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authorUbitUmarov2015-09-01 14:54:35 +0100
committerUbitUmarov2015-09-01 14:54:35 +0100
commit371c9dd2af01a2e7422ec901ee1f80757284a78c (patch)
tree058d2a513cacb12efcce0c0df0ae14ad135dbfe2 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentremove lixo (diff)
parentdont change camera on crossings (diff)
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bad merge?
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1632
1 files changed, 1138 insertions, 494 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f6e8c7f..1cfa8ed 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -64,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes
64 TELEPORT = 512, 64 TELEPORT = 512,
65 REGION_RESTART = 1024, 65 REGION_RESTART = 1024,
66 MEDIA = 2048, 66 MEDIA = 2048,
67 ANIMATION = 16384 67 ANIMATION = 16384,
68 POSITION = 32768
68 } 69 }
69 70
70 // I don't really know where to put this except here. 71 // I don't really know where to put this except here.
@@ -123,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes
123 /// Denote all sides of the prim 124 /// Denote all sides of the prim
124 /// </value> 125 /// </value>
125 public const int ALL_SIDES = -1; 126 public const int ALL_SIDES = -1;
126 127
128 private const scriptEvents PhysicsNeededSubsEvents = (
129 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
130 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
131 );
132 private const scriptEvents PhyscicsPhantonSubsEvents = (
133 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
134 );
135 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
136 scriptEvents.collision_start | scriptEvents.collision_end
137 );
138
127 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 139 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
128 140
129 /// <summary> 141 /// <summary>
@@ -160,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
160 /// </remarks> 172 /// </remarks>
161 public bool IsRoot 173 public bool IsRoot
162 { 174 {
163 get { return ParentGroup.RootPart == this; } 175 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
164 } 176 }
165 177
166 /// <summary> 178 /// <summary>
@@ -233,6 +245,15 @@ namespace OpenSim.Region.Framework.Scenes
233 245
234 public uint TimeStampTerse; 246 public uint TimeStampTerse;
235 247
248 // The following two are to hold the attachment data
249 // while an object is inworld
250 [XmlIgnore]
251 public byte AttachPoint = 0;
252
253 [XmlIgnore]
254 public Quaternion AttachRotation = Quaternion.Identity;
255
256 [XmlIgnore]
236 public int STATUS_ROTATE_X; 257 public int STATUS_ROTATE_X;
237 258
238 public int STATUS_ROTATE_Y; 259 public int STATUS_ROTATE_Y;
@@ -259,8 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
259 280
260 public Vector3 RotationAxis = Vector3.One; 281 public Vector3 RotationAxis = Vector3.One;
261 282
262 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 283 public bool VolumeDetectActive;
263 // Certainly this must be a persistant setting finally
264 284
265 public bool IsWaitingForFirstSpinUpdatePacket; 285 public bool IsWaitingForFirstSpinUpdatePacket;
266 286
@@ -300,10 +320,10 @@ namespace OpenSim.Region.Framework.Scenes
300 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 320 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
301 private Vector3 m_sitTargetPosition; 321 private Vector3 m_sitTargetPosition;
302 private string m_sitAnimation = "SIT"; 322 private string m_sitAnimation = "SIT";
323 private bool m_occupied; // KF if any av is sitting on this prim
303 private string m_text = String.Empty; 324 private string m_text = String.Empty;
304 private string m_touchName = String.Empty; 325 private string m_touchName = String.Empty;
305 private readonly List<UndoState> m_undo = new List<UndoState>(5); 326 private UndoRedoState m_UndoRedo = null;
306 private readonly List<UndoState> m_redo = new List<UndoState>(5);
307 327
308 private bool m_passTouches = false; 328 private bool m_passTouches = false;
309 private bool m_passCollisions = false; 329 private bool m_passCollisions = false;
@@ -331,14 +351,20 @@ namespace OpenSim.Region.Framework.Scenes
331 protected Vector3 m_lastVelocity; 351 protected Vector3 m_lastVelocity;
332 protected Vector3 m_lastAcceleration; 352 protected Vector3 m_lastAcceleration;
333 protected Vector3 m_lastAngularVelocity; 353 protected Vector3 m_lastAngularVelocity;
334 protected int m_lastTerseSent; 354 protected int m_lastUpdateSentTime;
355 protected float m_buoyancy = 0.0f;
356 protected Vector3 m_force;
357 protected Vector3 m_torque;
335 358
336 protected byte m_physicsShapeType = (byte)PhysShapeType.prim; 359 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
337 protected float m_density = 1000.0f; // in kg/m^3 360 protected float m_density = 1000.0f; // in kg/m^3
338 protected float m_gravitymod = 1.0f; 361 protected float m_gravitymod = 1.0f;
339 protected float m_friction = 0.6f; // wood 362 protected float m_friction = 0.6f; // wood
340 protected float m_bounce = 0.5f; // wood 363 protected float m_bounce = 0.5f; // wood
341 364
365
366 protected bool m_isSelected = false;
367
342 /// <summary> 368 /// <summary>
343 /// Stores media texture data 369 /// Stores media texture data
344 /// </summary> 370 /// </summary>
@@ -350,15 +376,23 @@ namespace OpenSim.Region.Framework.Scenes
350 private Vector3 m_cameraAtOffset; 376 private Vector3 m_cameraAtOffset;
351 private bool m_forceMouselook; 377 private bool m_forceMouselook;
352 378
353 // TODO: Collision sound should have default. 379
380 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
381 private sbyte m_collisionSoundType;
354 private UUID m_collisionSound; 382 private UUID m_collisionSound;
355 private float m_collisionSoundVolume; 383 private float m_collisionSoundVolume;
356 384
385 private int LastColSoundSentTime;
386
387
388 private SOPVehicle m_vehicleParams = null;
389
357 public KeyframeMotion KeyframeMotion 390 public KeyframeMotion KeyframeMotion
358 { 391 {
359 get; set; 392 get; set;
360 } 393 }
361 394
395
362 #endregion Fields 396 #endregion Fields
363 397
364// ~SceneObjectPart() 398// ~SceneObjectPart()
@@ -388,6 +422,7 @@ namespace OpenSim.Region.Framework.Scenes
388 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 422 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
389 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 423 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
390 m_inventory = new SceneObjectPartInventory(this); 424 m_inventory = new SceneObjectPartInventory(this);
425 LastColSoundSentTime = Util.EnvironmentTickCount();
391 } 426 }
392 427
393 /// <summary> 428 /// <summary>
@@ -402,7 +437,7 @@ namespace OpenSim.Region.Framework.Scenes
402 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 437 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
403 Quaternion rotationOffset, Vector3 offsetPosition) : this() 438 Quaternion rotationOffset, Vector3 offsetPosition) : this()
404 { 439 {
405 m_name = "Primitive"; 440 m_name = "Object";
406 441
407 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 442 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
408 LastOwnerID = CreatorID = OwnerID = ownerID; 443 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -441,7 +476,7 @@ namespace OpenSim.Region.Framework.Scenes
441 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); 476 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export);
442 private uint _groupMask = (uint)PermissionMask.None; 477 private uint _groupMask = (uint)PermissionMask.None;
443 private uint _everyoneMask = (uint)PermissionMask.None; 478 private uint _everyoneMask = (uint)PermissionMask.None;
444 private uint _nextOwnerMask = (uint)PermissionMask.All; 479 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
445 private PrimFlags _flags = PrimFlags.None; 480 private PrimFlags _flags = PrimFlags.None;
446 private DateTime m_expires; 481 private DateTime m_expires;
447 private DateTime m_rezzed; 482 private DateTime m_rezzed;
@@ -539,12 +574,16 @@ namespace OpenSim.Region.Framework.Scenes
539 } 574 }
540 575
541 /// <value> 576 /// <value>
542 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 577 /// Get the inventory list
543 /// </value> 578 /// </value>
544 public TaskInventoryDictionary TaskInventory 579 public TaskInventoryDictionary TaskInventory
545 { 580 {
546 get { return m_inventory.Items; } 581 get {
547 set { m_inventory.Items = value; } 582 return m_inventory.Items;
583 }
584 set {
585 m_inventory.Items = value;
586 }
548 } 587 }
549 588
550 /// <summary> 589 /// <summary>
@@ -594,20 +633,6 @@ namespace OpenSim.Region.Framework.Scenes
594 } 633 }
595 } 634 }
596 635
597 public byte Material
598 {
599 get { return (byte) m_material; }
600 set
601 {
602 m_material = (Material)value;
603
604 PhysicsActor pa = PhysActor;
605
606 if (pa != null)
607 pa.SetMaterial((int)value);
608 }
609 }
610
611 [XmlIgnore] 636 [XmlIgnore]
612 public bool PassTouches 637 public bool PassTouches
613 { 638 {
@@ -633,6 +658,19 @@ namespace OpenSim.Region.Framework.Scenes
633 } 658 }
634 } 659 }
635 660
661 public bool IsSelected
662 {
663 get { return m_isSelected; }
664 set
665 {
666 m_isSelected = value;
667 if (ParentGroup != null)
668 ParentGroup.PartSelectChanged(value);
669
670 }
671 }
672
673
636 public Dictionary<int, string> CollisionFilter 674 public Dictionary<int, string> CollisionFilter
637 { 675 {
638 get { return m_CollisionFilter; } 676 get { return m_CollisionFilter; }
@@ -707,14 +745,12 @@ namespace OpenSim.Region.Framework.Scenes
707 set { m_LoopSoundSlavePrims = value; } 745 set { m_LoopSoundSlavePrims = value; }
708 } 746 }
709 747
710
711 public Byte[] TextureAnimation 748 public Byte[] TextureAnimation
712 { 749 {
713 get { return m_TextureAnimation; } 750 get { return m_TextureAnimation; }
714 set { m_TextureAnimation = value; } 751 set { m_TextureAnimation = value; }
715 } 752 }
716 753
717
718 public Byte[] ParticleSystem 754 public Byte[] ParticleSystem
719 { 755 {
720 get { return m_particleSystem; } 756 get { return m_particleSystem; }
@@ -742,18 +778,32 @@ namespace OpenSim.Region.Framework.Scenes
742 set { m_damage = value; } 778 set { m_damage = value; }
743 } 779 }
744 780
781
782
783
784 public void setGroupPosition(Vector3 pos)
785 {
786 m_groupPosition = pos;
787 }
788
745 /// <summary> 789 /// <summary>
746 /// The position of the entire group that this prim belongs to. 790 /// The position of the entire group that this prim belongs to.
747 /// </summary> 791 /// </summary>
792 ///
793
794
748 public Vector3 GroupPosition 795 public Vector3 GroupPosition
749 { 796 {
750 get 797 get
751 { 798 {
752 // If this is a linkset, we don't want the physics engine mucking up our group position here. 799 // If this is a linkset, we don't want the physics engine mucking up our group position here.
753 PhysicsActor actor = PhysActor; 800 PhysicsActor actor = PhysActor;
754 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 801 if (ParentID == 0)
755 if (actor != null && ParentID == 0) 802 {
756 m_groupPosition = actor.Position; 803 if (actor != null)
804 m_groupPosition = actor.Position;
805 return m_groupPosition;
806 }
757 807
758 // If I'm an attachment, my position is reported as the position of who I'm attached to 808 // If I'm an attachment, my position is reported as the position of who I'm attached to
759 if (ParentGroup.IsAttachment) 809 if (ParentGroup.IsAttachment)
@@ -763,21 +813,23 @@ namespace OpenSim.Region.Framework.Scenes
763 return sp.AbsolutePosition; 813 return sp.AbsolutePosition;
764 } 814 }
765 815
816 // use root prim's group position. Physics may have updated it
817 if (ParentGroup.RootPart != this)
818 m_groupPosition = ParentGroup.RootPart.GroupPosition;
766 return m_groupPosition; 819 return m_groupPosition;
767 } 820 }
768 set 821 set
769 { 822 {
770 m_groupPosition = value; 823 m_groupPosition = value;
771
772 PhysicsActor actor = PhysActor; 824 PhysicsActor actor = PhysActor;
773 if (actor != null) 825 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
774 { 826 {
775 try 827 try
776 { 828 {
777 // Root prim actually goes at Position 829 // Root prim actually goes at Position
778 if (ParentID == 0) 830 if (ParentID == 0)
779 { 831 {
780 actor.Position = value; 832 actor.Position = value;
781 } 833 }
782 else 834 else
783 { 835 {
@@ -798,12 +850,17 @@ namespace OpenSim.Region.Framework.Scenes
798 } 850 }
799 } 851 }
800 852
853 public void setOffsetPosition(Vector3 pos)
854 {
855 m_offsetPosition = pos;
856 }
857
801 public Vector3 OffsetPosition 858 public Vector3 OffsetPosition
802 { 859 {
803 get { return m_offsetPosition; } 860 get { return m_offsetPosition; }
804 set 861 set
805 { 862 {
806// StoreUndoState(); 863 Vector3 oldpos = m_offsetPosition;
807 m_offsetPosition = value; 864 m_offsetPosition = value;
808 865
809 if (ParentGroup != null && !ParentGroup.IsDeleted) 866 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -815,10 +872,26 @@ namespace OpenSim.Region.Framework.Scenes
815 actor.Orientation = GetWorldRotation(); 872 actor.Orientation = GetWorldRotation();
816 873
817 // Tell the physics engines that this prim changed. 874 // Tell the physics engines that this prim changed.
818 if (ParentGroup.Scene != null) 875 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
819 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 876 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
820 } 877 }
878
879 if (!m_parentGroup.m_dupeInProgress)
880 {
881 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
882 foreach (ScenePresence av in avs)
883 {
884 if (av.ParentID == m_localId)
885 {
886 Vector3 offset = (m_offsetPosition - oldpos);
887 av.AbsolutePosition += offset;
888// av.SendAvatarDataToAllAgents();
889 av.SendTerseUpdateToAllClients();
890 }
891 }
892 }
821 } 893 }
894 TriggerScriptChangedEvent(Changed.POSITION);
822 } 895 }
823 } 896 }
824 897
@@ -840,6 +913,11 @@ namespace OpenSim.Region.Framework.Scenes
840 } 913 }
841 } 914 }
842 915
916 public void setRotationOffset(Quaternion q)
917 {
918 m_rotationOffset = q;
919 }
920
843 public Quaternion RotationOffset 921 public Quaternion RotationOffset
844 { 922 {
845 get 923 get
@@ -869,7 +947,7 @@ namespace OpenSim.Region.Framework.Scenes
869 947
870 set 948 set
871 { 949 {
872 StoreUndoState(); 950// StoreUndoState();
873 m_rotationOffset = value; 951 m_rotationOffset = value;
874 952
875 PhysicsActor actor = PhysActor; 953 PhysicsActor actor = PhysActor;
@@ -960,7 +1038,7 @@ namespace OpenSim.Region.Framework.Scenes
960 get 1038 get
961 { 1039 {
962 PhysicsActor actor = PhysActor; 1040 PhysicsActor actor = PhysActor;
963 if ((actor != null) && actor.IsPhysical) 1041 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
964 { 1042 {
965 m_angularVelocity = actor.RotationalVelocity; 1043 m_angularVelocity = actor.RotationalVelocity;
966 } 1044 }
@@ -968,6 +1046,7 @@ namespace OpenSim.Region.Framework.Scenes
968 } 1046 }
969 set 1047 set
970 { 1048 {
1049<<<<<<< HEAD
971 if (Util.IsNanOrInfinity(value)) 1050 if (Util.IsNanOrInfinity(value))
972 m_angularVelocity = Vector3.Zero; 1051 m_angularVelocity = Vector3.Zero;
973 else 1052 else
@@ -976,12 +1055,21 @@ namespace OpenSim.Region.Framework.Scenes
976 PhysicsActor actor = PhysActor; 1055 PhysicsActor actor = PhysActor;
977 if ((actor != null) && actor.IsPhysical) 1056 if ((actor != null) && actor.IsPhysical)
978 actor.RotationalVelocity = m_angularVelocity; 1057 actor.RotationalVelocity = m_angularVelocity;
1058=======
1059 m_angularVelocity = value;
1060 PhysicsActor actor = PhysActor;
1061 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1062 {
1063 actor.RotationalVelocity = m_angularVelocity;
1064 }
1065>>>>>>> avn/ubitvar
979 } 1066 }
980 } 1067 }
981 1068
982 /// <summary></summary> 1069 /// <summary></summary>
983 public Vector3 Acceleration 1070 public Vector3 Acceleration
984 { 1071 {
1072<<<<<<< HEAD
985 get { return m_acceleration; } 1073 get { return m_acceleration; }
986 set 1074 set
987 { 1075 {
@@ -990,6 +1078,19 @@ namespace OpenSim.Region.Framework.Scenes
990 else 1078 else
991 m_acceleration = value; 1079 m_acceleration = value;
992 } 1080 }
1081=======
1082 get
1083 {
1084 PhysicsActor actor = PhysActor;
1085 if (actor != null)
1086 {
1087 m_acceleration = actor.Acceleration;
1088 }
1089 return m_acceleration;
1090 }
1091
1092 set { m_acceleration = value; }
1093>>>>>>> avn/ubitvar
993 } 1094 }
994 1095
995 public string Description { get; set; } 1096 public string Description { get; set; }
@@ -1056,7 +1157,10 @@ namespace OpenSim.Region.Framework.Scenes
1056 public PrimitiveBaseShape Shape 1157 public PrimitiveBaseShape Shape
1057 { 1158 {
1058 get { return m_shape; } 1159 get { return m_shape; }
1059 set { m_shape = value;} 1160 set
1161 {
1162 m_shape = value;
1163 }
1060 } 1164 }
1061 1165
1062 /// <summary> 1166 /// <summary>
@@ -1069,7 +1173,6 @@ namespace OpenSim.Region.Framework.Scenes
1069 { 1173 {
1070 if (m_shape != null) 1174 if (m_shape != null)
1071 { 1175 {
1072 StoreUndoState();
1073 1176
1074 m_shape.Scale = value; 1177 m_shape.Scale = value;
1075 1178
@@ -1137,10 +1240,7 @@ namespace OpenSim.Region.Framework.Scenes
1137 { 1240 {
1138 get 1241 get
1139 { 1242 {
1140 if (ParentGroup.IsAttachment) 1243 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1141 return GroupPosition;
1142
1143 return m_offsetPosition + m_groupPosition;
1144 } 1244 }
1145 } 1245 }
1146 1246
@@ -1309,6 +1409,13 @@ namespace OpenSim.Region.Framework.Scenes
1309 _flags = value; 1409 _flags = value;
1310 } 1410 }
1311 } 1411 }
1412
1413 [XmlIgnore]
1414 public bool IsOccupied // KF If an av is sittingon this prim
1415 {
1416 get { return m_occupied; }
1417 set { m_occupied = value; }
1418 }
1312 1419
1313 /// <summary> 1420 /// <summary>
1314 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1421 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1359,12 +1466,41 @@ namespace OpenSim.Region.Framework.Scenes
1359 set { m_sitAnimation = value; } 1466 set { m_sitAnimation = value; }
1360 } 1467 }
1361 1468
1469 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1470
1471 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1472 // runtime thing.. do not persist
1473 [XmlIgnore]
1474 public sbyte CollisionSoundType
1475 {
1476 get
1477 {
1478 return m_collisionSoundType;
1479 }
1480 set
1481 {
1482 m_collisionSoundType = value;
1483 if (value == -1)
1484 m_collisionSound = invalidCollisionSoundUUID;
1485 else if (value == 0)
1486 m_collisionSound = UUID.Zero;
1487 }
1488 }
1489
1362 public UUID CollisionSound 1490 public UUID CollisionSound
1363 { 1491 {
1364 get { return m_collisionSound; } 1492 get { return m_collisionSound; }
1365 set 1493 set
1366 { 1494 {
1367 m_collisionSound = value; 1495 m_collisionSound = value;
1496
1497 if (value == invalidCollisionSoundUUID)
1498 m_collisionSoundType = -1;
1499 else if (value == UUID.Zero)
1500 m_collisionSoundType = 0;
1501 else
1502 m_collisionSoundType = 1;
1503
1368 aggregateScriptEvents(); 1504 aggregateScriptEvents();
1369 } 1505 }
1370 } 1506 }
@@ -1375,6 +1511,125 @@ namespace OpenSim.Region.Framework.Scenes
1375 set { m_collisionSoundVolume = value; } 1511 set { m_collisionSoundVolume = value; }
1376 } 1512 }
1377 1513
1514 public float Buoyancy
1515 {
1516 get
1517 {
1518 if (ParentGroup.RootPart == this)
1519 return m_buoyancy;
1520
1521 return ParentGroup.RootPart.Buoyancy;
1522 }
1523 set
1524 {
1525 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1526 {
1527 ParentGroup.RootPart.Buoyancy = value;
1528 return;
1529 }
1530 m_buoyancy = value;
1531 if (PhysActor != null)
1532 PhysActor.Buoyancy = value;
1533 }
1534 }
1535
1536 public Vector3 Force
1537 {
1538 get
1539 {
1540 if (ParentGroup.RootPart == this)
1541 return m_force;
1542
1543 return ParentGroup.RootPart.Force;
1544 }
1545
1546 set
1547 {
1548 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1549 {
1550 ParentGroup.RootPart.Force = value;
1551 return;
1552 }
1553 m_force = value;
1554 if (PhysActor != null)
1555 PhysActor.Force = value;
1556 }
1557 }
1558
1559 public Vector3 Torque
1560 {
1561 get
1562 {
1563 if (ParentGroup.RootPart == this)
1564 return m_torque;
1565
1566 return ParentGroup.RootPart.Torque;
1567 }
1568
1569 set
1570 {
1571 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1572 {
1573 ParentGroup.RootPart.Torque = value;
1574 return;
1575 }
1576 m_torque = value;
1577 if (PhysActor != null)
1578 PhysActor.Torque = value;
1579 }
1580 }
1581
1582 public byte Material
1583 {
1584 get { return (byte)m_material; }
1585 set
1586 {
1587 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1588 {
1589 bool update = false;
1590
1591 if (m_material != (Material)value)
1592 {
1593 update = true;
1594 m_material = (Material)value;
1595 }
1596
1597 if (m_friction != SOPMaterialData.friction(m_material))
1598 {
1599 update = true;
1600 m_friction = SOPMaterialData.friction(m_material);
1601 }
1602
1603 if (m_bounce != SOPMaterialData.bounce(m_material))
1604 {
1605 update = true;
1606 m_bounce = SOPMaterialData.bounce(m_material);
1607 }
1608
1609 if (update)
1610 {
1611 if (PhysActor != null)
1612 {
1613 PhysActor.SetMaterial((int)value);
1614 }
1615 if(ParentGroup != null)
1616 ParentGroup.HasGroupChanged = true;
1617 ScheduleFullUpdateIfNone();
1618 UpdatePhysRequired = true;
1619 }
1620 }
1621 }
1622 }
1623
1624 // not a propriety to move to methods place later
1625 private bool HasMesh()
1626 {
1627 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1628 return true;
1629 return false;
1630 }
1631
1632 // not a propriety to move to methods place later
1378 public byte DefaultPhysicsShapeType() 1633 public byte DefaultPhysicsShapeType()
1379 { 1634 {
1380 byte type; 1635 byte type;
@@ -1387,6 +1642,65 @@ namespace OpenSim.Region.Framework.Scenes
1387 return type; 1642 return type;
1388 } 1643 }
1389 1644
1645 [XmlIgnore]
1646 public bool UsesComplexCost
1647 {
1648 get
1649 {
1650 byte pst = PhysicsShapeType;
1651 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1652 return true;
1653 return false;
1654 }
1655 }
1656
1657 [XmlIgnore]
1658 public float PhysicsCost
1659 {
1660 get
1661 {
1662 if(PhysicsShapeType == (byte)PhysShapeType.none)
1663 return 0;
1664
1665 float cost = 0.1f;
1666 if (PhysActor != null)
1667 cost = PhysActor.PhysicsCost;
1668 else
1669 cost = 0.1f;
1670
1671 if ((Flags & PrimFlags.Physics) != 0)
1672 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1673 return cost;
1674 }
1675 }
1676
1677 [XmlIgnore]
1678 public float StreamingCost
1679 {
1680 get
1681 {
1682 float cost;
1683 if (PhysActor != null)
1684 cost = PhysActor.StreamCost;
1685 else
1686 cost = 1.0f;
1687 return 1.0f;
1688 }
1689 }
1690
1691 [XmlIgnore]
1692 public float SimulationCost
1693 {
1694 get
1695 {
1696 // ignoring scripts. Don't like considering them for this
1697 if((Flags & PrimFlags.Physics) != 0)
1698 return 1.0f;
1699
1700 return 0.5f;
1701 }
1702 }
1703
1390 public byte PhysicsShapeType 1704 public byte PhysicsShapeType
1391 { 1705 {
1392 get { return m_physicsShapeType; } 1706 get { return m_physicsShapeType; }
@@ -1420,11 +1734,14 @@ namespace OpenSim.Region.Framework.Scenes
1420 } 1734 }
1421 else if (PhysActor == null) 1735 else if (PhysActor == null)
1422 { 1736 {
1423 ApplyPhysics((uint)Flags, VolumeDetectActive); 1737 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1738 UpdatePhysicsSubscribedEvents();
1424 } 1739 }
1425 else 1740 else
1426 { 1741 {
1427 PhysActor.PhysicsShapeType = m_physicsShapeType; 1742 PhysActor.PhysicsShapeType = m_physicsShapeType;
1743// if (Shape.SculptEntry)
1744// CheckSculptAndLoad();
1428 } 1745 }
1429 1746
1430 if (ParentGroup != null) 1747 if (ParentGroup != null)
@@ -1526,6 +1843,7 @@ namespace OpenSim.Region.Framework.Scenes
1526 } 1843 }
1527 } 1844 }
1528 1845
1846
1529 #endregion Public Properties with only Get 1847 #endregion Public Properties with only Get
1530 1848
1531 private uint ApplyMask(uint val, bool set, uint mask) 1849 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1614,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes
1614 1932
1615 public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim) 1933 public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
1616 { 1934 {
1935<<<<<<< HEAD
1617 byte[] data; 1936 byte[] data;
1618 1937
1619 if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF) 1938 if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF)
@@ -1625,6 +1944,13 @@ namespace OpenSim.Region.Framework.Scenes
1625 data = new byte[16]; 1944 data = new byte[16];
1626 int pos = 0; 1945 int pos = 0;
1627 1946
1947=======
1948 if (((int)pTexAnim.Flags & 1) != 0) // ANIM_ON
1949 {
1950 byte[] data = new byte[16];
1951 int pos = 0;
1952
1953>>>>>>> avn/ubitvar
1628 // The flags don't like conversion from uint to byte, so we have to do 1954 // The flags don't like conversion from uint to byte, so we have to do
1629 // it the crappy way. See the above function :( 1955 // it the crappy way. See the above function :(
1630 1956
@@ -1636,9 +1962,17 @@ namespace OpenSim.Region.Framework.Scenes
1636 Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); 1962 Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
1637 Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); 1963 Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
1638 Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); 1964 Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
1965<<<<<<< HEAD
1639 } 1966 }
1967=======
1968>>>>>>> avn/ubitvar
1640 1969
1641 m_TextureAnimation = data; 1970 m_TextureAnimation = data;
1971 }
1972 else
1973 {
1974 m_TextureAnimation = Utils.EmptyBytes;
1975 }
1642 } 1976 }
1643 1977
1644 public void AdjustSoundGain(double volume) 1978 public void AdjustSoundGain(double volume)
@@ -1680,6 +2014,61 @@ namespace OpenSim.Region.Framework.Scenes
1680 } 2014 }
1681 } 2015 }
1682 2016
2017 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
2018 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
2019 {
2020 if (ParentGroup == null || ParentGroup.IsDeleted)
2021 return;
2022
2023 if (ParentGroup.IsAttachment)
2024 return; // don't work on attachments (for now ??)
2025
2026 SceneObjectPart root = ParentGroup.RootPart;
2027
2028 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
2029 return;
2030
2031 PhysicsActor pa = root.PhysActor;
2032
2033 if (pa == null || !pa.IsPhysical)
2034 return;
2035
2036 if (localGlobalTF)
2037 {
2038 pVel = pVel * GetWorldRotation();
2039 }
2040
2041 ParentGroup.Velocity = pVel;
2042 }
2043
2044 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
2045 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
2046 {
2047 if (ParentGroup == null || ParentGroup.IsDeleted)
2048 return;
2049
2050 if (ParentGroup.IsAttachment)
2051 return; // don't work on attachments (for now ??)
2052
2053 SceneObjectPart root = ParentGroup.RootPart;
2054
2055 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
2056 return;
2057
2058 PhysicsActor pa = root.PhysActor;
2059
2060 if (pa == null || !pa.IsPhysical)
2061 return;
2062
2063 if (localGlobalTF)
2064 {
2065 pAngVel = pAngVel * GetWorldRotation();
2066 }
2067
2068 root.AngularVelocity = pAngVel;
2069 }
2070
2071
1683 /// <summary> 2072 /// <summary>
1684 /// hook to the physics scene to apply angular impulse 2073 /// hook to the physics scene to apply angular impulse
1685 /// This is sent up to the group, which then finds the root prim 2074 /// This is sent up to the group, which then finds the root prim
@@ -1700,7 +2089,7 @@ namespace OpenSim.Region.Framework.Scenes
1700 impulse = newimpulse; 2089 impulse = newimpulse;
1701 } 2090 }
1702 2091
1703 ParentGroup.applyAngularImpulse(impulse); 2092 ParentGroup.ApplyAngularImpulse(impulse);
1704 } 2093 }
1705 2094
1706 /// <summary> 2095 /// <summary>
@@ -1710,20 +2099,24 @@ namespace OpenSim.Region.Framework.Scenes
1710 /// </summary> 2099 /// </summary>
1711 /// <param name="impulsei">Vector force</param> 2100 /// <param name="impulsei">Vector force</param>
1712 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2101 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1713 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 2102
2103 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2104 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1714 { 2105 {
1715 Vector3 impulse = impulsei; 2106 Vector3 torque = torquei;
1716 2107
1717 if (localGlobalTF) 2108 if (localGlobalTF)
1718 { 2109 {
2110/*
1719 Quaternion grot = GetWorldRotation(); 2111 Quaternion grot = GetWorldRotation();
1720 Quaternion AXgrot = grot; 2112 Quaternion AXgrot = grot;
1721 Vector3 AXimpulsei = impulsei; 2113 Vector3 AXimpulsei = impulsei;
1722 Vector3 newimpulse = AXimpulsei * AXgrot; 2114 Vector3 newimpulse = AXimpulsei * AXgrot;
1723 impulse = newimpulse; 2115 */
2116 torque *= GetWorldRotation();
1724 } 2117 }
1725 2118
1726 ParentGroup.setAngularImpulse(impulse); 2119 Torque = torque;
1727 } 2120 }
1728 2121
1729 /// <summary> 2122 /// <summary>
@@ -1731,7 +2124,9 @@ namespace OpenSim.Region.Framework.Scenes
1731 /// </summary> 2124 /// </summary>
1732 /// <param name="rootObjectFlags"></param> 2125 /// <param name="rootObjectFlags"></param>
1733 /// <param name="VolumeDetectActive"></param> 2126 /// <param name="VolumeDetectActive"></param>
1734 public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) 2127 /// <param name="building"></param>
2128
2129 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1735 { 2130 {
1736 VolumeDetectActive = _VolumeDetectActive; 2131 VolumeDetectActive = _VolumeDetectActive;
1737 2132
@@ -1741,8 +2136,8 @@ namespace OpenSim.Region.Framework.Scenes
1741 if (PhysicsShapeType == (byte)PhysShapeType.none) 2136 if (PhysicsShapeType == (byte)PhysShapeType.none)
1742 return; 2137 return;
1743 2138
1744 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2139 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1745 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2140 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1746 2141
1747 if (_VolumeDetectActive) 2142 if (_VolumeDetectActive)
1748 isPhantom = true; 2143 isPhantom = true;
@@ -1756,7 +2151,8 @@ namespace OpenSim.Region.Framework.Scenes
1756 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 2151 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1757 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 2152 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1758 { 2153 {
1759 AddToPhysics(isPhysical, isPhantom, isPhysical); 2154 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
2155 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1760 } 2156 }
1761 else 2157 else
1762 PhysActor = null; // just to be sure 2158 PhysActor = null; // just to be sure
@@ -1785,7 +2181,7 @@ namespace OpenSim.Region.Framework.Scenes
1785 /// <param name="linkNum"></param> 2181 /// <param name="linkNum"></param>
1786 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> 2182 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
1787 /// <returns></returns> 2183 /// <returns></returns>
1788 public SceneObjectPart Copy(uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed) 2184 public SceneObjectPart Copy(uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
1789 { 2185 {
1790 // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up 2186 // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up
1791 // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator 2187 // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator
@@ -1815,6 +2211,12 @@ namespace OpenSim.Region.Framework.Scenes
1815 dupe.Category = Category; 2211 dupe.Category = Category;
1816 dupe.m_rezzed = m_rezzed; 2212 dupe.m_rezzed = m_rezzed;
1817 2213
2214 dupe.m_UndoRedo = null;
2215 dupe.m_isSelected = false;
2216
2217 dupe.IgnoreUndoUpdate = false;
2218 dupe.Undoing = false;
2219
1818 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2220 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1819 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2221 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1820 2222
@@ -1829,7 +2231,8 @@ namespace OpenSim.Region.Framework.Scenes
1829 } 2231 }
1830 2232
1831 // Move afterwards ResetIDs as it clears the localID 2233 // Move afterwards ResetIDs as it clears the localID
1832 dupe.LocalId = localID; 2234 dupe.LocalId = plocalID;
2235
1833 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2236 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1834 dupe.LastOwnerID = OwnerID; 2237 dupe.LastOwnerID = OwnerID;
1835 2238
@@ -1856,8 +2259,12 @@ namespace OpenSim.Region.Framework.Scenes
1856*/ 2259*/
1857 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2260 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1858 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2261 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2262// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1859 } 2263 }
1860 2264
2265 if (dupe.PhysActor != null)
2266 dupe.PhysActor.LocalID = plocalID;
2267
1861 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2268 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1862 2269
1863// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2270// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1876,10 +2283,10 @@ namespace OpenSim.Region.Framework.Scenes
1876 { 2283 {
1877 if (asset != null) 2284 if (asset != null)
1878 SculptTextureCallback(asset); 2285 SculptTextureCallback(asset);
1879 else 2286// else
1880 m_log.WarnFormat( 2287// m_log.WarnFormat(
1881 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2288// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1882 Name, UUID, id); 2289// Name, UUID, id);
1883 } 2290 }
1884*/ 2291*/
1885 /// <summary> 2292 /// <summary>
@@ -1978,6 +2385,7 @@ namespace OpenSim.Region.Framework.Scenes
1978 2385
1979 /// <summary> 2386 /// <summary>
1980 /// Do a physics propery update for this part. 2387 /// Do a physics propery update for this part.
2388 /// now also updates phantom and volume detector
1981 /// </summary> 2389 /// </summary>
1982 /// <param name="UsePhysics"></param> 2390 /// <param name="UsePhysics"></param>
1983 /// <param name="isNew"></param> 2391 /// <param name="isNew"></param>
@@ -2003,64 +2411,69 @@ namespace OpenSim.Region.Framework.Scenes
2003 { 2411 {
2004 if (pa.IsPhysical) // implies UsePhysics==false for this block 2412 if (pa.IsPhysical) // implies UsePhysics==false for this block
2005 { 2413 {
2006 if (!isNew) 2414 if (!isNew) // implies UsePhysics==false for this block
2415 {
2007 ParentGroup.Scene.RemovePhysicalPrim(1); 2416 ParentGroup.Scene.RemovePhysicalPrim(1);
2008 2417
2009 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2418 Velocity = new Vector3(0, 0, 0);
2010 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2419 Acceleration = new Vector3(0, 0, 0);
2011 pa.delink(); 2420 if (ParentGroup.RootPart == this)
2421 AngularVelocity = new Vector3(0, 0, 0);
2012 2422
2013 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2423 if (pa.Phantom && !VolumeDetectActive)
2014 { 2424 {
2015 // destroy all joints connected to this now deactivated body 2425 RemoveFromPhysics();
2016 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2426 return;
2017 } 2427 }
2018 2428
2019 // stop client-side interpolation of all joint proxy objects that have just been deleted 2429 pa.IsPhysical = UsePhysics;
2020 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2430 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
2021 // which stops client-side interpolation of deactivated joint proxy objects. 2431 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2432 pa.delink();
2433 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2434 {
2435 // destroy all joints connected to this now deactivated body
2436 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2437 }
2438 }
2022 } 2439 }
2023 2440
2024 if (!UsePhysics && !isNew) 2441 if (pa.IsPhysical != UsePhysics)
2025 { 2442 pa.IsPhysical = UsePhysics;
2026 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
2027 // prim still has velocity and continues to interpolate its position along the old
2028 // velocity-vector.
2029 Velocity = new Vector3(0, 0, 0);
2030 Acceleration = new Vector3(0, 0, 0);
2031 AngularVelocity = new Vector3(0, 0, 0);
2032 //RotationalVelocity = new Vector3(0, 0, 0);
2033 }
2034 2443
2035 pa.IsPhysical = UsePhysics; 2444 if (UsePhysics)
2445 {
2446 if (ParentGroup.RootPart.KeyframeMotion != null)
2447 ParentGroup.RootPart.KeyframeMotion.Stop();
2448 ParentGroup.RootPart.KeyframeMotion = null;
2449 ParentGroup.Scene.AddPhysicalPrim(1);
2036 2450
2037 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2451 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
2038 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2452 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
2039 /// that's not wholesome. Had to make Scene public
2040 //PhysActor = null;
2041 2453
2042 if ((Flags & PrimFlags.Phantom) == 0) 2454 if (ParentID != 0 && ParentID != LocalId)
2043 {
2044 if (UsePhysics)
2045 { 2455 {
2046 if (ParentGroup.RootPart.KeyframeMotion != null) 2456 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2047 ParentGroup.RootPart.KeyframeMotion.Stop();
2048 ParentGroup.RootPart.KeyframeMotion = null;
2049 ParentGroup.Scene.AddPhysicalPrim(1);
2050
2051 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
2052 pa.OnOutOfBounds += PhysicsOutOfBounds;
2053 if (ParentID != 0 && ParentID != LocalId)
2054 {
2055 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2056 2457
2057 if (parentPa != null) 2458 if (parentPa != null)
2058 { 2459 {
2059 pa.link(parentPa); 2460 pa.link(parentPa);
2060 }
2061 } 2461 }
2062 } 2462 }
2063 } 2463 }
2464 }
2465
2466 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2467 if (pa.Phantom != phan)
2468 pa.Phantom = phan;
2469
2470// some engines dont' have this check still
2471// if (VolumeDetectActive != pa.IsVolumeDtc)
2472 {
2473 if (VolumeDetectActive)
2474 pa.SetVolumeDetect(1);
2475 else
2476 pa.SetVolumeDetect(0);
2064 } 2477 }
2065 2478
2066 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2479 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2163,42 +2576,63 @@ namespace OpenSim.Region.Framework.Scenes
2163 2576
2164 public Vector3 GetGeometricCenter() 2577 public Vector3 GetGeometricCenter()
2165 { 2578 {
2579 // this is not real geometric center but a average of positions relative to root prim acording to
2580 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2581 // ignoring tortured prims details since sl also seems to ignore
2582 // so no real use in doing it on physics
2583 if (ParentGroup.IsDeleted)
2584 return new Vector3(0, 0, 0);
2585
2586 return ParentGroup.GetGeometricCenter();
2587 }
2588
2589 public float GetMass()
2590 {
2166 PhysicsActor pa = PhysActor; 2591 PhysicsActor pa = PhysActor;
2167 2592
2168 if (pa != null) 2593 if (pa != null)
2169 return pa.GeometricCenter; 2594 return pa.Mass;
2170 else 2595 else
2171 return Vector3.Zero; 2596 return 0;
2172 } 2597 }
2173 2598
2174 public Vector3 GetCenterOfMass() 2599 public Vector3 GetCenterOfMass()
2175 { 2600 {
2601 if (ParentGroup.RootPart == this)
2602 {
2603 if (ParentGroup.IsDeleted)
2604 return AbsolutePosition;
2605 return ParentGroup.GetCenterOfMass();
2606 }
2607
2176 PhysicsActor pa = PhysActor; 2608 PhysicsActor pa = PhysActor;
2177 2609
2178 if (pa != null) 2610 if (pa != null)
2179 return pa.CenterOfMass; 2611 {
2612 Vector3 tmp = pa.CenterOfMass;
2613 return tmp;
2614 }
2180 else 2615 else
2181 return Vector3.Zero; 2616 return AbsolutePosition;
2182 } 2617 }
2183 2618
2184 public float GetMass() 2619 public Vector3 GetPartCenterOfMass()
2185 { 2620 {
2186 PhysicsActor pa = PhysActor; 2621 PhysicsActor pa = PhysActor;
2187 2622
2188 if (pa != null) 2623 if (pa != null)
2189 return pa.Mass; 2624 {
2625 Vector3 tmp = pa.CenterOfMass;
2626 return tmp;
2627 }
2190 else 2628 else
2191 return 0; 2629 return AbsolutePosition;
2192 } 2630 }
2193 2631
2632
2194 public Vector3 GetForce() 2633 public Vector3 GetForce()
2195 { 2634 {
2196 PhysicsActor pa = PhysActor; 2635 return Force;
2197
2198 if (pa != null)
2199 return pa.Force;
2200 else
2201 return Vector3.Zero;
2202 } 2636 }
2203 2637
2204 /// <summary> 2638 /// <summary>
@@ -2313,6 +2747,7 @@ namespace OpenSim.Region.Framework.Scenes
2313 detobj.velVector = obj.Velocity; 2747 detobj.velVector = obj.Velocity;
2314 detobj.colliderType = 0; 2748 detobj.colliderType = 0;
2315 detobj.groupUUID = obj.GroupID; 2749 detobj.groupUUID = obj.GroupID;
2750 detobj.linkNumber = LinkNum; // pass my link number
2316 2751
2317 return detobj; 2752 return detobj;
2318 } 2753 }
@@ -2328,6 +2763,7 @@ namespace OpenSim.Region.Framework.Scenes
2328 detobj.velVector = av.Velocity; 2763 detobj.velVector = av.Velocity;
2329 detobj.colliderType = 0; 2764 detobj.colliderType = 0;
2330 detobj.groupUUID = av.ControllingClient.ActiveGroupId; 2765 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
2766 detobj.linkNumber = LinkNum; // pass my link number
2331 2767
2332 return detobj; 2768 return detobj;
2333 } 2769 }
@@ -2343,6 +2779,7 @@ namespace OpenSim.Region.Framework.Scenes
2343 detobj.velVector = Vector3.Zero; 2779 detobj.velVector = Vector3.Zero;
2344 detobj.colliderType = 0; 2780 detobj.colliderType = 0;
2345 detobj.groupUUID = UUID.Zero; 2781 detobj.groupUUID = UUID.Zero;
2782 detobj.linkNumber = LinkNum; // pass my link number not sure needed.. but no harm
2346 2783
2347 return detobj; 2784 return detobj;
2348 } 2785 }
@@ -2413,14 +2850,15 @@ namespace OpenSim.Region.Framework.Scenes
2413 2850
2414 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2851 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2415 { 2852 {
2416 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2853 bool sendToRoot = true;
2417 {
2418 ColliderArgs LandCollidingMessage = new ColliderArgs();
2419 List<DetectedObject> colliding = new List<DetectedObject>();
2420
2421 colliding.Add(CreateDetObjectForGround());
2422 LandCollidingMessage.Colliders = colliding;
2423 2854
2855 ColliderArgs LandCollidingMessage = new ColliderArgs();
2856 List<DetectedObject> colliding = new List<DetectedObject>();
2857
2858 colliding.Add(CreateDetObjectForGround());
2859 LandCollidingMessage.Colliders = colliding;
2860
2861<<<<<<< HEAD
2424 DoNotify(notify, LocalId, LandCollidingMessage); 2862 DoNotify(notify, LocalId, LandCollidingMessage);
2425 } 2863 }
2426 } 2864 }
@@ -2448,6 +2886,19 @@ namespace OpenSim.Region.Framework.Scenes
2448 else 2886 else
2449 { 2887 {
2450 notify(id, collargs); 2888 notify(id, collargs);
2889=======
2890 if (Inventory.ContainsScripts())
2891 {
2892 if (!PassCollisions)
2893 sendToRoot = false;
2894 }
2895 if ((ScriptEvents & ev) != 0)
2896 notify(LocalId, LandCollidingMessage);
2897
2898 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2899 {
2900 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2901>>>>>>> avn/ubitvar
2451 } 2902 }
2452 } 2903 }
2453 2904
@@ -2463,44 +2914,81 @@ namespace OpenSim.Region.Framework.Scenes
2463 List<uint> endedColliders = new List<uint>(); 2914 List<uint> endedColliders = new List<uint>();
2464 List<uint> startedColliders = new List<uint>(); 2915 List<uint> startedColliders = new List<uint>();
2465 2916
2466 // calculate things that started colliding this time 2917 if (collissionswith.Count == 0)
2467 // and build up list of colliders this time
2468 foreach (uint localid in collissionswith.Keys)
2469 { 2918 {
2470 thisHitColliders.Add(localid); 2919 if (m_lastColliders.Count == 0)
2471 if (!m_lastColliders.Contains(localid)) 2920 return; // nothing to do
2472 startedColliders.Add(localid);
2473 }
2474 2921
2475 // calculate things that ended colliding 2922 foreach (uint localID in m_lastColliders)
2476 foreach (uint localID in m_lastColliders) 2923 {
2477 {
2478 if (!thisHitColliders.Contains(localID))
2479 endedColliders.Add(localID); 2924 endedColliders.Add(localID);
2925 }
2926 m_lastColliders.Clear();
2480 } 2927 }
2481 2928
2482 //add the items that started colliding this time to the last colliders list. 2929 else
2483 foreach (uint localID in startedColliders) 2930 {
2484 m_lastColliders.Add(localID); 2931 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2485 2932
2486 // remove things that ended colliding from the last colliders list 2933 // calculate things that started colliding this time
2487 foreach (uint localID in endedColliders) 2934 // and build up list of colliders this time
2488 m_lastColliders.Remove(localID); 2935 if (!VolumeDetectActive && CollisionSoundType >= 0)
2936 {
2937 CollisionForSoundInfo soundinfo;
2938 ContactPoint curcontact;
2489 2939
2490 // play the sound. 2940 foreach (uint id in collissionswith.Keys)
2491 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2941 {
2492 { 2942 thisHitColliders.Add(id);
2493 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2943 if (!m_lastColliders.Contains(id))
2494 if (soundModule != null) 2944 {
2945 startedColliders.Add(id);
2946
2947 curcontact = collissionswith[id];
2948 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2949 {
2950 soundinfo = new CollisionForSoundInfo();
2951 soundinfo.colliderID = id;
2952 soundinfo.position = curcontact.Position;
2953 soundinfo.relativeVel = curcontact.RelativeSpeed;
2954 soundinfolist.Add(soundinfo);
2955 }
2956 }
2957 }
2958 }
2959 else
2960 {
2961 foreach (uint id in collissionswith.Keys)
2962 {
2963 thisHitColliders.Add(id);
2964 if (!m_lastColliders.Contains(id))
2965 startedColliders.Add(id);
2966 }
2967 }
2968
2969 // calculate things that ended colliding
2970 foreach (uint localID in m_lastColliders)
2495 { 2971 {
2496 soundModule.SendSound(UUID, CollisionSound, 2972 if (!thisHitColliders.Contains(localID))
2497 CollisionSoundVolume, true, 0, 0, false, 2973 endedColliders.Add(localID);
2498 false);
2499 } 2974 }
2975
2976 //add the items that started colliding this time to the last colliders list.
2977 foreach (uint localID in startedColliders)
2978 m_lastColliders.Add(localID);
2979
2980 // remove things that ended colliding from the last colliders list
2981 foreach (uint localID in endedColliders)
2982 m_lastColliders.Remove(localID);
2983
2984 // play sounds.
2985 if (soundinfolist.Count > 0)
2986 CollisionSounds.PartCollisionSound(this, soundinfolist);
2500 } 2987 }
2501 2988
2502 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2989 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2503 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2990 if (!VolumeDetectActive)
2991 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2504 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2992 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2505 2993
2506 if (startedColliders.Contains(0)) 2994 if (startedColliders.Contains(0))
@@ -2511,6 +2999,35 @@ namespace OpenSim.Region.Framework.Scenes
2511 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2999 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2512 } 3000 }
2513 3001
3002 // The Collision sounds code calls this
3003 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
3004 {
3005 if (soundID == UUID.Zero)
3006 return;
3007
3008 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3009 if (soundModule == null)
3010 return;
3011
3012 if (volume > 1)
3013 volume = 1;
3014 if (volume < 0)
3015 volume = 0;
3016
3017 int now = Util.EnvironmentTickCount();
3018 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
3019 return;
3020
3021 LastColSoundSentTime = now;
3022
3023 UUID ownerID = OwnerID;
3024 UUID objectID = ParentGroup.RootPart.UUID;
3025 UUID parentID = ParentGroup.UUID;
3026 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3027
3028 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
3029 }
3030
2514 public void PhysicsOutOfBounds(Vector3 pos) 3031 public void PhysicsOutOfBounds(Vector3 pos)
2515 { 3032 {
2516 // Note: This is only being called on the root prim at this time. 3033 // Note: This is only being called on the root prim at this time.
@@ -2529,7 +3046,12 @@ namespace OpenSim.Region.Framework.Scenes
2529 3046
2530 if (pa != null) 3047 if (pa != null)
2531 { 3048 {
3049<<<<<<< HEAD
2532 Vector3 newpos = pa.Position; 3050 Vector3 newpos = pa.Position;
3051=======
3052 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
3053
3054>>>>>>> avn/ubitvar
2533 if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos)) 3055 if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos))
2534 { 3056 {
2535 // Setting position outside current region will start region crossing 3057 // Setting position outside current region will start region crossing
@@ -2538,7 +3060,7 @@ namespace OpenSim.Region.Framework.Scenes
2538 } 3060 }
2539 //ParentGroup.RootPart.m_groupPosition = newpos; 3061 //ParentGroup.RootPart.m_groupPosition = newpos;
2540 } 3062 }
2541 3063/* ubit: there are no flexible links
2542 if (pa != null && ParentID != 0 && ParentGroup != null) 3064 if (pa != null && ParentID != 0 && ParentGroup != null)
2543 { 3065 {
2544 // Special case where a child object is requesting property updates. 3066 // Special case where a child object is requesting property updates.
@@ -2558,7 +3080,7 @@ namespace OpenSim.Region.Framework.Scenes
2558 // m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}", 3080 // m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}",
2559 // "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset); 3081 // "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset);
2560 } 3082 }
2561 3083*/
2562 ScheduleTerseUpdate(); 3084 ScheduleTerseUpdate();
2563 } 3085 }
2564 3086
@@ -2811,7 +3333,19 @@ namespace OpenSim.Region.Framework.Scenes
2811 3333
2812// m_log.DebugFormat( 3334// m_log.DebugFormat(
2813// "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId); 3335// "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
2814 3336
3337
3338 if (ParentGroup.IsAttachment)
3339 {
3340 ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
3341 if (sp != null)
3342 {
3343 sp.SendAttachmentUpdate(this, UpdateRequired.FULL);
3344 }
3345 }
3346
3347/* this does nothing
3348SendFullUpdateToClient(remoteClient, Position) ignores position parameter
2815 if (IsRoot) 3349 if (IsRoot)
2816 { 3350 {
2817 if (ParentGroup.IsAttachment) 3351 if (ParentGroup.IsAttachment)
@@ -2823,6 +3357,7 @@ namespace OpenSim.Region.Framework.Scenes
2823 SendFullUpdateToClient(remoteClient, AbsolutePosition); 3357 SendFullUpdateToClient(remoteClient, AbsolutePosition);
2824 } 3358 }
2825 } 3359 }
3360*/
2826 else 3361 else
2827 { 3362 {
2828 SendFullUpdateToClient(remoteClient); 3363 SendFullUpdateToClient(remoteClient);
@@ -2832,17 +3367,55 @@ namespace OpenSim.Region.Framework.Scenes
2832 /// <summary> 3367 /// <summary>
2833 /// Send a full update for this part to all clients. 3368 /// Send a full update for this part to all clients.
2834 /// </summary> 3369 /// </summary>
2835 public void SendFullUpdateToAllClients() 3370 public void SendFullUpdateToAllClientsInternal()
2836 { 3371 {
2837 if (ParentGroup == null) 3372 if (ParentGroup == null)
2838 return; 3373 return;
2839 3374
3375 // Update the "last" values
3376 m_lastPosition = OffsetPosition;
3377 m_lastRotation = RotationOffset;
3378 m_lastVelocity = Velocity;
3379 m_lastAcceleration = Acceleration;
3380 m_lastAngularVelocity = AngularVelocity;
3381 m_lastUpdateSentTime = Environment.TickCount;
3382
2840 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3383 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2841 { 3384 {
2842 SendFullUpdate(avatar.ControllingClient); 3385 SendFullUpdate(avatar.ControllingClient);
2843 }); 3386 });
2844 } 3387 }
2845 3388
3389 public void SendFullUpdateToAllClients()
3390 {
3391 if (ParentGroup == null)
3392 return;
3393
3394 // Update the "last" values
3395 m_lastPosition = OffsetPosition;
3396 m_lastRotation = RotationOffset;
3397 m_lastVelocity = Velocity;
3398 m_lastAcceleration = Acceleration;
3399 m_lastAngularVelocity = AngularVelocity;
3400 m_lastUpdateSentTime = Environment.TickCount;
3401
3402 if (ParentGroup.IsAttachment)
3403 {
3404 ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
3405 if (sp != null)
3406 {
3407 sp.SendAttachmentUpdate(this, UpdateRequired.FULL);
3408 }
3409 }
3410 else
3411 {
3412 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
3413 {
3414 SendFullUpdate(avatar.ControllingClient);
3415 });
3416 }
3417 }
3418
2846 /// <summary> 3419 /// <summary>
2847 /// Sends a full update to the client 3420 /// Sends a full update to the client
2848 /// </summary> 3421 /// </summary>
@@ -2863,9 +3436,9 @@ namespace OpenSim.Region.Framework.Scenes
2863 return; 3436 return;
2864 3437
2865 // Suppress full updates during attachment editing 3438 // Suppress full updates during attachment editing
2866 // 3439 // sl Does send them
2867 if (ParentGroup.IsSelected && ParentGroup.IsAttachment) 3440 // if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
2868 return; 3441 // return;
2869 3442
2870 if (ParentGroup.IsDeleted) 3443 if (ParentGroup.IsDeleted)
2871 return; 3444 return;
@@ -2895,8 +3468,8 @@ namespace OpenSim.Region.Framework.Scenes
2895 { 3468 {
2896 const float ROTATION_TOLERANCE = 0.01f; 3469 const float ROTATION_TOLERANCE = 0.01f;
2897 const float VELOCITY_TOLERANCE = 0.001f; 3470 const float VELOCITY_TOLERANCE = 0.001f;
2898 const float POSITION_TOLERANCE = 0.05f; 3471 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2899 const int TIME_MS_TOLERANCE = 3000; 3472 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2900 3473
2901 switch (UpdateFlag) 3474 switch (UpdateFlag)
2902 { 3475 {
@@ -2910,40 +3483,74 @@ namespace OpenSim.Region.Framework.Scenes
2910 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3483 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2911 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3484 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2912 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3485 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2913 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3486 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2914 { 3487 {
2915 SendTerseUpdateToAllClients(); 3488 SendTerseUpdateToAllClientsInternal();
2916
2917 // Update the "last" values
2918 m_lastPosition = OffsetPosition;
2919 m_lastRotation = RotationOffset;
2920 m_lastVelocity = Velocity;
2921 m_lastAcceleration = Acceleration;
2922 m_lastAngularVelocity = AngularVelocity;
2923 m_lastTerseSent = Environment.TickCount;
2924 } 3489 }
2925 break; 3490 break;
2926 } 3491 }
2927 case UpdateRequired.FULL: 3492 case UpdateRequired.FULL:
2928 { 3493 {
2929 ClearUpdateSchedule(); 3494 ClearUpdateSchedule();
2930 SendFullUpdateToAllClients(); 3495 SendFullUpdateToAllClientsInternal();
2931 break; 3496 break;
2932 } 3497 }
2933 } 3498 }
2934 } 3499 }
2935 3500
3501
2936 /// <summary> 3502 /// <summary>
2937 /// Send a terse update to all clients 3503 /// Send a terse update to all clients
2938 /// </summary> 3504 /// </summary>
2939 public void SendTerseUpdateToAllClients() 3505 public void SendTerseUpdateToAllClientsInternal()
2940 { 3506 {
3507 if (ParentGroup == null || ParentGroup.Scene == null)
3508 return;
3509
3510 // Update the "last" values
3511 m_lastPosition = OffsetPosition;
3512 m_lastRotation = RotationOffset;
3513 m_lastVelocity = Velocity;
3514 m_lastAcceleration = Acceleration;
3515 m_lastAngularVelocity = AngularVelocity;
3516 m_lastUpdateSentTime = Environment.TickCount;
3517
2941 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3518 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2942 { 3519 {
2943 SendTerseUpdateToClient(client); 3520 SendTerseUpdateToClient(client);
2944 }); 3521 });
2945 } 3522 }
2946 3523
3524 public void SendTerseUpdateToAllClients()
3525 {
3526 if (ParentGroup == null || ParentGroup.Scene == null)
3527 return;
3528
3529 // Update the "last" values
3530 m_lastPosition = OffsetPosition;
3531 m_lastRotation = RotationOffset;
3532 m_lastVelocity = Velocity;
3533 m_lastAcceleration = Acceleration;
3534 m_lastAngularVelocity = AngularVelocity;
3535 m_lastUpdateSentTime = Environment.TickCount;
3536
3537 if (ParentGroup.IsAttachment)
3538 {
3539 ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
3540 if (sp != null)
3541 {
3542 sp.SendAttachmentUpdate(this, UpdateRequired.TERSE);
3543 }
3544 }
3545 else
3546 {
3547 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
3548 {
3549 SendTerseUpdateToClient(client);
3550 });
3551 }
3552 }
3553
2947 public void SetAxisRotation(int axis, int rotate) 3554 public void SetAxisRotation(int axis, int rotate)
2948 { 3555 {
2949 ParentGroup.SetAxisRotation(axis, rotate); 3556 ParentGroup.SetAxisRotation(axis, rotate);
@@ -2961,10 +3568,13 @@ namespace OpenSim.Region.Framework.Scenes
2961 3568
2962 public void SetBuoyancy(float fvalue) 3569 public void SetBuoyancy(float fvalue)
2963 { 3570 {
2964 PhysicsActor pa = PhysActor; 3571 Buoyancy = fvalue;
2965 3572/*
2966 if (pa != null) 3573 if (PhysActor != null)
2967 pa.Buoyancy = fvalue; 3574 {
3575 PhysActor.Buoyancy = fvalue;
3576 }
3577 */
2968 } 3578 }
2969 3579
2970 public void SetDieAtEdge(bool p) 3580 public void SetDieAtEdge(bool p)
@@ -2980,47 +3590,111 @@ namespace OpenSim.Region.Framework.Scenes
2980 PhysicsActor pa = PhysActor; 3590 PhysicsActor pa = PhysActor;
2981 3591
2982 if (pa != null) 3592 if (pa != null)
2983 pa.FloatOnWater = floatYN == 1; 3593 pa.FloatOnWater = (floatYN == 1);
2984 } 3594 }
2985 3595
2986 public void SetForce(Vector3 force) 3596 public void SetForce(Vector3 force)
2987 { 3597 {
2988 PhysicsActor pa = PhysActor; 3598 Force = force;
3599 }
2989 3600
2990 if (pa != null) 3601 public SOPVehicle VehicleParams
2991 pa.Force = force; 3602 {
3603 get
3604 {
3605 return m_vehicleParams;
3606 }
3607 set
3608 {
3609 m_vehicleParams = value;
3610 }
3611 }
3612
3613
3614 public int VehicleType
3615 {
3616 get
3617 {
3618 if (m_vehicleParams == null)
3619 return (int)Vehicle.TYPE_NONE;
3620 else
3621 return (int)m_vehicleParams.Type;
3622 }
3623 set
3624 {
3625 SetVehicleType(value);
3626 }
2992 } 3627 }
2993 3628
2994 public void SetVehicleType(int type) 3629 public void SetVehicleType(int type)
2995 { 3630 {
2996 PhysicsActor pa = PhysActor; 3631 m_vehicleParams = null;
3632
3633 if (type == (int)Vehicle.TYPE_NONE)
3634 {
3635 if (_parentID ==0 && PhysActor != null)
3636 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3637 return;
3638 }
3639 m_vehicleParams = new SOPVehicle();
3640 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3641 {
3642 if (_parentID ==0 && PhysActor != null)
3643 PhysActor.VehicleType = type;
3644 return;
3645 }
3646 }
2997 3647
2998 if (pa != null) 3648 public void SetVehicleFlags(int param, bool remove)
2999 pa.VehicleType = type; 3649 {
3650 if (m_vehicleParams == null)
3651 return;
3652
3653 m_vehicleParams.ProcessVehicleFlags(param, remove);
3654
3655 if (_parentID ==0 && PhysActor != null)
3656 {
3657 PhysActor.VehicleFlags(param, remove);
3658 }
3000 } 3659 }
3001 3660
3002 public void SetVehicleFloatParam(int param, float value) 3661 public void SetVehicleFloatParam(int param, float value)
3003 { 3662 {
3004 PhysicsActor pa = PhysActor; 3663 if (m_vehicleParams == null)
3664 return;
3005 3665
3006 if (pa != null) 3666 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
3007 pa.VehicleFloatParam(param, value); 3667
3668 if (_parentID == 0 && PhysActor != null)
3669 {
3670 PhysActor.VehicleFloatParam(param, value);
3671 }
3008 } 3672 }
3009 3673
3010 public void SetVehicleVectorParam(int param, Vector3 value) 3674 public void SetVehicleVectorParam(int param, Vector3 value)
3011 { 3675 {
3012 PhysicsActor pa = PhysActor; 3676 if (m_vehicleParams == null)
3677 return;
3013 3678
3014 if (pa != null) 3679 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
3015 pa.VehicleVectorParam(param, value); 3680
3681 if (_parentID == 0 && PhysActor != null)
3682 {
3683 PhysActor.VehicleVectorParam(param, value);
3684 }
3016 } 3685 }
3017 3686
3018 public void SetVehicleRotationParam(int param, Quaternion rotation) 3687 public void SetVehicleRotationParam(int param, Quaternion rotation)
3019 { 3688 {
3020 PhysicsActor pa = PhysActor; 3689 if (m_vehicleParams == null)
3690 return;
3021 3691
3022 if (pa != null) 3692 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
3023 pa.VehicleRotationParam(param, rotation); 3693
3694 if (_parentID == 0 && PhysActor != null)
3695 {
3696 PhysActor.VehicleRotationParam(param, rotation);
3697 }
3024 } 3698 }
3025 3699
3026 /// <summary> 3700 /// <summary>
@@ -3221,14 +3895,6 @@ namespace OpenSim.Region.Framework.Scenes
3221 hasProfileCut = hasDimple; // is it the same thing? 3895 hasProfileCut = hasDimple; // is it the same thing?
3222 } 3896 }
3223 3897
3224 public void SetVehicleFlags(int param, bool remove)
3225 {
3226 PhysicsActor pa = PhysActor;
3227
3228 if (pa != null)
3229 pa.VehicleFlags(param, remove);
3230 }
3231
3232 public void SetGroup(UUID groupID, IClientAPI client) 3898 public void SetGroup(UUID groupID, IClientAPI client)
3233 { 3899 {
3234 // Scene.AddNewPrims() calls with client == null so can't use this. 3900 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3237,8 +3903,8 @@ namespace OpenSim.Region.Framework.Scenes
3237// Name, groupID, OwnerID); 3903// Name, groupID, OwnerID);
3238 3904
3239 GroupID = groupID; 3905 GroupID = groupID;
3240 if (client != null) 3906// if (client != null)
3241 SendPropertiesToClient(client); 3907// SendPropertiesToClient(client);
3242 UpdateFlag = UpdateRequired.FULL; 3908 UpdateFlag = UpdateRequired.FULL;
3243 } 3909 }
3244 3910
@@ -3330,70 +3996,26 @@ namespace OpenSim.Region.Framework.Scenes
3330 3996
3331 public void StopMoveToTarget() 3997 public void StopMoveToTarget()
3332 { 3998 {
3999<<<<<<< HEAD
3333 ParentGroup.StopMoveToTarget(); 4000 ParentGroup.StopMoveToTarget();
3334 } 4001=======
4002 ParentGroup.stopMoveToTarget();
3335 4003
3336 public void StoreUndoState() 4004// ParentGroup.ScheduleGroupForTerseUpdate();
3337 { 4005 //ParentGroup.ScheduleGroupForFullUpdate();
3338 StoreUndoState(false); 4006>>>>>>> avn/ubitvar
3339 } 4007 }
3340 4008
3341 public void StoreUndoState(bool forGroup) 4009 public void StoreUndoState(ObjectChangeType change)
3342 { 4010 {
3343 if (ParentGroup == null || ParentGroup.Scene == null) 4011 if (m_UndoRedo == null)
3344 return; 4012 m_UndoRedo = new UndoRedoState(5);
3345
3346 if (Undoing)
3347 {
3348// m_log.DebugFormat(
3349// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3350 return;
3351 }
3352 4013
3353 if (IgnoreUndoUpdate) 4014 lock (m_UndoRedo)
3354 { 4015 {
3355// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 4016 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3356 return;
3357 }
3358
3359 lock (m_undo)
3360 {
3361 if (m_undo.Count > 0)
3362 {
3363 UndoState last = m_undo[m_undo.Count - 1];
3364 if (last != null)
3365 {
3366 // TODO: May need to fix for group comparison
3367 if (last.Compare(this))
3368 {
3369// m_log.DebugFormat(
3370// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3371// Name, LocalId, m_undo.Count);
3372
3373 return;
3374 }
3375 }
3376 }
3377
3378// m_log.DebugFormat(
3379// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3380// Name, LocalId, forGroup, m_undo.Count);
3381
3382 if (ParentGroup.Scene.MaxUndoCount > 0)
3383 { 4017 {
3384 UndoState nUndo = new UndoState(this, forGroup); 4018 m_UndoRedo.StoreUndo(this, change);
3385
3386 m_undo.Add(nUndo);
3387
3388 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3389 m_undo.RemoveAt(0);
3390
3391 if (m_redo.Count > 0)
3392 m_redo.Clear();
3393
3394// m_log.DebugFormat(
3395// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3396// Name, LocalId, forGroup, m_undo.Count);
3397 } 4019 }
3398 } 4020 }
3399 } 4021 }
@@ -3405,88 +4027,46 @@ namespace OpenSim.Region.Framework.Scenes
3405 { 4027 {
3406 get 4028 get
3407 { 4029 {
3408 lock (m_undo) 4030 if (m_UndoRedo == null)
3409 return m_undo.Count; 4031 return 0;
4032 return m_UndoRedo.Count;
3410 } 4033 }
3411 } 4034 }
3412 4035
3413 public void Undo() 4036 public void Undo()
3414 { 4037 {
3415 lock (m_undo) 4038 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3416 { 4039 return;
3417// m_log.DebugFormat(
3418// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3419// Name, LocalId, m_undo.Count);
3420
3421 if (m_undo.Count > 0)
3422 {
3423 UndoState goback = m_undo[m_undo.Count - 1];
3424 m_undo.RemoveAt(m_undo.Count - 1);
3425
3426 UndoState nUndo = null;
3427
3428 if (ParentGroup.Scene.MaxUndoCount > 0)
3429 {
3430 nUndo = new UndoState(this, goback.ForGroup);
3431 }
3432
3433 goback.PlaybackState(this);
3434
3435 if (nUndo != null)
3436 {
3437 m_redo.Add(nUndo);
3438
3439 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3440 m_redo.RemoveAt(0);
3441 }
3442 }
3443 4040
3444// m_log.DebugFormat( 4041 lock (m_UndoRedo)
3445// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 4042 {
3446// Name, LocalId, m_undo.Count); 4043 Undoing = true;
4044 m_UndoRedo.Undo(this);
4045 Undoing = false;
3447 } 4046 }
3448 } 4047 }
3449 4048
3450 public void Redo() 4049 public void Redo()
3451 { 4050 {
3452 lock (m_undo) 4051 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3453 { 4052 return;
3454// m_log.DebugFormat(
3455// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3456// Name, LocalId, m_redo.Count);
3457
3458 if (m_redo.Count > 0)
3459 {
3460 UndoState gofwd = m_redo[m_redo.Count - 1];
3461 m_redo.RemoveAt(m_redo.Count - 1);
3462
3463 if (ParentGroup.Scene.MaxUndoCount > 0)
3464 {
3465 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3466
3467 m_undo.Add(nUndo);
3468
3469 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3470 m_undo.RemoveAt(0);
3471 }
3472
3473 gofwd.PlayfwdState(this);
3474 4053
3475// m_log.DebugFormat( 4054 lock (m_UndoRedo)
3476// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 4055 {
3477// Name, LocalId, m_redo.Count); 4056 Undoing = true;
3478 } 4057 m_UndoRedo.Redo(this);
4058 Undoing = false;
3479 } 4059 }
3480 } 4060 }
3481 4061
3482 public void ClearUndoState() 4062 public void ClearUndoState()
3483 { 4063 {
3484// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 4064 if (m_UndoRedo == null || Undoing)
4065 return;
3485 4066
3486 lock (m_undo) 4067 lock (m_UndoRedo)
3487 { 4068 {
3488 m_undo.Clear(); 4069 m_UndoRedo.Clear();
3489 m_redo.Clear();
3490 } 4070 }
3491 } 4071 }
3492 4072
@@ -4038,7 +4618,7 @@ namespace OpenSim.Region.Framework.Scenes
4038 if (god) 4618 if (god)
4039 { 4619 {
4040 BaseMask = ApplyMask(BaseMask, set, mask); 4620 BaseMask = ApplyMask(BaseMask, set, mask);
4041 Inventory.ApplyGodPermissions(_baseMask); 4621 Inventory.ApplyGodPermissions(BaseMask);
4042 } 4622 }
4043 4623
4044 break; 4624 break;
@@ -4069,7 +4649,7 @@ namespace OpenSim.Region.Framework.Scenes
4069 } 4649 }
4070 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4650 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
4071 baseMask; 4651 baseMask;
4072 // Prevent the client from creating no mod, no copy 4652 // Prevent the client from creating no copy, no transfer
4073 // objects 4653 // objects
4074 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4654 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
4075 NextOwnerMask |= (uint)PermissionMask.Transfer; 4655 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -4087,20 +4667,20 @@ namespace OpenSim.Region.Framework.Scenes
4087 { 4667 {
4088 bool update = false; 4668 bool update = false;
4089 4669
4090 if (BaseMask != source.BaseMask || 4670 uint prevOwnerMask = OwnerMask;
4091 OwnerMask != source.OwnerMask || 4671 uint prevGroupMask = GroupMask;
4092 GroupMask != source.GroupMask || 4672 uint prevEveryoneMask = EveryoneMask;
4093 EveryoneMask != source.EveryoneMask || 4673 uint prevNextOwnerMask = NextOwnerMask;
4094 NextOwnerMask != source.NextOwnerMask)
4095 update = true;
4096 4674
4097 BaseMask = source.BaseMask; 4675 OwnerMask = source.OwnerMask & BaseMask;
4098 OwnerMask = source.OwnerMask; 4676 GroupMask = source.GroupMask & BaseMask;
4099 GroupMask = source.GroupMask; 4677 EveryoneMask = source.EveryoneMask & BaseMask;
4100 EveryoneMask = source.EveryoneMask; 4678 NextOwnerMask = source.NextOwnerMask & BaseMask;
4101 NextOwnerMask = source.NextOwnerMask;
4102 4679
4103 if (update) 4680 if (OwnerMask != prevOwnerMask ||
4681 GroupMask != prevGroupMask ||
4682 EveryoneMask != prevEveryoneMask ||
4683 NextOwnerMask != prevNextOwnerMask)
4104 SendFullUpdateToAllClients(); 4684 SendFullUpdateToAllClients();
4105 } 4685 }
4106 4686
@@ -4151,6 +4731,7 @@ namespace OpenSim.Region.Framework.Scenes
4151 } 4731 }
4152 } 4732 }
4153 4733
4734
4154 public void UpdateExtraPhysics(ExtraPhysicsData physdata) 4735 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4155 { 4736 {
4156 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) 4737 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4178,7 +4759,7 @@ namespace OpenSim.Region.Framework.Scenes
4178 /// <param name="SetTemporary"></param> 4759 /// <param name="SetTemporary"></param>
4179 /// <param name="SetPhantom"></param> 4760 /// <param name="SetPhantom"></param>
4180 /// <param name="SetVD"></param> 4761 /// <param name="SetVD"></param>
4181 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4762 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4182 { 4763 {
4183 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4764 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4184 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4765 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4188,99 +4769,110 @@ namespace OpenSim.Region.Framework.Scenes
4188 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4769 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4189 return; 4770 return;
4190 4771
4191 PhysicsActor pa = PhysActor; 4772 VolumeDetectActive = SetVD;
4192
4193 // Special cases for VD. VD can only be called from a script
4194 // and can't be combined with changes to other states. So we can rely
4195 // that...
4196 // ... if VD is changed, all others are not.
4197 // ... if one of the others is changed, VD is not.
4198 if (SetVD) // VD is active, special logic applies
4199 {
4200 // State machine logic for VolumeDetect
4201 // More logic below
4202 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4203
4204 if (phanReset) // Phantom changes from on to off switch VD off too
4205 {
4206 SetVD = false; // Switch it of for the course of this routine
4207 VolumeDetectActive = false; // and also permanently
4208 4773
4209 if (pa != null) 4774 // volume detector implies phantom
4210 pa.SetVolumeDetect(0); // Let physics know about it too 4775 if (VolumeDetectActive)
4211 }
4212 else
4213 {
4214 // If volumedetect is active we don't want phantom to be applied.
4215 // If this is a new call to VD out of the state "phantom"
4216 // this will also cause the prim to be visible to physics
4217 SetPhantom = false;
4218 }
4219 }
4220
4221 if (UsePhysics && IsJoint())
4222 {
4223 SetPhantom = true; 4776 SetPhantom = true;
4224 }
4225 4777
4226 if (UsePhysics) 4778 if (UsePhysics)
4227 {
4228 AddFlag(PrimFlags.Physics); 4779 AddFlag(PrimFlags.Physics);
4229 if (!wasUsingPhysics)
4230 {
4231 DoPhysicsPropertyUpdate(UsePhysics, false);
4232 }
4233 }
4234 else 4780 else
4235 {
4236 RemFlag(PrimFlags.Physics); 4781 RemFlag(PrimFlags.Physics);
4237 if (wasUsingPhysics)
4238 {
4239 DoPhysicsPropertyUpdate(UsePhysics, false);
4240 }
4241 }
4242 4782
4243 if (SetPhantom 4783 if (SetPhantom)
4244 || ParentGroup.IsAttachment
4245 || PhysicsShapeType == (byte)PhysShapeType.none
4246 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4247 {
4248 AddFlag(PrimFlags.Phantom); 4784 AddFlag(PrimFlags.Phantom);
4785 else
4786 RemFlag(PrimFlags.Phantom);
4249 4787
4250 if (PhysActor != null) 4788 if (SetTemporary)
4789 AddFlag(PrimFlags.TemporaryOnRez);
4790 else
4791 RemFlag(PrimFlags.TemporaryOnRez);
4792
4793
4794 if (ParentGroup.Scene == null)
4795 return;
4796
4797 PhysicsActor pa = PhysActor;
4798
4799 if (pa != null && building && pa.Building != building)
4800 pa.Building = building;
4801
4802 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4803 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4804 {
4805 if (pa != null)
4251 { 4806 {
4807 if(wasUsingPhysics)
4808 ParentGroup.Scene.RemovePhysicalPrim(1);
4252 RemoveFromPhysics(); 4809 RemoveFromPhysics();
4253 pa = null;
4254 } 4810 }
4811
4812 Velocity = new Vector3(0, 0, 0);
4813 Acceleration = new Vector3(0, 0, 0);
4814 if (ParentGroup.RootPart == this)
4815 AngularVelocity = new Vector3(0, 0, 0);
4255 } 4816 }
4256 else // Not phantom 4817
4818 else
4257 { 4819 {
4258 RemFlag(PrimFlags.Phantom); 4820 if (ParentGroup.Scene.CollidablePrims)
4259
4260 if (ParentGroup.Scene == null)
4261 return;
4262
4263 if (ParentGroup.Scene.CollidablePrims && pa == null)
4264 { 4821 {
4265 AddToPhysics(UsePhysics, SetPhantom, false); 4822 if (pa == null)
4266 pa = PhysActor; 4823 {
4267 4824 AddToPhysics(UsePhysics, SetPhantom, building, false);
4268 if (pa != null) 4825 pa = PhysActor;
4826/*
4827 if (pa != null)
4828 {
4829 if (
4830// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4831// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4832// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4833// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4834// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4835// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4836 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4837 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4838 (CollisionSound != UUID.Zero)
4839 )
4840 {
4841 pa.OnCollisionUpdate += PhysicsCollision;
4842 pa.SubscribeEvents(1000);
4843 }
4844 }
4845*/
4846 if (pa != null)
4847 {
4848 pa.SetMaterial(Material);
4849 DoPhysicsPropertyUpdate(UsePhysics, true);
4850 }
4851 }
4852 else // it already has a physical representation
4269 { 4853 {
4854<<<<<<< HEAD
4270 pa.SetMaterial(Material); 4855 pa.SetMaterial(Material);
4271 pa.Position = GetWorldPosition(); 4856 pa.Position = GetWorldPosition();
4272 pa.Orientation = GetWorldRotation(); 4857 pa.Orientation = GetWorldRotation();
4273 DoPhysicsPropertyUpdate(UsePhysics, true); 4858 DoPhysicsPropertyUpdate(UsePhysics, true);
4859=======
4860 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4861/* moved into DoPhysicsPropertyUpdate
4862 if(VolumeDetectActive)
4863 pa.SetVolumeDetect(1);
4864 else
4865 pa.SetVolumeDetect(0);
4866*/
4867>>>>>>> avn/ubitvar
4274 4868
4275 SubscribeForCollisionEvents(); 4869 if (pa.Building != building)
4870 pa.Building = building;
4276 } 4871 }
4277 }
4278 else // it already has a physical representation
4279 {
4280 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4281 }
4282 }
4283 4872
4873 UpdatePhysicsSubscribedEvents();
4874 }
4875 }
4284 if (SetVD) 4876 if (SetVD)
4285 { 4877 {
4286 // If the above logic worked (this is urgent candidate to unit tests!) 4878 // If the above logic worked (this is urgent candidate to unit tests!)
@@ -4294,6 +4886,7 @@ namespace OpenSim.Region.Framework.Scenes
4294 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4886 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4295 VolumeDetectActive = true; 4887 VolumeDetectActive = true;
4296 } 4888 }
4889 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4297 } 4890 }
4298 else if (SetVD != wasVD) 4891 else if (SetVD != wasVD)
4299 { 4892 {
@@ -4305,105 +4898,51 @@ namespace OpenSim.Region.Framework.Scenes
4305 RemFlag(PrimFlags.Phantom); 4898 RemFlag(PrimFlags.Phantom);
4306 VolumeDetectActive = false; 4899 VolumeDetectActive = false;
4307 } 4900 }
4308 4901 // and last in case we have a new actor and not building
4309 if (SetTemporary)
4310 {
4311 AddFlag(PrimFlags.TemporaryOnRez);
4312 }
4313 else
4314 {
4315 RemFlag(PrimFlags.TemporaryOnRez);
4316 }
4317
4318 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4319 4902
4320 if (ParentGroup != null) 4903 if (ParentGroup != null)
4321 { 4904 {
4322 ParentGroup.HasGroupChanged = true; 4905 ParentGroup.HasGroupChanged = true;
4323 ScheduleFullUpdate(); 4906 ScheduleFullUpdate();
4324 } 4907 }
4325 4908
4326// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4909// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4327 } 4910 }
4328 4911
4329 /// <summary> 4912 /// <summary>
4330 /// Subscribe for physics collision events if needed for scripts and sounds
4331 /// </summary>
4332 public void SubscribeForCollisionEvents()
4333 {
4334 PhysicsActor pa = PhysActor;
4335
4336 if (pa != null)
4337 {
4338 if (
4339 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4340 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4341 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4342 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4343 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4344 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4345 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4346 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4347 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4348 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4349 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4350 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4351 (CollisionSound != UUID.Zero)
4352 )
4353 {
4354 if (!pa.SubscribedEvents())
4355 {
4356 // If not already subscribed for event, set up for a collision event.
4357 pa.OnCollisionUpdate += PhysicsCollision;
4358 pa.SubscribeEvents(1000);
4359 }
4360 }
4361 else
4362 {
4363 // There is no need to be subscribed to collisions so, if subscribed, remove subscription
4364 if (pa.SubscribedEvents())
4365 {
4366 pa.OnCollisionUpdate -= PhysicsCollision;
4367 pa.UnSubscribeEvents();
4368 }
4369 }
4370 }
4371 }
4372
4373 /// <summary>
4374 /// Adds this part to the physics scene. 4913 /// Adds this part to the physics scene.
4914 /// and sets the PhysActor property
4375 /// </summary> 4915 /// </summary>
4376 /// <remarks>This method also sets the PhysActor property.</remarks> 4916 /// <param name="isPhysical">Add this prim as physical.</param>
4377 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4917 /// <param name="isPhantom">Add this prim as phantom.</param>
4378 /// <returns> 4918 /// <param name="building">tells physics to delay full construction of object</param>
4379 /// The physics actor. null if there was a failure. 4919 /// <param name="applyDynamics">applies velocities, force and torque</param>
4380 /// </returns> 4920 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4381 private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) 4921 {
4382 {
4383 PhysicsActor pa; 4922 PhysicsActor pa;
4384 4923
4385 Vector3 velocity = Velocity; 4924 Vector3 velocity = Velocity;
4386 Vector3 rotationalVelocity = AngularVelocity;; 4925 Vector3 rotationalVelocity = AngularVelocity;;
4387 4926
4388 try 4927 try
4389 { 4928 {
4390 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4929 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4391 string.Format("{0}/{1}", Name, UUID), 4930 string.Format("{0}/{1}", Name, UUID),
4392 Shape, 4931 Shape,
4393 AbsolutePosition, 4932 AbsolutePosition,
4394 Scale, 4933 Scale,
4395 GetWorldRotation(), 4934 GetWorldRotation(),
4396 isPhysical, 4935 isPhysical,
4397 isPhantom, 4936 isPhantom,
4398 PhysicsShapeType, 4937 PhysicsShapeType,
4399 m_localId); 4938 m_localId);
4400 } 4939 }
4401 catch (Exception e) 4940 catch (Exception e)
4402 { 4941 {
4403 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4942 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4404 pa = null; 4943 pa = null;
4405 } 4944 }
4406 4945
4407 if (pa != null) 4946 if (pa != null)
4408 { 4947 {
4409 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4948 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4416,9 +4955,16 @@ namespace OpenSim.Region.Framework.Scenes
4416 4955
4417 if (VolumeDetectActive) // change if not the default only 4956 if (VolumeDetectActive) // change if not the default only
4418 pa.SetVolumeDetect(1); 4957 pa.SetVolumeDetect(1);
4958
4959 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4960 m_vehicleParams.SetVehicle(pa);
4961
4419 // we are going to tell rest of code about physics so better have this here 4962 // we are going to tell rest of code about physics so better have this here
4420 PhysActor = pa; 4963 PhysActor = pa;
4421 4964
4965 // DoPhysicsPropertyUpdate(isPhysical, true);
4966 // lets expand it here just with what it really needs to do
4967
4422 if (isPhysical) 4968 if (isPhysical)
4423 { 4969 {
4424 if (ParentGroup.RootPart.KeyframeMotion != null) 4970 if (ParentGroup.RootPart.KeyframeMotion != null)
@@ -4440,19 +4986,34 @@ namespace OpenSim.Region.Framework.Scenes
4440 } 4986 }
4441 } 4987 }
4442 4988
4443 if (applyDynamics) 4989 if (applyDynamics)
4444 // do independent of isphysical so parameters get setted (at least some) 4990 // do independent of isphysical so parameters get setted (at least some)
4445 { 4991 {
4446 Velocity = velocity; 4992 Velocity = velocity;
4447 AngularVelocity = rotationalVelocity; 4993 AngularVelocity = rotationalVelocity;
4448// pa.Velocity = velocity; 4994// pa.Velocity = velocity;
4449 pa.RotationalVelocity = rotationalVelocity; 4995 pa.RotationalVelocity = rotationalVelocity;
4996
4997 // if not vehicle and root part apply force and torque
4998 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4999 && LocalId == ParentGroup.RootPart.LocalId)
5000 {
5001 pa.Force = Force;
5002 pa.Torque = Torque;
5003 }
4450 } 5004 }
4451 5005
4452 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 5006// if (Shape.SculptEntry)
5007// CheckSculptAndLoad();
5008// else
5009 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
5010
5011 if (!building)
5012 pa.Building = false;
4453 } 5013 }
4454 5014
4455 PhysActor = pa; 5015 PhysActor = pa;
5016
4456 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); 5017 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4457 } 5018 }
4458 5019
@@ -4461,14 +5022,21 @@ namespace OpenSim.Region.Framework.Scenes
4461 /// </summary> 5022 /// </summary>
4462 /// <remarks> 5023 /// <remarks>
4463 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 5024 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4464 /// representation for collision detection. Rather, this would be used in situations such as making a prim 5025 /// representation for collision detection.
4465 /// phantom.
4466 /// </remarks> 5026 /// </remarks>
4467 public void RemoveFromPhysics() 5027 public void RemoveFromPhysics()
4468 { 5028 {
4469 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 5029 PhysicsActor pa = PhysActor;
4470 if (ParentGroup.Scene.PhysicsScene != null) 5030 if (pa != null)
4471 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 5031 {
5032 pa.OnCollisionUpdate -= PhysicsCollision;
5033 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
5034 pa.OnOutOfBounds -= PhysicsOutOfBounds;
5035
5036 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
5037
5038 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
5039 }
4472 PhysActor = null; 5040 PhysActor = null;
4473 } 5041 }
4474 5042
@@ -4600,6 +5168,8 @@ namespace OpenSim.Region.Framework.Scenes
4600 { 5168 {
4601// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 5169// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4602 5170
5171 return;
5172
4603 if (ParentGroup.IsDeleted) 5173 if (ParentGroup.IsDeleted)
4604 return; 5174 return;
4605 5175
@@ -4723,6 +5293,44 @@ namespace OpenSim.Region.Framework.Scenes
4723 } 5293 }
4724 } 5294 }
4725 5295
5296
5297 private void UpdatePhysicsSubscribedEvents()
5298 {
5299 PhysicsActor pa = PhysActor;
5300 if (pa == null)
5301 return;
5302
5303 pa.OnCollisionUpdate -= PhysicsCollision;
5304
5305 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
5306
5307 scriptEvents CombinedEvents = AggregateScriptEvents;
5308
5309 // merge with root part
5310 if (ParentGroup != null && ParentGroup.RootPart != null)
5311 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
5312
5313 // submit to this part case
5314 if (VolumeDetectActive)
5315 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
5316 else if ((Flags & PrimFlags.Phantom) != 0)
5317 CombinedEvents &= PhyscicsPhantonSubsEvents;
5318 else
5319 CombinedEvents &= PhysicsNeededSubsEvents;
5320
5321 if (hassound || CombinedEvents != 0)
5322 {
5323 // subscribe to physics updates.
5324 pa.OnCollisionUpdate += PhysicsCollision;
5325 pa.SubscribeEvents(50); // 20 reports per second
5326 }
5327 else
5328 {
5329 pa.UnSubscribeEvents();
5330 }
5331 }
5332
5333
4726 public void aggregateScriptEvents() 5334 public void aggregateScriptEvents()
4727 { 5335 {
4728 if (ParentGroup == null || ParentGroup.RootPart == null) 5336 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4759,8 +5367,32 @@ namespace OpenSim.Region.Framework.Scenes
4759 { 5367 {
4760 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5368 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4761 } 5369 }
4762 5370/*
4763 SubscribeForCollisionEvents(); 5371 PhysicsActor pa = PhysActor;
5372 if (pa != null)
5373 {
5374 if (
5375// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5376// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5377// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5378// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5379// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5380// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5381 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5382 )
5383 {
5384 // subscribe to physics updates.
5385 pa.OnCollisionUpdate += PhysicsCollision;
5386 pa.SubscribeEvents(1000);
5387 }
5388 else
5389 {
5390 pa.UnSubscribeEvents();
5391 pa.OnCollisionUpdate -= PhysicsCollision;
5392 }
5393 }
5394 */
5395 UpdatePhysicsSubscribedEvents();
4764 5396
4765 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5397 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4766 //{ 5398 //{
@@ -4969,6 +5601,18 @@ namespace OpenSim.Region.Framework.Scenes
4969 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5601 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4970 } 5602 }
4971 5603
5604 public void ResetOwnerChangeFlag()
5605 {
5606 List<UUID> inv = Inventory.GetInventoryList();
5607
5608 foreach (UUID itemID in inv)
5609 {
5610 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5611 item.OwnerChanged = false;
5612 Inventory.UpdateInventoryItem(item, false, false);
5613 }
5614 }
5615
4972 /// <summary> 5616 /// <summary>
4973 /// Record an avatar sitting on this part. 5617 /// Record an avatar sitting on this part.
4974 /// </summary> 5618 /// </summary>
@@ -5062,4 +5706,4 @@ namespace OpenSim.Region.Framework.Scenes
5062 } 5706 }
5063 } 5707 }
5064 } 5708 }
5065} \ No newline at end of file 5709}