0) | ||
1637 | return 1.0f; | ||
1638 | |||
1639 | return 0.5f; | ||
1640 | } | ||
1641 | } | ||
1642 | |||
1357 | public byte PhysicsShapeType | 1643 | public byte PhysicsShapeType |
1358 | { | 1644 | { |
1359 | get { return m_physicsShapeType; } | 1645 | get { return m_physicsShapeType; } |
@@ -1387,11 +1673,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1387 | } | 1673 | } |
1388 | else if (PhysActor == null) | 1674 | else if (PhysActor == null) |
1389 | { | 1675 | { |
1390 | ApplyPhysics((uint)Flags, VolumeDetectActive); | 1676 | ApplyPhysics((uint)Flags, VolumeDetectActive, false); |
1677 | UpdatePhysicsSubscribedEvents(); | ||
1391 | } | 1678 | } |
1392 | else | 1679 | else |
1393 | { | 1680 | { |
1394 | PhysActor.PhysicsShapeType = m_physicsShapeType; | 1681 | PhysActor.PhysicsShapeType = m_physicsShapeType; |
1682 | // if (Shape.SculptEntry) | ||
1683 | // CheckSculptAndLoad(); | ||
1395 | } | 1684 | } |
1396 | 1685 | ||
1397 | if (ParentGroup != null) | 1686 | if (ParentGroup != null) |
@@ -1493,6 +1782,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1493 | } | 1782 | } |
1494 | } | 1783 | } |
1495 | 1784 | ||
1785 | |||
1496 | #endregion Public Properties with only Get | 1786 | #endregion Public Properties with only Get |
1497 | 1787 | ||
1498 | private uint ApplyMask(uint val, bool set, uint mask) | 1788 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1638,6 +1928,61 @@ namespace OpenSim.Region.Framework.Scenes | |||
1638 | } | 1928 | } |
1639 | } | 1929 | } |
1640 | 1930 | ||
1931 | // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future | ||
1932 | public void SetVelocity(Vector3 pVel, bool localGlobalTF) | ||
1933 | { | ||
1934 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1935 | return; | ||
1936 | |||
1937 | if (ParentGroup.IsAttachment) | ||
1938 | return; // don't work on attachments (for now ??) | ||
1939 | |||
1940 | SceneObjectPart root = ParentGroup.RootPart; | ||
1941 | |||
1942 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1943 | return; | ||
1944 | |||
1945 | PhysicsActor pa = root.PhysActor; | ||
1946 | |||
1947 | if (pa == null || !pa.IsPhysical) | ||
1948 | return; | ||
1949 | |||
1950 | if (localGlobalTF) | ||
1951 | { | ||
1952 | pVel = pVel * GetWorldRotation(); | ||
1953 | } | ||
1954 | |||
1955 | ParentGroup.Velocity = pVel; | ||
1956 | } | ||
1957 | |||
1958 | // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future | ||
1959 | public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF) | ||
1960 | { | ||
1961 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1962 | return; | ||
1963 | |||
1964 | if (ParentGroup.IsAttachment) | ||
1965 | return; // don't work on attachments (for now ??) | ||
1966 | |||
1967 | SceneObjectPart root = ParentGroup.RootPart; | ||
1968 | |||
1969 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1970 | return; | ||
1971 | |||
1972 | PhysicsActor pa = root.PhysActor; | ||
1973 | |||
1974 | if (pa == null || !pa.IsPhysical) | ||
1975 | return; | ||
1976 | |||
1977 | if (localGlobalTF) | ||
1978 | { | ||
1979 | pAngVel = pAngVel * GetWorldRotation(); | ||
1980 | } | ||
1981 | |||
1982 | root.AngularVelocity = pAngVel; | ||
1983 | } | ||
1984 | |||
1985 | |||
1641 | /// <summary> | 1986 | /// <summary> |
1642 | /// hook to the physics scene to apply angular impulse | 1987 | /// hook to the physics scene to apply angular impulse |
1643 | /// This is sent up to the group, which then finds the root prim | 1988 | /// This is sent up to the group, which then finds the root prim |
@@ -1658,7 +2003,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1658 | impulse = newimpulse; | 2003 | impulse = newimpulse; |
1659 | } | 2004 | } |
1660 | 2005 | ||
1661 | ParentGroup.applyAngularImpulse(impulse); | 2006 | ParentGroup.ApplyAngularImpulse(impulse); |
1662 | } | 2007 | } |
1663 | 2008 | ||
1664 | /// <summary> | 2009 | /// <summary> |
@@ -1668,20 +2013,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1668 | /// </summary> | 2013 | /// </summary> |
1669 | /// <param name="impulsei">Vector force</param> | 2014 | /// <param name="impulsei">Vector force</param> |
1670 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 2015 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1671 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 2016 | |
2017 | // this is actualy Set Torque.. keeping naming so not to edit lslapi also | ||
2018 | public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) | ||
1672 | { | 2019 | { |
1673 | Vector3 impulse = impulsei; | 2020 | Vector3 torque = torquei; |
1674 | 2021 | ||
1675 | if (localGlobalTF) | 2022 | if (localGlobalTF) |
1676 | { | 2023 | { |
2024 | /* | ||
1677 | Quaternion grot = GetWorldRotation(); | 2025 | Quaternion grot = GetWorldRotation(); |
1678 | Quaternion AXgrot = grot; | 2026 | Quaternion AXgrot = grot; |
1679 | Vector3 AXimpulsei = impulsei; | 2027 | Vector3 AXimpulsei = impulsei; |
1680 | Vector3 newimpulse = AXimpulsei * AXgrot; | 2028 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1681 | impulse = newimpulse; | 2029 | */ |
2030 | torque *= GetWorldRotation(); | ||
1682 | } | 2031 | } |
1683 | 2032 | ||
1684 | ParentGroup.setAngularImpulse(impulse); | 2033 | Torque = torque; |
1685 | } | 2034 | } |
1686 | 2035 | ||
1687 | /// <summary> | 2036 | /// <summary> |
@@ -1689,7 +2038,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1689 | /// </summary> | 2038 | /// </summary> |
1690 | /// <param name="rootObjectFlags"></param> | 2039 | /// <param name="rootObjectFlags"></param> |
1691 | /// <param name="VolumeDetectActive"></param> | 2040 | /// <param name="VolumeDetectActive"></param> |
1692 | public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) | 2041 | /// <param name="building"></param> |
2042 | |||
2043 | public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) | ||
1693 | { | 2044 | { |
1694 | VolumeDetectActive = _VolumeDetectActive; | 2045 | VolumeDetectActive = _VolumeDetectActive; |
1695 | 2046 | ||
@@ -1699,8 +2050,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1699 | if (PhysicsShapeType == (byte)PhysShapeType.none) | 2050 | if (PhysicsShapeType == (byte)PhysShapeType.none) |
1700 | return; | 2051 | return; |
1701 | 2052 | ||
1702 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 2053 | bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; |
1703 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 2054 | bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0; |
1704 | 2055 | ||
1705 | if (_VolumeDetectActive) | 2056 | if (_VolumeDetectActive) |
1706 | isPhantom = true; | 2057 | isPhantom = true; |
@@ -1714,7 +2065,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1714 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment | 2065 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment |
1715 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | 2066 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1716 | { | 2067 | { |
1717 | AddToPhysics(isPhysical, isPhantom, isPhysical); | 2068 | AddToPhysics(isPhysical, isPhantom, building, isPhysical); |
2069 | UpdatePhysicsSubscribedEvents(); // not sure if appliable here | ||
1718 | } | 2070 | } |
1719 | else | 2071 | else |
1720 | PhysActor = null; // just to be sure | 2072 | PhysActor = null; // just to be sure |
@@ -1769,6 +2121,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1769 | dupe.Category = Category; | 2121 | dupe.Category = Category; |
1770 | dupe.m_rezzed = m_rezzed; | 2122 | dupe.m_rezzed = m_rezzed; |
1771 | 2123 | ||
2124 | dupe.m_UndoRedo = null; | ||
2125 | dupe.m_isSelected = false; | ||
2126 | |||
2127 | dupe.IgnoreUndoUpdate = false; | ||
2128 | dupe.Undoing = false; | ||
2129 | |||
1772 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 2130 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1773 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 2131 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1774 | 2132 | ||
@@ -1784,6 +2142,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1784 | 2142 | ||
1785 | // Move afterwards ResetIDs as it clears the localID | 2143 | // Move afterwards ResetIDs as it clears the localID |
1786 | dupe.LocalId = localID; | 2144 | dupe.LocalId = localID; |
2145 | |||
1787 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 2146 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1788 | dupe.LastOwnerID = OwnerID; | 2147 | dupe.LastOwnerID = OwnerID; |
1789 | 2148 | ||
@@ -1791,6 +2150,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1791 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); | 2150 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); |
1792 | dupe.Shape.ExtraParams = extraP; | 2151 | dupe.Shape.ExtraParams = extraP; |
1793 | 2152 | ||
2153 | // safeguard actual copy is done in sog.copy | ||
2154 | dupe.KeyframeMotion = null; | ||
2155 | |||
1794 | dupe.DynAttrs.CopyFrom(DynAttrs); | 2156 | dupe.DynAttrs.CopyFrom(DynAttrs); |
1795 | 2157 | ||
1796 | if (userExposed) | 2158 | if (userExposed) |
@@ -1804,8 +2166,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1804 | */ | 2166 | */ |
1805 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); | 2167 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); |
1806 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 2168 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
2169 | // dupe.UpdatePhysicsSubscribedEvents(); // not sure... | ||
1807 | } | 2170 | } |
1808 | 2171 | ||
2172 | if (dupe.PhysActor != null) | ||
2173 | dupe.PhysActor.LocalID = localID; | ||
2174 | |||
1809 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 2175 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1810 | 2176 | ||
1811 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 2177 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |
@@ -1824,10 +2190,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1824 | { | 2190 | { |
1825 | if (asset != null) | 2191 | if (asset != null) |
1826 | SculptTextureCallback(asset); | 2192 | SculptTextureCallback(asset); |
1827 | else | 2193 | // else |
1828 | m_log.WarnFormat( | 2194 | // m_log.WarnFormat( |
1829 | "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", | 2195 | // "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", |
1830 | Name, UUID, id); | 2196 | // Name, UUID, id); |
1831 | } | 2197 | } |
1832 | */ | 2198 | */ |
1833 | /// <summary> | 2199 | /// <summary> |
@@ -1926,6 +2292,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1926 | 2292 | ||
1927 | /// <summary> | 2293 | /// <summary> |
1928 | /// Do a physics propery update for this part. | 2294 | /// Do a physics propery update for this part. |
2295 | /// now also updates phantom and volume detector | ||
1929 | /// </summary> | 2296 | /// </summary> |
1930 | /// <param name="UsePhysics"></param> | 2297 | /// <param name="UsePhysics"></param> |
1931 | /// <param name="isNew"></param> | 2298 | /// <param name="isNew"></param> |
@@ -1951,61 +2318,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
1951 | { | 2318 | { |
1952 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 2319 | if (pa.IsPhysical) // implies UsePhysics==false for this block |
1953 | { | 2320 | { |
1954 | if (!isNew) | 2321 | if (!isNew) // implies UsePhysics==false for this block |
2322 | { | ||
1955 | ParentGroup.Scene.RemovePhysicalPrim(1); | 2323 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1956 | 2324 | ||
1957 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 2325 | Velocity = new Vector3(0, 0, 0); |
1958 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 2326 | Acceleration = new Vector3(0, 0, 0); |
1959 | pa.delink(); | 2327 | if (ParentGroup.RootPart == this) |
2328 | AngularVelocity = new Vector3(0, 0, 0); | ||
1960 | 2329 | ||
1961 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 2330 | if (pa.Phantom && !VolumeDetectActive) |
1962 | { | 2331 | { |
1963 | // destroy all joints connected to this now deactivated body | 2332 | RemoveFromPhysics(); |
1964 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 2333 | return; |
1965 | } | 2334 | } |
1966 | 2335 | ||
1967 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 2336 | pa.IsPhysical = UsePhysics; |
1968 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | 2337 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1969 | // which stops client-side interpolation of deactivated joint proxy objects. | 2338 | pa.OnOutOfBounds -= PhysicsOutOfBounds; |
2339 | pa.delink(); | ||
2340 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
2341 | { | ||
2342 | // destroy all joints connected to this now deactivated body | ||
2343 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | ||
2344 | } | ||
2345 | } | ||
1970 | } | 2346 | } |
1971 | 2347 | ||
1972 | if (!UsePhysics && !isNew) | 2348 | if (pa.IsPhysical != UsePhysics) |
1973 | { | 2349 | pa.IsPhysical = UsePhysics; |
1974 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
1975 | // prim still has velocity and continues to interpolate its position along the old | ||
1976 | // velocity-vector. | ||
1977 | Velocity = new Vector3(0, 0, 0); | ||
1978 | Acceleration = new Vector3(0, 0, 0); | ||
1979 | AngularVelocity = new Vector3(0, 0, 0); | ||
1980 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
1981 | } | ||
1982 | 2350 | ||
1983 | pa.IsPhysical = UsePhysics; | 2351 | if (UsePhysics) |
2352 | { | ||
2353 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
2354 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2355 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2356 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
1984 | 2357 | ||
1985 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 2358 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
1986 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 2359 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
1987 | /// that's not wholesome. Had to make Scene public | ||
1988 | //PhysActor = null; | ||
1989 | 2360 | ||
1990 | if ((Flags & PrimFlags.Phantom) == 0) | 2361 | if (ParentID != 0 && ParentID != LocalId) |
1991 | { | ||
1992 | if (UsePhysics) | ||
1993 | { | 2362 | { |
1994 | ParentGroup.Scene.AddPhysicalPrim(1); | 2363 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; |
1995 | 2364 | ||
1996 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 2365 | if (parentPa != null) |
1997 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
1998 | if (ParentID != 0 && ParentID != LocalId) | ||
1999 | { | 2366 | { |
2000 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | 2367 | pa.link(parentPa); |
2001 | |||
2002 | if (parentPa != null) | ||
2003 | { | ||
2004 | pa.link(parentPa); | ||
2005 | } | ||
2006 | } | 2368 | } |
2007 | } | 2369 | } |
2008 | } | 2370 | } |
2371 | } | ||
2372 | |||
2373 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
2374 | if (pa.Phantom != phan) | ||
2375 | pa.Phantom = phan; | ||
2376 | |||
2377 | // some engines dont' have this check still | ||
2378 | // if (VolumeDetectActive != pa.IsVolumeDtc) | ||
2379 | { | ||
2380 | if (VolumeDetectActive) | ||
2381 | pa.SetVolumeDetect(1); | ||
2382 | else | ||
2383 | pa.SetVolumeDetect(0); | ||
2009 | } | 2384 | } |
2010 | 2385 | ||
2011 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 2386 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
@@ -2124,42 +2499,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
2124 | 2499 | ||
2125 | public Vector3 GetGeometricCenter() | 2500 | public Vector3 GetGeometricCenter() |
2126 | { | 2501 | { |
2502 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
2503 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
2504 | // ignoring tortured prims details since sl also seems to ignore | ||
2505 | // so no real use in doing it on physics | ||
2506 | if (ParentGroup.IsDeleted) | ||
2507 | return new Vector3(0, 0, 0); | ||
2508 | |||
2509 | return ParentGroup.GetGeometricCenter(); | ||
2510 | } | ||
2511 | |||
2512 | public float GetMass() | ||
2513 | { | ||
2127 | PhysicsActor pa = PhysActor; | 2514 | PhysicsActor pa = PhysActor; |
2128 | 2515 | ||
2129 | if (pa != null) | 2516 | if (pa != null) |
2130 | return pa.GeometricCenter; | 2517 | return pa.Mass; |
2131 | else | 2518 | else |
2132 | return Vector3.Zero; | 2519 | return 0; |
2133 | } | 2520 | } |
2134 | 2521 | ||
2135 | public Vector3 GetCenterOfMass() | 2522 | public Vector3 GetCenterOfMass() |
2136 | { | 2523 | { |
2524 | if (ParentGroup.RootPart == this) | ||
2525 | { | ||
2526 | if (ParentGroup.IsDeleted) | ||
2527 | return AbsolutePosition; | ||
2528 | return ParentGroup.GetCenterOfMass(); | ||
2529 | } | ||
2530 | |||
2137 | PhysicsActor pa = PhysActor; | 2531 | PhysicsActor pa = PhysActor; |
2138 | 2532 | ||
2139 | if (pa != null) | 2533 | if (pa != null) |
2140 | return pa.CenterOfMass; | 2534 | { |
2535 | Vector3 tmp = pa.CenterOfMass; | ||
2536 | return tmp; | ||
2537 | } | ||
2141 | else | 2538 | else |
2142 | return Vector3.Zero; | 2539 | return AbsolutePosition; |
2143 | } | 2540 | } |
2144 | 2541 | ||
2145 | public float GetMass() | 2542 | public Vector3 GetPartCenterOfMass() |
2146 | { | 2543 | { |
2147 | PhysicsActor pa = PhysActor; | 2544 | PhysicsActor pa = PhysActor; |
2148 | 2545 | ||
2149 | if (pa != null) | 2546 | if (pa != null) |
2150 | return pa.Mass; | 2547 | { |
2548 | Vector3 tmp = pa.CenterOfMass; | ||
2549 | return tmp; | ||
2550 | } | ||
2151 | else | 2551 | else |
2152 | return 0; | 2552 | return AbsolutePosition; |
2153 | } | 2553 | } |
2154 | 2554 | ||
2555 | |||
2155 | public Vector3 GetForce() | 2556 | public Vector3 GetForce() |
2156 | { | 2557 | { |
2157 | PhysicsActor pa = PhysActor; | 2558 | return Force; |
2158 | |||
2159 | if (pa != null) | ||
2160 | return pa.Force; | ||
2161 | else | ||
2162 | return Vector3.Zero; | ||
2163 | } | 2559 | } |
2164 | 2560 | ||
2165 | /// <summary> | 2561 | /// <summary> |
@@ -2374,15 +2770,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2374 | 2770 | ||
2375 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) | 2771 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) |
2376 | { | 2772 | { |
2377 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) | 2773 | bool sendToRoot = true; |
2378 | { | ||
2379 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | ||
2380 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
2381 | |||
2382 | colliding.Add(CreateDetObjectForGround()); | ||
2383 | LandCollidingMessage.Colliders = colliding; | ||
2384 | 2774 | ||
2775 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | ||
2776 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
2777 | |||
2778 | colliding.Add(CreateDetObjectForGround()); | ||
2779 | LandCollidingMessage.Colliders = colliding; | ||
2780 | |||
2781 | if (Inventory.ContainsScripts()) | ||
2782 | { | ||
2783 | if (!PassCollisions) | ||
2784 | sendToRoot = false; | ||
2785 | } | ||
2786 | if ((ScriptEvents & ev) != 0) | ||
2385 | notify(LocalId, LandCollidingMessage); | 2787 | notify(LocalId, LandCollidingMessage); |
2788 | |||
2789 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) | ||
2790 | { | ||
2791 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); | ||
2386 | } | 2792 | } |
2387 | } | 2793 | } |
2388 | 2794 | ||
@@ -2398,57 +2804,120 @@ namespace OpenSim.Region.Framework.Scenes | |||
2398 | List<uint> endedColliders = new List<uint>(); | 2804 | List<uint> endedColliders = new List<uint>(); |
2399 | List<uint> startedColliders = new List<uint>(); | 2805 | List<uint> startedColliders = new List<uint>(); |
2400 | 2806 | ||
2401 | // calculate things that started colliding this time | 2807 | if (collissionswith.Count == 0) |
2402 | // and build up list of colliders this time | ||
2403 | foreach (uint localid in collissionswith.Keys) | ||
2404 | { | 2808 | { |
2405 | thisHitColliders.Add(localid); | 2809 | if (m_lastColliders.Count == 0) |
2406 | if (!m_lastColliders.Contains(localid)) | 2810 | return; // nothing to do |
2407 | startedColliders.Add(localid); | ||
2408 | } | ||
2409 | 2811 | ||
2410 | // calculate things that ended colliding | 2812 | foreach (uint localID in m_lastColliders) |
2411 | foreach (uint localID in m_lastColliders) | 2813 | { |
2412 | { | ||
2413 | if (!thisHitColliders.Contains(localID)) | ||
2414 | endedColliders.Add(localID); | 2814 | endedColliders.Add(localID); |
2815 | } | ||
2816 | m_lastColliders.Clear(); | ||
2415 | } | 2817 | } |
2416 | 2818 | ||
2417 | //add the items that started colliding this time to the last colliders list. | 2819 | else |
2418 | foreach (uint localID in startedColliders) | 2820 | { |
2419 | m_lastColliders.Add(localID); | 2821 | List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>(); |
2822 | |||
2823 | // calculate things that started colliding this time | ||
2824 | // and build up list of colliders this time | ||
2825 | if (!VolumeDetectActive && CollisionSoundType >= 0) | ||
2826 | { | ||
2827 | CollisionForSoundInfo soundinfo; | ||
2828 | ContactPoint curcontact; | ||
2420 | 2829 | ||
2421 | // remove things that ended colliding from the last colliders list | 2830 | foreach (uint id in collissionswith.Keys) |
2422 | foreach (uint localID in endedColliders) | 2831 | { |
2423 | m_lastColliders.Remove(localID); | 2832 | thisHitColliders.Add(id); |
2833 | if (!m_lastColliders.Contains(id)) | ||
2834 | { | ||
2835 | startedColliders.Add(id); | ||
2424 | 2836 | ||
2425 | // play the sound. | 2837 | curcontact = collissionswith[id]; |
2426 | if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) | 2838 | if (Math.Abs(curcontact.RelativeSpeed) > 0.2) |
2427 | { | 2839 | { |
2428 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | 2840 | soundinfo = new CollisionForSoundInfo(); |
2429 | if (soundModule != null) | 2841 | soundinfo.colliderID = id; |
2842 | soundinfo.position = curcontact.Position; | ||
2843 | soundinfo.relativeVel = curcontact.RelativeSpeed; | ||
2844 | soundinfolist.Add(soundinfo); | ||
2845 | } | ||
2846 | } | ||
2847 | } | ||
2848 | } | ||
2849 | else | ||
2850 | { | ||
2851 | foreach (uint id in collissionswith.Keys) | ||
2852 | { | ||
2853 | thisHitColliders.Add(id); | ||
2854 | if (!m_lastColliders.Contains(id)) | ||
2855 | startedColliders.Add(id); | ||
2856 | } | ||
2857 | } | ||
2858 | |||
2859 | // calculate things that ended colliding | ||
2860 | foreach (uint localID in m_lastColliders) | ||
2430 | { | 2861 | { |
2431 | soundModule.SendSound(UUID, CollisionSound, | 2862 | if (!thisHitColliders.Contains(localID)) |
2432 | CollisionSoundVolume, true, (byte)0, 0, false, | 2863 | endedColliders.Add(localID); |
2433 | false); | ||
2434 | } | 2864 | } |
2865 | |||
2866 | //add the items that started colliding this time to the last colliders list. | ||
2867 | foreach (uint localID in startedColliders) | ||
2868 | m_lastColliders.Add(localID); | ||
2869 | |||
2870 | // remove things that ended colliding from the last colliders list | ||
2871 | foreach (uint localID in endedColliders) | ||
2872 | m_lastColliders.Remove(localID); | ||
2873 | |||
2874 | // play sounds. | ||
2875 | if (soundinfolist.Count > 0) | ||
2876 | CollisionSounds.PartCollisionSound(this, soundinfolist); | ||
2435 | } | 2877 | } |
2436 | 2878 | ||
2437 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); | 2879 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); |
2438 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | 2880 | if (!VolumeDetectActive) |
2881 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | ||
2439 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); | 2882 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); |
2440 | 2883 | ||
2441 | if (startedColliders.Contains(0)) | 2884 | if (startedColliders.Contains(0)) |
2442 | { | 2885 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); |
2443 | if (m_lastColliders.Contains(0)) | 2886 | if (m_lastColliders.Contains(0)) |
2444 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); | 2887 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); |
2445 | else | ||
2446 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); | ||
2447 | } | ||
2448 | if (endedColliders.Contains(0)) | 2888 | if (endedColliders.Contains(0)) |
2449 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); | 2889 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); |
2450 | } | 2890 | } |
2451 | 2891 | ||
2892 | // The Collision sounds code calls this | ||
2893 | public void SendCollisionSound(UUID soundID, double volume, Vector3 position) | ||
2894 | { | ||
2895 | if (soundID == UUID.Zero) | ||
2896 | return; | ||
2897 | |||
2898 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | ||
2899 | if (soundModule == null) | ||
2900 | return; | ||
2901 | |||
2902 | if (volume > 1) | ||
2903 | volume = 1; | ||
2904 | if (volume < 0) | ||
2905 | volume = 0; | ||
2906 | |||
2907 | int now = Util.EnvironmentTickCount(); | ||
2908 | if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200) | ||
2909 | return; | ||
2910 | |||
2911 | LastColSoundSentTime = now; | ||
2912 | |||
2913 | UUID ownerID = OwnerID; | ||
2914 | UUID objectID = ParentGroup.RootPart.UUID; | ||
2915 | UUID parentID = ParentGroup.UUID; | ||
2916 | ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; | ||
2917 | |||
2918 | soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 ); | ||
2919 | } | ||
2920 | |||
2452 | public void PhysicsOutOfBounds(Vector3 pos) | 2921 | public void PhysicsOutOfBounds(Vector3 pos) |
2453 | { | 2922 | { |
2454 | // Note: This is only being called on the root prim at this time. | 2923 | // Note: This is only being called on the root prim at this time. |
@@ -2470,9 +2939,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2470 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); | 2939 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); |
2471 | 2940 | ||
2472 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | 2941 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) |
2473 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | 2942 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) |
2474 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | 2943 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) |
2475 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) | 2944 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) |
2476 | { | 2945 | { |
2477 | ParentGroup.AbsolutePosition = newpos; | 2946 | ParentGroup.AbsolutePosition = newpos; |
2478 | return; | 2947 | return; |
@@ -2757,6 +3226,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2757 | if (ParentGroup == null) | 3226 | if (ParentGroup == null) |
2758 | return; | 3227 | return; |
2759 | 3228 | ||
3229 | // Update the "last" values | ||
3230 | m_lastPosition = OffsetPosition; | ||
3231 | m_lastRotation = RotationOffset; | ||
3232 | m_lastVelocity = Velocity; | ||
3233 | m_lastAcceleration = Acceleration; | ||
3234 | m_lastAngularVelocity = AngularVelocity; | ||
3235 | m_lastUpdateSentTime = Environment.TickCount; | ||
3236 | |||
2760 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 3237 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
2761 | { | 3238 | { |
2762 | SendFullUpdate(avatar.ControllingClient); | 3239 | SendFullUpdate(avatar.ControllingClient); |
@@ -2815,8 +3292,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2815 | { | 3292 | { |
2816 | const float ROTATION_TOLERANCE = 0.01f; | 3293 | const float ROTATION_TOLERANCE = 0.01f; |
2817 | const float VELOCITY_TOLERANCE = 0.001f; | 3294 | const float VELOCITY_TOLERANCE = 0.001f; |
2818 | const float POSITION_TOLERANCE = 0.05f; | 3295 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2819 | const int TIME_MS_TOLERANCE = 3000; | 3296 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2820 | 3297 | ||
2821 | switch (UpdateFlag) | 3298 | switch (UpdateFlag) |
2822 | { | 3299 | { |
@@ -2830,17 +3307,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2830 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || | 3307 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || |
2831 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || | 3308 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || |
2832 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || | 3309 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || |
2833 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3310 | Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE) |
2834 | { | 3311 | { |
2835 | SendTerseUpdateToAllClients(); | 3312 | SendTerseUpdateToAllClients(); |
2836 | 3313 | ||
2837 | // Update the "last" values | ||
2838 | m_lastPosition = OffsetPosition; | ||
2839 | m_lastRotation = RotationOffset; | ||
2840 | m_lastVelocity = Velocity; | ||
2841 | m_lastAcceleration = Acceleration; | ||
2842 | m_lastAngularVelocity = AngularVelocity; | ||
2843 | m_lastTerseSent = Environment.TickCount; | ||
2844 | } | 3314 | } |
2845 | break; | 3315 | break; |
2846 | } | 3316 | } |
@@ -2858,6 +3328,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2858 | /// </summary> | 3328 | /// </summary> |
2859 | public void SendTerseUpdateToAllClients() | 3329 | public void SendTerseUpdateToAllClients() |
2860 | { | 3330 | { |
3331 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3332 | return; | ||
3333 | |||
3334 | // Update the "last" values | ||
3335 | m_lastPosition = OffsetPosition; | ||
3336 | m_lastRotation = RotationOffset; | ||
3337 | m_lastVelocity = Velocity; | ||
3338 | m_lastAcceleration = Acceleration; | ||
3339 | m_lastAngularVelocity = AngularVelocity; | ||
3340 | m_lastUpdateSentTime = Environment.TickCount; | ||
3341 | |||
2861 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | 3342 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) |
2862 | { | 3343 | { |
2863 | SendTerseUpdateToClient(client); | 3344 | SendTerseUpdateToClient(client); |
@@ -2881,10 +3362,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2881 | 3362 | ||
2882 | public void SetBuoyancy(float fvalue) | 3363 | public void SetBuoyancy(float fvalue) |
2883 | { | 3364 | { |
2884 | PhysicsActor pa = PhysActor; | 3365 | Buoyancy = fvalue; |
2885 | 3366 | /* | |
2886 | if (pa != null) | 3367 | if (PhysActor != null) |
2887 | pa.Buoyancy = fvalue; | 3368 | { |
3369 | PhysActor.Buoyancy = fvalue; | ||
3370 | } | ||
3371 | */ | ||
2888 | } | 3372 | } |
2889 | 3373 | ||
2890 | public void SetDieAtEdge(bool p) | 3374 | public void SetDieAtEdge(bool p) |
@@ -2900,47 +3384,111 @@ namespace OpenSim.Region.Framework.Scenes | |||
2900 | PhysicsActor pa = PhysActor; | 3384 | PhysicsActor pa = PhysActor; |
2901 | 3385 | ||
2902 | if (pa != null) | 3386 | if (pa != null) |
2903 | pa.FloatOnWater = floatYN == 1; | 3387 | pa.FloatOnWater = (floatYN == 1); |
2904 | } | 3388 | } |
2905 | 3389 | ||
2906 | public void SetForce(Vector3 force) | 3390 | public void SetForce(Vector3 force) |
2907 | { | 3391 | { |
2908 | PhysicsActor pa = PhysActor; | 3392 | Force = force; |
3393 | } | ||
2909 | 3394 | ||
2910 | if (pa != null) | 3395 | public SOPVehicle VehicleParams |
2911 | pa.Force = force; | 3396 | { |
3397 | get | ||
3398 | { | ||
3399 | return m_vehicleParams; | ||
3400 | } | ||
3401 | set | ||
3402 | { | ||
3403 | m_vehicleParams = value; | ||
3404 | } | ||
3405 | } | ||
3406 | |||
3407 | |||
3408 | public int VehicleType | ||
3409 | { | ||
3410 | get | ||
3411 | { | ||
3412 | if (m_vehicleParams == null) | ||
3413 | return (int)Vehicle.TYPE_NONE; | ||
3414 | else | ||
3415 | return (int)m_vehicleParams.Type; | ||
3416 | } | ||
3417 | set | ||
3418 | { | ||
3419 | SetVehicleType(value); | ||
3420 | } | ||
2912 | } | 3421 | } |
2913 | 3422 | ||
2914 | public void SetVehicleType(int type) | 3423 | public void SetVehicleType(int type) |
2915 | { | 3424 | { |
2916 | PhysicsActor pa = PhysActor; | 3425 | m_vehicleParams = null; |
3426 | |||
3427 | if (type == (int)Vehicle.TYPE_NONE) | ||
3428 | { | ||
3429 | if (_parentID ==0 && PhysActor != null) | ||
3430 | PhysActor.VehicleType = (int)Vehicle.TYPE_NONE; | ||
3431 | return; | ||
3432 | } | ||
3433 | m_vehicleParams = new SOPVehicle(); | ||
3434 | m_vehicleParams.ProcessTypeChange((Vehicle)type); | ||
3435 | { | ||
3436 | if (_parentID ==0 && PhysActor != null) | ||
3437 | PhysActor.VehicleType = type; | ||
3438 | return; | ||
3439 | } | ||
3440 | } | ||
2917 | 3441 | ||
2918 | if (pa != null) | 3442 | public void SetVehicleFlags(int param, bool remove) |
2919 | pa.VehicleType = type; | 3443 | { |
3444 | if (m_vehicleParams == null) | ||
3445 | return; | ||
3446 | |||
3447 | m_vehicleParams.ProcessVehicleFlags(param, remove); | ||
3448 | |||
3449 | if (_parentID ==0 && PhysActor != null) | ||
3450 | { | ||
3451 | PhysActor.VehicleFlags(param, remove); | ||
3452 | } | ||
2920 | } | 3453 | } |
2921 | 3454 | ||
2922 | public void SetVehicleFloatParam(int param, float value) | 3455 | public void SetVehicleFloatParam(int param, float value) |
2923 | { | 3456 | { |
2924 | PhysicsActor pa = PhysActor; | 3457 | if (m_vehicleParams == null) |
3458 | return; | ||
2925 | 3459 | ||
2926 | if (pa != null) | 3460 | m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value); |
2927 | pa.VehicleFloatParam(param, value); | 3461 | |
3462 | if (_parentID == 0 && PhysActor != null) | ||
3463 | { | ||
3464 | PhysActor.VehicleFloatParam(param, value); | ||
3465 | } | ||
2928 | } | 3466 | } |
2929 | 3467 | ||
2930 | public void SetVehicleVectorParam(int param, Vector3 value) | 3468 | public void SetVehicleVectorParam(int param, Vector3 value) |
2931 | { | 3469 | { |
2932 | PhysicsActor pa = PhysActor; | 3470 | if (m_vehicleParams == null) |
3471 | return; | ||
2933 | 3472 | ||
2934 | if (pa != null) | 3473 | m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value); |
2935 | pa.VehicleVectorParam(param, value); | 3474 | |
3475 | if (_parentID == 0 && PhysActor != null) | ||
3476 | { | ||
3477 | PhysActor.VehicleVectorParam(param, value); | ||
3478 | } | ||
2936 | } | 3479 | } |
2937 | 3480 | ||
2938 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 3481 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
2939 | { | 3482 | { |
2940 | PhysicsActor pa = PhysActor; | 3483 | if (m_vehicleParams == null) |
3484 | return; | ||
2941 | 3485 | ||
2942 | if (pa != null) | 3486 | m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation); |
2943 | pa.VehicleRotationParam(param, rotation); | 3487 | |
3488 | if (_parentID == 0 && PhysActor != null) | ||
3489 | { | ||
3490 | PhysActor.VehicleRotationParam(param, rotation); | ||
3491 | } | ||
2944 | } | 3492 | } |
2945 | 3493 | ||
2946 | /// <summary> | 3494 | /// <summary> |
@@ -3141,14 +3689,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3141 | hasProfileCut = hasDimple; // is it the same thing? | 3689 | hasProfileCut = hasDimple; // is it the same thing? |
3142 | } | 3690 | } |
3143 | 3691 | ||
3144 | public void SetVehicleFlags(int param, bool remove) | ||
3145 | { | ||
3146 | PhysicsActor pa = PhysActor; | ||
3147 | |||
3148 | if (pa != null) | ||
3149 | pa.VehicleFlags(param, remove); | ||
3150 | } | ||
3151 | |||
3152 | public void SetGroup(UUID groupID, IClientAPI client) | 3692 | public void SetGroup(UUID groupID, IClientAPI client) |
3153 | { | 3693 | { |
3154 | // Scene.AddNewPrims() calls with client == null so can't use this. | 3694 | // Scene.AddNewPrims() calls with client == null so can't use this. |
@@ -3252,71 +3792,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
3252 | { | 3792 | { |
3253 | ParentGroup.stopMoveToTarget(); | 3793 | ParentGroup.stopMoveToTarget(); |
3254 | 3794 | ||
3255 | ParentGroup.ScheduleGroupForTerseUpdate(); | 3795 | // ParentGroup.ScheduleGroupForTerseUpdate(); |
3256 | //ParentGroup.ScheduleGroupForFullUpdate(); | 3796 | //ParentGroup.ScheduleGroupForFullUpdate(); |
3257 | } | 3797 | } |
3258 | 3798 | ||
3259 | public void StoreUndoState() | 3799 | public void StoreUndoState(ObjectChangeType change) |
3260 | { | 3800 | { |
3261 | StoreUndoState(false); | 3801 | if (m_UndoRedo == null) |
3262 | } | 3802 | m_UndoRedo = new UndoRedoState(5); |
3263 | 3803 | ||
3264 | public void StoreUndoState(bool forGroup) | 3804 | lock (m_UndoRedo) |
3265 | { | ||
3266 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3267 | return; | ||
3268 | |||
3269 | if (Undoing) | ||
3270 | { | ||
3271 | // m_log.DebugFormat( | ||
3272 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3273 | return; | ||
3274 | } | ||
3275 | |||
3276 | if (IgnoreUndoUpdate) | ||
3277 | { | ||
3278 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3279 | return; | ||
3280 | } | ||
3281 | |||
3282 | lock (m_undo) | ||
3283 | { | 3805 | { |
3284 | if (m_undo.Count > 0) | 3806 | if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended |
3285 | { | 3807 | { |
3286 | UndoState last = m_undo[m_undo.Count - 1]; | 3808 | m_UndoRedo.StoreUndo(this, change); |
3287 | if (last != null) | ||
3288 | { | ||
3289 | // TODO: May need to fix for group comparison | ||
3290 | if (last.Compare(this)) | ||
3291 | { | ||
3292 | // m_log.DebugFormat( | ||
3293 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3294 | // Name, LocalId, m_undo.Count); | ||
3295 | |||
3296 | return; | ||
3297 | } | ||
3298 | } | ||
3299 | } | ||
3300 | |||
3301 | // m_log.DebugFormat( | ||
3302 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3303 | // Name, LocalId, forGroup, m_undo.Count); | ||
3304 | |||
3305 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3306 | { | ||
3307 | UndoState nUndo = new UndoState(this, forGroup); | ||
3308 | |||
3309 | m_undo.Add(nUndo); | ||
3310 | |||
3311 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3312 | m_undo.RemoveAt(0); | ||
3313 | |||
3314 | if (m_redo.Count > 0) | ||
3315 | m_redo.Clear(); | ||
3316 | |||
3317 | // m_log.DebugFormat( | ||
3318 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | ||
3319 | // Name, LocalId, forGroup, m_undo.Count); | ||
3320 | } | 3809 | } |
3321 | } | 3810 | } |
3322 | } | 3811 | } |
@@ -3328,88 +3817,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3328 | { | 3817 | { |
3329 | get | 3818 | get |
3330 | { | 3819 | { |
3331 | lock (m_undo) | 3820 | if (m_UndoRedo == null) |
3332 | return m_undo.Count; | 3821 | return 0; |
3822 | return m_UndoRedo.Count; | ||
3333 | } | 3823 | } |
3334 | } | 3824 | } |
3335 | 3825 | ||
3336 | public void Undo() | 3826 | public void Undo() |
3337 | { | 3827 | { |
3338 | lock (m_undo) | 3828 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3339 | { | 3829 | return; |
3340 | // m_log.DebugFormat( | ||
3341 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3342 | // Name, LocalId, m_undo.Count); | ||
3343 | |||
3344 | if (m_undo.Count > 0) | ||
3345 | { | ||
3346 | UndoState goback = m_undo[m_undo.Count - 1]; | ||
3347 | m_undo.RemoveAt(m_undo.Count - 1); | ||
3348 | |||
3349 | UndoState nUndo = null; | ||
3350 | |||
3351 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3352 | { | ||
3353 | nUndo = new UndoState(this, goback.ForGroup); | ||
3354 | } | ||
3355 | |||
3356 | goback.PlaybackState(this); | ||
3357 | |||
3358 | if (nUndo != null) | ||
3359 | { | ||
3360 | m_redo.Add(nUndo); | ||
3361 | |||
3362 | if (m_redo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3363 | m_redo.RemoveAt(0); | ||
3364 | } | ||
3365 | } | ||
3366 | 3830 | ||
3367 | // m_log.DebugFormat( | 3831 | lock (m_UndoRedo) |
3368 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | 3832 | { |
3369 | // Name, LocalId, m_undo.Count); | 3833 | Undoing = true; |
3834 | m_UndoRedo.Undo(this); | ||
3835 | Undoing = false; | ||
3370 | } | 3836 | } |
3371 | } | 3837 | } |
3372 | 3838 | ||
3373 | public void Redo() | 3839 | public void Redo() |
3374 | { | 3840 | { |
3375 | lock (m_undo) | 3841 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3376 | { | 3842 | return; |
3377 | // m_log.DebugFormat( | ||
3378 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3379 | // Name, LocalId, m_redo.Count); | ||
3380 | |||
3381 | if (m_redo.Count > 0) | ||
3382 | { | ||
3383 | UndoState gofwd = m_redo[m_redo.Count - 1]; | ||
3384 | m_redo.RemoveAt(m_redo.Count - 1); | ||
3385 | |||
3386 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3387 | { | ||
3388 | UndoState nUndo = new UndoState(this, gofwd.ForGroup); | ||
3389 | |||
3390 | m_undo.Add(nUndo); | ||
3391 | |||
3392 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3393 | m_undo.RemoveAt(0); | ||
3394 | } | ||
3395 | |||
3396 | gofwd.PlayfwdState(this); | ||
3397 | 3843 | ||
3398 | // m_log.DebugFormat( | 3844 | lock (m_UndoRedo) |
3399 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | 3845 | { |
3400 | // Name, LocalId, m_redo.Count); | 3846 | Undoing = true; |
3401 | } | 3847 | m_UndoRedo.Redo(this); |
3848 | Undoing = false; | ||
3402 | } | 3849 | } |
3403 | } | 3850 | } |
3404 | 3851 | ||
3405 | public void ClearUndoState() | 3852 | public void ClearUndoState() |
3406 | { | 3853 | { |
3407 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | 3854 | if (m_UndoRedo == null || Undoing) |
3855 | return; | ||
3408 | 3856 | ||
3409 | lock (m_undo) | 3857 | lock (m_UndoRedo) |
3410 | { | 3858 | { |
3411 | m_undo.Clear(); | 3859 | m_UndoRedo.Clear(); |
3412 | m_redo.Clear(); | ||
3413 | } | 3860 | } |
3414 | } | 3861 | } |
3415 | 3862 | ||
@@ -3961,7 +4408,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3961 | if (god) | 4408 | if (god) |
3962 | { | 4409 | { |
3963 | BaseMask = ApplyMask(BaseMask, set, mask); | 4410 | BaseMask = ApplyMask(BaseMask, set, mask); |
3964 | Inventory.ApplyGodPermissions(_baseMask); | 4411 | Inventory.ApplyGodPermissions(BaseMask); |
3965 | } | 4412 | } |
3966 | 4413 | ||
3967 | break; | 4414 | break; |
@@ -3992,7 +4439,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3992 | } | 4439 | } |
3993 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & | 4440 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & |
3994 | baseMask; | 4441 | baseMask; |
3995 | // Prevent the client from creating no mod, no copy | 4442 | // Prevent the client from creating no copy, no transfer |
3996 | // objects | 4443 | // objects |
3997 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) | 4444 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) |
3998 | NextOwnerMask |= (uint)PermissionMask.Transfer; | 4445 | NextOwnerMask |= (uint)PermissionMask.Transfer; |
@@ -4010,20 +4457,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
4010 | { | 4457 | { |
4011 | bool update = false; | 4458 | bool update = false; |
4012 | 4459 | ||
4013 | if (BaseMask != source.BaseMask || | 4460 | uint prevOwnerMask = OwnerMask; |
4014 | OwnerMask != source.OwnerMask || | 4461 | uint prevGroupMask = GroupMask; |
4015 | GroupMask != source.GroupMask || | 4462 | uint prevEveryoneMask = EveryoneMask; |
4016 | EveryoneMask != source.EveryoneMask || | 4463 | uint prevNextOwnerMask = NextOwnerMask; |
4017 | NextOwnerMask != source.NextOwnerMask) | ||
4018 | update = true; | ||
4019 | 4464 | ||
4020 | BaseMask = source.BaseMask; | 4465 | OwnerMask = source.OwnerMask & BaseMask; |
4021 | OwnerMask = source.OwnerMask; | 4466 | GroupMask = source.GroupMask & BaseMask; |
4022 | GroupMask = source.GroupMask; | 4467 | EveryoneMask = source.EveryoneMask & BaseMask; |
4023 | EveryoneMask = source.EveryoneMask; | 4468 | NextOwnerMask = source.NextOwnerMask & BaseMask; |
4024 | NextOwnerMask = source.NextOwnerMask; | ||
4025 | 4469 | ||
4026 | if (update) | 4470 | if (OwnerMask != prevOwnerMask || |
4471 | GroupMask != prevGroupMask || | ||
4472 | EveryoneMask != prevEveryoneMask || | ||
4473 | NextOwnerMask != prevNextOwnerMask) | ||
4027 | SendFullUpdateToAllClients(); | 4474 | SendFullUpdateToAllClients(); |
4028 | } | 4475 | } |
4029 | 4476 | ||
@@ -4074,6 +4521,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4074 | } | 4521 | } |
4075 | } | 4522 | } |
4076 | 4523 | ||
4524 | |||
4077 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) | 4525 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) |
4078 | { | 4526 | { |
4079 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) | 4527 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) |
@@ -4101,7 +4549,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4101 | /// <param name="SetTemporary"></param> | 4549 | /// <param name="SetTemporary"></param> |
4102 | /// <param name="SetPhantom"></param> | 4550 | /// <param name="SetPhantom"></param> |
4103 | /// <param name="SetVD"></param> | 4551 | /// <param name="SetVD"></param> |
4104 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | 4552 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
4105 | { | 4553 | { |
4106 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4554 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
4107 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4555 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
@@ -4111,116 +4559,98 @@ namespace OpenSim.Region.Framework.Scenes | |||
4111 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4559 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4112 | return; | 4560 | return; |
4113 | 4561 | ||
4114 | PhysicsActor pa = PhysActor; | 4562 | VolumeDetectActive = SetVD; |
4115 | |||
4116 | // Special cases for VD. VD can only be called from a script | ||
4117 | // and can't be combined with changes to other states. So we can rely | ||
4118 | // that... | ||
4119 | // ... if VD is changed, all others are not. | ||
4120 | // ... if one of the others is changed, VD is not. | ||
4121 | if (SetVD) // VD is active, special logic applies | ||
4122 | { | ||
4123 | // State machine logic for VolumeDetect | ||
4124 | // More logic below | ||
4125 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
4126 | |||
4127 | if (phanReset) // Phantom changes from on to off switch VD off too | ||
4128 | { | ||
4129 | SetVD = false; // Switch it of for the course of this routine | ||
4130 | VolumeDetectActive = false; // and also permanently | ||
4131 | |||
4132 | if (pa != null) | ||
4133 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
4134 | } | ||
4135 | else | ||
4136 | { | ||
4137 | // If volumedetect is active we don't want phantom to be applied. | ||
4138 | // If this is a new call to VD out of the state "phantom" | ||
4139 | // this will also cause the prim to be visible to physics | ||
4140 | SetPhantom = false; | ||
4141 | } | ||
4142 | } | ||
4143 | 4563 | ||
4144 | if (UsePhysics && IsJoint()) | 4564 | // volume detector implies phantom |
4145 | { | 4565 | if (VolumeDetectActive) |
4146 | SetPhantom = true; | 4566 | SetPhantom = true; |
4147 | } | ||
4148 | 4567 | ||
4149 | if (UsePhysics) | 4568 | if (UsePhysics) |
4150 | { | ||
4151 | AddFlag(PrimFlags.Physics); | 4569 | AddFlag(PrimFlags.Physics); |
4152 | if (!wasUsingPhysics) | ||
4153 | { | ||
4154 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4155 | } | ||
4156 | } | ||
4157 | else | 4570 | else |
4158 | { | ||
4159 | RemFlag(PrimFlags.Physics); | 4571 | RemFlag(PrimFlags.Physics); |
4160 | if (wasUsingPhysics) | ||
4161 | { | ||
4162 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4163 | } | ||
4164 | } | ||
4165 | 4572 | ||
4166 | if (SetPhantom | 4573 | if (SetPhantom) |
4167 | || ParentGroup.IsAttachment | ||
4168 | || PhysicsShapeType == (byte)PhysShapeType.none | ||
4169 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | ||
4170 | { | ||
4171 | AddFlag(PrimFlags.Phantom); | 4574 | AddFlag(PrimFlags.Phantom); |
4575 | else | ||
4576 | RemFlag(PrimFlags.Phantom); | ||
4172 | 4577 | ||
4173 | if (PhysActor != null) | 4578 | if (SetTemporary) |
4579 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4580 | else | ||
4581 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4582 | |||
4583 | |||
4584 | if (ParentGroup.Scene == null) | ||
4585 | return; | ||
4586 | |||
4587 | PhysicsActor pa = PhysActor; | ||
4588 | |||
4589 | if (pa != null && building && pa.Building != building) | ||
4590 | pa.Building = building; | ||
4591 | |||
4592 | if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none | ||
4593 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
4594 | { | ||
4595 | if (pa != null) | ||
4174 | { | 4596 | { |
4597 | if(wasUsingPhysics) | ||
4598 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
4175 | RemoveFromPhysics(); | 4599 | RemoveFromPhysics(); |
4176 | pa = null; | ||
4177 | } | 4600 | } |
4601 | |||
4602 | Velocity = new Vector3(0, 0, 0); | ||
4603 | Acceleration = new Vector3(0, 0, 0); | ||
4604 | if (ParentGroup.RootPart == this) | ||
4605 | AngularVelocity = new Vector3(0, 0, 0); | ||
4178 | } | 4606 | } |
4179 | else // Not phantom | 4607 | |
4608 | else | ||
4180 | { | 4609 | { |
4181 | RemFlag(PrimFlags.Phantom); | 4610 | if (ParentGroup.Scene.CollidablePrims) |
4182 | |||
4183 | if (ParentGroup.Scene == null) | ||
4184 | return; | ||
4185 | |||
4186 | if (ParentGroup.Scene.CollidablePrims && pa == null) | ||
4187 | { | 4611 | { |
4188 | AddToPhysics(UsePhysics, SetPhantom, false); | 4612 | if (pa == null) |
4189 | pa = PhysActor; | ||
4190 | |||
4191 | |||
4192 | if (pa != null) | ||
4193 | { | 4613 | { |
4194 | pa.SetMaterial(Material); | 4614 | AddToPhysics(UsePhysics, SetPhantom, building, false); |
4195 | DoPhysicsPropertyUpdate(UsePhysics, true); | 4615 | pa = PhysActor; |
4196 | 4616 | /* | |
4197 | if ( | 4617 | if (pa != null) |
4198 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4199 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4200 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4201 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4202 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4203 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4204 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4205 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4206 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4207 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4208 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4209 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4210 | (CollisionSound != UUID.Zero) | ||
4211 | ) | ||
4212 | { | 4618 | { |
4213 | pa.OnCollisionUpdate += PhysicsCollision; | 4619 | if ( |
4214 | pa.SubscribeEvents(1000); | 4620 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
4621 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4622 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4623 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4624 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4625 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4626 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4627 | ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4628 | (CollisionSound != UUID.Zero) | ||
4629 | ) | ||
4630 | { | ||
4631 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4632 | pa.SubscribeEvents(1000); | ||
4633 | } | ||
4215 | } | 4634 | } |
4635 | */ | ||
4636 | } | ||
4637 | else // it already has a physical representation | ||
4638 | { | ||
4639 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. | ||
4640 | /* moved into DoPhysicsPropertyUpdate | ||
4641 | if(VolumeDetectActive) | ||
4642 | pa.SetVolumeDetect(1); | ||
4643 | else | ||
4644 | pa.SetVolumeDetect(0); | ||
4645 | */ | ||
4646 | |||
4647 | if (pa.Building != building) | ||
4648 | pa.Building = building; | ||
4216 | } | 4649 | } |
4217 | } | ||
4218 | else // it already has a physical representation | ||
4219 | { | ||
4220 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | ||
4221 | } | ||
4222 | } | ||
4223 | 4650 | ||
4651 | UpdatePhysicsSubscribedEvents(); | ||
4652 | } | ||
4653 | } | ||
4224 | if (SetVD) | 4654 | if (SetVD) |
4225 | { | 4655 | { |
4226 | // If the above logic worked (this is urgent candidate to unit tests!) | 4656 | // If the above logic worked (this is urgent candidate to unit tests!) |
@@ -4234,6 +4664,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4234 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 4664 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
4235 | VolumeDetectActive = true; | 4665 | VolumeDetectActive = true; |
4236 | } | 4666 | } |
4667 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4237 | } | 4668 | } |
4238 | else if (SetVD != wasVD) | 4669 | else if (SetVD != wasVD) |
4239 | { | 4670 | { |
@@ -4245,61 +4676,51 @@ namespace OpenSim.Region.Framework.Scenes | |||
4245 | RemFlag(PrimFlags.Phantom); | 4676 | RemFlag(PrimFlags.Phantom); |
4246 | VolumeDetectActive = false; | 4677 | VolumeDetectActive = false; |
4247 | } | 4678 | } |
4248 | 4679 | // and last in case we have a new actor and not building | |
4249 | if (SetTemporary) | ||
4250 | { | ||
4251 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4252 | } | ||
4253 | else | ||
4254 | { | ||
4255 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4256 | } | ||
4257 | |||
4258 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4259 | 4680 | ||
4260 | if (ParentGroup != null) | 4681 | if (ParentGroup != null) |
4261 | { | 4682 | { |
4262 | ParentGroup.HasGroupChanged = true; | 4683 | ParentGroup.HasGroupChanged = true; |
4263 | ScheduleFullUpdate(); | 4684 | ScheduleFullUpdate(); |
4264 | } | 4685 | } |
4265 | 4686 | ||
4266 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); | 4687 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); |
4267 | } | 4688 | } |
4268 | 4689 | ||
4269 | /// <summary> | 4690 | /// <summary> |
4270 | /// Adds this part to the physics scene. | 4691 | /// Adds this part to the physics scene. |
4692 | /// and sets the PhysActor property | ||
4271 | /// </summary> | 4693 | /// </summary> |
4272 | /// <remarks>This method also sets the PhysActor property.</remarks> | 4694 | /// <param name="isPhysical">Add this prim as physical.</param> |
4273 | /// <param name="rigidBody">Add this prim with a rigid body.</param> | 4695 | /// <param name="isPhantom">Add this prim as phantom.</param> |
4274 | /// <returns> | 4696 | /// <param name="building">tells physics to delay full construction of object</param> |
4275 | /// The physics actor. null if there was a failure. | 4697 | /// <param name="applyDynamics">applies velocities, force and torque</param> |
4276 | /// </returns> | 4698 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) |
4277 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) | 4699 | { |
4278 | { | ||
4279 | PhysicsActor pa; | 4700 | PhysicsActor pa; |
4280 | 4701 | ||
4281 | Vector3 velocity = Velocity; | 4702 | Vector3 velocity = Velocity; |
4282 | Vector3 rotationalVelocity = AngularVelocity;; | 4703 | Vector3 rotationalVelocity = AngularVelocity;; |
4283 | 4704 | ||
4284 | try | 4705 | try |
4285 | { | 4706 | { |
4286 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4707 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4287 | string.Format("{0}/{1}", Name, UUID), | 4708 | string.Format("{0}/{1}", Name, UUID), |
4288 | Shape, | 4709 | Shape, |
4289 | AbsolutePosition, | 4710 | AbsolutePosition, |
4290 | Scale, | 4711 | Scale, |
4291 | GetWorldRotation(), | 4712 | GetWorldRotation(), |
4292 | isPhysical, | 4713 | isPhysical, |
4293 | isPhantom, | 4714 | isPhantom, |
4294 | PhysicsShapeType, | 4715 | PhysicsShapeType, |
4295 | m_localId); | 4716 | m_localId); |
4296 | } | 4717 | } |
4297 | catch (Exception e) | 4718 | catch (Exception e) |
4298 | { | 4719 | { |
4299 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); | 4720 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); |
4300 | pa = null; | 4721 | pa = null; |
4301 | } | 4722 | } |
4302 | 4723 | ||
4303 | if (pa != null) | 4724 | if (pa != null) |
4304 | { | 4725 | { |
4305 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info | 4726 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
@@ -4312,11 +4733,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4312 | 4733 | ||
4313 | if (VolumeDetectActive) // change if not the default only | 4734 | if (VolumeDetectActive) // change if not the default only |
4314 | pa.SetVolumeDetect(1); | 4735 | pa.SetVolumeDetect(1); |
4736 | |||
4737 | if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4738 | m_vehicleParams.SetVehicle(pa); | ||
4739 | |||
4315 | // we are going to tell rest of code about physics so better have this here | 4740 | // we are going to tell rest of code about physics so better have this here |
4316 | PhysActor = pa; | 4741 | PhysActor = pa; |
4317 | 4742 | ||
4743 | // DoPhysicsPropertyUpdate(isPhysical, true); | ||
4744 | // lets expand it here just with what it really needs to do | ||
4745 | |||
4318 | if (isPhysical) | 4746 | if (isPhysical) |
4319 | { | 4747 | { |
4748 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
4749 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
4750 | ParentGroup.RootPart.KeyframeMotion = null; | ||
4320 | ParentGroup.Scene.AddPhysicalPrim(1); | 4751 | ParentGroup.Scene.AddPhysicalPrim(1); |
4321 | 4752 | ||
4322 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 4753 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
@@ -4333,19 +4764,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
4333 | } | 4764 | } |
4334 | } | 4765 | } |
4335 | 4766 | ||
4336 | if (applyDynamics) | 4767 | if (applyDynamics) |
4337 | // do independent of isphysical so parameters get setted (at least some) | 4768 | // do independent of isphysical so parameters get setted (at least some) |
4338 | { | 4769 | { |
4339 | Velocity = velocity; | 4770 | Velocity = velocity; |
4340 | AngularVelocity = rotationalVelocity; | 4771 | AngularVelocity = rotationalVelocity; |
4341 | // pa.Velocity = velocity; | 4772 | // pa.Velocity = velocity; |
4342 | pa.RotationalVelocity = rotationalVelocity; | 4773 | pa.RotationalVelocity = rotationalVelocity; |
4774 | |||
4775 | // if not vehicle and root part apply force and torque | ||
4776 | if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE) | ||
4777 | && LocalId == ParentGroup.RootPart.LocalId) | ||
4778 | { | ||
4779 | pa.Force = Force; | ||
4780 | pa.Torque = Torque; | ||
4781 | } | ||
4343 | } | 4782 | } |
4344 | 4783 | ||
4345 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 4784 | // if (Shape.SculptEntry) |
4785 | // CheckSculptAndLoad(); | ||
4786 | // else | ||
4787 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
4788 | |||
4789 | if (!building) | ||
4790 | pa.Building = false; | ||
4346 | } | 4791 | } |
4347 | 4792 | ||
4348 | PhysActor = pa; | 4793 | PhysActor = pa; |
4794 | |||
4349 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); | 4795 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); |
4350 | } | 4796 | } |
4351 | 4797 | ||
@@ -4354,13 +4800,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4354 | /// </summary> | 4800 | /// </summary> |
4355 | /// <remarks> | 4801 | /// <remarks> |
4356 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics | 4802 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics |
4357 | /// representation for collision detection. Rather, this would be used in situations such as making a prim | 4803 | /// representation for collision detection. |
4358 | /// phantom. | ||
4359 | /// </remarks> | 4804 | /// </remarks> |
4360 | public void RemoveFromPhysics() | 4805 | public void RemoveFromPhysics() |
4361 | { | 4806 | { |
4362 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | 4807 | PhysicsActor pa = PhysActor; |
4363 | ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 4808 | if (pa != null) |
4809 | { | ||
4810 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4811 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | ||
4812 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | ||
4813 | |||
4814 | ParentGroup.Scene.PhysicsScene.RemovePrim(pa); | ||
4815 | |||
4816 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | ||
4817 | } | ||
4364 | PhysActor = null; | 4818 | PhysActor = null; |
4365 | } | 4819 | } |
4366 | 4820 | ||
@@ -4492,6 +4946,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4492 | { | 4946 | { |
4493 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | 4947 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); |
4494 | 4948 | ||
4949 | return; | ||
4950 | |||
4495 | if (ParentGroup.IsDeleted) | 4951 | if (ParentGroup.IsDeleted) |
4496 | return; | 4952 | return; |
4497 | 4953 | ||
@@ -4615,6 +5071,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
4615 | } | 5071 | } |
4616 | } | 5072 | } |
4617 | 5073 | ||
5074 | |||
5075 | private void UpdatePhysicsSubscribedEvents() | ||
5076 | { | ||
5077 | PhysicsActor pa = PhysActor; | ||
5078 | if (pa == null) | ||
5079 | return; | ||
5080 | |||
5081 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5082 | |||
5083 | bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0)); | ||
5084 | |||
5085 | scriptEvents CombinedEvents = AggregateScriptEvents; | ||
5086 | |||
5087 | // merge with root part | ||
5088 | if (ParentGroup != null && ParentGroup.RootPart != null) | ||
5089 | CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents; | ||
5090 | |||
5091 | // submit to this part case | ||
5092 | if (VolumeDetectActive) | ||
5093 | CombinedEvents &= PhyscicsVolumeDtcSubsEvents; | ||
5094 | else if ((Flags & PrimFlags.Phantom) != 0) | ||
5095 | CombinedEvents &= PhyscicsPhantonSubsEvents; | ||
5096 | else | ||
5097 | CombinedEvents &= PhysicsNeededSubsEvents; | ||
5098 | |||
5099 | if (hassound || CombinedEvents != 0) | ||
5100 | { | ||
5101 | // subscribe to physics updates. | ||
5102 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5103 | pa.SubscribeEvents(50); // 20 reports per second | ||
5104 | } | ||
5105 | else | ||
5106 | { | ||
5107 | pa.UnSubscribeEvents(); | ||
5108 | } | ||
5109 | } | ||
5110 | |||
5111 | |||
4618 | public void aggregateScriptEvents() | 5112 | public void aggregateScriptEvents() |
4619 | { | 5113 | { |
4620 | if (ParentGroup == null || ParentGroup.RootPart == null) | 5114 | if (ParentGroup == null || ParentGroup.RootPart == null) |
@@ -4651,40 +5145,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
4651 | { | 5145 | { |
4652 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; | 5146 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; |
4653 | } | 5147 | } |
4654 | 5148 | /* | |
4655 | PhysicsActor pa = PhysActor; | 5149 | PhysicsActor pa = PhysActor; |
4656 | 5150 | if (pa != null) | |
4657 | if ( | ||
4658 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4659 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4660 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4661 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4662 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4663 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4664 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4665 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4666 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4667 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4668 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4669 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4670 | (CollisionSound != UUID.Zero) | ||
4671 | ) | ||
4672 | { | 5151 | { |
4673 | // subscribe to physics updates. | 5152 | if ( |
4674 | if (pa != null) | 5153 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
5154 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
5155 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
5156 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
5157 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
5158 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
5159 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
5160 | ) | ||
4675 | { | 5161 | { |
5162 | // subscribe to physics updates. | ||
4676 | pa.OnCollisionUpdate += PhysicsCollision; | 5163 | pa.OnCollisionUpdate += PhysicsCollision; |
4677 | pa.SubscribeEvents(1000); | 5164 | pa.SubscribeEvents(1000); |
4678 | } | 5165 | } |
4679 | } | 5166 | else |
4680 | else | ||
4681 | { | ||
4682 | if (pa != null) | ||
4683 | { | 5167 | { |
4684 | pa.UnSubscribeEvents(); | 5168 | pa.UnSubscribeEvents(); |
4685 | pa.OnCollisionUpdate -= PhysicsCollision; | 5169 | pa.OnCollisionUpdate -= PhysicsCollision; |
4686 | } | 5170 | } |
4687 | } | 5171 | } |
5172 | */ | ||
5173 | UpdatePhysicsSubscribedEvents(); | ||
4688 | 5174 | ||
4689 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | 5175 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) |
4690 | //{ | 5176 | //{ |
@@ -4818,6 +5304,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4818 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 5304 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4819 | } | 5305 | } |
4820 | 5306 | ||
5307 | public void ResetOwnerChangeFlag() | ||
5308 | { | ||
5309 | List<UUID> inv = Inventory.GetInventoryList(); | ||
5310 | |||
5311 | foreach (UUID itemID in inv) | ||
5312 | { | ||
5313 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
5314 | item.OwnerChanged = false; | ||
5315 | Inventory.UpdateInventoryItem(item, false, false); | ||
5316 | } | ||
5317 | } | ||
5318 | |||
4821 | /// <summary> | 5319 | /// <summary> |
4822 | /// Record an avatar sitting on this part. | 5320 | /// Record an avatar sitting on this part. |
4823 | /// </summary> | 5321 | /// </summary> |