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authorroot2011-07-15 20:07:59 +0100
committerroot2011-07-15 20:07:59 +0100
commite9dbe54ab1217e4310b0e7e014516363237e2a21 (patch)
treea7dc65799c92dc288c8d4d3d6c6f0c4adc824380
parentfix duplication of physical objects for physics engines that care about the i... (diff)
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Fix some local id issues in physics glue
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs32
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs8
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs7
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs8
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs19
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs8
-rw-r--r--OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSScene.cs8
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs8
10 files changed, 36 insertions, 68 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 343a8fd..0fbd746 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1467,13 +1467,13 @@ namespace OpenSim.Region.Framework.Scenes
1467 1467
1468 newPart.PhysActor 1468 newPart.PhysActor
1469 = m_scene.PhysicsScene.AddPrimShape( 1469 = m_scene.PhysicsScene.AddPrimShape(
1470 newPart.LocalId,
1471 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1470 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1472 pbs, 1471 pbs,
1473 newPart.AbsolutePosition, 1472 newPart.AbsolutePosition,
1474 newPart.Scale, 1473 newPart.Scale,
1475 newPart.RotationOffset, 1474 newPart.RotationOffset,
1476 part.PhysActor.IsPhysical); 1475 part.PhysActor.IsPhysical,
1476 newPart.LocalId);
1477 1477
1478 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1478 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1479 } 1479 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e9571aa..7604510 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1588,17 +1588,23 @@ namespace OpenSim.Region.Framework.Scenes
1588 // or flexible 1588 // or flexible
1589 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1589 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1590 { 1590 {
1591// m_log.DebugFormat("[SCENE OBJECT PART]: Creating PhysActor for {0} {1} {2}", Name, LocalId, UUID); 1591 try
1592 1592 {
1593 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1593 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1594 LocalId, 1594 string.Format("{0}/{1}", Name, UUID),
1595 string.Format("{0}/{1}", Name, UUID), 1595 Shape,
1596 Shape, 1596 AbsolutePosition,
1597 AbsolutePosition, 1597 Scale,
1598 Scale, 1598 RotationOffset,
1599 RotationOffset, 1599 RigidBody,
1600 RigidBody); 1600 m_localId);
1601 1601 PhysActor.SetMaterial(Material);
1602 }
1603 catch
1604 {
1605 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1606 PhysActor = null;
1607 }
1602 // Basic Physics returns null.. joy joy joy. 1608 // Basic Physics returns null.. joy joy joy.
1603 if (PhysActor != null) 1609 if (PhysActor != null)
1604 { 1610 {
@@ -4446,7 +4452,9 @@ namespace OpenSim.Region.Framework.Scenes
4446 AbsolutePosition, 4452 AbsolutePosition,
4447 Scale, 4453 Scale,
4448 RotationOffset, 4454 RotationOffset,
4449 UsePhysics); 4455 UsePhysics,
4456 m_localId);
4457 PhysActor.SetMaterial(Material);
4450 4458
4451 pa = PhysActor; 4459 pa = PhysActor;
4452 if (pa != null) 4460 if (pa != null)
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
index b6e1cb4..6c9d9ab 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
@@ -84,13 +84,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
84*/ 84*/
85 85
86 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 86 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
87 Vector3 size, Quaternion rotation) 87 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
88 {
89 return AddPrimShape(primName, pbs, position, size, rotation, false);
90 }
91
92 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
93 Vector3 size, Quaternion rotation, bool isPhysical)
94 { 88 {
95 return null; 89 return null;
96 } 90 }
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs
index 6df213d..0d1bd82 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs
@@ -213,12 +213,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
213 return newPrim; 213 return newPrim;
214 } 214 }
215 215
216 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation) 216 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
217 {
218 return AddPrimShape(primName, pbs, position, size, rotation, false);
219 }
220
221 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical)
222 { 217 {
223 PhysicsActor result; 218 PhysicsActor result;
224 IMesh mesh = null; 219 IMesh mesh = null;
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..df62dbc 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -626,13 +626,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
626 } 626 }
627 627
628 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position, 628 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
629 OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation) 629 OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical, uint localid)
630 {
631 return AddPrimShape(primName, pbs, position, size, rotation, false);
632 }
633
634 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position,
635 OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical)
636 { 630 {
637 PhysicsActor result; 631 PhysicsActor result;
638 632
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 0de4626..28ace34 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -88,15 +88,16 @@ namespace OpenSim.Region.Physics.Manager
88 88
89 public abstract void RemovePrim(PhysicsActor prim); 89 public abstract void RemovePrim(PhysicsActor prim);
90 90
91 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
92 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
93
91 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 94 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
92 Vector3 size, Quaternion rotation); //To be removed 95 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
93 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
94 Vector3 size, Quaternion rotation, bool isPhysical);
95 96
96 public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position, 97 public virtual PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position,
97 Vector3 size, Quaternion rotation, bool isPhysical) 98 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
98 { 99 {
99 PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical); 100 PhysicsActor ret = AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
100 101
101 if (ret != null) 102 if (ret != null)
102 ret.LocalID = localID; 103 ret.LocalID = localID;
@@ -284,13 +285,7 @@ namespace OpenSim.Region.Physics.Manager
284*/ 285*/
285 286
286 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 287 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
287 Vector3 size, Quaternion rotation) //To be removed 288 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
288 {
289 return AddPrimShape(primName, pbs, position, size, rotation, false);
290 }
291
292 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
293 Vector3 size, Quaternion rotation, bool isPhysical)
294 { 289 {
295 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size); 290 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
296 return PhysicsActor.Null; 291 return PhysicsActor.Null;
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index ba8cba4..6fda32d 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -1708,13 +1708,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1708 } 1708 }
1709 1709
1710 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 1710 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1711 Vector3 size, Quaternion rotation) //To be removed 1711 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1712 {
1713 return AddPrimShape(primName, pbs, position, size, rotation, false);
1714 }
1715
1716 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1717 Vector3 size, Quaternion rotation, bool isPhysical)
1718 { 1712 {
1719#if SPAM 1713#if SPAM
1720 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); 1714 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
diff --git a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
index fbd1574..2ea810f 100644
--- a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
+++ b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
@@ -84,7 +84,7 @@ namespace OpenSim.Region.Physics.OdePlugin.Tests
84 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f); 84 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
85 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f); 85 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
86 Quaternion rot = Quaternion.Identity; 86 Quaternion rot = Quaternion.Identity;
87 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true); 87 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true, 0);
88 OdePrim oprim = (OdePrim)prim; 88 OdePrim oprim = (OdePrim)prim;
89 OdeScene pscene = (OdeScene) ps; 89 OdeScene pscene = (OdeScene) ps;
90 90
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
index c3f5040..2f24a50 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
@@ -91,13 +91,7 @@ namespace OpenSim.Region.Physics.POSPlugin
91*/ 91*/
92 92
93 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 93 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
94 Vector3 size, Quaternion rotation) 94 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
95 {
96 return AddPrimShape(primName, pbs, position, size, rotation, false);
97 }
98
99 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
100 Vector3 size, Quaternion rotation, bool isPhysical)
101 { 95 {
102 POSPrim prim = new POSPrim(); 96 POSPrim prim = new POSPrim();
103 prim.Position = position; 97 prim.Position = position;
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs
index 4de4b01..beb3404 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs
@@ -108,13 +108,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
108 } 108 }
109 109
110 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 110 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
111 Vector3 size, Quaternion rotation) //To be removed 111 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
112 {
113 return AddPrimShape(primName, pbs, position, size, rotation, false);
114 }
115
116 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
117 Vector3 size, Quaternion rotation, bool isPhysical)
118 { 112 {
119 return AddPrim(position, size, rotation); 113 return AddPrim(position, size, rotation);
120 } 114 }