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authorTeravus Ovares2008-01-14 18:29:04 +0000
committerTeravus Ovares2008-01-14 18:29:04 +0000
commita522d7844b44534136475c5f45dd8608ee37ef1f (patch)
tree325df5653e84d9d625fd10a6a0798cb83782995e /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
parentPrint out the exception as well as APPLICATION EXCEPTION DETECTED when the se... (diff)
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* First pass at collidable linksets
* There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs110
1 files changed, 99 insertions, 11 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 5a02ad4..4456182 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -153,12 +153,65 @@ namespace OpenSim.Region.Environment.Scenes
153 //unkown if this will be kept, added as a way of removing the group position from the group class 153 //unkown if this will be kept, added as a way of removing the group position from the group class
154 protected LLVector3 m_groupPosition; 154 protected LLVector3 m_groupPosition;
155 155
156 public LLVector3 GetWorldPosition()
157 {
158
159 Quaternion parentRot = new Quaternion(
160 ParentGroup.RootPart.RotationOffset.W,
161 ParentGroup.RootPart.RotationOffset.X,
162 ParentGroup.RootPart.RotationOffset.Y,
163 ParentGroup.RootPart.RotationOffset.Z);
164
165 Vector3 axPos
166 = new Vector3(
167 OffsetPosition.X,
168 OffsetPosition.Y,
169 OffsetPosition.Z);
170
171 axPos = parentRot * axPos;
172 LLVector3 translationOffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
173 return GroupPosition + translationOffsetPosition;
174
175 //return (new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z) + AbsolutePosition);
176 }
177
178 public LLQuaternion GetWorldRotation()
179 {
180 Quaternion newRot;
181
182 if (this.LinkNum == 0)
183 {
184 newRot = new Quaternion(RotationOffset.W,RotationOffset.X,RotationOffset.Y,RotationOffset.Z);
185
186 }
187 else
188 {
189 Quaternion parentRot = new Quaternion(
190 ParentGroup.RootPart.RotationOffset.W,
191 ParentGroup.RootPart.RotationOffset.X,
192 ParentGroup.RootPart.RotationOffset.Y,
193 ParentGroup.RootPart.RotationOffset.Z);
194
195 Quaternion oldRot
196 = new Quaternion(
197 RotationOffset.W,
198 RotationOffset.X,
199 RotationOffset.Y,
200 RotationOffset.Z);
201
202 newRot = parentRot * oldRot;
203 }
204 return new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
205
206 //return new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
207
208 }
156 209
157 public LLVector3 GroupPosition 210 public LLVector3 GroupPosition
158 { 211 {
159 get 212 get
160 { 213 {
161 if (PhysActor != null) 214 if (PhysActor != null && ParentID == 0)
162 { 215 {
163 m_groupPosition.X = PhysActor.Position.X; 216 m_groupPosition.X = PhysActor.Position.X;
164 m_groupPosition.Y = PhysActor.Position.Y; 217 m_groupPosition.Y = PhysActor.Position.Y;
@@ -167,23 +220,35 @@ namespace OpenSim.Region.Environment.Scenes
167 return m_groupPosition; 220 return m_groupPosition;
168 } 221 }
169 set 222 set
170 { 223 {
224 m_groupPosition = value;
225
171 if (PhysActor != null) 226 if (PhysActor != null)
172 { 227 {
173 try 228 try
174 { 229 {
175 //lock (m_parentGroup.Scene.SyncRoot) 230
176 //{ 231 if (ParentID == 0)
177 PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); 232 {
233 PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
234
235 }
236 else
237 {
238 LLVector3 resultingposition = GetWorldPosition();
239 PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
240 LLQuaternion resultingrot = GetWorldRotation();
241 PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z);
242 }
243
178 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 244 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
179 //}
180 } 245 }
181 catch (Exception e) 246 catch (Exception e)
182 { 247 {
183 Console.WriteLine(e.Message); 248 Console.WriteLine(e.Message);
184 } 249 }
185 } 250 }
186 m_groupPosition = value; 251
187 } 252 }
188 } 253 }
189 254
@@ -192,7 +257,18 @@ namespace OpenSim.Region.Environment.Scenes
192 public LLVector3 OffsetPosition 257 public LLVector3 OffsetPosition
193 { 258 {
194 get { return m_offsetPosition; } 259 get { return m_offsetPosition; }
195 set { m_offsetPosition = value; } 260 set { m_offsetPosition = value;
261 try
262 {
263 // Hack to get the child prim to update positions in the physics engine
264 ParentGroup.AbsolutePosition = ParentGroup.AbsolutePosition;
265 }
266 catch (System.NullReferenceException)
267 {
268 // Ignore, and skip over.
269 }
270 //MainLog.Instance.Verbose("PART", "OFFSET:" + m_offsetPosition, ToString());
271 }
196 } 272 }
197 273
198 public LLVector3 AbsolutePosition 274 public LLVector3 AbsolutePosition
@@ -206,7 +282,7 @@ namespace OpenSim.Region.Environment.Scenes
206 { 282 {
207 get 283 get
208 { 284 {
209 if (PhysActor != null) 285 if (PhysActor != null && ParentID == 0)
210 { 286 {
211 if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0 287 if (PhysActor.Orientation.x != 0 || PhysActor.Orientation.y != 0
212 || PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0) 288 || PhysActor.Orientation.z != 0 || PhysActor.Orientation.w != 0)
@@ -221,13 +297,25 @@ namespace OpenSim.Region.Environment.Scenes
221 } 297 }
222 set 298 set
223 { 299 {
300 m_rotationOffset = value;
301
224 if (PhysActor != null) 302 if (PhysActor != null)
225 { 303 {
226 try 304 try
227 { 305 {
228 //lock (Scene.SyncRoot) 306 //lock (Scene.SyncRoot)
229 //{ 307 //{
230 PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); 308 if (ParentID == 0)
309 {
310 PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
311 //MainLog.Instance.Verbose("PART", "RO1:" + PhysActor.Orientation.ToString());
312 }
313 else
314 {
315 LLQuaternion resultingrotation = GetWorldRotation();
316 PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z);
317 //MainLog.Instance.Verbose("PART", "RO2:" + PhysActor.Orientation.ToString());
318 }
231 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 319 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
232 //} 320 //}
233 } 321 }
@@ -236,7 +324,7 @@ namespace OpenSim.Region.Environment.Scenes
236 Console.WriteLine(ex.Message); 324 Console.WriteLine(ex.Message);
237 } 325 }
238 } 326 }
239 m_rotationOffset = value; 327
240 } 328 }
241 } 329 }
242 330