diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
6 files changed, 149 insertions, 178 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index eb397f6..a6e137d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -2265,7 +2265,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2265 | group.ClearPartAttachmentData(); | 2265 | group.ClearPartAttachmentData(); |
2266 | } | 2266 | } |
2267 | 2267 | ||
2268 | group.UpdateGroupRotation(rot); | 2268 | group.UpdateGroupRotationR(rot); |
2269 | 2269 | ||
2270 | //group.ApplyPhysics(m_physicalPrim); | 2270 | //group.ApplyPhysics(m_physicalPrim); |
2271 | if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) | 2271 | if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d8478a2..db107a9 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -2810,7 +2810,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2810 | // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); | 2810 | // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); |
2811 | m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); | 2811 | m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); |
2812 | //obj.Rotation = worldRot; | 2812 | //obj.Rotation = worldRot; |
2813 | //obj.UpdateGroupRotation(worldRot); | 2813 | //obj.UpdateGroupRotationR(worldRot); |
2814 | } | 2814 | } |
2815 | else | 2815 | else |
2816 | { | 2816 | { |
@@ -4504,7 +4504,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4504 | Quaternion q = trackedBody.RotationOffset * joint.LocalRotation; | 4504 | Quaternion q = trackedBody.RotationOffset * joint.LocalRotation; |
4505 | 4505 | ||
4506 | jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update | 4506 | jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update |
4507 | jointProxyObject.ParentGroup.UpdateGroupRotation(q); // schedules the entire group for a terse update | 4507 | jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update |
4508 | } | 4508 | } |
4509 | break; | 4509 | break; |
4510 | } | 4510 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 48dea07..09116fa 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -1236,7 +1236,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1236 | { | 1236 | { |
1237 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) | 1237 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) |
1238 | { | 1238 | { |
1239 | group.UpdateGroupRotation(rot); | 1239 | group.UpdateGroupRotationR(rot); |
1240 | } | 1240 | } |
1241 | } | 1241 | } |
1242 | } | 1242 | } |
@@ -1255,7 +1255,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1255 | { | 1255 | { |
1256 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) | 1256 | if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) |
1257 | { | 1257 | { |
1258 | group.UpdateGroupRotation(pos, rot); | 1258 | group.UpdateGroupRotationPR(pos, rot); |
1259 | } | 1259 | } |
1260 | } | 1260 | } |
1261 | } | 1261 | } |
@@ -1811,7 +1811,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1811 | 1811 | ||
1812 | if (rot != Quaternion.Identity) | 1812 | if (rot != Quaternion.Identity) |
1813 | { | 1813 | { |
1814 | copy.UpdateGroupRotation(rot); | 1814 | copy.UpdateGroupRotationR(rot); |
1815 | } | 1815 | } |
1816 | 1816 | ||
1817 | copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0); | 1817 | copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 3c17bbe..4bd10bd 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -368,6 +368,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
368 | #region Constructors | 368 | #region Constructors |
369 | 369 | ||
370 | /// <summary> | 370 | /// <summary> |
371 | /// Constructor | ||
372 | /// </summary> | ||
373 | public SceneObjectGroup() | ||
374 | { | ||
375 | } | ||
376 | |||
377 | /// <summary> | ||
371 | /// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart. | 378 | /// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart. |
372 | /// The original SceneObjectPart will be used rather than a copy, preserving | 379 | /// The original SceneObjectPart will be used rather than a copy, preserving |
373 | /// its existing localID and UUID. | 380 | /// its existing localID and UUID. |
@@ -2953,8 +2960,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2953 | /// | 2960 | /// |
2954 | /// </summary> | 2961 | /// </summary> |
2955 | /// <param name="rot"></param> | 2962 | /// <param name="rot"></param> |
2956 | public void UpdateGroupRotation(Quaternion rot) | 2963 | public void UpdateGroupRotationR(Quaternion rot) |
2957 | { | 2964 | { |
2965 | |||
2958 | m_rootPart.UpdateRotation(rot); | 2966 | m_rootPart.UpdateRotation(rot); |
2959 | if (m_rootPart.PhysActor != null) | 2967 | if (m_rootPart.PhysActor != null) |
2960 | { | 2968 | { |
@@ -2971,7 +2979,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2971 | /// </summary> | 2979 | /// </summary> |
2972 | /// <param name="pos"></param> | 2980 | /// <param name="pos"></param> |
2973 | /// <param name="rot"></param> | 2981 | /// <param name="rot"></param> |
2974 | public void UpdateGroupRotation(Vector3 pos, Quaternion rot) | 2982 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
2975 | { | 2983 | { |
2976 | m_rootPart.UpdateRotation(rot); | 2984 | m_rootPart.UpdateRotation(rot); |
2977 | if (m_rootPart.PhysActor != null) | 2985 | if (m_rootPart.PhysActor != null) |
@@ -3079,22 +3087,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
3079 | int yaxis = 4; | 3087 | int yaxis = 4; |
3080 | int zaxis = 8; | 3088 | int zaxis = 8; |
3081 | 3089 | ||
3082 | setX = ((axis & xaxis) != 0) ? true : false; | 3090 | if (m_rootPart != null) |
3083 | setY = ((axis & yaxis) != 0) ? true : false; | 3091 | { |
3084 | setZ = ((axis & zaxis) != 0) ? true : false; | 3092 | setX = ((axis & xaxis) != 0) ? true : false; |
3093 | setY = ((axis & yaxis) != 0) ? true : false; | ||
3094 | setZ = ((axis & zaxis) != 0) ? true : false; | ||
3085 | 3095 | ||
3086 | float setval = (rotate10 > 0) ? 1f : 0f; | 3096 | float setval = (rotate10 > 0) ? 1f : 0f; |
3087 | 3097 | ||
3088 | if (setX) | 3098 | if (setX) |
3089 | m_rootPart.RotationAxis.X = setval; | 3099 | m_rootPart.RotationAxis.X = setval; |
3090 | if (setY) | 3100 | if (setY) |
3091 | m_rootPart.RotationAxis.Y = setval; | 3101 | m_rootPart.RotationAxis.Y = setval; |
3092 | if (setZ) | 3102 | if (setZ) |
3093 | m_rootPart.RotationAxis.Z = setval; | 3103 | m_rootPart.RotationAxis.Z = setval; |
3104 | |||
3105 | if (setX || setY || setZ) | ||
3106 | { | ||
3107 | m_rootPart.SetPhysicsAxisRotation(); | ||
3108 | } | ||
3094 | 3109 | ||
3095 | if (setX || setY || setZ) | ||
3096 | { | ||
3097 | m_rootPart.SetPhysicsAxisRotation(); | ||
3098 | } | 3110 | } |
3099 | } | 3111 | } |
3100 | 3112 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 51bb114..40e7471 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -415,10 +415,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
415 | set | 415 | set |
416 | { | 416 | { |
417 | m_name = value; | 417 | m_name = value; |
418 | PhysicsActor pa = PhysActor; | 418 | if (PhysActor != null) |
419 | if (pa != null) | ||
420 | { | 419 | { |
421 | pa.SOPName = value; | 420 | PhysActor.SOPName = value; |
422 | } | 421 | } |
423 | } | 422 | } |
424 | } | 423 | } |
@@ -428,11 +427,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
428 | get { return (byte) m_material; } | 427 | get { return (byte) m_material; } |
429 | set | 428 | set |
430 | { | 429 | { |
431 | PhysicsActor pa = PhysActor; | ||
432 | m_material = (Material)value; | 430 | m_material = (Material)value; |
433 | if (pa != null) | 431 | if (PhysActor != null) |
434 | { | 432 | { |
435 | pa.SetMaterial((int)value); | 433 | PhysActor.SetMaterial((int)value); |
436 | } | 434 | } |
437 | } | 435 | } |
438 | } | 436 | } |
@@ -503,12 +501,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
503 | get | 501 | get |
504 | { | 502 | { |
505 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 503 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
506 | PhysicsActor pa = PhysActor; | 504 | if (PhysActor != null && _parentID == 0) |
507 | if (pa != null && _parentID == 0) | ||
508 | { | 505 | { |
509 | m_groupPosition.X = pa.Position.X; | 506 | m_groupPosition.X = PhysActor.Position.X; |
510 | m_groupPosition.Y = pa.Position.Y; | 507 | m_groupPosition.Y = PhysActor.Position.Y; |
511 | m_groupPosition.Z = pa.Position.Z; | 508 | m_groupPosition.Z = PhysActor.Position.Z; |
512 | } | 509 | } |
513 | 510 | ||
514 | if (IsAttachment) | 511 | if (IsAttachment) |
@@ -528,27 +525,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
528 | 525 | ||
529 | m_groupPosition = value; | 526 | m_groupPosition = value; |
530 | 527 | ||
531 | PhysicsActor pa = PhysActor; | 528 | if (PhysActor != null) |
532 | if (pa != null) | ||
533 | { | 529 | { |
534 | try | 530 | try |
535 | { | 531 | { |
536 | // Root prim actually goes at Position | 532 | // Root prim actually goes at Position |
537 | if (_parentID == 0) | 533 | if (_parentID == 0) |
538 | { | 534 | { |
539 | pa.Position = new PhysicsVector(value.X, value.Y, value.Z); | 535 | PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); |
540 | } | 536 | } |
541 | else | 537 | else |
542 | { | 538 | { |
543 | // To move the child prim in respect to the group position and rotation we have to calculate | 539 | // To move the child prim in respect to the group position and rotation we have to calculate |
544 | Vector3 resultingposition = GetWorldPosition(); | 540 | Vector3 resultingposition = GetWorldPosition(); |
545 | pa.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); | 541 | PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); |
546 | Quaternion resultingrot = GetWorldRotation(); | 542 | Quaternion resultingrot = GetWorldRotation(); |
547 | pa.Orientation = resultingrot; | 543 | PhysActor.Orientation = resultingrot; |
548 | } | 544 | } |
549 | 545 | ||
550 | // Tell the physics engines that this prim changed. | 546 | // Tell the physics engines that this prim changed. |
551 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 547 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
552 | } | 548 | } |
553 | catch (Exception e) | 549 | catch (Exception e) |
554 | { | 550 | { |
@@ -581,16 +577,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
581 | 577 | ||
582 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 578 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
583 | { | 579 | { |
584 | PhysicsActor pa = PhysActor; | 580 | if (_parentID != 0 && PhysActor != null) |
585 | if (_parentID != 0 && pa != null) | ||
586 | { | 581 | { |
587 | Vector3 resultingposition = GetWorldPosition(); | 582 | Vector3 resultingposition = GetWorldPosition(); |
588 | pa.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); | 583 | PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); |
589 | Quaternion resultingrot = GetWorldRotation(); | 584 | Quaternion resultingrot = GetWorldRotation(); |
590 | pa.Orientation = resultingrot; | 585 | PhysActor.Orientation = resultingrot; |
591 | 586 | ||
592 | // Tell the physics engines that this prim changed. | 587 | // Tell the physics engines that this prim changed. |
593 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 588 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
594 | } | 589 | } |
595 | } | 590 | } |
596 | } | 591 | } |
@@ -600,14 +595,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
600 | { | 595 | { |
601 | get | 596 | get |
602 | { | 597 | { |
603 | PhysicsActor pa = PhysActor; | ||
604 | // We don't want the physics engine mucking up the rotations in a linkset | 598 | // We don't want the physics engine mucking up the rotations in a linkset |
605 | if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (pa != null)) | 599 | if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null)) |
606 | { | 600 | { |
607 | if (pa.Orientation.X != 0 || pa.Orientation.Y != 0 | 601 | if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0 |
608 | || pa.Orientation.Z != 0 || pa.Orientation.W != 0) | 602 | || PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0) |
609 | { | 603 | { |
610 | m_rotationOffset = pa.Orientation; | 604 | m_rotationOffset = PhysActor.Orientation; |
611 | } | 605 | } |
612 | } | 606 | } |
613 | 607 | ||
@@ -616,28 +610,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
616 | 610 | ||
617 | set | 611 | set |
618 | { | 612 | { |
619 | PhysicsActor pa = PhysActor; | ||
620 | StoreUndoState(); | 613 | StoreUndoState(); |
621 | m_rotationOffset = value; | 614 | m_rotationOffset = value; |
622 | 615 | ||
623 | if (pa != null) | 616 | if (PhysActor != null) |
624 | { | 617 | { |
625 | try | 618 | try |
626 | { | 619 | { |
627 | // Root prim gets value directly | 620 | // Root prim gets value directly |
628 | if (_parentID == 0) | 621 | if (_parentID == 0) |
629 | { | 622 | { |
630 | pa.Orientation = value; | 623 | PhysActor.Orientation = value; |
631 | //m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString()); | 624 | //m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString()); |
632 | } | 625 | } |
633 | else | 626 | else |
634 | { | 627 | { |
635 | // Child prim we have to calculate it's world rotationwel | 628 | // Child prim we have to calculate it's world rotationwel |
636 | Quaternion resultingrotation = GetWorldRotation(); | 629 | Quaternion resultingrotation = GetWorldRotation(); |
637 | pa.Orientation = resultingrotation; | 630 | PhysActor.Orientation = resultingrotation; |
638 | //m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString()); | 631 | //m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString()); |
639 | } | 632 | } |
640 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 633 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
641 | //} | 634 | //} |
642 | } | 635 | } |
643 | catch (Exception ex) | 636 | catch (Exception ex) |
@@ -657,14 +650,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
657 | //if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0 | 650 | //if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0 |
658 | //|| PhysActor.Velocity.Z != 0) | 651 | //|| PhysActor.Velocity.Z != 0) |
659 | //{ | 652 | //{ |
660 | PhysicsActor pa = PhysActor; | 653 | if (PhysActor != null) |
661 | if (pa != null) | ||
662 | { | 654 | { |
663 | if (pa.IsPhysical) | 655 | if (PhysActor.IsPhysical) |
664 | { | 656 | { |
665 | m_velocity.X = pa.Velocity.X; | 657 | m_velocity.X = PhysActor.Velocity.X; |
666 | m_velocity.Y = pa.Velocity.Y; | 658 | m_velocity.Y = PhysActor.Velocity.Y; |
667 | m_velocity.Z = pa.Velocity.Z; | 659 | m_velocity.Z = PhysActor.Velocity.Z; |
668 | } | 660 | } |
669 | } | 661 | } |
670 | 662 | ||
@@ -674,13 +666,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
674 | set | 666 | set |
675 | { | 667 | { |
676 | m_velocity = value; | 668 | m_velocity = value; |
677 | PhysicsActor pa = PhysActor; | 669 | if (PhysActor != null) |
678 | if (pa != null) | ||
679 | { | 670 | { |
680 | if (pa.IsPhysical) | 671 | if (PhysActor.IsPhysical) |
681 | { | 672 | { |
682 | pa.Velocity = new PhysicsVector(value.X, value.Y, value.Z); | 673 | PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); |
683 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 674 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
684 | } | 675 | } |
685 | } | 676 | } |
686 | } | 677 | } |
@@ -697,10 +688,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
697 | { | 688 | { |
698 | get | 689 | get |
699 | { | 690 | { |
700 | PhysicsActor pa = PhysActor; | 691 | if ((PhysActor != null) && PhysActor.IsPhysical) |
701 | if ((pa != null) && pa.IsPhysical) | ||
702 | { | 692 | { |
703 | m_angularVelocity.FromBytes(pa.RotationalVelocity.GetBytes(), 0); | 693 | m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0); |
704 | } | 694 | } |
705 | return m_angularVelocity; | 695 | return m_angularVelocity; |
706 | } | 696 | } |
@@ -719,11 +709,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
719 | get { return m_description; } | 709 | get { return m_description; } |
720 | set | 710 | set |
721 | { | 711 | { |
722 | PhysicsActor pa = PhysActor; | ||
723 | m_description = value; | 712 | m_description = value; |
724 | if (pa != null) | 713 | if (PhysActor != null) |
725 | { | 714 | { |
726 | pa.SOPDescription = value; | 715 | PhysActor.SOPDescription = value; |
727 | } | 716 | } |
728 | } | 717 | } |
729 | } | 718 | } |
@@ -817,15 +806,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
817 | if (m_shape != null) { | 806 | if (m_shape != null) { |
818 | m_shape.Scale = value; | 807 | m_shape.Scale = value; |
819 | 808 | ||
820 | PhysicsActor pa = PhysActor; | 809 | if (PhysActor != null && m_parentGroup != null) |
821 | if (pa != null && m_parentGroup != null) | ||
822 | { | 810 | { |
823 | if (m_parentGroup.Scene != null) | 811 | if (m_parentGroup.Scene != null) |
824 | { | 812 | { |
825 | if (m_parentGroup.Scene.PhysicsScene != null) | 813 | if (m_parentGroup.Scene.PhysicsScene != null) |
826 | { | 814 | { |
827 | pa.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z); | 815 | PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z); |
828 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 816 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
829 | } | 817 | } |
830 | } | 818 | } |
831 | } | 819 | } |
@@ -1355,14 +1343,13 @@ if (m_shape != null) { | |||
1355 | RigidBody); | 1343 | RigidBody); |
1356 | 1344 | ||
1357 | // Basic Physics returns null.. joy joy joy. | 1345 | // Basic Physics returns null.. joy joy joy. |
1358 | PhysicsActor pa = PhysActor; | 1346 | if (PhysActor != null) |
1359 | if (pa != null) | ||
1360 | { | 1347 | { |
1361 | pa.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info | 1348 | PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info |
1362 | pa.SOPDescription = this.Description; | 1349 | PhysActor.SOPDescription = this.Description; |
1363 | pa.LocalID = LocalId; | 1350 | PhysActor.LocalID = LocalId; |
1364 | DoPhysicsPropertyUpdate(RigidBody, true); | 1351 | DoPhysicsPropertyUpdate(RigidBody, true); |
1365 | pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0); | 1352 | PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); |
1366 | } | 1353 | } |
1367 | } | 1354 | } |
1368 | } | 1355 | } |
@@ -1576,24 +1563,23 @@ if (m_shape != null) { | |||
1576 | } | 1563 | } |
1577 | else | 1564 | else |
1578 | { | 1565 | { |
1579 | PhysicsActor pa = PhysActor; | 1566 | if (PhysActor != null) |
1580 | if (pa != null) | ||
1581 | { | 1567 | { |
1582 | if (UsePhysics != pa.IsPhysical || isNew) | 1568 | if (UsePhysics != PhysActor.IsPhysical || isNew) |
1583 | { | 1569 | { |
1584 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 1570 | if (PhysActor.IsPhysical) // implies UsePhysics==false for this block |
1585 | { | 1571 | { |
1586 | if (!isNew) | 1572 | if (!isNew) |
1587 | ParentGroup.Scene.RemovePhysicalPrim(1); | 1573 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1588 | 1574 | ||
1589 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 1575 | PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1590 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 1576 | PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; |
1591 | pa.delink(); | 1577 | PhysActor.delink(); |
1592 | 1578 | ||
1593 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 1579 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) |
1594 | { | 1580 | { |
1595 | // destroy all joints connected to this now deactivated body | 1581 | // destroy all joints connected to this now deactivated body |
1596 | m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 1582 | m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); |
1597 | } | 1583 | } |
1598 | 1584 | ||
1599 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 1585 | // stop client-side interpolation of all joint proxy objects that have just been deleted |
@@ -1612,7 +1598,7 @@ if (m_shape != null) { | |||
1612 | //RotationalVelocity = new Vector3(0, 0, 0); | 1598 | //RotationalVelocity = new Vector3(0, 0, 0); |
1613 | } | 1599 | } |
1614 | 1600 | ||
1615 | pa.IsPhysical = UsePhysics; | 1601 | PhysActor.IsPhysical = UsePhysics; |
1616 | 1602 | ||
1617 | 1603 | ||
1618 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 1604 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. |
@@ -1626,19 +1612,19 @@ if (m_shape != null) { | |||
1626 | { | 1612 | { |
1627 | ParentGroup.Scene.AddPhysicalPrim(1); | 1613 | ParentGroup.Scene.AddPhysicalPrim(1); |
1628 | 1614 | ||
1629 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 1615 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
1630 | pa.OnOutOfBounds += PhysicsOutOfBounds; | 1616 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
1631 | if (_parentID != 0 && _parentID != LocalId) | 1617 | if (_parentID != 0 && _parentID != LocalId) |
1632 | { | 1618 | { |
1633 | if (ParentGroup.RootPart.PhysActor != null) | 1619 | if (ParentGroup.RootPart.PhysActor != null) |
1634 | { | 1620 | { |
1635 | pa.link(ParentGroup.RootPart.PhysActor); | 1621 | PhysActor.link(ParentGroup.RootPart.PhysActor); |
1636 | } | 1622 | } |
1637 | } | 1623 | } |
1638 | } | 1624 | } |
1639 | } | 1625 | } |
1640 | } | 1626 | } |
1641 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 1627 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
1642 | } | 1628 | } |
1643 | } | 1629 | } |
1644 | } | 1630 | } |
@@ -1704,10 +1690,9 @@ if (m_shape != null) { | |||
1704 | 1690 | ||
1705 | public Vector3 GetGeometricCenter() | 1691 | public Vector3 GetGeometricCenter() |
1706 | { | 1692 | { |
1707 | PhysicsActor pa = PhysActor; | 1693 | if (PhysActor != null) |
1708 | if (pa != null) | ||
1709 | { | 1694 | { |
1710 | return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); | 1695 | return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z); |
1711 | } | 1696 | } |
1712 | else | 1697 | else |
1713 | { | 1698 | { |
@@ -1717,10 +1702,9 @@ if (m_shape != null) { | |||
1717 | 1702 | ||
1718 | public float GetMass() | 1703 | public float GetMass() |
1719 | { | 1704 | { |
1720 | PhysicsActor pa = PhysActor; | 1705 | if (PhysActor != null) |
1721 | if (pa != null) | ||
1722 | { | 1706 | { |
1723 | return pa.Mass; | 1707 | return PhysActor.Mass; |
1724 | } | 1708 | } |
1725 | else | 1709 | else |
1726 | { | 1710 | { |
@@ -1730,9 +1714,8 @@ if (m_shape != null) { | |||
1730 | 1714 | ||
1731 | public PhysicsVector GetForce() | 1715 | public PhysicsVector GetForce() |
1732 | { | 1716 | { |
1733 | PhysicsActor pa = PhysActor; | 1717 | if (PhysActor != null) |
1734 | if (pa != null) | 1718 | return PhysActor.Force; |
1735 | return pa.Force; | ||
1736 | else | 1719 | else |
1737 | return new PhysicsVector(); | 1720 | return new PhysicsVector(); |
1738 | } | 1721 | } |
@@ -2111,15 +2094,11 @@ if (m_shape != null) { | |||
2111 | 2094 | ||
2112 | public void PhysicsRequestingTerseUpdate() | 2095 | public void PhysicsRequestingTerseUpdate() |
2113 | { | 2096 | { |
2114 | PhysicsActor pa = PhysActor; | 2097 | if (PhysActor != null) |
2115 | if (pa != null) | ||
2116 | { | 2098 | { |
2117 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); | 2099 | Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); |
2118 | 2100 | ||
2119 | if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | | 2101 | if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) |
2120 | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | | ||
2121 | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | | ||
2122 | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) | ||
2123 | { | 2102 | { |
2124 | m_parentGroup.AbsolutePosition = newpos; | 2103 | m_parentGroup.AbsolutePosition = newpos; |
2125 | return; | 2104 | return; |
@@ -2315,15 +2294,14 @@ if (m_shape != null) { | |||
2315 | if (texture != null) | 2294 | if (texture != null) |
2316 | m_shape.SculptData = texture.Data; | 2295 | m_shape.SculptData = texture.Data; |
2317 | 2296 | ||
2318 | PhysicsActor pa = PhysActor; | 2297 | if (PhysActor != null) |
2319 | if (pa != null) | ||
2320 | { | 2298 | { |
2321 | // Tricks physics engine into thinking we've changed the part shape. | 2299 | // Tricks physics engine into thinking we've changed the part shape. |
2322 | PrimitiveBaseShape m_newshape = m_shape.Copy(); | 2300 | PrimitiveBaseShape m_newshape = m_shape.Copy(); |
2323 | pa.Shape = m_newshape; | 2301 | PhysActor.Shape = m_newshape; |
2324 | m_shape = m_newshape; | 2302 | m_shape = m_newshape; |
2325 | 2303 | ||
2326 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2304 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
2327 | } | 2305 | } |
2328 | } | 2306 | } |
2329 | } | 2307 | } |
@@ -2542,10 +2520,9 @@ if (m_shape != null) { | |||
2542 | 2520 | ||
2543 | public void SetBuoyancy(float fvalue) | 2521 | public void SetBuoyancy(float fvalue) |
2544 | { | 2522 | { |
2545 | PhysicsActor pa = PhysActor; | 2523 | if (PhysActor != null) |
2546 | if (pa != null) | ||
2547 | { | 2524 | { |
2548 | pa.Buoyancy = fvalue; | 2525 | PhysActor.Buoyancy = fvalue; |
2549 | } | 2526 | } |
2550 | } | 2527 | } |
2551 | 2528 | ||
@@ -2561,62 +2538,56 @@ if (m_shape != null) { | |||
2561 | 2538 | ||
2562 | public void SetFloatOnWater(int floatYN) | 2539 | public void SetFloatOnWater(int floatYN) |
2563 | { | 2540 | { |
2564 | PhysicsActor pa = PhysActor; | 2541 | if (PhysActor != null) |
2565 | if (pa != null) | ||
2566 | { | 2542 | { |
2567 | if (floatYN == 1) | 2543 | if (floatYN == 1) |
2568 | { | 2544 | { |
2569 | pa.FloatOnWater = true; | 2545 | PhysActor.FloatOnWater = true; |
2570 | } | 2546 | } |
2571 | else | 2547 | else |
2572 | { | 2548 | { |
2573 | pa.FloatOnWater = false; | 2549 | PhysActor.FloatOnWater = false; |
2574 | } | 2550 | } |
2575 | } | 2551 | } |
2576 | } | 2552 | } |
2577 | 2553 | ||
2578 | public void SetForce(PhysicsVector force) | 2554 | public void SetForce(PhysicsVector force) |
2579 | { | 2555 | { |
2580 | PhysicsActor pa = PhysActor; | 2556 | if (PhysActor != null) |
2581 | if (pa != null) | ||
2582 | { | 2557 | { |
2583 | pa.Force = force; | 2558 | PhysActor.Force = force; |
2584 | } | 2559 | } |
2585 | } | 2560 | } |
2586 | 2561 | ||
2587 | public void SetVehicleType(int type) | 2562 | public void SetVehicleType(int type) |
2588 | { | 2563 | { |
2589 | PhysicsActor pa = PhysActor; | 2564 | if (PhysActor != null) |
2590 | if (pa != null) | ||
2591 | { | 2565 | { |
2592 | pa.VehicleType = type; | 2566 | PhysActor.VehicleType = type; |
2593 | } | 2567 | } |
2594 | } | 2568 | } |
2595 | 2569 | ||
2596 | public void SetVehicleFloatParam(int param, float value) | 2570 | public void SetVehicleFloatParam(int param, float value) |
2597 | { | 2571 | { |
2598 | PhysicsActor pa = PhysActor; | 2572 | if (PhysActor != null) |
2599 | if (pa != null) | ||
2600 | { | 2573 | { |
2601 | pa.VehicleFloatParam(param, value); | 2574 | PhysActor.VehicleFloatParam(param, value); |
2602 | } | 2575 | } |
2603 | } | 2576 | } |
2604 | 2577 | ||
2605 | public void SetVehicleVectorParam(int param, PhysicsVector value) | 2578 | public void SetVehicleVectorParam(int param, PhysicsVector value) |
2606 | { | 2579 | { |
2607 | PhysicsActor pa = PhysActor; | 2580 | if (PhysActor != null) |
2608 | if (pa != null) | ||
2609 | { | 2581 | { |
2610 | pa.VehicleVectorParam(param, value); | 2582 | PhysActor.VehicleVectorParam(param, value); |
2611 | } | 2583 | } |
2612 | } | 2584 | } |
2613 | 2585 | ||
2614 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 2586 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
2615 | { | 2587 | { |
2616 | PhysicsActor pa = PhysActor; | 2588 | if (PhysActor != null) |
2617 | if (pa != null) | ||
2618 | { | 2589 | { |
2619 | pa.VehicleRotationParam(param, rotation); | 2590 | PhysActor.VehicleRotationParam(param, rotation); |
2620 | } | 2591 | } |
2621 | } | 2592 | } |
2622 | 2593 | ||
@@ -2644,11 +2615,10 @@ if (m_shape != null) { | |||
2644 | 2615 | ||
2645 | public void SetPhysicsAxisRotation() | 2616 | public void SetPhysicsAxisRotation() |
2646 | { | 2617 | { |
2647 | PhysicsActor pa = PhysActor; | 2618 | if (PhysActor != null) |
2648 | if (pa != null) | ||
2649 | { | 2619 | { |
2650 | pa.LockAngularMotion(RotationAxis); | 2620 | PhysActor.LockAngularMotion(RotationAxis); |
2651 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2621 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
2652 | } | 2622 | } |
2653 | } | 2623 | } |
2654 | 2624 | ||
@@ -3380,9 +3350,8 @@ if (m_shape != null) { | |||
3380 | { | 3350 | { |
3381 | IsVD = false; // Switch it of for the course of this routine | 3351 | IsVD = false; // Switch it of for the course of this routine |
3382 | VolumeDetectActive = false; // and also permanently | 3352 | VolumeDetectActive = false; // and also permanently |
3383 | PhysicsActor pa = PhysActor; | 3353 | if (PhysActor != null) |
3384 | if (pa != null) | 3354 | PhysActor.SetVolumeDetect(0); // Let physics know about it too |
3385 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
3386 | } | 3355 | } |
3387 | else | 3356 | else |
3388 | { | 3357 | { |
@@ -3430,21 +3399,18 @@ if (m_shape != null) { | |||
3430 | if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints | 3399 | if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints |
3431 | { | 3400 | { |
3432 | AddFlag(PrimFlags.Phantom); | 3401 | AddFlag(PrimFlags.Phantom); |
3433 | PhysicsActor pa = PhysActor; | 3402 | if (PhysActor != null) |
3434 | if (pa != null) | ||
3435 | { | 3403 | { |
3436 | m_parentGroup.Scene.PhysicsScene.RemovePrim(pa); | 3404 | m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); |
3437 | /// that's not wholesome. Had to make Scene public | 3405 | /// that's not wholesome. Had to make Scene public |
3438 | pa = null; | 3406 | PhysActor = null; |
3439 | } | 3407 | } |
3440 | } | 3408 | } |
3441 | else // Not phantom | 3409 | else // Not phantom |
3442 | { | 3410 | { |
3443 | RemFlag(PrimFlags.Phantom); | 3411 | RemFlag(PrimFlags.Phantom); |
3444 | 3412 | ||
3445 | // This is NOT safe!! | 3413 | if (PhysActor == null) |
3446 | PhysicsActor pa = PhysActor; | ||
3447 | if (pa == null) | ||
3448 | { | 3414 | { |
3449 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | 3415 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it |
3450 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( | 3416 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
@@ -3455,9 +3421,9 @@ if (m_shape != null) { | |||
3455 | RotationOffset, | 3421 | RotationOffset, |
3456 | UsePhysics); | 3422 | UsePhysics); |
3457 | 3423 | ||
3458 | if (pa != null) | 3424 | if (PhysActor != null) |
3459 | { | 3425 | { |
3460 | pa.LocalID = LocalId; | 3426 | PhysActor.LocalID = LocalId; |
3461 | DoPhysicsPropertyUpdate(UsePhysics, true); | 3427 | DoPhysicsPropertyUpdate(UsePhysics, true); |
3462 | if (m_parentGroup != null) | 3428 | if (m_parentGroup != null) |
3463 | { | 3429 | { |
@@ -3476,14 +3442,14 @@ if (m_shape != null) { | |||
3476 | (CollisionSound != UUID.Zero) | 3442 | (CollisionSound != UUID.Zero) |
3477 | ) | 3443 | ) |
3478 | { | 3444 | { |
3479 | pa.OnCollisionUpdate += PhysicsCollision; | 3445 | PhysActor.OnCollisionUpdate += PhysicsCollision; |
3480 | pa.SubscribeEvents(1000); | 3446 | PhysActor.SubscribeEvents(1000); |
3481 | } | 3447 | } |
3482 | } | 3448 | } |
3483 | } | 3449 | } |
3484 | else // it already has a physical representation | 3450 | else // it already has a physical representation |
3485 | { | 3451 | { |
3486 | pa.IsPhysical = UsePhysics; | 3452 | PhysActor.IsPhysical = UsePhysics; |
3487 | 3453 | ||
3488 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | 3454 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim |
3489 | if (m_parentGroup != null) | 3455 | if (m_parentGroup != null) |
@@ -3506,10 +3472,9 @@ if (m_shape != null) { | |||
3506 | // Defensive programming calls for a check here. | 3472 | // Defensive programming calls for a check here. |
3507 | // Better would be throwing an exception that could be catched by a unit test as the internal | 3473 | // Better would be throwing an exception that could be catched by a unit test as the internal |
3508 | // logic should make sure, this Physactor is always here. | 3474 | // logic should make sure, this Physactor is always here. |
3509 | PhysicsActor pa = this.PhysActor; | 3475 | if (this.PhysActor != null) |
3510 | if (pa != null) | ||
3511 | { | 3476 | { |
3512 | pa.SetVolumeDetect(1); | 3477 | PhysActor.SetVolumeDetect(1); |
3513 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 3478 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
3514 | this.VolumeDetectActive = true; | 3479 | this.VolumeDetectActive = true; |
3515 | } | 3480 | } |
@@ -3517,11 +3482,10 @@ if (m_shape != null) { | |||
3517 | } | 3482 | } |
3518 | else | 3483 | else |
3519 | { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | 3484 | { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like |
3520 | // (mumbles, well, at least if you have infinte CPU powers :-) ) | 3485 | // (mumbles, well, at least if you have infinte CPU powers :-)) |
3521 | PhysicsActor pa = this.PhysActor; | 3486 | if (this.PhysActor != null) |
3522 | if (pa != null) | ||
3523 | { | 3487 | { |
3524 | pa.SetVolumeDetect(0); | 3488 | PhysActor.SetVolumeDetect(0); |
3525 | } | 3489 | } |
3526 | this.VolumeDetectActive = false; | 3490 | this.VolumeDetectActive = false; |
3527 | } | 3491 | } |
@@ -3579,11 +3543,10 @@ if (m_shape != null) { | |||
3579 | m_shape.PathTaperY = shapeBlock.PathTaperY; | 3543 | m_shape.PathTaperY = shapeBlock.PathTaperY; |
3580 | m_shape.PathTwist = shapeBlock.PathTwist; | 3544 | m_shape.PathTwist = shapeBlock.PathTwist; |
3581 | m_shape.PathTwistBegin = shapeBlock.PathTwistBegin; | 3545 | m_shape.PathTwistBegin = shapeBlock.PathTwistBegin; |
3582 | PhysicsActor pa = PhysActor; | 3546 | if (PhysActor != null) |
3583 | if (pa != null) | ||
3584 | { | 3547 | { |
3585 | pa.Shape = m_shape; | 3548 | PhysActor.Shape = m_shape; |
3586 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 3549 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
3587 | } | 3550 | } |
3588 | 3551 | ||
3589 | // This is what makes vehicle trailers work | 3552 | // This is what makes vehicle trailers work |
@@ -3684,21 +3647,19 @@ if (m_shape != null) { | |||
3684 | ) | 3647 | ) |
3685 | { | 3648 | { |
3686 | // subscribe to physics updates. | 3649 | // subscribe to physics updates. |
3687 | PhysicsActor pa = PhysActor; | 3650 | if (PhysActor != null) |
3688 | if (pa != null) | ||
3689 | { | 3651 | { |
3690 | pa.OnCollisionUpdate += PhysicsCollision; | 3652 | PhysActor.OnCollisionUpdate += PhysicsCollision; |
3691 | pa.SubscribeEvents(1000); | 3653 | PhysActor.SubscribeEvents(1000); |
3692 | 3654 | ||
3693 | } | 3655 | } |
3694 | } | 3656 | } |
3695 | else | 3657 | else |
3696 | { | 3658 | { |
3697 | PhysicsActor pa = PhysActor; | 3659 | if (PhysActor != null) |
3698 | if (pa != null) | ||
3699 | { | 3660 | { |
3700 | pa.UnSubscribeEvents(); | 3661 | PhysActor.UnSubscribeEvents(); |
3701 | pa.OnCollisionUpdate -= PhysicsCollision; | 3662 | PhysActor.OnCollisionUpdate -= PhysicsCollision; |
3702 | } | 3663 | } |
3703 | } | 3664 | } |
3704 | 3665 | ||
@@ -3801,8 +3762,6 @@ if (m_shape != null) { | |||
3801 | lPos = AbsolutePosition; | 3762 | lPos = AbsolutePosition; |
3802 | } | 3763 | } |
3803 | 3764 | ||
3804 | // Causes this thread to dig into the Client Thread Data. | ||
3805 | // Remember your locking here! | ||
3806 | remoteClient.SendPrimTerseUpdate(m_regionHandle, | 3765 | remoteClient.SendPrimTerseUpdate(m_regionHandle, |
3807 | (ushort)(m_parentGroup.GetTimeDilation() * | 3766 | (ushort)(m_parentGroup.GetTimeDilation() * |
3808 | (float)ushort.MaxValue), LocalId, lPos, | 3767 | (float)ushort.MaxValue), LocalId, lPos, |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs index bf13607..e74b18e 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs | |||
@@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
70 | grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); | 70 | grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); |
71 | 71 | ||
72 | // <180,0,0> | 72 | // <180,0,0> |
73 | grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); | 73 | grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); |
74 | 74 | ||
75 | // Required for linking | 75 | // Required for linking |
76 | grp1.RootPart.UpdateFlag = 0; | 76 | grp1.RootPart.UpdateFlag = 0; |
@@ -154,13 +154,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
154 | grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); | 154 | grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); |
155 | 155 | ||
156 | // <180,0,0> | 156 | // <180,0,0> |
157 | grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); | 157 | grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); |
158 | 158 | ||
159 | // <270,0,0> | 159 | // <270,0,0> |
160 | grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0)); | 160 | grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0)); |
161 | 161 | ||
162 | // <0,90,0> | 162 | // <0,90,0> |
163 | grp4.UpdateGroupRotation(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0)); | 163 | grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0)); |
164 | 164 | ||
165 | // Required for linking | 165 | // Required for linking |
166 | grp1.RootPart.UpdateFlag = 0; | 166 | grp1.RootPart.UpdateFlag = 0; |