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authorTeravus Ovares2007-11-18 13:37:02 +0000
committerTeravus Ovares2007-11-18 13:37:02 +0000
commit46ccfa1741abbf445b49e79045e649798d1c0b63 (patch)
tree44a5495e2026a57299b819acc0dea790d66c7a33 /OpenSim/Region/Environment/Scenes
parentMade the background (ie empty space) colour of the exported map image blue. (diff)
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* Found several cases where prim set physical were not subscribing to physics events.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.Inventory.cs4
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs6
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs7
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs7
5 files changed, 26 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index c811966..b06fa2f 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -449,7 +449,11 @@ namespace OpenSim.Region.Environment.Scenes
449 new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), 449 new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
450 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, 450 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
451 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); 451 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
452
453 rootPart.doPhysicsPropertyUpdate(UsePhysics);
454
452 } 455 }
456 rootPart.ScheduleFullUpdate();
453 } 457 }
454 } 458 }
455} \ No newline at end of file 459} \ No newline at end of file
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 0470335..0b9d218 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -647,6 +647,8 @@ namespace OpenSim.Region.Environment.Scenes
647 // if not phantom, add to physics 647 // if not phantom, add to physics
648 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); 648 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
649 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) 649 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
650 {
651
650 rootPart.PhysActor = 652 rootPart.PhysActor =
651 phyScene.AddPrimShape( 653 phyScene.AddPrimShape(
652 rootPart.Name, 654 rootPart.Name,
@@ -654,6 +656,10 @@ namespace OpenSim.Region.Environment.Scenes
654 new PhysicsVector(pos.X, pos.Y, pos.Z), 656 new PhysicsVector(pos.X, pos.Y, pos.Z),
655 new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z), 657 new PhysicsVector(shape.Scale.X, shape.Scale.Y, shape.Scale.Z),
656 new Quaternion(), UsePhysics); 658 new Quaternion(), UsePhysics);
659 // subscribe to physics events.
660 rootPart.doPhysicsPropertyUpdate(UsePhysics);
661
662 }
657 } 663 }
658 } 664 }
659 665
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 38e1609..628bd72 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -480,6 +480,8 @@ namespace OpenSim.Region.Environment.Scenes
480 new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X, 480 new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
481 dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z), 481 dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
482 dupe.RootPart.PhysActor.IsPhysical); 482 dupe.RootPart.PhysActor.IsPhysical);
483 dupe.RootPart.doPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical);
484
483 } 485 }
484 // Now we've made a copy that replaces this one, we need to 486 // Now we've made a copy that replaces this one, we need to
485 // switch the owner to the person who did the copying 487 // switch the owner to the person who did the copying
@@ -859,6 +861,8 @@ namespace OpenSim.Region.Environment.Scenes
859 new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, 861 new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
860 linkPart.RotationOffset.Y, linkPart.RotationOffset.Z), 862 linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
861 m_rootPart.PhysActor.IsPhysical); 863 m_rootPart.PhysActor.IsPhysical);
864 m_rootPart.doPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical);
865
862 } 866 }
863 867
864 SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart); 868 SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
@@ -1165,6 +1169,9 @@ namespace OpenSim.Region.Environment.Scenes
1165 new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, 1169 new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X,
1166 m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z), 1170 m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z),
1167 m_rootPart.PhysActor.IsPhysical); 1171 m_rootPart.PhysActor.IsPhysical);
1172 bool UsePhysics = ((m_rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0);
1173 m_rootPart.doPhysicsPropertyUpdate(UsePhysics);
1174
1168 } 1175 }
1169 } 1176 }
1170 1177
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 0da90d5..18fe785 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -892,10 +892,12 @@ namespace OpenSim.Region.Environment.Scenes
892 new PhysicsVector(Scale.X, Scale.Y, Scale.Z), 892 new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
893 new Quaternion(RotationOffset.W, RotationOffset.X, 893 new Quaternion(RotationOffset.W, RotationOffset.X,
894 RotationOffset.Y, RotationOffset.Z), UsePhysics); 894 RotationOffset.Y, RotationOffset.Z), UsePhysics);
895 doPhysicsPropertyUpdate(UsePhysics);
895 } 896 }
896 else 897 else
897 { 898 {
898 PhysActor.IsPhysical = UsePhysics; 899 PhysActor.IsPhysical = UsePhysics;
900 doPhysicsPropertyUpdate(UsePhysics);
899 } 901 }
900 } 902 }
901 903
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
index c2bb019..3b5fc57 100644
--- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
@@ -46,6 +46,7 @@ namespace OpenSim.Region.Environment.Scenes
46 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); 46 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
47 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); 47 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
48 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) 48 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
49 {
49 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( 50 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape(
50 rootPart.Name, 51 rootPart.Name,
51 rootPart.Shape, 52 rootPart.Shape,
@@ -54,6 +55,9 @@ namespace OpenSim.Region.Environment.Scenes
54 new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), 55 new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
55 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, 56 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
56 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); 57 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
58 rootPart.doPhysicsPropertyUpdate(UsePhysics);
59
60 }
57 primCount++; 61 primCount++;
58 } 62 }
59 } 63 }
@@ -112,6 +116,7 @@ namespace OpenSim.Region.Environment.Scenes
112 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); 116 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
113 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); 117 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
114 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) 118 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
119 {
115 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( 120 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape(
116 rootPart.Name, 121 rootPart.Name,
117 rootPart.Shape, 122 rootPart.Shape,
@@ -120,6 +125,8 @@ namespace OpenSim.Region.Environment.Scenes
120 new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), 125 new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
121 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, 126 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
122 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); 127 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
128 rootPart.doPhysicsPropertyUpdate(UsePhysics);
129 }
123 } 130 }
124 131
125 public void SavePrimsToXml2(string fileName) 132 public void SavePrimsToXml2(string fileName)