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authorUbitUmarov2012-04-04 15:43:07 +0100
committerUbitUmarov2012-04-04 15:43:07 +0100
commit823895b997c13458fa70c7a75490afdcb680886e (patch)
tree6dec6536893525430c182852d631fb912515081a /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentMerge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork (diff)
parentFix the last merge artefacts (diff)
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Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs123
1 files changed, 75 insertions, 48 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 11fd721..5f33452 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -725,16 +725,21 @@ namespace OpenSim.Region.Framework.Scenes
725 { 725 {
726 m_isSelected = value; 726 m_isSelected = value;
727 // Tell physics engine that group is selected 727 // Tell physics engine that group is selected
728 if (m_rootPart.PhysActor != null) 728
729 PhysicsActor pa = m_rootPart.PhysActor;
730 if (pa != null)
729 { 731 {
730 m_rootPart.PhysActor.Selected = value; 732 pa.Selected = value;
733
731 // Pass it on to the children. 734 // Pass it on to the children.
732 SceneObjectPart[] parts = m_parts.GetArray(); 735 SceneObjectPart[] parts = m_parts.GetArray();
733 for (int i = 0; i < parts.Length; i++) 736 for (int i = 0; i < parts.Length; i++)
734 { 737 {
735 SceneObjectPart child = parts[i]; 738 SceneObjectPart child = parts[i];
736 if (child.PhysActor != null) 739
737 child.PhysActor.Selected = value; 740 PhysicsActor childPa = child.PhysActor;
741 if (childPa != null)
742 childPa.Selected = value;
738 } 743 }
739 } 744 }
740 if (RootPart.KeyframeMotion != null) 745 if (RootPart.KeyframeMotion != null)
@@ -2166,22 +2171,26 @@ namespace OpenSim.Region.Framework.Scenes
2166 } 2171 }
2167 else 2172 else
2168 { 2173 {
2169 if (RootPart.PhysActor != null) 2174 PhysicsActor pa = RootPart.PhysActor;
2175
2176 if (pa != null)
2170 { 2177 {
2171 RootPart.PhysActor.AddForce(impulse, true); 2178 pa.AddForce(impulse, true);
2172 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor); 2179 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2173 } 2180 }
2174 } 2181 }
2175 } 2182 }
2176 2183
2177 public void applyAngularImpulse(Vector3 impulse) 2184 public void setAngularImpulse(Vector3 impulse)
2178 { 2185 {
2179 if (RootPart.PhysActor != null) 2186 PhysicsActor pa = RootPart.PhysActor;
2187
2188 if (pa != null)
2180 { 2189 {
2181 if (!IsAttachment) 2190 if (!IsAttachment)
2182 { 2191 {
2183 RootPart.PhysActor.AddAngularForce(impulse, true); 2192 pa.Torque = impulse;
2184 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor); 2193 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2185 } 2194 }
2186 } 2195 }
2187 } 2196 }
@@ -2204,19 +2213,23 @@ namespace OpenSim.Region.Framework.Scenes
2204 } 2213 }
2205 else 2214 else
2206 { 2215 {
2207 if (RootPart.PhysActor != null) 2216 PhysicsActor pa = RootPart.PhysActor;
2217
2218 if (pa != null)
2208 { 2219 {
2209 RootPart.PhysActor.PIDTarget = target; 2220 pa.PIDTarget = target;
2210 RootPart.PhysActor.PIDTau = tau; 2221 pa.PIDTau = tau;
2211 RootPart.PhysActor.PIDActive = true; 2222 pa.PIDActive = true;
2212 } 2223 }
2213 } 2224 }
2214 } 2225 }
2215 2226
2216 public void stopMoveToTarget() 2227 public void stopMoveToTarget()
2217 { 2228 {
2218 if (RootPart.PhysActor != null) 2229 PhysicsActor pa = RootPart.PhysActor;
2219 RootPart.PhysActor.PIDActive = false; 2230
2231 if (pa != null)
2232 pa.PIDActive = false;
2220 } 2233 }
2221 2234
2222 public void rotLookAt(Quaternion target, float strength, float damping) 2235 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -2267,18 +2280,20 @@ namespace OpenSim.Region.Framework.Scenes
2267 /// <param name="tau">Number of seconds over which to reach target</param> 2280 /// <param name="tau">Number of seconds over which to reach target</param>
2268 public void SetHoverHeight(float height, PIDHoverType hoverType, float tau) 2281 public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
2269 { 2282 {
2270 if (RootPart.PhysActor != null) 2283 PhysicsActor pa = RootPart.PhysActor;
2284
2285 if (pa != null)
2271 { 2286 {
2272 if (height != 0f) 2287 if (height != 0f)
2273 { 2288 {
2274 RootPart.PhysActor.PIDHoverHeight = height; 2289 pa.PIDHoverHeight = height;
2275 RootPart.PhysActor.PIDHoverType = hoverType; 2290 pa.PIDHoverType = hoverType;
2276 RootPart.PhysActor.PIDTau = tau; 2291 pa.PIDTau = tau;
2277 RootPart.PhysActor.PIDHoverActive = true; 2292 pa.PIDHoverActive = true;
2278 } 2293 }
2279 else 2294 else
2280 { 2295 {
2281 RootPart.PhysActor.PIDHoverActive = false; 2296 pa.PIDHoverActive = false;
2282 } 2297 }
2283 } 2298 }
2284 } 2299 }
@@ -2771,10 +2786,10 @@ namespace OpenSim.Region.Framework.Scenes
2771 linkPart.ParentID = 0; 2786 linkPart.ParentID = 0;
2772 linkPart.LinkNum = 0; 2787 linkPart.LinkNum = 0;
2773 2788
2774 if (linkPart.PhysActor != null) 2789 PhysicsActor linkPartPa = linkPart.PhysActor;
2775 { 2790
2776 m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2791 if (linkPartPa != null)
2777 } 2792 m_scene.PhysicsScene.RemovePrim(linkPartPa);
2778 2793
2779 // We need to reset the child part's position 2794 // We need to reset the child part's position
2780 // ready for life as a separate object after being a part of another object 2795 // ready for life as a separate object after being a part of another object
@@ -2875,17 +2890,19 @@ namespace OpenSim.Region.Framework.Scenes
2875 { 2890 {
2876 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 2891 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2877 { 2892 {
2878 if (m_rootPart.PhysActor != null) 2893 PhysicsActor pa = m_rootPart.PhysActor;
2894
2895 if (pa != null)
2879 { 2896 {
2880 if (m_rootPart.PhysActor.IsPhysical) 2897 if (pa.IsPhysical)
2881 { 2898 {
2882 if (!m_rootPart.BlockGrab) 2899 if (!m_rootPart.BlockGrab)
2883 { 2900 {
2884 Vector3 llmoveforce = pos - AbsolutePosition; 2901 Vector3 llmoveforce = pos - AbsolutePosition;
2885 Vector3 grabforce = llmoveforce; 2902 Vector3 grabforce = llmoveforce;
2886 grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; 2903 grabforce = (grabforce / 10) * pa.Mass;
2887 m_rootPart.PhysActor.AddForce(grabforce, true); 2904 pa.AddForce(grabforce, true);
2888 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 2905 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2889 } 2906 }
2890 } 2907 }
2891 else 2908 else
@@ -2915,9 +2932,11 @@ namespace OpenSim.Region.Framework.Scenes
2915 { 2932 {
2916 if (m_scene.EventManager.TriggerGroupSpinStart(UUID)) 2933 if (m_scene.EventManager.TriggerGroupSpinStart(UUID))
2917 { 2934 {
2918 if (m_rootPart.PhysActor != null) 2935 PhysicsActor pa = m_rootPart.PhysActor;
2936
2937 if (pa != null)
2919 { 2938 {
2920 if (m_rootPart.PhysActor.IsPhysical) 2939 if (pa.IsPhysical)
2921 { 2940 {
2922 m_rootPart.IsWaitingForFirstSpinUpdatePacket = true; 2941 m_rootPart.IsWaitingForFirstSpinUpdatePacket = true;
2923 } 2942 }
@@ -2958,12 +2977,13 @@ namespace OpenSim.Region.Framework.Scenes
2958 // but it will result in over-shoot or under-shoot of the target orientation. 2977 // but it will result in over-shoot or under-shoot of the target orientation.
2959 // For the end user, this means that ctrl+shift+drag can be used for relative, 2978 // For the end user, this means that ctrl+shift+drag can be used for relative,
2960 // but not absolute, adjustments of orientation for physical prims. 2979 // but not absolute, adjustments of orientation for physical prims.
2961
2962 if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation)) 2980 if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation))
2963 { 2981 {
2964 if (m_rootPart.PhysActor != null) 2982 PhysicsActor pa = m_rootPart.PhysActor;
2983
2984 if (pa != null)
2965 { 2985 {
2966 if (m_rootPart.PhysActor.IsPhysical) 2986 if (pa.IsPhysical)
2967 { 2987 {
2968 if (m_rootPart.IsWaitingForFirstSpinUpdatePacket) 2988 if (m_rootPart.IsWaitingForFirstSpinUpdatePacket)
2969 { 2989 {
@@ -2989,9 +3009,9 @@ namespace OpenSim.Region.Framework.Scenes
2989 3009
2990 //m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis); 3010 //m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis);
2991 Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z); 3011 Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
2992 spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor 3012 spinforce = (spinforce/8) * pa.Mass; // 8 is an arbitrary torque scaling factor
2993 m_rootPart.PhysActor.AddAngularForce(spinforce,true); 3013 pa.AddAngularForce(spinforce,true);
2994 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3014 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2995 } 3015 }
2996 } 3016 }
2997 else 3017 else
@@ -3199,8 +3219,10 @@ namespace OpenSim.Region.Framework.Scenes
3199 { 3219 {
3200 part.UpdateShape(shapeBlock); 3220 part.UpdateShape(shapeBlock);
3201 3221
3202 if (part.PhysActor != null) 3222 PhysicsActor pa = m_rootPart.PhysActor;
3203 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3223
3224 if (pa != null)
3225 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
3204 } 3226 }
3205 } 3227 }
3206 3228
@@ -3218,7 +3240,9 @@ namespace OpenSim.Region.Framework.Scenes
3218 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3240 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
3219 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3241 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
3220 3242
3221 if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical) 3243 PhysicsActor pa = m_rootPart.PhysActor;
3244
3245 if (pa != null && pa.IsPhysical)
3222 { 3246 {
3223 scale.X = Math.Min(scale.X, Scene.m_maxPhys); 3247 scale.X = Math.Min(scale.X, Scene.m_maxPhys);
3224 scale.Y = Math.Min(scale.Y, Scene.m_maxPhys); 3248 scale.Y = Math.Min(scale.Y, Scene.m_maxPhys);
@@ -3243,7 +3267,7 @@ namespace OpenSim.Region.Framework.Scenes
3243 float f = 1.0f; 3267 float f = 1.0f;
3244 float a = 1.0f; 3268 float a = 1.0f;
3245 3269
3246 if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical) 3270 if (pa != null && pa.IsPhysical)
3247 { 3271 {
3248 if (oldSize.X * x > m_scene.m_maxPhys) 3272 if (oldSize.X * x > m_scene.m_maxPhys)
3249 { 3273 {
@@ -3558,13 +3582,16 @@ namespace OpenSim.Region.Framework.Scenes
3558 // needs to be called with phys building true 3582 // needs to be called with phys building true
3559 Quaternion axRot = rot; 3583 Quaternion axRot = rot;
3560 Quaternion oldParentRot = m_rootPart.RotationOffset; 3584 Quaternion oldParentRot = m_rootPart.RotationOffset;
3561 3585
3562 //Don't use UpdateRotation because it schedules an update prematurely 3586 //Don't use UpdateRotation because it schedules an update prematurely
3563 m_rootPart.RotationOffset = rot; 3587 m_rootPart.RotationOffset = rot;
3564 if (m_rootPart.PhysActor != null) 3588
3589 PhysicsActor pa = m_rootPart.PhysActor;
3590
3591 if (pa != null)
3565 { 3592 {
3566 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3593 pa.Orientation = m_rootPart.RotationOffset;
3567 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3594 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
3568 } 3595 }
3569 3596
3570 SceneObjectPart[] parts = m_parts.GetArray(); 3597 SceneObjectPart[] parts = m_parts.GetArray();