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authorUbitUmarov2012-04-09 18:03:37 +0100
committerUbitUmarov2012-04-09 18:03:37 +0100
commitad544bdd3d37700af7c8d05bafaed7cdd3dd3cd6 (patch)
tree578e3bf03bde0e1bbeed8229ae68bbf12787031c
parentFix a LSL merge artefact (diff)
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sop.AddToPhysics(..) fixed and in use. For now it seems it needs to set sop.PhysActor, so made it return void.
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs410
1 files changed, 147 insertions, 263 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 969ddaf..d419710 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -122,6 +122,11 @@ namespace OpenSim.Region.Framework.Scenes
122 /// Denote all sides of the prim 122 /// Denote all sides of the prim
123 /// </value> 123 /// </value>
124 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
125
126 private const scriptEvents PhyscicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
125 130
126 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 131 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
127 132
@@ -1821,18 +1826,20 @@ namespace OpenSim.Region.Framework.Scenes
1821 /// </summary> 1826 /// </summary>
1822 /// <param name="rootObjectFlags"></param> 1827 /// <param name="rootObjectFlags"></param>
1823 /// <param name="VolumeDetectActive"></param> 1828 /// <param name="VolumeDetectActive"></param>
1829 /// <param name="building"></param>
1824 1830
1825 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building) 1831 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1826 { 1832 {
1833 VolumeDetectActive = _VolumeDetectActive; //?? as is used this is redundante
1834
1827 if (!ParentGroup.Scene.CollidablePrims) 1835 if (!ParentGroup.Scene.CollidablePrims)
1828 return; 1836 return;
1829 1837
1830 if (PhysicsShapeType == (byte)PhysShapeType.none) 1838 if (PhysicsShapeType == (byte)PhysShapeType.none)
1831 return; 1839 return;
1832 1840
1833 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1841 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1834 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1842 bool isPhantom = (_ObjectFlags & (uint) PrimFlags.Phantom) != 0;
1835
1836 1843
1837 if (IsJoint()) 1844 if (IsJoint())
1838 { 1845 {
@@ -1840,68 +1847,11 @@ namespace OpenSim.Region.Framework.Scenes
1840 } 1847 }
1841 else 1848 else
1842 { 1849 {
1843 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1850 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1844// if (VolumeDetectActive) 1851 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1845// isPhantom = false; 1852 AddToPhysics(isPhysical, isPhantom, building, true);
1846 1853 else
1847 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1854 PhysActor = null; // just to be sure
1848 // or flexible
1849 // if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1850 if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1851 {
1852 Vector3 velocity = Velocity;
1853 Vector3 rotationalVelocity = AngularVelocity;
1854 try
1855 {
1856 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
1857 string.Format("{0}/{1}", Name, UUID),
1858 Shape,
1859 AbsolutePosition,
1860 Scale,
1861 GetWorldRotation(),
1862 isPhysical,
1863 isPhantom,
1864 PhysicsShapeType,
1865 m_localId);
1866 }
1867 catch
1868 {
1869 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1870 PhysActor = null;
1871 }
1872
1873 PhysicsActor pa = PhysActor;
1874
1875 if (pa != null)
1876 {
1877 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1878 pa.SetMaterial(Material);
1879
1880 // if root part apply vehicle
1881 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1882 m_vehicle.SetVehicle(pa);
1883
1884 DoPhysicsPropertyUpdate(isPhysical, true);
1885 if(VolumeDetectActive) // change if not the default only
1886 pa.SetVolumeDetect(1);
1887
1888 if (!building)
1889 pa.Building = false;
1890
1891 Velocity = velocity;
1892 AngularVelocity = rotationalVelocity;
1893 pa.Velocity = velocity;
1894 pa.RotationalVelocity = rotationalVelocity;
1895
1896 // if not vehicle and root part apply force and torque
1897 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
1898 && LocalId == ParentGroup.RootPart.LocalId)
1899 {
1900 pa.Force = Force;
1901 pa.Torque = Torque;
1902 }
1903 }
1904 }
1905 } 1855 }
1906 } 1856 }
1907 1857
@@ -4628,7 +4578,6 @@ namespace OpenSim.Region.Framework.Scenes
4628 /// <param name="SetTemporary"></param> 4578 /// <param name="SetTemporary"></param>
4629 /// <param name="SetPhantom"></param> 4579 /// <param name="SetPhantom"></param>
4630 /// <param name="SetVD"></param> 4580 /// <param name="SetVD"></param>
4631// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4632 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) 4581 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4633 { 4582 {
4634 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4583 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
@@ -4639,209 +4588,92 @@ namespace OpenSim.Region.Framework.Scenes
4639 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4588 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4640 return; 4589 return;
4641 4590
4642 // do this first
4643 if (building && PhysActor != null && PhysActor.Building != building)
4644 PhysActor.Building = building;
4645
4646 // Special cases for VD. VD can only be called from a script
4647 // and can't be combined with changes to other states. So we can rely
4648 // that...
4649 // ... if VD is changed, all others are not.
4650 // ... if one of the others is changed, VD is not.
4651
4652/*
4653 if (SetVD) // VD is active, special logic applies
4654
4655 volume detection is now independent of phantom in sl
4656
4657 {
4658 // State machine logic for VolumeDetect
4659 // More logic below
4660
4661
4662 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4663
4664 if (phanReset) // Phantom changes from on to off switch VD off too
4665 {
4666 SetVD = false; // Switch it of for the course of this routine
4667 VolumeDetectActive = false; // and also permanently
4668 if (PhysActor != null)
4669 PhysActor.SetVolumeDetect(0); // Let physics know about it too
4670 }
4671 else
4672 {
4673 // If volumedetect is active we don't want phantom to be applied.
4674 // If this is a new call to VD out of the state "phantom"
4675 // this will also cause the prim to be visible to physics
4676 SetPhantom = false;
4677 }
4678 }
4679 else if (wasVD)
4680 {
4681 // Correspondingly, if VD is turned off, also turn off phantom
4682 SetPhantom = false;
4683 }
4684
4685 if (UsePhysics && IsJoint())
4686 {
4687 SetPhantom = true;
4688 }
4689*/
4690 if (UsePhysics) 4591 if (UsePhysics)
4691 {
4692 AddFlag(PrimFlags.Physics); 4592 AddFlag(PrimFlags.Physics);
4693/*
4694 if (!wasUsingPhysics)
4695 {
4696 DoPhysicsPropertyUpdate(UsePhysics, false);
4697
4698 if (!ParentGroup.IsDeleted)
4699 {
4700 if (LocalId == ParentGroup.RootPart.LocalId)
4701 {
4702 ParentGroup.CheckSculptAndLoad();
4703 }
4704 }
4705 }
4706 */
4707 }
4708 else 4593 else
4709 {
4710 RemFlag(PrimFlags.Physics); 4594 RemFlag(PrimFlags.Physics);
4711/*
4712 if (wasUsingPhysics)
4713 {
4714 DoPhysicsPropertyUpdate(UsePhysics, false);
4715 }
4716*/
4717 }
4718 4595
4719 if (SetPhantom) 4596 if (SetPhantom)
4720 AddFlag(PrimFlags.Phantom); 4597 AddFlag(PrimFlags.Phantom);
4721 else 4598 else
4722 RemFlag(PrimFlags.Phantom); 4599 RemFlag(PrimFlags.Phantom);
4723 4600
4601 if (SetTemporary)
4602 AddFlag(PrimFlags.TemporaryOnRez);
4603 else
4604 RemFlag(PrimFlags.TemporaryOnRez);
4605
4606 VolumeDetectActive = SetVD;
4607
4608 if (ParentGroup.Scene == null)
4609 return;
4610
4611 PhysicsActor pa = PhysActor;
4612
4613 if (pa != null && building && pa.Building != building)
4614 pa.Building = building;
4615
4724 if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none 4616 if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4725 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints 4617 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4726 { 4618 {
4727// AddFlag(PrimFlags.Phantom); 4619 if (pa != null)
4620 {
4621 ParentGroup.Scene.RemovePhysicalPrim(1);
4622 RemoveFromPhysics();
4623 }
4728 4624
4729 Velocity = new Vector3(0, 0, 0); 4625 Velocity = new Vector3(0, 0, 0);
4730 Acceleration = new Vector3(0, 0, 0); 4626 Acceleration = new Vector3(0, 0, 0);
4731 if (ParentGroup.RootPart == this) 4627 if (ParentGroup.RootPart == this)
4732 AngularVelocity = new Vector3(0, 0, 0); 4628 AngularVelocity = new Vector3(0, 0, 0);
4733
4734 if (PhysActor != null)
4735 {
4736 ParentGroup.Scene.RemovePhysicalPrim(1);
4737 RemoveFromPhysics();
4738 }
4739 } 4629 }
4740 else 4630 else
4741 { 4631 {
4742 if (ParentGroup.Scene == null)
4743 return;
4744
4745 if (ParentGroup.Scene.CollidablePrims) 4632 if (ParentGroup.Scene.CollidablePrims)
4746 { 4633 {
4747 if (PhysActor == null) 4634 if (pa == null)
4748 { 4635 {
4749 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4636 AddToPhysics(UsePhysics, SetPhantom, building , false);
4750 string.Format("{0}/{1}", Name, UUID), 4637 pa = PhysActor;
4751 Shape, 4638
4752 AbsolutePosition, 4639 if (pa != null)
4753 Scale,
4754 GetWorldRotation(), //physics wants world rotation like all other functions send
4755 UsePhysics,
4756 SetPhantom,
4757 PhysicsShapeType,
4758 m_localId);
4759
4760 PhysActor.SetMaterial(Material);
4761
4762 // if root part apply vehicle
4763 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4764 m_vehicle.SetVehicle(PhysActor);
4765
4766 DoPhysicsPropertyUpdate(UsePhysics, true);
4767
4768 if (!ParentGroup.IsDeleted)
4769 { 4640 {
4770 if (LocalId == ParentGroup.RootPart.LocalId) 4641 if (
4642// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4643// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4644// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4645// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4646// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4647// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4648 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4649// (CollisionSound != UUID.Zero)
4650 )
4771 { 4651 {
4772 ParentGroup.CheckSculptAndLoad(); 4652 pa.OnCollisionUpdate += PhysicsCollision;
4653 pa.SubscribeEvents(1000);
4773 } 4654 }
4774 } 4655 }
4775
4776 if (
4777 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4778 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4779 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4780 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4781 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4782 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4783 (CollisionSound != UUID.Zero)
4784 )
4785 {
4786 PhysActor.OnCollisionUpdate += PhysicsCollision;
4787 PhysActor.SubscribeEvents(1000);
4788 }
4789 } 4656 }
4657
4790 else // it already has a physical representation 4658 else // it already has a physical representation
4791 { 4659 {
4792 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. 4660 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4793 4661
4794 if (!ParentGroup.IsDeleted) 4662 if(VolumeDetectActive)
4795 { 4663 pa.SetVolumeDetect(1);
4796 if (LocalId == ParentGroup.RootPart.LocalId) 4664 else
4797 { 4665 pa.SetVolumeDetect(0);
4798 ParentGroup.CheckSculptAndLoad();
4799 }
4800 }
4801 }
4802 }
4803 }
4804 4666
4805 PhysicsActor pa = PhysActor; 4667 if (pa.Building != building)
4806 if (SetVD) 4668 pa.Building = building;
4807 { 4669 }
4808 // If the above logic worked (this is urgent candidate to unit tests!)
4809 // we now have a physicsactor.
4810 // Defensive programming calls for a check here.
4811 // Better would be throwing an exception that could be catched by a unit test as the internal
4812 // logic should make sure, this Physactor is always here.
4813 if (pa != null)
4814 {
4815 pa.SetVolumeDetect(1);
4816// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4817 this.VolumeDetectActive = true;
4818 }
4819 }
4820 else
4821 {
4822 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4823 // (mumbles, well, at least if you have infinte CPU powers :-))
4824 if (pa != null)
4825 {
4826 pa.SetVolumeDetect(0);
4827 this.VolumeDetectActive = false;
4828 } 4670 }
4829 } 4671 }
4830
4831 if (SetTemporary)
4832 {
4833 AddFlag(PrimFlags.TemporaryOnRez);
4834 }
4835 else
4836 {
4837 RemFlag(PrimFlags.TemporaryOnRez);
4838 }
4839 4672
4840 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4673 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4841 4674
4842 // and last in case we have a new actor and not building 4675 // and last in case we have a new actor and not building
4843 if (pa != null && pa.Building != building) 4676
4844 pa.Building = building;
4845 if (ParentGroup != null) 4677 if (ParentGroup != null)
4846 { 4678 {
4847 ParentGroup.HasGroupChanged = true; 4679 ParentGroup.HasGroupChanged = true;
@@ -4853,48 +4685,104 @@ namespace OpenSim.Region.Framework.Scenes
4853 4685
4854 /// <summary> 4686 /// <summary>
4855 /// Adds this part to the physics scene. 4687 /// Adds this part to the physics scene.
4688 /// and sets the PhysActor property
4856 /// </summary> 4689 /// </summary>
4857 /// <remarks>This method also sets the PhysActor property.</remarks> 4690 /// <param name="isPhysical">Add this prim as physical.</param>
4858 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4691 /// <param name="isPhantom">Add this prim as phantom.</param>
4859 /// <returns> 4692 /// <param name="building">tells physics to delay full construction of object</param>
4860 /// The physics actor. null if there was a failure. 4693 /// <param name="applyDynamics">applies velocities, force and torque</param>
4861 /// </returns> 4694 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4862 private PhysicsActor AddToPhysics(bool rigidBody) 4695 {
4863 {
4864 PhysicsActor pa; 4696 PhysicsActor pa;
4865 4697
4698 Vector3 velocity = Velocity;
4699 Vector3 rotationalVelocity = AngularVelocity;;
4700
4866 try 4701 try
4867 { 4702 {
4868 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4703 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4869 string.Format("{0}/{1}", Name, UUID), 4704 string.Format("{0}/{1}", Name, UUID),
4870 Shape, 4705 Shape,
4871 AbsolutePosition, 4706 AbsolutePosition,
4872 Scale, 4707 Scale,
4873 RotationOffset, 4708 GetWorldRotation(),
4874 rigidBody, 4709 isPhysical,
4875 m_localId); 4710 isPhantom,
4711 PhysicsShapeType,
4712 m_localId);
4876 } 4713 }
4877 catch 4714 catch (Exception ex)
4878 { 4715 {
4879 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4716 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4880 pa = null; 4717 pa = null;
4881 } 4718 }
4882 4719
4883 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4884 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4885 // being set.
4886 PhysActor = pa;
4887
4888 // Basic Physics can also return null as well as an exception catch.
4889 if (pa != null) 4720 if (pa != null)
4890 { 4721 {
4891 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4722 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4892 pa.SetMaterial(Material); 4723 pa.SetMaterial(Material);
4893 DoPhysicsPropertyUpdate(rigidBody, true); 4724
4725 if (VolumeDetectActive) // change if not the default only
4726 pa.SetVolumeDetect(1);
4727
4728 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4729 m_vehicle.SetVehicle(pa);
4730
4731 // we are going to tell rest of code about physics so better have this here
4732 PhysActor = pa;
4733
4734 // DoPhysicsPropertyUpdate(isPhysical, true);
4735 // lets expand it here just with what it really needs to do
4736
4737 if (isPhysical)
4738 {
4739 if (ParentGroup.RootPart.KeyframeMotion != null)
4740 ParentGroup.RootPart.KeyframeMotion.Stop();
4741 ParentGroup.RootPart.KeyframeMotion = null;
4742 ParentGroup.Scene.AddPhysicalPrim(1);
4743
4744 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4745 pa.OnOutOfBounds += PhysicsOutOfBounds;
4746
4747 if (ParentID != 0 && ParentID != LocalId)
4748 {
4749 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4750
4751 if (parentPa != null)
4752 {
4753 pa.link(parentPa);
4754 }
4755 }
4756 }
4757
4758 if (applyDynamics)
4759 // do independent of isphysical so parameters get setted (at least some)
4760 {
4761 Velocity = velocity;
4762 AngularVelocity = rotationalVelocity;
4763 pa.Velocity = velocity;
4764 pa.RotationalVelocity = rotationalVelocity;
4765
4766 // if not vehicle and root part apply force and torque
4767 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4768 && LocalId == ParentGroup.RootPart.LocalId)
4769 {
4770 pa.Force = Force;
4771 pa.Torque = Torque;
4772 }
4773 }
4774
4775 if (Shape.SculptEntry)
4776 CheckSculptAndLoad();
4777 else
4778 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4779
4780 if (!building)
4781 pa.Building = false;
4894 } 4782 }
4895 4783
4896 return pa; 4784 PhysActor = pa;
4897 } 4785 }
4898 4786
4899 /// <summary> 4787 /// <summary>
4900 /// This removes the part from the physics scene. 4788 /// This removes the part from the physics scene.
@@ -5103,10 +4991,6 @@ namespace OpenSim.Region.Framework.Scenes
5103 PhysicsActor pa = PhysActor; 4991 PhysicsActor pa = PhysActor;
5104 if (pa != null) 4992 if (pa != null)
5105 { 4993 {
5106 const scriptEvents NeededSubsEvents = (
5107 scriptEvents.collision | scriptEvents.collision_start| scriptEvents.collision_end |
5108 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
5109 );
5110 if ( 4994 if (
5111// ((AggregateScriptEvents & scriptEvents.collision) != 0) || 4995// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5112// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || 4996// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
@@ -5114,7 +4998,7 @@ namespace OpenSim.Region.Framework.Scenes
5114// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || 4998// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5115// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || 4999// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5116// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || 5000// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5117 ((AggregateScriptEvents & NeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) 5001 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5118 ) 5002 )
5119 { 5003 {
5120 // subscribe to physics updates. 5004 // subscribe to physics updates.