diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 1493 |
1 files changed, 993 insertions, 500 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index eb3af42..59a453a 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> |
@@ -233,6 +245,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
233 | 245 | ||
234 | public uint TimeStampTerse; | 246 | public uint TimeStampTerse; |
235 | 247 | ||
248 | // The following two are to hold the attachment data | ||
249 | // while an object is inworld | ||
250 | [XmlIgnore] | ||
251 | public byte AttachPoint = 0; | ||
252 | |||
253 | [XmlIgnore] | ||
254 | public Vector3 AttachOffset = Vector3.Zero; | ||
255 | |||
256 | [XmlIgnore] | ||
257 | public Quaternion AttachRotation = Quaternion.Identity; | ||
258 | |||
259 | [XmlIgnore] | ||
236 | public int STATUS_ROTATE_X; | 260 | public int STATUS_ROTATE_X; |
237 | 261 | ||
238 | public int STATUS_ROTATE_Y; | 262 | public int STATUS_ROTATE_Y; |
@@ -259,8 +283,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
259 | 283 | ||
260 | public Vector3 RotationAxis = Vector3.One; | 284 | public Vector3 RotationAxis = Vector3.One; |
261 | 285 | ||
262 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 286 | public bool VolumeDetectActive; |
263 | // Certainly this must be a persistant setting finally | ||
264 | 287 | ||
265 | public bool IsWaitingForFirstSpinUpdatePacket; | 288 | public bool IsWaitingForFirstSpinUpdatePacket; |
266 | 289 | ||
@@ -300,10 +323,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
300 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 323 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
301 | private Vector3 m_sitTargetPosition; | 324 | private Vector3 m_sitTargetPosition; |
302 | private string m_sitAnimation = "SIT"; | 325 | private string m_sitAnimation = "SIT"; |
326 | private bool m_occupied; // KF if any av is sitting on this prim | ||
303 | private string m_text = String.Empty; | 327 | private string m_text = String.Empty; |
304 | private string m_touchName = String.Empty; | 328 | private string m_touchName = String.Empty; |
305 | private readonly List<UndoState> m_undo = new List<UndoState>(5); | 329 | private UndoRedoState m_UndoRedo = null; |
306 | private readonly List<UndoState> m_redo = new List<UndoState>(5); | ||
307 | 330 | ||
308 | private bool m_passTouches = false; | 331 | private bool m_passTouches = false; |
309 | private bool m_passCollisions = false; | 332 | private bool m_passCollisions = false; |
@@ -331,14 +354,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
331 | protected Vector3 m_lastVelocity; | 354 | protected Vector3 m_lastVelocity; |
332 | protected Vector3 m_lastAcceleration; | 355 | protected Vector3 m_lastAcceleration; |
333 | protected Vector3 m_lastAngularVelocity; | 356 | protected Vector3 m_lastAngularVelocity; |
334 | protected int m_lastTerseSent; | 357 | protected int m_lastUpdateSentTime; |
358 | protected float m_buoyancy = 0.0f; | ||
359 | protected Vector3 m_force; | ||
360 | protected Vector3 m_torque; | ||
335 | 361 | ||
336 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; | 362 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; |
337 | protected float m_density = 1000.0f; // in kg/m^3 | 363 | protected float m_density = 1000.0f; // in kg/m^3 |
338 | protected float m_gravitymod = 1.0f; | 364 | protected float m_gravitymod = 1.0f; |
339 | protected float m_friction = 0.6f; // wood | 365 | protected float m_friction = 0.6f; // wood |
340 | protected float m_bounce = 0.5f; // wood | 366 | protected float m_bounce = 0.5f; // wood |
341 | 367 | ||
368 | |||
369 | protected bool m_isSelected = false; | ||
370 | |||
342 | /// <summary> | 371 | /// <summary> |
343 | /// Stores media texture data | 372 | /// Stores media texture data |
344 | /// </summary> | 373 | /// </summary> |
@@ -350,15 +379,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
350 | private Vector3 m_cameraAtOffset; | 379 | private Vector3 m_cameraAtOffset; |
351 | private bool m_forceMouselook; | 380 | private bool m_forceMouselook; |
352 | 381 | ||
353 | // TODO: Collision sound should have default. | 382 | |
383 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
384 | private sbyte m_collisionSoundType; | ||
354 | private UUID m_collisionSound; | 385 | private UUID m_collisionSound; |
355 | private float m_collisionSoundVolume; | 386 | private float m_collisionSoundVolume; |
356 | 387 | ||
388 | private int LastColSoundSentTime; | ||
389 | |||
390 | |||
391 | private SOPVehicle m_vehicleParams = null; | ||
392 | |||
357 | public KeyframeMotion KeyframeMotion | 393 | public KeyframeMotion KeyframeMotion |
358 | { | 394 | { |
359 | get; set; | 395 | get; set; |
360 | } | 396 | } |
361 | 397 | ||
398 | |||
362 | #endregion Fields | 399 | #endregion Fields |
363 | 400 | ||
364 | // ~SceneObjectPart() | 401 | // ~SceneObjectPart() |
@@ -388,6 +425,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
388 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | 425 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from |
389 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | 426 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log |
390 | m_inventory = new SceneObjectPartInventory(this); | 427 | m_inventory = new SceneObjectPartInventory(this); |
428 | LastColSoundSentTime = Util.EnvironmentTickCount(); | ||
391 | } | 429 | } |
392 | 430 | ||
393 | /// <summary> | 431 | /// <summary> |
@@ -402,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
402 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 440 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
403 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 441 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
404 | { | 442 | { |
405 | m_name = "Primitive"; | 443 | m_name = "Object"; |
406 | 444 | ||
407 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 445 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
408 | LastOwnerID = CreatorID = OwnerID = ownerID; | 446 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -441,7 +479,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
441 | private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); | 479 | private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); |
442 | private uint _groupMask = (uint)PermissionMask.None; | 480 | private uint _groupMask = (uint)PermissionMask.None; |
443 | private uint _everyoneMask = (uint)PermissionMask.None; | 481 | private uint _everyoneMask = (uint)PermissionMask.None; |
444 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 482 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
445 | private PrimFlags _flags = PrimFlags.None; | 483 | private PrimFlags _flags = PrimFlags.None; |
446 | private DateTime m_expires; | 484 | private DateTime m_expires; |
447 | private DateTime m_rezzed; | 485 | private DateTime m_rezzed; |
@@ -539,12 +577,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
539 | } | 577 | } |
540 | 578 | ||
541 | /// <value> | 579 | /// <value> |
542 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 580 | /// Get the inventory list |
543 | /// </value> | 581 | /// </value> |
544 | public TaskInventoryDictionary TaskInventory | 582 | public TaskInventoryDictionary TaskInventory |
545 | { | 583 | { |
546 | get { return m_inventory.Items; } | 584 | get { |
547 | set { m_inventory.Items = value; } | 585 | return m_inventory.Items; |
586 | } | ||
587 | set { | ||
588 | m_inventory.Items = value; | ||
589 | } | ||
548 | } | 590 | } |
549 | 591 | ||
550 | /// <summary> | 592 | /// <summary> |
@@ -594,20 +636,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
594 | } | 636 | } |
595 | } | 637 | } |
596 | 638 | ||
597 | public byte Material | ||
598 | { | ||
599 | get { return (byte) m_material; } | ||
600 | set | ||
601 | { | ||
602 | m_material = (Material)value; | ||
603 | |||
604 | PhysicsActor pa = PhysActor; | ||
605 | |||
606 | if (pa != null) | ||
607 | pa.SetMaterial((int)value); | ||
608 | } | ||
609 | } | ||
610 | |||
611 | [XmlIgnore] | 639 | [XmlIgnore] |
612 | public bool PassTouches | 640 | public bool PassTouches |
613 | { | 641 | { |
@@ -633,6 +661,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
633 | } | 661 | } |
634 | } | 662 | } |
635 | 663 | ||
664 | public bool IsSelected | ||
665 | { | ||
666 | get { return m_isSelected; } | ||
667 | set | ||
668 | { | ||
669 | m_isSelected = value; | ||
670 | if (ParentGroup != null) | ||
671 | ParentGroup.PartSelectChanged(value); | ||
672 | } | ||
673 | } | ||
674 | |||
675 | |||
636 | public Dictionary<int, string> CollisionFilter | 676 | public Dictionary<int, string> CollisionFilter |
637 | { | 677 | { |
638 | get { return m_CollisionFilter; } | 678 | get { return m_CollisionFilter; } |
@@ -701,14 +741,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
701 | set { m_LoopSoundSlavePrims = value; } | 741 | set { m_LoopSoundSlavePrims = value; } |
702 | } | 742 | } |
703 | 743 | ||
704 | |||
705 | public Byte[] TextureAnimation | 744 | public Byte[] TextureAnimation |
706 | { | 745 | { |
707 | get { return m_TextureAnimation; } | 746 | get { return m_TextureAnimation; } |
708 | set { m_TextureAnimation = value; } | 747 | set { m_TextureAnimation = value; } |
709 | } | 748 | } |
710 | 749 | ||
711 | |||
712 | public Byte[] ParticleSystem | 750 | public Byte[] ParticleSystem |
713 | { | 751 | { |
714 | get { return m_particleSystem; } | 752 | get { return m_particleSystem; } |
@@ -745,9 +783,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
745 | { | 783 | { |
746 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 784 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
747 | PhysicsActor actor = PhysActor; | 785 | PhysicsActor actor = PhysActor; |
748 | // If physical and the root prim of a linkset, the position of the group is what physics thinks. | 786 | if (ParentID == 0) |
749 | if (actor != null && ParentID == 0) | 787 | { |
750 | m_groupPosition = actor.Position; | 788 | if (actor != null) |
789 | m_groupPosition = actor.Position; | ||
790 | return m_groupPosition; | ||
791 | } | ||
751 | 792 | ||
752 | // If I'm an attachment, my position is reported as the position of who I'm attached to | 793 | // If I'm an attachment, my position is reported as the position of who I'm attached to |
753 | if (ParentGroup.IsAttachment) | 794 | if (ParentGroup.IsAttachment) |
@@ -757,14 +798,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
757 | return sp.AbsolutePosition; | 798 | return sp.AbsolutePosition; |
758 | } | 799 | } |
759 | 800 | ||
801 | // use root prim's group position. Physics may have updated it | ||
802 | if (ParentGroup.RootPart != this) | ||
803 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
760 | return m_groupPosition; | 804 | return m_groupPosition; |
761 | } | 805 | } |
762 | set | 806 | set |
763 | { | 807 | { |
764 | m_groupPosition = value; | 808 | m_groupPosition = value; |
765 | |||
766 | PhysicsActor actor = PhysActor; | 809 | PhysicsActor actor = PhysActor; |
767 | if (actor != null) | 810 | if (actor != null && ParentGroup.Scene.PhysicsScene != null) |
768 | { | 811 | { |
769 | try | 812 | try |
770 | { | 813 | { |
@@ -789,16 +832,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
789 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); | 832 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); |
790 | } | 833 | } |
791 | } | 834 | } |
792 | |||
793 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
794 | if (SitTargetAvatar != UUID.Zero) | ||
795 | { | ||
796 | ScenePresence avatar; | ||
797 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
798 | { | ||
799 | avatar.ParentPosition = GetWorldPosition(); | ||
800 | } | ||
801 | } | ||
802 | } | 835 | } |
803 | } | 836 | } |
804 | 837 | ||
@@ -807,7 +840,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
807 | get { return m_offsetPosition; } | 840 | get { return m_offsetPosition; } |
808 | set | 841 | set |
809 | { | 842 | { |
810 | // StoreUndoState(); | 843 | Vector3 oldpos = m_offsetPosition; |
811 | m_offsetPosition = value; | 844 | m_offsetPosition = value; |
812 | 845 | ||
813 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 846 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -819,10 +852,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
819 | actor.Orientation = GetWorldRotation(); | 852 | actor.Orientation = GetWorldRotation(); |
820 | 853 | ||
821 | // Tell the physics engines that this prim changed. | 854 | // Tell the physics engines that this prim changed. |
822 | if (ParentGroup.Scene != null) | 855 | if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) |
823 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 856 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
824 | } | 857 | } |
858 | |||
859 | if (!m_parentGroup.m_dupeInProgress) | ||
860 | { | ||
861 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
862 | foreach (ScenePresence av in avs) | ||
863 | { | ||
864 | if (av.ParentID == m_localId) | ||
865 | { | ||
866 | Vector3 offset = (m_offsetPosition - oldpos); | ||
867 | av.AbsolutePosition += offset; | ||
868 | av.SendAvatarDataToAllAgents(); | ||
869 | } | ||
870 | } | ||
871 | } | ||
825 | } | 872 | } |
873 | TriggerScriptChangedEvent(Changed.POSITION); | ||
826 | } | 874 | } |
827 | } | 875 | } |
828 | 876 | ||
@@ -873,7 +921,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
873 | 921 | ||
874 | set | 922 | set |
875 | { | 923 | { |
876 | StoreUndoState(); | 924 | // StoreUndoState(); |
877 | m_rotationOffset = value; | 925 | m_rotationOffset = value; |
878 | 926 | ||
879 | PhysicsActor actor = PhysActor; | 927 | PhysicsActor actor = PhysActor; |
@@ -961,19 +1009,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
961 | get | 1009 | get |
962 | { | 1010 | { |
963 | PhysicsActor actor = PhysActor; | 1011 | PhysicsActor actor = PhysActor; |
964 | if ((actor != null) && actor.IsPhysical) | 1012 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) |
965 | { | 1013 | { |
966 | m_angularVelocity = actor.RotationalVelocity; | 1014 | m_angularVelocity = actor.RotationalVelocity; |
967 | } | 1015 | } |
968 | return m_angularVelocity; | 1016 | return m_angularVelocity; |
969 | } | 1017 | } |
970 | set { m_angularVelocity = value; } | 1018 | set |
1019 | { | ||
1020 | m_angularVelocity = value; | ||
1021 | PhysicsActor actor = PhysActor; | ||
1022 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) | ||
1023 | { | ||
1024 | actor.RotationalVelocity = m_angularVelocity; | ||
1025 | } | ||
1026 | } | ||
971 | } | 1027 | } |
972 | 1028 | ||
973 | /// <summary></summary> | 1029 | /// <summary></summary> |
974 | public Vector3 Acceleration | 1030 | public Vector3 Acceleration |
975 | { | 1031 | { |
976 | get { return m_acceleration; } | 1032 | get |
1033 | { | ||
1034 | PhysicsActor actor = PhysActor; | ||
1035 | if (actor != null) | ||
1036 | { | ||
1037 | m_acceleration = actor.Acceleration; | ||
1038 | } | ||
1039 | return m_acceleration; | ||
1040 | } | ||
1041 | |||
977 | set { m_acceleration = value; } | 1042 | set { m_acceleration = value; } |
978 | } | 1043 | } |
979 | 1044 | ||
@@ -1041,7 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1041 | public PrimitiveBaseShape Shape | 1106 | public PrimitiveBaseShape Shape |
1042 | { | 1107 | { |
1043 | get { return m_shape; } | 1108 | get { return m_shape; } |
1044 | set { m_shape = value;} | 1109 | set |
1110 | { | ||
1111 | m_shape = value; | ||
1112 | } | ||
1045 | } | 1113 | } |
1046 | 1114 | ||
1047 | /// <summary> | 1115 | /// <summary> |
@@ -1054,7 +1122,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1054 | { | 1122 | { |
1055 | if (m_shape != null) | 1123 | if (m_shape != null) |
1056 | { | 1124 | { |
1057 | StoreUndoState(); | ||
1058 | 1125 | ||
1059 | m_shape.Scale = value; | 1126 | m_shape.Scale = value; |
1060 | 1127 | ||
@@ -1122,10 +1189,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1122 | { | 1189 | { |
1123 | get | 1190 | get |
1124 | { | 1191 | { |
1125 | if (ParentGroup.IsAttachment) | 1192 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1126 | return GroupPosition; | ||
1127 | |||
1128 | return m_offsetPosition + m_groupPosition; | ||
1129 | } | 1193 | } |
1130 | } | 1194 | } |
1131 | 1195 | ||
@@ -1294,6 +1358,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1294 | _flags = value; | 1358 | _flags = value; |
1295 | } | 1359 | } |
1296 | } | 1360 | } |
1361 | |||
1362 | [XmlIgnore] | ||
1363 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1364 | { | ||
1365 | get { return m_occupied; } | ||
1366 | set { m_occupied = value; } | ||
1367 | } | ||
1297 | 1368 | ||
1298 | /// <summary> | 1369 | /// <summary> |
1299 | /// 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 | 1370 | /// 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 |
@@ -1344,12 +1415,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1344 | set { m_sitAnimation = value; } | 1415 | set { m_sitAnimation = value; } |
1345 | } | 1416 | } |
1346 | 1417 | ||
1418 | public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff"); | ||
1419 | |||
1420 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
1421 | // runtime thing.. do not persist | ||
1422 | [XmlIgnore] | ||
1423 | public sbyte CollisionSoundType | ||
1424 | { | ||
1425 | get | ||
1426 | { | ||
1427 | return m_collisionSoundType; | ||
1428 | } | ||
1429 | set | ||
1430 | { | ||
1431 | m_collisionSoundType = value; | ||
1432 | if (value == -1) | ||
1433 | m_collisionSound = invalidCollisionSoundUUID; | ||
1434 | else if (value == 0) | ||
1435 | m_collisionSound = UUID.Zero; | ||
1436 | } | ||
1437 | } | ||
1438 | |||
1347 | public UUID CollisionSound | 1439 | public UUID CollisionSound |
1348 | { | 1440 | { |
1349 | get { return m_collisionSound; } | 1441 | get { return m_collisionSound; } |
1350 | set | 1442 | set |
1351 | { | 1443 | { |
1352 | m_collisionSound = value; | 1444 | m_collisionSound = value; |
1445 | |||
1446 | if (value == invalidCollisionSoundUUID) | ||
1447 | m_collisionSoundType = -1; | ||
1448 | else if (value == UUID.Zero) | ||
1449 | m_collisionSoundType = 0; | ||
1450 | else | ||
1451 | m_collisionSoundType = 1; | ||
1452 | |||
1353 | aggregateScriptEvents(); | 1453 | aggregateScriptEvents(); |
1354 | } | 1454 | } |
1355 | } | 1455 | } |
@@ -1360,6 +1460,125 @@ namespace OpenSim.Region.Framework.Scenes | |||
1360 | set { m_collisionSoundVolume = value; } | 1460 | set { m_collisionSoundVolume = value; } |
1361 | } | 1461 | } |
1362 | 1462 | ||
1463 | public float Buoyancy | ||
1464 | { | ||
1465 | get | ||
1466 | { | ||
1467 | if (ParentGroup.RootPart == this) | ||
1468 | return m_buoyancy; | ||
1469 | |||
1470 | return ParentGroup.RootPart.Buoyancy; | ||
1471 | } | ||
1472 | set | ||
1473 | { | ||
1474 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1475 | { | ||
1476 | ParentGroup.RootPart.Buoyancy = value; | ||
1477 | return; | ||
1478 | } | ||
1479 | m_buoyancy = value; | ||
1480 | if (PhysActor != null) | ||
1481 | PhysActor.Buoyancy = value; | ||
1482 | } | ||
1483 | } | ||
1484 | |||
1485 | public Vector3 Force | ||
1486 | { | ||
1487 | get | ||
1488 | { | ||
1489 | if (ParentGroup.RootPart == this) | ||
1490 | return m_force; | ||
1491 | |||
1492 | return ParentGroup.RootPart.Force; | ||
1493 | } | ||
1494 | |||
1495 | set | ||
1496 | { | ||
1497 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1498 | { | ||
1499 | ParentGroup.RootPart.Force = value; | ||
1500 | return; | ||
1501 | } | ||
1502 | m_force = value; | ||
1503 | if (PhysActor != null) | ||
1504 | PhysActor.Force = value; | ||
1505 | } | ||
1506 | } | ||
1507 | |||
1508 | public Vector3 Torque | ||
1509 | { | ||
1510 | get | ||
1511 | { | ||
1512 | if (ParentGroup.RootPart == this) | ||
1513 | return m_torque; | ||
1514 | |||
1515 | return ParentGroup.RootPart.Torque; | ||
1516 | } | ||
1517 | |||
1518 | set | ||
1519 | { | ||
1520 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1521 | { | ||
1522 | ParentGroup.RootPart.Torque = value; | ||
1523 | return; | ||
1524 | } | ||
1525 | m_torque = value; | ||
1526 | if (PhysActor != null) | ||
1527 | PhysActor.Torque = value; | ||
1528 | } | ||
1529 | } | ||
1530 | |||
1531 | public byte Material | ||
1532 | { | ||
1533 | get { return (byte)m_material; } | ||
1534 | set | ||
1535 | { | ||
1536 | if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial) | ||
1537 | { | ||
1538 | bool update = false; | ||
1539 | |||
1540 | if (m_material != (Material)value) | ||
1541 | { | ||
1542 | update = true; | ||
1543 | m_material = (Material)value; | ||
1544 | } | ||
1545 | |||
1546 | if (m_friction != SOPMaterialData.friction(m_material)) | ||
1547 | { | ||
1548 | update = true; | ||
1549 | m_friction = SOPMaterialData.friction(m_material); | ||
1550 | } | ||
1551 | |||
1552 | if (m_bounce != SOPMaterialData.bounce(m_material)) | ||
1553 | { | ||
1554 | update = true; | ||
1555 | m_bounce = SOPMaterialData.bounce(m_material); | ||
1556 | } | ||
1557 | |||
1558 | if (update) | ||
1559 | { | ||
1560 | if (PhysActor != null) | ||
1561 | { | ||
1562 | PhysActor.SetMaterial((int)value); | ||
1563 | } | ||
1564 | if(ParentGroup != null) | ||
1565 | ParentGroup.HasGroupChanged = true; | ||
1566 | ScheduleFullUpdateIfNone(); | ||
1567 | UpdatePhysRequired = true; | ||
1568 | } | ||
1569 | } | ||
1570 | } | ||
1571 | } | ||
1572 | |||
1573 | // not a propriety to move to methods place later | ||
1574 | private bool HasMesh() | ||
1575 | { | ||
1576 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1577 | return true; | ||
1578 | return false; | ||
1579 | } | ||
1580 | |||
1581 | // not a propriety to move to methods place later | ||
1363 | public byte DefaultPhysicsShapeType() | 1582 | public byte DefaultPhysicsShapeType() |
1364 | { | 1583 | { |
1365 | byte type; | 1584 | byte type; |
@@ -1372,6 +1591,65 @@ namespace OpenSim.Region.Framework.Scenes | |||
1372 | return type; | 1591 | return type; |
1373 | } | 1592 | } |
1374 | 1593 | ||
1594 | [XmlIgnore] | ||
1595 | public bool UsesComplexCost | ||
1596 | { | ||
1597 | get | ||
1598 | { | ||
1599 | byte pst = PhysicsShapeType; | ||
1600 | if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh()) | ||
1601 | return true; | ||
1602 | return false; | ||
1603 | } | ||
1604 | } | ||
1605 | |||
1606 | [XmlIgnore] | ||
1607 | public float PhysicsCost | ||
1608 | { | ||
1609 | get | ||
1610 | { | ||
1611 | if(PhysicsShapeType == (byte)PhysShapeType.none) | ||
1612 | return 0; | ||
1613 | |||
1614 | float cost = 0.1f; | ||
1615 | if (PhysActor != null) | ||
1616 | cost = PhysActor.PhysicsCost; | ||
1617 | else | ||
1618 | cost = 0.1f; | ||
1619 | |||
1620 | if ((Flags & PrimFlags.Physics) != 0) | ||
1621 | cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 | ||
1622 | return cost; | ||
1623 | } | ||
1624 | } | ||
1625 | |||
1626 | [XmlIgnore] | ||
1627 | public float StreamingCost | ||
1628 | { | ||
1629 | get | ||
1630 | { | ||
1631 | float cost; | ||
1632 | if (PhysActor != null) | ||
1633 | cost = PhysActor.StreamCost; | ||
1634 | else | ||
1635 | cost = 1.0f; | ||
1636 | return 1.0f; | ||
1637 | } | ||
1638 | } | ||
1639 | |||
1640 | [XmlIgnore] | ||
1641 | public float SimulationCost | ||
1642 | { | ||
1643 | get | ||
1644 | { | ||
1645 | // ignoring scripts. Don't like considering them for this | ||
1646 | if((Flags & PrimFlags.Physics) != 0) | ||
1647 | return 1.0f; | ||
1648 | |||
1649 | return 0.5f; | ||
1650 | } | ||
1651 | } | ||
1652 | |||
1375 | public byte PhysicsShapeType | 1653 | public byte PhysicsShapeType |
1376 | { | 1654 | { |
1377 | get { return m_physicsShapeType; } | 1655 | get { return m_physicsShapeType; } |
@@ -1405,11 +1683,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1405 | } | 1683 | } |
1406 | else if (PhysActor == null) | 1684 | else if (PhysActor == null) |
1407 | { | 1685 | { |
1408 | ApplyPhysics((uint)Flags, VolumeDetectActive); | 1686 | ApplyPhysics((uint)Flags, VolumeDetectActive, false); |
1687 | UpdatePhysicsSubscribedEvents(); | ||
1409 | } | 1688 | } |
1410 | else | 1689 | else |
1411 | { | 1690 | { |
1412 | PhysActor.PhysicsShapeType = m_physicsShapeType; | 1691 | PhysActor.PhysicsShapeType = m_physicsShapeType; |
1692 | // if (Shape.SculptEntry) | ||
1693 | // CheckSculptAndLoad(); | ||
1413 | } | 1694 | } |
1414 | 1695 | ||
1415 | if (ParentGroup != null) | 1696 | if (ParentGroup != null) |
@@ -1511,6 +1792,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1511 | } | 1792 | } |
1512 | } | 1793 | } |
1513 | 1794 | ||
1795 | |||
1514 | #endregion Public Properties with only Get | 1796 | #endregion Public Properties with only Get |
1515 | 1797 | ||
1516 | private uint ApplyMask(uint val, bool set, uint mask) | 1798 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1656,6 +1938,61 @@ namespace OpenSim.Region.Framework.Scenes | |||
1656 | } | 1938 | } |
1657 | } | 1939 | } |
1658 | 1940 | ||
1941 | // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future | ||
1942 | public void SetVelocity(Vector3 pVel, bool localGlobalTF) | ||
1943 | { | ||
1944 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1945 | return; | ||
1946 | |||
1947 | if (ParentGroup.IsAttachment) | ||
1948 | return; // don't work on attachments (for now ??) | ||
1949 | |||
1950 | SceneObjectPart root = ParentGroup.RootPart; | ||
1951 | |||
1952 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1953 | return; | ||
1954 | |||
1955 | PhysicsActor pa = root.PhysActor; | ||
1956 | |||
1957 | if (pa == null || !pa.IsPhysical) | ||
1958 | return; | ||
1959 | |||
1960 | if (localGlobalTF) | ||
1961 | { | ||
1962 | pVel = pVel * GetWorldRotation(); | ||
1963 | } | ||
1964 | |||
1965 | ParentGroup.Velocity = pVel; | ||
1966 | } | ||
1967 | |||
1968 | // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future | ||
1969 | public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF) | ||
1970 | { | ||
1971 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1972 | return; | ||
1973 | |||
1974 | if (ParentGroup.IsAttachment) | ||
1975 | return; // don't work on attachments (for now ??) | ||
1976 | |||
1977 | SceneObjectPart root = ParentGroup.RootPart; | ||
1978 | |||
1979 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
1980 | return; | ||
1981 | |||
1982 | PhysicsActor pa = root.PhysActor; | ||
1983 | |||
1984 | if (pa == null || !pa.IsPhysical) | ||
1985 | return; | ||
1986 | |||
1987 | if (localGlobalTF) | ||
1988 | { | ||
1989 | pAngVel = pAngVel * GetWorldRotation(); | ||
1990 | } | ||
1991 | |||
1992 | root.AngularVelocity = pAngVel; | ||
1993 | } | ||
1994 | |||
1995 | |||
1659 | /// <summary> | 1996 | /// <summary> |
1660 | /// hook to the physics scene to apply angular impulse | 1997 | /// hook to the physics scene to apply angular impulse |
1661 | /// This is sent up to the group, which then finds the root prim | 1998 | /// This is sent up to the group, which then finds the root prim |
@@ -1676,7 +2013,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1676 | impulse = newimpulse; | 2013 | impulse = newimpulse; |
1677 | } | 2014 | } |
1678 | 2015 | ||
1679 | ParentGroup.applyAngularImpulse(impulse); | 2016 | ParentGroup.ApplyAngularImpulse(impulse); |
1680 | } | 2017 | } |
1681 | 2018 | ||
1682 | /// <summary> | 2019 | /// <summary> |
@@ -1686,20 +2023,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1686 | /// </summary> | 2023 | /// </summary> |
1687 | /// <param name="impulsei">Vector force</param> | 2024 | /// <param name="impulsei">Vector force</param> |
1688 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 2025 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1689 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 2026 | |
2027 | // this is actualy Set Torque.. keeping naming so not to edit lslapi also | ||
2028 | public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) | ||
1690 | { | 2029 | { |
1691 | Vector3 impulse = impulsei; | 2030 | Vector3 torque = torquei; |
1692 | 2031 | ||
1693 | if (localGlobalTF) | 2032 | if (localGlobalTF) |
1694 | { | 2033 | { |
2034 | /* | ||
1695 | Quaternion grot = GetWorldRotation(); | 2035 | Quaternion grot = GetWorldRotation(); |
1696 | Quaternion AXgrot = grot; | 2036 | Quaternion AXgrot = grot; |
1697 | Vector3 AXimpulsei = impulsei; | 2037 | Vector3 AXimpulsei = impulsei; |
1698 | Vector3 newimpulse = AXimpulsei * AXgrot; | 2038 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1699 | impulse = newimpulse; | 2039 | */ |
2040 | torque *= GetWorldRotation(); | ||
1700 | } | 2041 | } |
1701 | 2042 | ||
1702 | ParentGroup.setAngularImpulse(impulse); | 2043 | Torque = torque; |
1703 | } | 2044 | } |
1704 | 2045 | ||
1705 | /// <summary> | 2046 | /// <summary> |
@@ -1707,7 +2048,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1707 | /// </summary> | 2048 | /// </summary> |
1708 | /// <param name="rootObjectFlags"></param> | 2049 | /// <param name="rootObjectFlags"></param> |
1709 | /// <param name="VolumeDetectActive"></param> | 2050 | /// <param name="VolumeDetectActive"></param> |
1710 | public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) | 2051 | /// <param name="building"></param> |
2052 | |||
2053 | public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) | ||
1711 | { | 2054 | { |
1712 | VolumeDetectActive = _VolumeDetectActive; | 2055 | VolumeDetectActive = _VolumeDetectActive; |
1713 | 2056 | ||
@@ -1717,8 +2060,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1717 | if (PhysicsShapeType == (byte)PhysShapeType.none) | 2060 | if (PhysicsShapeType == (byte)PhysShapeType.none) |
1718 | return; | 2061 | return; |
1719 | 2062 | ||
1720 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 2063 | bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; |
1721 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 2064 | bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0; |
1722 | 2065 | ||
1723 | if (_VolumeDetectActive) | 2066 | if (_VolumeDetectActive) |
1724 | isPhantom = true; | 2067 | isPhantom = true; |
@@ -1732,7 +2075,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1732 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment | 2075 | if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment |
1733 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | 2076 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1734 | { | 2077 | { |
1735 | AddToPhysics(isPhysical, isPhantom, isPhysical); | 2078 | AddToPhysics(isPhysical, isPhantom, building, isPhysical); |
2079 | UpdatePhysicsSubscribedEvents(); // not sure if appliable here | ||
1736 | } | 2080 | } |
1737 | else | 2081 | else |
1738 | PhysActor = null; // just to be sure | 2082 | PhysActor = null; // just to be sure |
@@ -1787,6 +2131,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1787 | dupe.Category = Category; | 2131 | dupe.Category = Category; |
1788 | dupe.m_rezzed = m_rezzed; | 2132 | dupe.m_rezzed = m_rezzed; |
1789 | 2133 | ||
2134 | dupe.m_UndoRedo = null; | ||
2135 | dupe.m_isSelected = false; | ||
2136 | |||
2137 | dupe.IgnoreUndoUpdate = false; | ||
2138 | dupe.Undoing = false; | ||
2139 | |||
1790 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 2140 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1791 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 2141 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1792 | 2142 | ||
@@ -1802,6 +2152,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1802 | 2152 | ||
1803 | // Move afterwards ResetIDs as it clears the localID | 2153 | // Move afterwards ResetIDs as it clears the localID |
1804 | dupe.LocalId = localID; | 2154 | dupe.LocalId = localID; |
2155 | |||
1805 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 2156 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1806 | dupe.LastOwnerID = OwnerID; | 2157 | dupe.LastOwnerID = OwnerID; |
1807 | 2158 | ||
@@ -1826,8 +2177,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1826 | */ | 2177 | */ |
1827 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); | 2178 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); |
1828 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 2179 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
2180 | // dupe.UpdatePhysicsSubscribedEvents(); // not sure... | ||
1829 | } | 2181 | } |
1830 | 2182 | ||
2183 | if (dupe.PhysActor != null) | ||
2184 | dupe.PhysActor.LocalID = localID; | ||
2185 | |||
1831 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 2186 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1832 | 2187 | ||
1833 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 2188 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |
@@ -1846,10 +2201,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1846 | { | 2201 | { |
1847 | if (asset != null) | 2202 | if (asset != null) |
1848 | SculptTextureCallback(asset); | 2203 | SculptTextureCallback(asset); |
1849 | else | 2204 | // else |
1850 | m_log.WarnFormat( | 2205 | // m_log.WarnFormat( |
1851 | "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", | 2206 | // "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", |
1852 | Name, UUID, id); | 2207 | // Name, UUID, id); |
1853 | } | 2208 | } |
1854 | */ | 2209 | */ |
1855 | /// <summary> | 2210 | /// <summary> |
@@ -1948,6 +2303,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1948 | 2303 | ||
1949 | /// <summary> | 2304 | /// <summary> |
1950 | /// Do a physics propery update for this part. | 2305 | /// Do a physics propery update for this part. |
2306 | /// now also updates phantom and volume detector | ||
1951 | /// </summary> | 2307 | /// </summary> |
1952 | /// <param name="UsePhysics"></param> | 2308 | /// <param name="UsePhysics"></param> |
1953 | /// <param name="isNew"></param> | 2309 | /// <param name="isNew"></param> |
@@ -1973,64 +2329,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
1973 | { | 2329 | { |
1974 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 2330 | if (pa.IsPhysical) // implies UsePhysics==false for this block |
1975 | { | 2331 | { |
1976 | if (!isNew) | 2332 | if (!isNew) // implies UsePhysics==false for this block |
2333 | { | ||
1977 | ParentGroup.Scene.RemovePhysicalPrim(1); | 2334 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1978 | 2335 | ||
1979 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 2336 | Velocity = new Vector3(0, 0, 0); |
1980 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 2337 | Acceleration = new Vector3(0, 0, 0); |
1981 | pa.delink(); | 2338 | if (ParentGroup.RootPart == this) |
2339 | AngularVelocity = new Vector3(0, 0, 0); | ||
1982 | 2340 | ||
1983 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 2341 | if (pa.Phantom && !VolumeDetectActive) |
1984 | { | 2342 | { |
1985 | // destroy all joints connected to this now deactivated body | 2343 | RemoveFromPhysics(); |
1986 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 2344 | return; |
1987 | } | 2345 | } |
1988 | 2346 | ||
1989 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 2347 | pa.IsPhysical = UsePhysics; |
1990 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | 2348 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1991 | // which stops client-side interpolation of deactivated joint proxy objects. | 2349 | pa.OnOutOfBounds -= PhysicsOutOfBounds; |
2350 | pa.delink(); | ||
2351 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
2352 | { | ||
2353 | // destroy all joints connected to this now deactivated body | ||
2354 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | ||
2355 | } | ||
2356 | } | ||
1992 | } | 2357 | } |
1993 | 2358 | ||
1994 | if (!UsePhysics && !isNew) | 2359 | if (pa.IsPhysical != UsePhysics) |
1995 | { | 2360 | pa.IsPhysical = UsePhysics; |
1996 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
1997 | // prim still has velocity and continues to interpolate its position along the old | ||
1998 | // velocity-vector. | ||
1999 | Velocity = new Vector3(0, 0, 0); | ||
2000 | Acceleration = new Vector3(0, 0, 0); | ||
2001 | AngularVelocity = new Vector3(0, 0, 0); | ||
2002 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
2003 | } | ||
2004 | 2361 | ||
2005 | pa.IsPhysical = UsePhysics; | 2362 | if (UsePhysics) |
2363 | { | ||
2364 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
2365 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2366 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2367 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
2006 | 2368 | ||
2007 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 2369 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
2008 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 2370 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
2009 | /// that's not wholesome. Had to make Scene public | ||
2010 | //PhysActor = null; | ||
2011 | 2371 | ||
2012 | if ((Flags & PrimFlags.Phantom) == 0) | 2372 | if (ParentID != 0 && ParentID != LocalId) |
2013 | { | ||
2014 | if (UsePhysics) | ||
2015 | { | 2373 | { |
2016 | if (ParentGroup.RootPart.KeyframeMotion != null) | 2374 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; |
2017 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2018 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2019 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
2020 | |||
2021 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | ||
2022 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
2023 | if (ParentID != 0 && ParentID != LocalId) | ||
2024 | { | ||
2025 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | ||
2026 | 2375 | ||
2027 | if (parentPa != null) | 2376 | if (parentPa != null) |
2028 | { | 2377 | { |
2029 | pa.link(parentPa); | 2378 | pa.link(parentPa); |
2030 | } | ||
2031 | } | 2379 | } |
2032 | } | 2380 | } |
2033 | } | 2381 | } |
2382 | } | ||
2383 | |||
2384 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
2385 | if (pa.Phantom != phan) | ||
2386 | pa.Phantom = phan; | ||
2387 | |||
2388 | // some engines dont' have this check still | ||
2389 | // if (VolumeDetectActive != pa.IsVolumeDtc) | ||
2390 | { | ||
2391 | if (VolumeDetectActive) | ||
2392 | pa.SetVolumeDetect(1); | ||
2393 | else | ||
2394 | pa.SetVolumeDetect(0); | ||
2034 | } | 2395 | } |
2035 | 2396 | ||
2036 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 2397 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
@@ -2149,42 +2510,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
2149 | 2510 | ||
2150 | public Vector3 GetGeometricCenter() | 2511 | public Vector3 GetGeometricCenter() |
2151 | { | 2512 | { |
2513 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
2514 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
2515 | // ignoring tortured prims details since sl also seems to ignore | ||
2516 | // so no real use in doing it on physics | ||
2517 | if (ParentGroup.IsDeleted) | ||
2518 | return new Vector3(0, 0, 0); | ||
2519 | |||
2520 | return ParentGroup.GetGeometricCenter(); | ||
2521 | } | ||
2522 | |||
2523 | public float GetMass() | ||
2524 | { | ||
2152 | PhysicsActor pa = PhysActor; | 2525 | PhysicsActor pa = PhysActor; |
2153 | 2526 | ||
2154 | if (pa != null) | 2527 | if (pa != null) |
2155 | return pa.GeometricCenter; | 2528 | return pa.Mass; |
2156 | else | 2529 | else |
2157 | return Vector3.Zero; | 2530 | return 0; |
2158 | } | 2531 | } |
2159 | 2532 | ||
2160 | public Vector3 GetCenterOfMass() | 2533 | public Vector3 GetCenterOfMass() |
2161 | { | 2534 | { |
2535 | if (ParentGroup.RootPart == this) | ||
2536 | { | ||
2537 | if (ParentGroup.IsDeleted) | ||
2538 | return AbsolutePosition; | ||
2539 | return ParentGroup.GetCenterOfMass(); | ||
2540 | } | ||
2541 | |||
2162 | PhysicsActor pa = PhysActor; | 2542 | PhysicsActor pa = PhysActor; |
2163 | 2543 | ||
2164 | if (pa != null) | 2544 | if (pa != null) |
2165 | return pa.CenterOfMass; | 2545 | { |
2546 | Vector3 tmp = pa.CenterOfMass; | ||
2547 | return tmp; | ||
2548 | } | ||
2166 | else | 2549 | else |
2167 | return Vector3.Zero; | 2550 | return AbsolutePosition; |
2168 | } | 2551 | } |
2169 | 2552 | ||
2170 | public float GetMass() | 2553 | public Vector3 GetPartCenterOfMass() |
2171 | { | 2554 | { |
2172 | PhysicsActor pa = PhysActor; | 2555 | PhysicsActor pa = PhysActor; |
2173 | 2556 | ||
2174 | if (pa != null) | 2557 | if (pa != null) |
2175 | return pa.Mass; | 2558 | { |
2559 | Vector3 tmp = pa.CenterOfMass; | ||
2560 | return tmp; | ||
2561 | } | ||
2176 | else | 2562 | else |
2177 | return 0; | 2563 | return AbsolutePosition; |
2178 | } | 2564 | } |
2179 | 2565 | ||
2566 | |||
2180 | public Vector3 GetForce() | 2567 | public Vector3 GetForce() |
2181 | { | 2568 | { |
2182 | PhysicsActor pa = PhysActor; | 2569 | return Force; |
2183 | |||
2184 | if (pa != null) | ||
2185 | return pa.Force; | ||
2186 | else | ||
2187 | return Vector3.Zero; | ||
2188 | } | 2570 | } |
2189 | 2571 | ||
2190 | /// <summary> | 2572 | /// <summary> |
@@ -2399,15 +2781,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2399 | 2781 | ||
2400 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) | 2782 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) |
2401 | { | 2783 | { |
2402 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) | 2784 | bool sendToRoot = true; |
2403 | { | 2785 | |
2404 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | 2786 | ColliderArgs LandCollidingMessage = new ColliderArgs(); |
2405 | List<DetectedObject> colliding = new List<DetectedObject>(); | 2787 | List<DetectedObject> colliding = new List<DetectedObject>(); |
2406 | 2788 | ||
2407 | colliding.Add(CreateDetObjectForGround()); | 2789 | colliding.Add(CreateDetObjectForGround()); |
2408 | LandCollidingMessage.Colliders = colliding; | 2790 | LandCollidingMessage.Colliders = colliding; |
2409 | 2791 | ||
2792 | if (Inventory.ContainsScripts()) | ||
2793 | { | ||
2794 | if (!PassCollisions) | ||
2795 | sendToRoot = false; | ||
2796 | } | ||
2797 | if ((ScriptEvents & ev) != 0) | ||
2410 | notify(LocalId, LandCollidingMessage); | 2798 | notify(LocalId, LandCollidingMessage); |
2799 | |||
2800 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) | ||
2801 | { | ||
2802 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); | ||
2411 | } | 2803 | } |
2412 | } | 2804 | } |
2413 | 2805 | ||
@@ -2423,57 +2815,120 @@ namespace OpenSim.Region.Framework.Scenes | |||
2423 | List<uint> endedColliders = new List<uint>(); | 2815 | List<uint> endedColliders = new List<uint>(); |
2424 | List<uint> startedColliders = new List<uint>(); | 2816 | List<uint> startedColliders = new List<uint>(); |
2425 | 2817 | ||
2426 | // calculate things that started colliding this time | 2818 | if (collissionswith.Count == 0) |
2427 | // and build up list of colliders this time | ||
2428 | foreach (uint localid in collissionswith.Keys) | ||
2429 | { | 2819 | { |
2430 | thisHitColliders.Add(localid); | 2820 | if (m_lastColliders.Count == 0) |
2431 | if (!m_lastColliders.Contains(localid)) | 2821 | return; // nothing to do |
2432 | startedColliders.Add(localid); | ||
2433 | } | ||
2434 | 2822 | ||
2435 | // calculate things that ended colliding | 2823 | foreach (uint localID in m_lastColliders) |
2436 | foreach (uint localID in m_lastColliders) | 2824 | { |
2437 | { | ||
2438 | if (!thisHitColliders.Contains(localID)) | ||
2439 | endedColliders.Add(localID); | 2825 | endedColliders.Add(localID); |
2826 | } | ||
2827 | m_lastColliders.Clear(); | ||
2440 | } | 2828 | } |
2441 | 2829 | ||
2442 | //add the items that started colliding this time to the last colliders list. | 2830 | else |
2443 | foreach (uint localID in startedColliders) | 2831 | { |
2444 | m_lastColliders.Add(localID); | 2832 | List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>(); |
2833 | |||
2834 | // calculate things that started colliding this time | ||
2835 | // and build up list of colliders this time | ||
2836 | if (!VolumeDetectActive && CollisionSoundType >= 0) | ||
2837 | { | ||
2838 | CollisionForSoundInfo soundinfo; | ||
2839 | ContactPoint curcontact; | ||
2445 | 2840 | ||
2446 | // remove things that ended colliding from the last colliders list | 2841 | foreach (uint id in collissionswith.Keys) |
2447 | foreach (uint localID in endedColliders) | 2842 | { |
2448 | m_lastColliders.Remove(localID); | 2843 | thisHitColliders.Add(id); |
2844 | if (!m_lastColliders.Contains(id)) | ||
2845 | { | ||
2846 | startedColliders.Add(id); | ||
2449 | 2847 | ||
2450 | // play the sound. | 2848 | curcontact = collissionswith[id]; |
2451 | if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) | 2849 | if (Math.Abs(curcontact.RelativeSpeed) > 0.2) |
2452 | { | 2850 | { |
2453 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | 2851 | soundinfo = new CollisionForSoundInfo(); |
2454 | if (soundModule != null) | 2852 | soundinfo.colliderID = id; |
2853 | soundinfo.position = curcontact.Position; | ||
2854 | soundinfo.relativeVel = curcontact.RelativeSpeed; | ||
2855 | soundinfolist.Add(soundinfo); | ||
2856 | } | ||
2857 | } | ||
2858 | } | ||
2859 | } | ||
2860 | else | ||
2455 | { | 2861 | { |
2456 | soundModule.SendSound(UUID, CollisionSound, | 2862 | foreach (uint id in collissionswith.Keys) |
2457 | CollisionSoundVolume, true, 0, 0, false, | 2863 | { |
2458 | false); | 2864 | thisHitColliders.Add(id); |
2865 | if (!m_lastColliders.Contains(id)) | ||
2866 | startedColliders.Add(id); | ||
2867 | } | ||
2459 | } | 2868 | } |
2869 | |||
2870 | // calculate things that ended colliding | ||
2871 | foreach (uint localID in m_lastColliders) | ||
2872 | { | ||
2873 | if (!thisHitColliders.Contains(localID)) | ||
2874 | endedColliders.Add(localID); | ||
2875 | } | ||
2876 | |||
2877 | //add the items that started colliding this time to the last colliders list. | ||
2878 | foreach (uint localID in startedColliders) | ||
2879 | m_lastColliders.Add(localID); | ||
2880 | |||
2881 | // remove things that ended colliding from the last colliders list | ||
2882 | foreach (uint localID in endedColliders) | ||
2883 | m_lastColliders.Remove(localID); | ||
2884 | |||
2885 | // play sounds. | ||
2886 | if (soundinfolist.Count > 0) | ||
2887 | CollisionSounds.PartCollisionSound(this, soundinfolist); | ||
2460 | } | 2888 | } |
2461 | 2889 | ||
2462 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); | 2890 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); |
2463 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | 2891 | if (!VolumeDetectActive) |
2892 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | ||
2464 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); | 2893 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); |
2465 | 2894 | ||
2466 | if (startedColliders.Contains(0)) | 2895 | if (startedColliders.Contains(0)) |
2467 | { | 2896 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); |
2468 | if (m_lastColliders.Contains(0)) | 2897 | if (m_lastColliders.Contains(0)) |
2469 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); | 2898 | SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); |
2470 | else | ||
2471 | SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); | ||
2472 | } | ||
2473 | if (endedColliders.Contains(0)) | 2899 | if (endedColliders.Contains(0)) |
2474 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); | 2900 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); |
2475 | } | 2901 | } |
2476 | 2902 | ||
2903 | // The Collision sounds code calls this | ||
2904 | public void SendCollisionSound(UUID soundID, double volume, Vector3 position) | ||
2905 | { | ||
2906 | if (soundID == UUID.Zero) | ||
2907 | return; | ||
2908 | |||
2909 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | ||
2910 | if (soundModule == null) | ||
2911 | return; | ||
2912 | |||
2913 | if (volume > 1) | ||
2914 | volume = 1; | ||
2915 | if (volume < 0) | ||
2916 | volume = 0; | ||
2917 | |||
2918 | int now = Util.EnvironmentTickCount(); | ||
2919 | if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200) | ||
2920 | return; | ||
2921 | |||
2922 | LastColSoundSentTime = now; | ||
2923 | |||
2924 | UUID ownerID = OwnerID; | ||
2925 | UUID objectID = ParentGroup.RootPart.UUID; | ||
2926 | UUID parentID = ParentGroup.UUID; | ||
2927 | ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; | ||
2928 | |||
2929 | soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 ); | ||
2930 | } | ||
2931 | |||
2477 | public void PhysicsOutOfBounds(Vector3 pos) | 2932 | public void PhysicsOutOfBounds(Vector3 pos) |
2478 | { | 2933 | { |
2479 | // Note: This is only being called on the root prim at this time. | 2934 | // Note: This is only being called on the root prim at this time. |
@@ -2495,9 +2950,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2495 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); | 2950 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); |
2496 | 2951 | ||
2497 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | 2952 | if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) |
2498 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | 2953 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) |
2499 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | 2954 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) |
2500 | | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) | 2955 | || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) |
2501 | { | 2956 | { |
2502 | ParentGroup.AbsolutePosition = newpos; | 2957 | ParentGroup.AbsolutePosition = newpos; |
2503 | return; | 2958 | return; |
@@ -2782,6 +3237,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2782 | if (ParentGroup == null) | 3237 | if (ParentGroup == null) |
2783 | return; | 3238 | return; |
2784 | 3239 | ||
3240 | // Update the "last" values | ||
3241 | m_lastPosition = OffsetPosition; | ||
3242 | m_lastRotation = RotationOffset; | ||
3243 | m_lastVelocity = Velocity; | ||
3244 | m_lastAcceleration = Acceleration; | ||
3245 | m_lastAngularVelocity = AngularVelocity; | ||
3246 | m_lastUpdateSentTime = Environment.TickCount; | ||
3247 | |||
2785 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 3248 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
2786 | { | 3249 | { |
2787 | SendFullUpdate(avatar.ControllingClient); | 3250 | SendFullUpdate(avatar.ControllingClient); |
@@ -2840,8 +3303,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2840 | { | 3303 | { |
2841 | const float ROTATION_TOLERANCE = 0.01f; | 3304 | const float ROTATION_TOLERANCE = 0.01f; |
2842 | const float VELOCITY_TOLERANCE = 0.001f; | 3305 | const float VELOCITY_TOLERANCE = 0.001f; |
2843 | const float POSITION_TOLERANCE = 0.05f; | 3306 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2844 | const int TIME_MS_TOLERANCE = 3000; | 3307 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2845 | 3308 | ||
2846 | switch (UpdateFlag) | 3309 | switch (UpdateFlag) |
2847 | { | 3310 | { |
@@ -2855,17 +3318,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2855 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || | 3318 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || |
2856 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || | 3319 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || |
2857 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || | 3320 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || |
2858 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3321 | Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE) |
2859 | { | 3322 | { |
2860 | SendTerseUpdateToAllClients(); | 3323 | SendTerseUpdateToAllClients(); |
2861 | 3324 | ||
2862 | // Update the "last" values | ||
2863 | m_lastPosition = OffsetPosition; | ||
2864 | m_lastRotation = RotationOffset; | ||
2865 | m_lastVelocity = Velocity; | ||
2866 | m_lastAcceleration = Acceleration; | ||
2867 | m_lastAngularVelocity = AngularVelocity; | ||
2868 | m_lastTerseSent = Environment.TickCount; | ||
2869 | } | 3325 | } |
2870 | break; | 3326 | break; |
2871 | } | 3327 | } |
@@ -2883,6 +3339,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2883 | /// </summary> | 3339 | /// </summary> |
2884 | public void SendTerseUpdateToAllClients() | 3340 | public void SendTerseUpdateToAllClients() |
2885 | { | 3341 | { |
3342 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3343 | return; | ||
3344 | |||
3345 | // Update the "last" values | ||
3346 | m_lastPosition = OffsetPosition; | ||
3347 | m_lastRotation = RotationOffset; | ||
3348 | m_lastVelocity = Velocity; | ||
3349 | m_lastAcceleration = Acceleration; | ||
3350 | m_lastAngularVelocity = AngularVelocity; | ||
3351 | m_lastUpdateSentTime = Environment.TickCount; | ||
3352 | |||
2886 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | 3353 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) |
2887 | { | 3354 | { |
2888 | SendTerseUpdateToClient(client); | 3355 | SendTerseUpdateToClient(client); |
@@ -2906,10 +3373,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2906 | 3373 | ||
2907 | public void SetBuoyancy(float fvalue) | 3374 | public void SetBuoyancy(float fvalue) |
2908 | { | 3375 | { |
2909 | PhysicsActor pa = PhysActor; | 3376 | Buoyancy = fvalue; |
2910 | 3377 | /* | |
2911 | if (pa != null) | 3378 | if (PhysActor != null) |
2912 | pa.Buoyancy = fvalue; | 3379 | { |
3380 | PhysActor.Buoyancy = fvalue; | ||
3381 | } | ||
3382 | */ | ||
2913 | } | 3383 | } |
2914 | 3384 | ||
2915 | public void SetDieAtEdge(bool p) | 3385 | public void SetDieAtEdge(bool p) |
@@ -2925,47 +3395,111 @@ namespace OpenSim.Region.Framework.Scenes | |||
2925 | PhysicsActor pa = PhysActor; | 3395 | PhysicsActor pa = PhysActor; |
2926 | 3396 | ||
2927 | if (pa != null) | 3397 | if (pa != null) |
2928 | pa.FloatOnWater = floatYN == 1; | 3398 | pa.FloatOnWater = (floatYN == 1); |
2929 | } | 3399 | } |
2930 | 3400 | ||
2931 | public void SetForce(Vector3 force) | 3401 | public void SetForce(Vector3 force) |
2932 | { | 3402 | { |
2933 | PhysicsActor pa = PhysActor; | 3403 | Force = force; |
3404 | } | ||
2934 | 3405 | ||
2935 | if (pa != null) | 3406 | public SOPVehicle VehicleParams |
2936 | pa.Force = force; | 3407 | { |
3408 | get | ||
3409 | { | ||
3410 | return m_vehicleParams; | ||
3411 | } | ||
3412 | set | ||
3413 | { | ||
3414 | m_vehicleParams = value; | ||
3415 | } | ||
3416 | } | ||
3417 | |||
3418 | |||
3419 | public int VehicleType | ||
3420 | { | ||
3421 | get | ||
3422 | { | ||
3423 | if (m_vehicleParams == null) | ||
3424 | return (int)Vehicle.TYPE_NONE; | ||
3425 | else | ||
3426 | return (int)m_vehicleParams.Type; | ||
3427 | } | ||
3428 | set | ||
3429 | { | ||
3430 | SetVehicleType(value); | ||
3431 | } | ||
2937 | } | 3432 | } |
2938 | 3433 | ||
2939 | public void SetVehicleType(int type) | 3434 | public void SetVehicleType(int type) |
2940 | { | 3435 | { |
2941 | PhysicsActor pa = PhysActor; | 3436 | m_vehicleParams = null; |
3437 | |||
3438 | if (type == (int)Vehicle.TYPE_NONE) | ||
3439 | { | ||
3440 | if (_parentID ==0 && PhysActor != null) | ||
3441 | PhysActor.VehicleType = (int)Vehicle.TYPE_NONE; | ||
3442 | return; | ||
3443 | } | ||
3444 | m_vehicleParams = new SOPVehicle(); | ||
3445 | m_vehicleParams.ProcessTypeChange((Vehicle)type); | ||
3446 | { | ||
3447 | if (_parentID ==0 && PhysActor != null) | ||
3448 | PhysActor.VehicleType = type; | ||
3449 | return; | ||
3450 | } | ||
3451 | } | ||
2942 | 3452 | ||
2943 | if (pa != null) | 3453 | public void SetVehicleFlags(int param, bool remove) |
2944 | pa.VehicleType = type; | 3454 | { |
3455 | if (m_vehicleParams == null) | ||
3456 | return; | ||
3457 | |||
3458 | m_vehicleParams.ProcessVehicleFlags(param, remove); | ||
3459 | |||
3460 | if (_parentID ==0 && PhysActor != null) | ||
3461 | { | ||
3462 | PhysActor.VehicleFlags(param, remove); | ||
3463 | } | ||
2945 | } | 3464 | } |
2946 | 3465 | ||
2947 | public void SetVehicleFloatParam(int param, float value) | 3466 | public void SetVehicleFloatParam(int param, float value) |
2948 | { | 3467 | { |
2949 | PhysicsActor pa = PhysActor; | 3468 | if (m_vehicleParams == null) |
3469 | return; | ||
2950 | 3470 | ||
2951 | if (pa != null) | 3471 | m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value); |
2952 | pa.VehicleFloatParam(param, value); | 3472 | |
3473 | if (_parentID == 0 && PhysActor != null) | ||
3474 | { | ||
3475 | PhysActor.VehicleFloatParam(param, value); | ||
3476 | } | ||
2953 | } | 3477 | } |
2954 | 3478 | ||
2955 | public void SetVehicleVectorParam(int param, Vector3 value) | 3479 | public void SetVehicleVectorParam(int param, Vector3 value) |
2956 | { | 3480 | { |
2957 | PhysicsActor pa = PhysActor; | 3481 | if (m_vehicleParams == null) |
3482 | return; | ||
2958 | 3483 | ||
2959 | if (pa != null) | 3484 | m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value); |
2960 | pa.VehicleVectorParam(param, value); | 3485 | |
3486 | if (_parentID == 0 && PhysActor != null) | ||
3487 | { | ||
3488 | PhysActor.VehicleVectorParam(param, value); | ||
3489 | } | ||
2961 | } | 3490 | } |
2962 | 3491 | ||
2963 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 3492 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
2964 | { | 3493 | { |
2965 | PhysicsActor pa = PhysActor; | 3494 | if (m_vehicleParams == null) |
3495 | return; | ||
2966 | 3496 | ||
2967 | if (pa != null) | 3497 | m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation); |
2968 | pa.VehicleRotationParam(param, rotation); | 3498 | |
3499 | if (_parentID == 0 && PhysActor != null) | ||
3500 | { | ||
3501 | PhysActor.VehicleRotationParam(param, rotation); | ||
3502 | } | ||
2969 | } | 3503 | } |
2970 | 3504 | ||
2971 | /// <summary> | 3505 | /// <summary> |
@@ -3166,14 +3700,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3166 | hasProfileCut = hasDimple; // is it the same thing? | 3700 | hasProfileCut = hasDimple; // is it the same thing? |
3167 | } | 3701 | } |
3168 | 3702 | ||
3169 | public void SetVehicleFlags(int param, bool remove) | ||
3170 | { | ||
3171 | PhysicsActor pa = PhysActor; | ||
3172 | |||
3173 | if (pa != null) | ||
3174 | pa.VehicleFlags(param, remove); | ||
3175 | } | ||
3176 | |||
3177 | public void SetGroup(UUID groupID, IClientAPI client) | 3703 | public void SetGroup(UUID groupID, IClientAPI client) |
3178 | { | 3704 | { |
3179 | // Scene.AddNewPrims() calls with client == null so can't use this. | 3705 | // Scene.AddNewPrims() calls with client == null so can't use this. |
@@ -3277,71 +3803,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
3277 | { | 3803 | { |
3278 | ParentGroup.stopMoveToTarget(); | 3804 | ParentGroup.stopMoveToTarget(); |
3279 | 3805 | ||
3280 | ParentGroup.ScheduleGroupForTerseUpdate(); | 3806 | // ParentGroup.ScheduleGroupForTerseUpdate(); |
3281 | //ParentGroup.ScheduleGroupForFullUpdate(); | 3807 | //ParentGroup.ScheduleGroupForFullUpdate(); |
3282 | } | 3808 | } |
3283 | 3809 | ||
3284 | public void StoreUndoState() | 3810 | public void StoreUndoState(ObjectChangeType change) |
3285 | { | 3811 | { |
3286 | StoreUndoState(false); | 3812 | if (m_UndoRedo == null) |
3287 | } | 3813 | m_UndoRedo = new UndoRedoState(5); |
3288 | |||
3289 | public void StoreUndoState(bool forGroup) | ||
3290 | { | ||
3291 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3292 | return; | ||
3293 | |||
3294 | if (Undoing) | ||
3295 | { | ||
3296 | // m_log.DebugFormat( | ||
3297 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3298 | return; | ||
3299 | } | ||
3300 | |||
3301 | if (IgnoreUndoUpdate) | ||
3302 | { | ||
3303 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3304 | return; | ||
3305 | } | ||
3306 | 3814 | ||
3307 | lock (m_undo) | 3815 | lock (m_UndoRedo) |
3308 | { | 3816 | { |
3309 | if (m_undo.Count > 0) | 3817 | if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended |
3310 | { | 3818 | { |
3311 | UndoState last = m_undo[m_undo.Count - 1]; | 3819 | m_UndoRedo.StoreUndo(this, change); |
3312 | if (last != null) | ||
3313 | { | ||
3314 | // TODO: May need to fix for group comparison | ||
3315 | if (last.Compare(this)) | ||
3316 | { | ||
3317 | // m_log.DebugFormat( | ||
3318 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3319 | // Name, LocalId, m_undo.Count); | ||
3320 | |||
3321 | return; | ||
3322 | } | ||
3323 | } | ||
3324 | } | ||
3325 | |||
3326 | // m_log.DebugFormat( | ||
3327 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3328 | // Name, LocalId, forGroup, m_undo.Count); | ||
3329 | |||
3330 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3331 | { | ||
3332 | UndoState nUndo = new UndoState(this, forGroup); | ||
3333 | |||
3334 | m_undo.Add(nUndo); | ||
3335 | |||
3336 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3337 | m_undo.RemoveAt(0); | ||
3338 | |||
3339 | if (m_redo.Count > 0) | ||
3340 | m_redo.Clear(); | ||
3341 | |||
3342 | // m_log.DebugFormat( | ||
3343 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | ||
3344 | // Name, LocalId, forGroup, m_undo.Count); | ||
3345 | } | 3820 | } |
3346 | } | 3821 | } |
3347 | } | 3822 | } |
@@ -3353,88 +3828,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3353 | { | 3828 | { |
3354 | get | 3829 | get |
3355 | { | 3830 | { |
3356 | lock (m_undo) | 3831 | if (m_UndoRedo == null) |
3357 | return m_undo.Count; | 3832 | return 0; |
3833 | return m_UndoRedo.Count; | ||
3358 | } | 3834 | } |
3359 | } | 3835 | } |
3360 | 3836 | ||
3361 | public void Undo() | 3837 | public void Undo() |
3362 | { | 3838 | { |
3363 | lock (m_undo) | 3839 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3364 | { | 3840 | return; |
3365 | // m_log.DebugFormat( | ||
3366 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3367 | // Name, LocalId, m_undo.Count); | ||
3368 | |||
3369 | if (m_undo.Count > 0) | ||
3370 | { | ||
3371 | UndoState goback = m_undo[m_undo.Count - 1]; | ||
3372 | m_undo.RemoveAt(m_undo.Count - 1); | ||
3373 | |||
3374 | UndoState nUndo = null; | ||
3375 | |||
3376 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3377 | { | ||
3378 | nUndo = new UndoState(this, goback.ForGroup); | ||
3379 | } | ||
3380 | |||
3381 | goback.PlaybackState(this); | ||
3382 | |||
3383 | if (nUndo != null) | ||
3384 | { | ||
3385 | m_redo.Add(nUndo); | ||
3386 | |||
3387 | if (m_redo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3388 | m_redo.RemoveAt(0); | ||
3389 | } | ||
3390 | } | ||
3391 | 3841 | ||
3392 | // m_log.DebugFormat( | 3842 | lock (m_UndoRedo) |
3393 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | 3843 | { |
3394 | // Name, LocalId, m_undo.Count); | 3844 | Undoing = true; |
3845 | m_UndoRedo.Undo(this); | ||
3846 | Undoing = false; | ||
3395 | } | 3847 | } |
3396 | } | 3848 | } |
3397 | 3849 | ||
3398 | public void Redo() | 3850 | public void Redo() |
3399 | { | 3851 | { |
3400 | lock (m_undo) | 3852 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3401 | { | 3853 | return; |
3402 | // m_log.DebugFormat( | ||
3403 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3404 | // Name, LocalId, m_redo.Count); | ||
3405 | |||
3406 | if (m_redo.Count > 0) | ||
3407 | { | ||
3408 | UndoState gofwd = m_redo[m_redo.Count - 1]; | ||
3409 | m_redo.RemoveAt(m_redo.Count - 1); | ||
3410 | |||
3411 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3412 | { | ||
3413 | UndoState nUndo = new UndoState(this, gofwd.ForGroup); | ||
3414 | |||
3415 | m_undo.Add(nUndo); | ||
3416 | |||
3417 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3418 | m_undo.RemoveAt(0); | ||
3419 | } | ||
3420 | |||
3421 | gofwd.PlayfwdState(this); | ||
3422 | 3854 | ||
3423 | // m_log.DebugFormat( | 3855 | lock (m_UndoRedo) |
3424 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | 3856 | { |
3425 | // Name, LocalId, m_redo.Count); | 3857 | Undoing = true; |
3426 | } | 3858 | m_UndoRedo.Redo(this); |
3859 | Undoing = false; | ||
3427 | } | 3860 | } |
3428 | } | 3861 | } |
3429 | 3862 | ||
3430 | public void ClearUndoState() | 3863 | public void ClearUndoState() |
3431 | { | 3864 | { |
3432 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | 3865 | if (m_UndoRedo == null || Undoing) |
3866 | return; | ||
3433 | 3867 | ||
3434 | lock (m_undo) | 3868 | lock (m_UndoRedo) |
3435 | { | 3869 | { |
3436 | m_undo.Clear(); | 3870 | m_UndoRedo.Clear(); |
3437 | m_redo.Clear(); | ||
3438 | } | 3871 | } |
3439 | } | 3872 | } |
3440 | 3873 | ||
@@ -3986,7 +4419,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3986 | if (god) | 4419 | if (god) |
3987 | { | 4420 | { |
3988 | BaseMask = ApplyMask(BaseMask, set, mask); | 4421 | BaseMask = ApplyMask(BaseMask, set, mask); |
3989 | Inventory.ApplyGodPermissions(_baseMask); | 4422 | Inventory.ApplyGodPermissions(BaseMask); |
3990 | } | 4423 | } |
3991 | 4424 | ||
3992 | break; | 4425 | break; |
@@ -4017,7 +4450,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4017 | } | 4450 | } |
4018 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & | 4451 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & |
4019 | baseMask; | 4452 | baseMask; |
4020 | // Prevent the client from creating no mod, no copy | 4453 | // Prevent the client from creating no copy, no transfer |
4021 | // objects | 4454 | // objects |
4022 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) | 4455 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) |
4023 | NextOwnerMask |= (uint)PermissionMask.Transfer; | 4456 | NextOwnerMask |= (uint)PermissionMask.Transfer; |
@@ -4035,20 +4468,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
4035 | { | 4468 | { |
4036 | bool update = false; | 4469 | bool update = false; |
4037 | 4470 | ||
4038 | if (BaseMask != source.BaseMask || | 4471 | uint prevOwnerMask = OwnerMask; |
4039 | OwnerMask != source.OwnerMask || | 4472 | uint prevGroupMask = GroupMask; |
4040 | GroupMask != source.GroupMask || | 4473 | uint prevEveryoneMask = EveryoneMask; |
4041 | EveryoneMask != source.EveryoneMask || | 4474 | uint prevNextOwnerMask = NextOwnerMask; |
4042 | NextOwnerMask != source.NextOwnerMask) | ||
4043 | update = true; | ||
4044 | 4475 | ||
4045 | BaseMask = source.BaseMask; | 4476 | OwnerMask = source.OwnerMask & BaseMask; |
4046 | OwnerMask = source.OwnerMask; | 4477 | GroupMask = source.GroupMask & BaseMask; |
4047 | GroupMask = source.GroupMask; | 4478 | EveryoneMask = source.EveryoneMask & BaseMask; |
4048 | EveryoneMask = source.EveryoneMask; | 4479 | NextOwnerMask = source.NextOwnerMask & BaseMask; |
4049 | NextOwnerMask = source.NextOwnerMask; | ||
4050 | 4480 | ||
4051 | if (update) | 4481 | if (OwnerMask != prevOwnerMask || |
4482 | GroupMask != prevGroupMask || | ||
4483 | EveryoneMask != prevEveryoneMask || | ||
4484 | NextOwnerMask != prevNextOwnerMask) | ||
4052 | SendFullUpdateToAllClients(); | 4485 | SendFullUpdateToAllClients(); |
4053 | } | 4486 | } |
4054 | 4487 | ||
@@ -4099,6 +4532,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4099 | } | 4532 | } |
4100 | } | 4533 | } |
4101 | 4534 | ||
4535 | |||
4102 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) | 4536 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) |
4103 | { | 4537 | { |
4104 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) | 4538 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) |
@@ -4126,7 +4560,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4126 | /// <param name="SetTemporary"></param> | 4560 | /// <param name="SetTemporary"></param> |
4127 | /// <param name="SetPhantom"></param> | 4561 | /// <param name="SetPhantom"></param> |
4128 | /// <param name="SetVD"></param> | 4562 | /// <param name="SetVD"></param> |
4129 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | 4563 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
4130 | { | 4564 | { |
4131 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4565 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
4132 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4566 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
@@ -4136,97 +4570,103 @@ namespace OpenSim.Region.Framework.Scenes | |||
4136 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4570 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4137 | return; | 4571 | return; |
4138 | 4572 | ||
4139 | PhysicsActor pa = PhysActor; | 4573 | VolumeDetectActive = SetVD; |
4140 | |||
4141 | // Special cases for VD. VD can only be called from a script | ||
4142 | // and can't be combined with changes to other states. So we can rely | ||
4143 | // that... | ||
4144 | // ... if VD is changed, all others are not. | ||
4145 | // ... if one of the others is changed, VD is not. | ||
4146 | if (SetVD) // VD is active, special logic applies | ||
4147 | { | ||
4148 | // State machine logic for VolumeDetect | ||
4149 | // More logic below | ||
4150 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
4151 | 4574 | ||
4152 | if (phanReset) // Phantom changes from on to off switch VD off too | 4575 | // volume detector implies phantom |
4153 | { | 4576 | if (VolumeDetectActive) |
4154 | SetVD = false; // Switch it of for the course of this routine | ||
4155 | VolumeDetectActive = false; // and also permanently | ||
4156 | |||
4157 | if (pa != null) | ||
4158 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
4159 | } | ||
4160 | else | ||
4161 | { | ||
4162 | // If volumedetect is active we don't want phantom to be applied. | ||
4163 | // If this is a new call to VD out of the state "phantom" | ||
4164 | // this will also cause the prim to be visible to physics | ||
4165 | SetPhantom = false; | ||
4166 | } | ||
4167 | } | ||
4168 | |||
4169 | if (UsePhysics && IsJoint()) | ||
4170 | { | ||
4171 | SetPhantom = true; | 4577 | SetPhantom = true; |
4172 | } | ||
4173 | 4578 | ||
4174 | if (UsePhysics) | 4579 | if (UsePhysics) |
4175 | { | ||
4176 | AddFlag(PrimFlags.Physics); | 4580 | AddFlag(PrimFlags.Physics); |
4177 | if (!wasUsingPhysics) | ||
4178 | { | ||
4179 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4180 | } | ||
4181 | } | ||
4182 | else | 4581 | else |
4183 | { | ||
4184 | RemFlag(PrimFlags.Physics); | 4582 | RemFlag(PrimFlags.Physics); |
4185 | if (wasUsingPhysics) | ||
4186 | { | ||
4187 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4188 | } | ||
4189 | } | ||
4190 | 4583 | ||
4191 | if (SetPhantom | 4584 | if (SetPhantom) |
4192 | || ParentGroup.IsAttachment | ||
4193 | || PhysicsShapeType == (byte)PhysShapeType.none | ||
4194 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | ||
4195 | { | ||
4196 | AddFlag(PrimFlags.Phantom); | 4585 | AddFlag(PrimFlags.Phantom); |
4586 | else | ||
4587 | RemFlag(PrimFlags.Phantom); | ||
4197 | 4588 | ||
4198 | if (PhysActor != null) | 4589 | if (SetTemporary) |
4590 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4591 | else | ||
4592 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4593 | |||
4594 | |||
4595 | if (ParentGroup.Scene == null) | ||
4596 | return; | ||
4597 | |||
4598 | PhysicsActor pa = PhysActor; | ||
4599 | |||
4600 | if (pa != null && building && pa.Building != building) | ||
4601 | pa.Building = building; | ||
4602 | |||
4603 | if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none | ||
4604 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
4605 | { | ||
4606 | if (pa != null) | ||
4199 | { | 4607 | { |
4608 | if(wasUsingPhysics) | ||
4609 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
4200 | RemoveFromPhysics(); | 4610 | RemoveFromPhysics(); |
4201 | pa = null; | ||
4202 | } | 4611 | } |
4612 | |||
4613 | Velocity = new Vector3(0, 0, 0); | ||
4614 | Acceleration = new Vector3(0, 0, 0); | ||
4615 | if (ParentGroup.RootPart == this) | ||
4616 | AngularVelocity = new Vector3(0, 0, 0); | ||
4203 | } | 4617 | } |
4204 | else // Not phantom | 4618 | |
4619 | else | ||
4205 | { | 4620 | { |
4206 | RemFlag(PrimFlags.Phantom); | 4621 | if (ParentGroup.Scene.CollidablePrims) |
4207 | |||
4208 | if (ParentGroup.Scene == null) | ||
4209 | return; | ||
4210 | |||
4211 | if (ParentGroup.Scene.CollidablePrims && pa == null) | ||
4212 | { | 4622 | { |
4213 | AddToPhysics(UsePhysics, SetPhantom, false); | 4623 | if (pa == null) |
4214 | pa = PhysActor; | 4624 | { |
4215 | 4625 | AddToPhysics(UsePhysics, SetPhantom, building, false); | |
4216 | if (pa != null) | 4626 | pa = PhysActor; |
4627 | /* | ||
4628 | if (pa != null) | ||
4629 | { | ||
4630 | if ( | ||
4631 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4632 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4633 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4634 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4635 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4636 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4637 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4638 | ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4639 | (CollisionSound != UUID.Zero) | ||
4640 | ) | ||
4641 | { | ||
4642 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4643 | pa.SubscribeEvents(1000); | ||
4644 | } | ||
4645 | } | ||
4646 | */ | ||
4647 | if (pa != null) | ||
4648 | { | ||
4649 | pa.SetMaterial(Material); | ||
4650 | DoPhysicsPropertyUpdate(UsePhysics, true); | ||
4651 | } | ||
4652 | } | ||
4653 | else // it already has a physical representation | ||
4217 | { | 4654 | { |
4218 | pa.SetMaterial(Material); | 4655 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. |
4219 | DoPhysicsPropertyUpdate(UsePhysics, true); | 4656 | /* moved into DoPhysicsPropertyUpdate |
4657 | if(VolumeDetectActive) | ||
4658 | pa.SetVolumeDetect(1); | ||
4659 | else | ||
4660 | pa.SetVolumeDetect(0); | ||
4661 | */ | ||
4220 | 4662 | ||
4221 | SubscribeForCollisionEvents(); | 4663 | if (pa.Building != building) |
4664 | pa.Building = building; | ||
4222 | } | 4665 | } |
4223 | } | ||
4224 | else // it already has a physical representation | ||
4225 | { | ||
4226 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | ||
4227 | } | ||
4228 | } | ||
4229 | 4666 | ||
4667 | UpdatePhysicsSubscribedEvents(); | ||
4668 | } | ||
4669 | } | ||
4230 | if (SetVD) | 4670 | if (SetVD) |
4231 | { | 4671 | { |
4232 | // If the above logic worked (this is urgent candidate to unit tests!) | 4672 | // If the above logic worked (this is urgent candidate to unit tests!) |
@@ -4240,6 +4680,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4240 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 4680 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
4241 | VolumeDetectActive = true; | 4681 | VolumeDetectActive = true; |
4242 | } | 4682 | } |
4683 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4243 | } | 4684 | } |
4244 | else if (SetVD != wasVD) | 4685 | else if (SetVD != wasVD) |
4245 | { | 4686 | { |
@@ -4251,105 +4692,51 @@ namespace OpenSim.Region.Framework.Scenes | |||
4251 | RemFlag(PrimFlags.Phantom); | 4692 | RemFlag(PrimFlags.Phantom); |
4252 | VolumeDetectActive = false; | 4693 | VolumeDetectActive = false; |
4253 | } | 4694 | } |
4254 | 4695 | // and last in case we have a new actor and not building | |
4255 | if (SetTemporary) | ||
4256 | { | ||
4257 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4258 | } | ||
4259 | else | ||
4260 | { | ||
4261 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4262 | } | ||
4263 | |||
4264 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4265 | 4696 | ||
4266 | if (ParentGroup != null) | 4697 | if (ParentGroup != null) |
4267 | { | 4698 | { |
4268 | ParentGroup.HasGroupChanged = true; | 4699 | ParentGroup.HasGroupChanged = true; |
4269 | ScheduleFullUpdate(); | 4700 | ScheduleFullUpdate(); |
4270 | } | 4701 | } |
4271 | 4702 | ||
4272 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); | 4703 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); |
4273 | } | 4704 | } |
4274 | 4705 | ||
4275 | /// <summary> | 4706 | /// <summary> |
4276 | /// Subscribe for physics collision events if needed for scripts and sounds | ||
4277 | /// </summary> | ||
4278 | public void SubscribeForCollisionEvents() | ||
4279 | { | ||
4280 | PhysicsActor pa = PhysActor; | ||
4281 | |||
4282 | if (pa != null) | ||
4283 | { | ||
4284 | if ( | ||
4285 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4286 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4287 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4288 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4289 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4290 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4291 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4292 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4293 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4294 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4295 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4296 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4297 | (CollisionSound != UUID.Zero) | ||
4298 | ) | ||
4299 | { | ||
4300 | if (!pa.SubscribedEvents()) | ||
4301 | { | ||
4302 | // If not already subscribed for event, set up for a collision event. | ||
4303 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4304 | pa.SubscribeEvents(1000); | ||
4305 | } | ||
4306 | } | ||
4307 | else | ||
4308 | { | ||
4309 | // There is no need to be subscribed to collisions so, if subscribed, remove subscription | ||
4310 | if (pa.SubscribedEvents()) | ||
4311 | { | ||
4312 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4313 | pa.UnSubscribeEvents(); | ||
4314 | } | ||
4315 | } | ||
4316 | } | ||
4317 | } | ||
4318 | |||
4319 | /// <summary> | ||
4320 | /// Adds this part to the physics scene. | 4707 | /// Adds this part to the physics scene. |
4708 | /// and sets the PhysActor property | ||
4321 | /// </summary> | 4709 | /// </summary> |
4322 | /// <remarks>This method also sets the PhysActor property.</remarks> | 4710 | /// <param name="isPhysical">Add this prim as physical.</param> |
4323 | /// <param name="rigidBody">Add this prim with a rigid body.</param> | 4711 | /// <param name="isPhantom">Add this prim as phantom.</param> |
4324 | /// <returns> | 4712 | /// <param name="building">tells physics to delay full construction of object</param> |
4325 | /// The physics actor. null if there was a failure. | 4713 | /// <param name="applyDynamics">applies velocities, force and torque</param> |
4326 | /// </returns> | 4714 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) |
4327 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) | 4715 | { |
4328 | { | ||
4329 | PhysicsActor pa; | 4716 | PhysicsActor pa; |
4330 | 4717 | ||
4331 | Vector3 velocity = Velocity; | 4718 | Vector3 velocity = Velocity; |
4332 | Vector3 rotationalVelocity = AngularVelocity;; | 4719 | Vector3 rotationalVelocity = AngularVelocity;; |
4333 | 4720 | ||
4334 | try | 4721 | try |
4335 | { | 4722 | { |
4336 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4723 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4337 | string.Format("{0}/{1}", Name, UUID), | 4724 | string.Format("{0}/{1}", Name, UUID), |
4338 | Shape, | 4725 | Shape, |
4339 | AbsolutePosition, | 4726 | AbsolutePosition, |
4340 | Scale, | 4727 | Scale, |
4341 | GetWorldRotation(), | 4728 | GetWorldRotation(), |
4342 | isPhysical, | 4729 | isPhysical, |
4343 | isPhantom, | 4730 | isPhantom, |
4344 | PhysicsShapeType, | 4731 | PhysicsShapeType, |
4345 | m_localId); | 4732 | m_localId); |
4346 | } | 4733 | } |
4347 | catch (Exception e) | 4734 | catch (Exception e) |
4348 | { | 4735 | { |
4349 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); | 4736 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); |
4350 | pa = null; | 4737 | pa = null; |
4351 | } | 4738 | } |
4352 | 4739 | ||
4353 | if (pa != null) | 4740 | if (pa != null) |
4354 | { | 4741 | { |
4355 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info | 4742 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
@@ -4362,9 +4749,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
4362 | 4749 | ||
4363 | if (VolumeDetectActive) // change if not the default only | 4750 | if (VolumeDetectActive) // change if not the default only |
4364 | pa.SetVolumeDetect(1); | 4751 | pa.SetVolumeDetect(1); |
4752 | |||
4753 | if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4754 | m_vehicleParams.SetVehicle(pa); | ||
4755 | |||
4365 | // we are going to tell rest of code about physics so better have this here | 4756 | // we are going to tell rest of code about physics so better have this here |
4366 | PhysActor = pa; | 4757 | PhysActor = pa; |
4367 | 4758 | ||
4759 | // DoPhysicsPropertyUpdate(isPhysical, true); | ||
4760 | // lets expand it here just with what it really needs to do | ||
4761 | |||
4368 | if (isPhysical) | 4762 | if (isPhysical) |
4369 | { | 4763 | { |
4370 | if (ParentGroup.RootPart.KeyframeMotion != null) | 4764 | if (ParentGroup.RootPart.KeyframeMotion != null) |
@@ -4386,19 +4780,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
4386 | } | 4780 | } |
4387 | } | 4781 | } |
4388 | 4782 | ||
4389 | if (applyDynamics) | 4783 | if (applyDynamics) |
4390 | // do independent of isphysical so parameters get setted (at least some) | 4784 | // do independent of isphysical so parameters get setted (at least some) |
4391 | { | 4785 | { |
4392 | Velocity = velocity; | 4786 | Velocity = velocity; |
4393 | AngularVelocity = rotationalVelocity; | 4787 | AngularVelocity = rotationalVelocity; |
4394 | // pa.Velocity = velocity; | 4788 | // pa.Velocity = velocity; |
4395 | pa.RotationalVelocity = rotationalVelocity; | 4789 | pa.RotationalVelocity = rotationalVelocity; |
4790 | |||
4791 | // if not vehicle and root part apply force and torque | ||
4792 | if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE) | ||
4793 | && LocalId == ParentGroup.RootPart.LocalId) | ||
4794 | { | ||
4795 | pa.Force = Force; | ||
4796 | pa.Torque = Torque; | ||
4797 | } | ||
4396 | } | 4798 | } |
4397 | 4799 | ||
4398 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 4800 | // if (Shape.SculptEntry) |
4801 | // CheckSculptAndLoad(); | ||
4802 | // else | ||
4803 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
4804 | |||
4805 | if (!building) | ||
4806 | pa.Building = false; | ||
4399 | } | 4807 | } |
4400 | 4808 | ||
4401 | PhysActor = pa; | 4809 | PhysActor = pa; |
4810 | |||
4402 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); | 4811 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); |
4403 | } | 4812 | } |
4404 | 4813 | ||
@@ -4407,13 +4816,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4407 | /// </summary> | 4816 | /// </summary> |
4408 | /// <remarks> | 4817 | /// <remarks> |
4409 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics | 4818 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics |
4410 | /// representation for collision detection. Rather, this would be used in situations such as making a prim | 4819 | /// representation for collision detection. |
4411 | /// phantom. | ||
4412 | /// </remarks> | 4820 | /// </remarks> |
4413 | public void RemoveFromPhysics() | 4821 | public void RemoveFromPhysics() |
4414 | { | 4822 | { |
4415 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | 4823 | PhysicsActor pa = PhysActor; |
4416 | ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 4824 | if (pa != null) |
4825 | { | ||
4826 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4827 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | ||
4828 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | ||
4829 | |||
4830 | ParentGroup.Scene.PhysicsScene.RemovePrim(pa); | ||
4831 | |||
4832 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | ||
4833 | } | ||
4417 | PhysActor = null; | 4834 | PhysActor = null; |
4418 | } | 4835 | } |
4419 | 4836 | ||
@@ -4545,6 +4962,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4545 | { | 4962 | { |
4546 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | 4963 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); |
4547 | 4964 | ||
4965 | return; | ||
4966 | |||
4548 | if (ParentGroup.IsDeleted) | 4967 | if (ParentGroup.IsDeleted) |
4549 | return; | 4968 | return; |
4550 | 4969 | ||
@@ -4668,6 +5087,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
4668 | } | 5087 | } |
4669 | } | 5088 | } |
4670 | 5089 | ||
5090 | |||
5091 | private void UpdatePhysicsSubscribedEvents() | ||
5092 | { | ||
5093 | PhysicsActor pa = PhysActor; | ||
5094 | if (pa == null) | ||
5095 | return; | ||
5096 | |||
5097 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5098 | |||
5099 | bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0)); | ||
5100 | |||
5101 | scriptEvents CombinedEvents = AggregateScriptEvents; | ||
5102 | |||
5103 | // merge with root part | ||
5104 | if (ParentGroup != null && ParentGroup.RootPart != null) | ||
5105 | CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents; | ||
5106 | |||
5107 | // submit to this part case | ||
5108 | if (VolumeDetectActive) | ||
5109 | CombinedEvents &= PhyscicsVolumeDtcSubsEvents; | ||
5110 | else if ((Flags & PrimFlags.Phantom) != 0) | ||
5111 | CombinedEvents &= PhyscicsPhantonSubsEvents; | ||
5112 | else | ||
5113 | CombinedEvents &= PhysicsNeededSubsEvents; | ||
5114 | |||
5115 | if (hassound || CombinedEvents != 0) | ||
5116 | { | ||
5117 | // subscribe to physics updates. | ||
5118 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5119 | pa.SubscribeEvents(50); // 20 reports per second | ||
5120 | } | ||
5121 | else | ||
5122 | { | ||
5123 | pa.UnSubscribeEvents(); | ||
5124 | } | ||
5125 | } | ||
5126 | |||
5127 | |||
4671 | public void aggregateScriptEvents() | 5128 | public void aggregateScriptEvents() |
4672 | { | 5129 | { |
4673 | if (ParentGroup == null || ParentGroup.RootPart == null) | 5130 | if (ParentGroup == null || ParentGroup.RootPart == null) |
@@ -4704,8 +5161,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
4704 | { | 5161 | { |
4705 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; | 5162 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; |
4706 | } | 5163 | } |
4707 | 5164 | /* | |
4708 | SubscribeForCollisionEvents(); | 5165 | PhysicsActor pa = PhysActor; |
5166 | if (pa != null) | ||
5167 | { | ||
5168 | if ( | ||
5169 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
5170 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
5171 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
5172 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
5173 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
5174 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
5175 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
5176 | ) | ||
5177 | { | ||
5178 | // subscribe to physics updates. | ||
5179 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5180 | pa.SubscribeEvents(1000); | ||
5181 | } | ||
5182 | else | ||
5183 | { | ||
5184 | pa.UnSubscribeEvents(); | ||
5185 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5186 | } | ||
5187 | } | ||
5188 | */ | ||
5189 | UpdatePhysicsSubscribedEvents(); | ||
4709 | 5190 | ||
4710 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | 5191 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) |
4711 | //{ | 5192 | //{ |
@@ -4839,6 +5320,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4839 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 5320 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4840 | } | 5321 | } |
4841 | 5322 | ||
5323 | public void ResetOwnerChangeFlag() | ||
5324 | { | ||
5325 | List<UUID> inv = Inventory.GetInventoryList(); | ||
5326 | |||
5327 | foreach (UUID itemID in inv) | ||
5328 | { | ||
5329 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
5330 | item.OwnerChanged = false; | ||
5331 | Inventory.UpdateInventoryItem(item, false, false); | ||
5332 | } | ||
5333 | } | ||
5334 | |||
4842 | /// <summary> | 5335 | /// <summary> |
4843 | /// Record an avatar sitting on this part. | 5336 | /// Record an avatar sitting on this part. |
4844 | /// </summary> | 5337 | /// </summary> |