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author | Charles Krinke | 2008-12-20 21:36:42 +0000 |
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committer | Charles Krinke | 2008-12-20 21:36:42 +0000 |
commit | 62dd67b8b8a7eb441d57f2b854444fbc5c4767d3 (patch) | |
tree | b6c9f1123ae69ed2c6d67a4e939168b9140acb55 /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |
parent | Mantis#2881. Thank you kindly, SirKimba for a patch that: (diff) | |
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Mantis#2796. Thank you kindly, Gerhard for a patch that addresses:
On a call of llVolumeDetect(1) (or any other number !=0) volume
detection is enabled. Together with VD, the phantom flag is set to the GUI.
On a call of llVolumeDetect(0), vd detection is switched of again,
also the phantom state is removed. On a call to llSetState(STATE_PHANTOM,
false) while VD is active, also VD is switched off. The same is true for
unchecking the phantom flag via GUI. This allows to take back VD without
the need to script just by removing the phantom flag.
Things missing in this patch: persistance of the volume-detection flag.
This needs more discussion and will be included in another patch soon.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 96 |
1 files changed, 81 insertions, 15 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 6b4d47a..0315c92 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -167,7 +167,11 @@ namespace OpenSim.Region.Environment.Scenes | |||
167 | 167 | ||
168 | [XmlIgnore] | 168 | [XmlIgnore] |
169 | public PhysicsVector RotationAxis = new PhysicsVector(1f,1f,1f); | 169 | public PhysicsVector RotationAxis = new PhysicsVector(1f,1f,1f); |
170 | 170 | ||
171 | [XmlIgnore] | ||
172 | public bool VolumeDetectActive = false; // XmlIgnore set to avoid problems with persistance until I come to care for this | ||
173 | // Certainly this must be a persistant setting finally | ||
174 | |||
171 | /// <summary> | 175 | /// <summary> |
172 | /// This part's inventory | 176 | /// This part's inventory |
173 | /// </summary> | 177 | /// </summary> |
@@ -2178,6 +2182,16 @@ if (m_shape != null) { | |||
2178 | m_parentGroup.ScriptSetPhysicsStatus(UsePhysics); | 2182 | m_parentGroup.ScriptSetPhysicsStatus(UsePhysics); |
2179 | } | 2183 | } |
2180 | 2184 | ||
2185 | public void ScriptSetVolumeDetect(bool SetVD) | ||
2186 | { | ||
2187 | |||
2188 | if (m_parentGroup != null) | ||
2189 | { | ||
2190 | m_parentGroup.ScriptSetVolumeDetect(SetVD); | ||
2191 | } | ||
2192 | } | ||
2193 | |||
2194 | |||
2181 | public void SculptTextureCallback(UUID textureID, AssetBase texture) | 2195 | public void SculptTextureCallback(UUID textureID, AssetBase texture) |
2182 | { | 2196 | { |
2183 | if (m_shape.SculptEntry) | 2197 | if (m_shape.SculptEntry) |
@@ -2484,14 +2498,6 @@ if (m_shape != null) { | |||
2484 | } | 2498 | } |
2485 | } | 2499 | } |
2486 | 2500 | ||
2487 | public void SetVolumeDetect(int param) | ||
2488 | { | ||
2489 | if (PhysActor != null) | ||
2490 | { | ||
2491 | PhysActor.SetVolumeDetect(param); | ||
2492 | } | ||
2493 | } | ||
2494 | |||
2495 | public void SetGroup(UUID groupID, IClientAPI client) | 2501 | public void SetGroup(UUID groupID, IClientAPI client) |
2496 | { | 2502 | { |
2497 | _groupID = groupID; | 2503 | _groupID = groupID; |
@@ -3184,17 +3190,46 @@ if (m_shape != null) { | |||
3184 | } | 3190 | } |
3185 | } | 3191 | } |
3186 | 3192 | ||
3187 | public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom) | 3193 | public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD) |
3188 | { | 3194 | { |
3189 | bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0); | 3195 | bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0); |
3190 | bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0); | 3196 | bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0); |
3191 | bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0); | 3197 | bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0); |
3198 | bool wasVD = VolumeDetectActive; | ||
3192 | 3199 | ||
3193 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom)) | 3200 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD) ) |
3194 | { | 3201 | { |
3195 | return; | 3202 | return; |
3196 | } | 3203 | } |
3197 | 3204 | ||
3205 | // Special cases for VD. VD can only be called from a script | ||
3206 | // and can't be combined with changes to other states. So we can rely | ||
3207 | // that... | ||
3208 | // ... if VD is changed, all others are not. | ||
3209 | // ... if one of the others is changed, VD is not. | ||
3210 | if (IsVD) // VD is active, special logic applies | ||
3211 | { | ||
3212 | // State machine logic for VolumeDetect | ||
3213 | // More logic below | ||
3214 | bool phanReset = (IsPhantom != wasPhantom) && !IsPhantom; | ||
3215 | |||
3216 | if (phanReset) // Phantom changes from on to off switch VD off too | ||
3217 | { | ||
3218 | IsVD = false; // Switch it of for the course of this routine | ||
3219 | VolumeDetectActive = false; // and also permanently | ||
3220 | if (PhysActor != null) | ||
3221 | PhysActor.SetVolumeDetect(0); // Let physics know about it too | ||
3222 | } | ||
3223 | else | ||
3224 | { | ||
3225 | IsPhantom = false; | ||
3226 | // If volumedetect is active we don't want phantom to be applied. | ||
3227 | // If this is a new call to VD out of the state "phantom" | ||
3228 | // this will also cause the prim to be visible to physics | ||
3229 | } | ||
3230 | |||
3231 | } | ||
3232 | |||
3198 | if (UsePhysics) | 3233 | if (UsePhysics) |
3199 | { | 3234 | { |
3200 | AddFlag(PrimFlags.Physics); | 3235 | AddFlag(PrimFlags.Physics); |
@@ -3222,6 +3257,7 @@ if (m_shape != null) { | |||
3222 | } | 3257 | } |
3223 | } | 3258 | } |
3224 | 3259 | ||
3260 | |||
3225 | if (IsPhantom || IsAttachment) | 3261 | if (IsPhantom || IsAttachment) |
3226 | { | 3262 | { |
3227 | AddFlag(PrimFlags.Phantom); | 3263 | AddFlag(PrimFlags.Phantom); |
@@ -3232,11 +3268,13 @@ if (m_shape != null) { | |||
3232 | PhysActor = null; | 3268 | PhysActor = null; |
3233 | } | 3269 | } |
3234 | } | 3270 | } |
3235 | else | 3271 | else // Not phantom |
3236 | { | 3272 | { |
3237 | RemFlag(PrimFlags.Phantom); | 3273 | RemFlag(PrimFlags.Phantom); |
3274 | |||
3238 | if (PhysActor == null) | 3275 | if (PhysActor == null) |
3239 | { | 3276 | { |
3277 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | ||
3240 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( | 3278 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
3241 | Name, | 3279 | Name, |
3242 | Shape, | 3280 | Shape, |
@@ -3261,10 +3299,11 @@ if (m_shape != null) { | |||
3261 | } | 3299 | } |
3262 | } | 3300 | } |
3263 | } | 3301 | } |
3264 | else | 3302 | else // it already has a physical representation |
3265 | { | 3303 | { |
3266 | PhysActor.IsPhysical = UsePhysics; | 3304 | PhysActor.IsPhysical = UsePhysics; |
3267 | DoPhysicsPropertyUpdate(UsePhysics, false); | 3305 | |
3306 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | ||
3268 | if (m_parentGroup != null) | 3307 | if (m_parentGroup != null) |
3269 | { | 3308 | { |
3270 | if (!m_parentGroup.IsDeleted) | 3309 | if (!m_parentGroup.IsDeleted) |
@@ -3278,6 +3317,32 @@ if (m_shape != null) { | |||
3278 | } | 3317 | } |
3279 | } | 3318 | } |
3280 | 3319 | ||
3320 | if (IsVD) | ||
3321 | { | ||
3322 | // If the above logic worked (this is urgent candidate to unit tests!) | ||
3323 | // we now have a physicsactor. | ||
3324 | // Defensive programming calls for a check here. | ||
3325 | // Better would be throwing an exception that could be catched by a unit test as the internal | ||
3326 | // logic should make sure, this Physactor is always here. | ||
3327 | if (this.PhysActor != null) | ||
3328 | { | ||
3329 | PhysActor.SetVolumeDetect(1); | ||
3330 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | ||
3331 | this.VolumeDetectActive = true; | ||
3332 | } | ||
3333 | |||
3334 | } | ||
3335 | else | ||
3336 | { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | ||
3337 | // (mumbles, well, at least if you have infinte CPU powers :-) ) | ||
3338 | if (this.PhysActor != null) | ||
3339 | { | ||
3340 | PhysActor.SetVolumeDetect(0); | ||
3341 | } | ||
3342 | this.VolumeDetectActive = false; | ||
3343 | } | ||
3344 | |||
3345 | |||
3281 | if (IsTemporary) | 3346 | if (IsTemporary) |
3282 | { | 3347 | { |
3283 | AddFlag(PrimFlags.TemporaryOnRez); | 3348 | AddFlag(PrimFlags.TemporaryOnRez); |
@@ -3287,6 +3352,7 @@ if (m_shape != null) { | |||
3287 | RemFlag(PrimFlags.TemporaryOnRez); | 3352 | RemFlag(PrimFlags.TemporaryOnRez); |
3288 | } | 3353 | } |
3289 | // System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | 3354 | // System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); |
3355 | |||
3290 | ParentGroup.HasGroupChanged = true; | 3356 | ParentGroup.HasGroupChanged = true; |
3291 | ScheduleFullUpdate(); | 3357 | ScheduleFullUpdate(); |
3292 | } | 3358 | } |