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authorKittoFlora2009-10-27 22:42:55 +0100
committerKittoFlora2009-10-27 22:42:55 +0100
commit1113b3b6ebba3e358326a7be90b338d8c95af688 (patch)
treed923340600e5a2699ceaceeb52fd6c45994f334a /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentllRotLookAt Pt 2 (diff)
parentMerge branch 'master' into vehicles (diff)
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Merge branch 'vehicles' into tests
Conflicts: OpenSim/Region/Physics/Manager/PhysicsActor.cs OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs318
1 files changed, 170 insertions, 148 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 5f46f6f..7d889ee 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -102,16 +102,16 @@ namespace OpenSim.Region.Framework.Scenes
102 102
103 #region Fields 103 #region Fields
104 104
105 public bool AllowedDrop = false; 105 public bool AllowedDrop;
106 106
107 [XmlIgnore] 107 [XmlIgnore]
108 public bool DIE_AT_EDGE = false; 108 public bool DIE_AT_EDGE;
109 109
110 // TODO: This needs to be persisted in next XML version update! 110 // TODO: This needs to be persisted in next XML version update!
111 [XmlIgnore] 111 [XmlIgnore]
112 public int[] PayPrice = {-2,-2,-2,-2,-2}; 112 public readonly int[] PayPrice = {-2,-2,-2,-2,-2};
113 [XmlIgnore] 113 [XmlIgnore]
114 public PhysicsActor PhysActor = null; 114 public PhysicsActor PhysActor;
115 115
116 //Xantor 20080528 Sound stuff: 116 //Xantor 20080528 Sound stuff:
117 // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet. 117 // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
@@ -130,55 +130,56 @@ namespace OpenSim.Region.Framework.Scenes
130 public double SoundRadius; 130 public double SoundRadius;
131 131
132 [XmlIgnore] 132 [XmlIgnore]
133 public uint TimeStampFull = 0; 133 public uint TimeStampFull;
134 134
135 [XmlIgnore] 135 [XmlIgnore]
136 public uint TimeStampLastActivity = 0; // Will be used for AutoReturn 136 public uint TimeStampLastActivity; // Will be used for AutoReturn
137 137
138 [XmlIgnore] 138 [XmlIgnore]
139 public uint TimeStampTerse = 0; 139 public uint TimeStampTerse;
140 140
141 [XmlIgnore] 141 [XmlIgnore]
142 public UUID FromItemID = UUID.Zero; 142 public UUID FromItemID;
143 143
144 /// <value> 144 /// <value>
145 /// The UUID of the user inventory item from which this object was rezzed if this is a root part. 145 /// The UUID of the user inventory item from which this object was rezzed if this is a root part.
146 /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item. 146 /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
147 /// </value> 147 /// </value>
148 private UUID m_fromUserInventoryItemID = UUID.Zero; 148 private UUID m_fromUserInventoryItemID;
149 149
150 [XmlIgnore] 150 [XmlIgnore]
151 public UUID FromUserInventoryItemID 151 public UUID FromUserInventoryItemID
152 { 152 {
153 get { return m_fromUserInventoryItemID; } 153 get { return m_fromUserInventoryItemID; }
154 } 154 }
155 155
156 [XmlIgnore] 156 [XmlIgnore]
157 public bool IsAttachment = false; 157 public bool IsAttachment;
158 158
159 [XmlIgnore] 159 [XmlIgnore]
160 public scriptEvents AggregateScriptEvents = 0; 160 public scriptEvents AggregateScriptEvents;
161 161
162 [XmlIgnore] 162 [XmlIgnore]
163 public UUID AttachedAvatar = UUID.Zero; 163 public UUID AttachedAvatar;
164 164
165 [XmlIgnore] 165 [XmlIgnore]
166 public Vector3 AttachedPos = Vector3.Zero; 166 public Vector3 AttachedPos;
167 167
168 [XmlIgnore] 168 [XmlIgnore]
169 public uint AttachmentPoint = (byte)0; 169 public uint AttachmentPoint;
170 170
171 [XmlIgnore] 171 [XmlIgnore]
172 public PhysicsVector RotationAxis = new PhysicsVector(1f,1f,1f); 172 public Vector3 RotationAxis = Vector3.One;
173 173
174 [XmlIgnore] 174 [XmlIgnore]
175 public bool VolumeDetectActive = false; // XmlIgnore set to avoid problems with persistance until I come to care for this 175 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
176 // Certainly this must be a persistant setting finally 176 // Certainly this must be a persistant setting finally
177 177
178 [XmlIgnore] 178 [XmlIgnore]
179 public bool IsWaitingForFirstSpinUpdatePacket = false; 179 public bool IsWaitingForFirstSpinUpdatePacket;
180
180 [XmlIgnore] 181 [XmlIgnore]
181 public Quaternion SpinOldOrientation = new Quaternion(); 182 public Quaternion SpinOldOrientation = Quaternion.Identity;
182 183
183 /// <summary> 184 /// <summary>
184 /// This part's inventory 185 /// This part's inventory
@@ -191,34 +192,32 @@ namespace OpenSim.Region.Framework.Scenes
191 protected SceneObjectPartInventory m_inventory; 192 protected SceneObjectPartInventory m_inventory;
192 193
193 [XmlIgnore] 194 [XmlIgnore]
194 public bool Undoing = false; 195 public bool Undoing;
195 196
196 [XmlIgnore] 197 [XmlIgnore]
197 private PrimFlags LocalFlags = 0; 198 private PrimFlags LocalFlags;
198 [XmlIgnore] 199 [XmlIgnore]
199 private float m_damage = -1.0f; 200 private float m_damage = -1.0f;
200 private byte[] m_TextureAnimation; 201 private byte[] m_TextureAnimation;
201 private byte m_clickAction = 0; 202 private byte m_clickAction;
202 private Color m_color = Color.Black; 203 private Color m_color = Color.Black;
203 private string m_description = String.Empty; 204 private string m_description = String.Empty;
204 private readonly List<uint> m_lastColliders = new List<uint>(); 205 private readonly List<uint> m_lastColliders = new List<uint>();
205 // private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero; 206 private int m_linkNum;
206 private int m_linkNum = 0;
207 [XmlIgnore] 207 [XmlIgnore]
208 private int m_scriptAccessPin = 0; 208 private int m_scriptAccessPin;
209 [XmlIgnore] 209 [XmlIgnore]
210 private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 210 private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
211 private string m_sitName = String.Empty; 211 private string m_sitName = String.Empty;
212 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 212 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
213 private Vector3 m_sitTargetPosition = Vector3.Zero; 213 private Vector3 m_sitTargetPosition;
214 private string m_sitAnimation = "SIT"; 214 private string m_sitAnimation = "SIT";
215 private string m_text = String.Empty; 215 private string m_text = String.Empty;
216 private string m_touchName = String.Empty; 216 private string m_touchName = String.Empty;
217 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 217 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
218 private UUID _creatorID; 218 private UUID _creatorID;
219 219
220 220 private bool m_passTouches;
221 private bool m_passTouches = false;
222 221
223 /// <summary> 222 /// <summary>
224 /// Only used internally to schedule client updates. 223 /// Only used internally to schedule client updates.
@@ -236,28 +235,34 @@ namespace OpenSim.Region.Framework.Scenes
236 //unkown if this will be kept, added as a way of removing the group position from the group class 235 //unkown if this will be kept, added as a way of removing the group position from the group class
237 protected Vector3 m_groupPosition; 236 protected Vector3 m_groupPosition;
238 protected uint m_localId; 237 protected uint m_localId;
239 protected Material m_material = (Material)3; // Wood 238 protected Material m_material = OpenMetaverse.Material.Wood;
240 protected string m_name; 239 protected string m_name;
241 protected Vector3 m_offsetPosition; 240 protected Vector3 m_offsetPosition;
242 241
243 // FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out. 242 // FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out.
244 protected SceneObjectGroup m_parentGroup; 243 protected SceneObjectGroup m_parentGroup;
245 protected byte[] m_particleSystem = new byte[0]; 244 protected byte[] m_particleSystem = Utils.EmptyBytes;
246 protected ulong m_regionHandle; 245 protected ulong m_regionHandle;
247 protected Quaternion m_rotationOffset; 246 protected Quaternion m_rotationOffset;
248 protected PrimitiveBaseShape m_shape = null; 247 protected PrimitiveBaseShape m_shape;
249 protected UUID m_uuid; 248 protected UUID m_uuid;
250 protected Vector3 m_velocity; 249 protected Vector3 m_velocity;
251 250
251 protected Vector3 m_lastPosition;
252 protected Quaternion m_lastRotation;
253 protected Vector3 m_lastVelocity;
254 protected Vector3 m_lastAcceleration;
255 protected Vector3 m_lastAngularVelocity;
256
252 // TODO: Those have to be changed into persistent properties at some later point, 257 // TODO: Those have to be changed into persistent properties at some later point,
253 // or sit-camera on vehicles will break on sim-crossing. 258 // or sit-camera on vehicles will break on sim-crossing.
254 private Vector3 m_cameraEyeOffset = new Vector3(0.0f, 0.0f, 0.0f); 259 private Vector3 m_cameraEyeOffset;
255 private Vector3 m_cameraAtOffset = new Vector3(0.0f, 0.0f, 0.0f); 260 private Vector3 m_cameraAtOffset;
256 private bool m_forceMouselook = false; 261 private bool m_forceMouselook;
257 262
258 // TODO: Collision sound should have default. 263 // TODO: Collision sound should have default.
259 private UUID m_collisionSound = UUID.Zero; 264 private UUID m_collisionSound;
260 private float m_collisionSoundVolume = 0.0f; 265 private float m_collisionSoundVolume;
261 266
262 #endregion Fields 267 #endregion Fields
263 268
@@ -269,9 +274,9 @@ namespace OpenSim.Region.Framework.Scenes
269 public SceneObjectPart() 274 public SceneObjectPart()
270 { 275 {
271 // It's not necessary to persist this 276 // It's not necessary to persist this
272 m_TextureAnimation = new byte[0]; 277 m_TextureAnimation = Utils.EmptyBytes;
273 m_particleSystem = new byte[0]; 278 m_particleSystem = Utils.EmptyBytes;
274 Rezzed = DateTime.Now; 279 Rezzed = DateTime.UtcNow;
275 280
276 m_inventory = new SceneObjectPartInventory(this); 281 m_inventory = new SceneObjectPartInventory(this);
277 } 282 }
@@ -290,8 +295,8 @@ namespace OpenSim.Region.Framework.Scenes
290 { 295 {
291 m_name = "Primitive"; 296 m_name = "Primitive";
292 297
293 Rezzed = DateTime.Now; 298 Rezzed = DateTime.UtcNow;
294 _creationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds; 299 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
295 _ownerID = ownerID; 300 _ownerID = ownerID;
296 _creatorID = _ownerID; 301 _creatorID = _ownerID;
297 _lastOwnerID = UUID.Zero; 302 _lastOwnerID = UUID.Zero;
@@ -299,19 +304,19 @@ namespace OpenSim.Region.Framework.Scenes
299 Shape = shape; 304 Shape = shape;
300 // Todo: Add More Object Parameter from above! 305 // Todo: Add More Object Parameter from above!
301 _ownershipCost = 0; 306 _ownershipCost = 0;
302 _objectSaleType = (byte) 0; 307 _objectSaleType = 0;
303 _salePrice = 0; 308 _salePrice = 0;
304 _category = (uint) 0; 309 _category = 0;
305 _lastOwnerID = _creatorID; 310 _lastOwnerID = _creatorID;
306 // End Todo: /// 311 // End Todo: ///
307 GroupPosition = groupPosition; 312 GroupPosition = groupPosition;
308 OffsetPosition = offsetPosition; 313 OffsetPosition = offsetPosition;
309 RotationOffset = rotationOffset; 314 RotationOffset = rotationOffset;
310 Velocity = new Vector3(0, 0, 0); 315 Velocity = Vector3.Zero;
311 AngularVelocity = new Vector3(0, 0, 0); 316 AngularVelocity = Vector3.Zero;
312 Acceleration = new Vector3(0, 0, 0); 317 Acceleration = Vector3.Zero;
313 m_TextureAnimation = new byte[0]; 318 m_TextureAnimation = Utils.EmptyBytes;
314 m_particleSystem = new byte[0]; 319 m_particleSystem = Utils.EmptyBytes;
315 320
316 // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, 321 // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
317 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 322 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
@@ -532,13 +537,13 @@ namespace OpenSim.Region.Framework.Scenes
532 // Root prim actually goes at Position 537 // Root prim actually goes at Position
533 if (_parentID == 0) 538 if (_parentID == 0)
534 { 539 {
535 PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); 540 PhysActor.Position = value;
536 } 541 }
537 else 542 else
538 { 543 {
539 // To move the child prim in respect to the group position and rotation we have to calculate 544 // To move the child prim in respect to the group position and rotation we have to calculate
540 Vector3 resultingposition = GetWorldPosition(); 545 Vector3 resultingposition = GetWorldPosition();
541 PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); 546 PhysActor.Position = resultingposition;
542 Quaternion resultingrot = GetWorldRotation(); 547 Quaternion resultingrot = GetWorldRotation();
543 PhysActor.Orientation = resultingrot; 548 PhysActor.Orientation = resultingrot;
544 } 549 }
@@ -580,7 +585,7 @@ namespace OpenSim.Region.Framework.Scenes
580 if (_parentID != 0 && PhysActor != null) 585 if (_parentID != 0 && PhysActor != null)
581 { 586 {
582 Vector3 resultingposition = GetWorldPosition(); 587 Vector3 resultingposition = GetWorldPosition();
583 PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); 588 PhysActor.Position = resultingposition;
584 Quaternion resultingrot = GetWorldRotation(); 589 Quaternion resultingrot = GetWorldRotation();
585 PhysActor.Orientation = resultingrot; 590 PhysActor.Orientation = resultingrot;
586 591
@@ -670,7 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
670 { 675 {
671 if (PhysActor.IsPhysical) 676 if (PhysActor.IsPhysical)
672 { 677 {
673 PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); 678 PhysActor.Velocity = value;
674 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 679 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
675 } 680 }
676 } 681 }
@@ -812,7 +817,7 @@ if (m_shape != null) {
812 { 817 {
813 if (m_parentGroup.Scene.PhysicsScene != null) 818 if (m_parentGroup.Scene.PhysicsScene != null)
814 { 819 {
815 PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z); 820 PhysActor.Size = m_shape.Scale;
816 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 821 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
817 } 822 }
818 } 823 }
@@ -1077,8 +1082,8 @@ if (m_shape != null) {
1077 1082
1078 private void SendObjectPropertiesToClient(UUID AgentID) 1083 private void SendObjectPropertiesToClient(UUID AgentID)
1079 { 1084 {
1080 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); 1085 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
1081 for (int i = 0; i < avatars.Count; i++) 1086 for (int i = 0; i < avatars.Length; i++)
1082 { 1087 {
1083 // Ugly reference :( 1088 // Ugly reference :(
1084 if (avatars[i].UUID == AgentID) 1089 if (avatars[i].UUID == AgentID)
@@ -1140,8 +1145,8 @@ if (m_shape != null) {
1140 /// </summary> 1145 /// </summary>
1141 public void AddFullUpdateToAllAvatars() 1146 public void AddFullUpdateToAllAvatars()
1142 { 1147 {
1143 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); 1148 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
1144 for (int i = 0; i < avatars.Count; i++) 1149 for (int i = 0; i < avatars.Length; i++)
1145 { 1150 {
1146 avatars[i].SceneViewer.QueuePartForUpdate(this); 1151 avatars[i].SceneViewer.QueuePartForUpdate(this);
1147 } 1152 }
@@ -1165,8 +1170,8 @@ if (m_shape != null) {
1165 /// Terse updates 1170 /// Terse updates
1166 public void AddTerseUpdateToAllAvatars() 1171 public void AddTerseUpdateToAllAvatars()
1167 { 1172 {
1168 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); 1173 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
1169 for (int i = 0; i < avatars.Count; i++) 1174 for (int i = 0; i < avatars.Length; i++)
1170 { 1175 {
1171 avatars[i].SceneViewer.QueuePartForUpdate(this); 1176 avatars[i].SceneViewer.QueuePartForUpdate(this);
1172 } 1177 }
@@ -1220,7 +1225,7 @@ if (m_shape != null) {
1220 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1225 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1221 public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF) 1226 public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF)
1222 { 1227 {
1223 PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); 1228 Vector3 impulse = impulsei;
1224 1229
1225 if (localGlobalTF) 1230 if (localGlobalTF)
1226 { 1231 {
@@ -1228,7 +1233,7 @@ if (m_shape != null) {
1228 Quaternion AXgrot = grot; 1233 Quaternion AXgrot = grot;
1229 Vector3 AXimpulsei = impulsei; 1234 Vector3 AXimpulsei = impulsei;
1230 Vector3 newimpulse = AXimpulsei * AXgrot; 1235 Vector3 newimpulse = AXimpulsei * AXgrot;
1231 impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); 1236 impulse = newimpulse;
1232 } 1237 }
1233 1238
1234 if (m_parentGroup != null) 1239 if (m_parentGroup != null)
@@ -1246,7 +1251,7 @@ if (m_shape != null) {
1246 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1251 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1247 public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1252 public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF)
1248 { 1253 {
1249 PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); 1254 Vector3 impulse = impulsei;
1250 1255
1251 if (localGlobalTF) 1256 if (localGlobalTF)
1252 { 1257 {
@@ -1254,7 +1259,7 @@ if (m_shape != null) {
1254 Quaternion AXgrot = grot; 1259 Quaternion AXgrot = grot;
1255 Vector3 AXimpulsei = impulsei; 1260 Vector3 AXimpulsei = impulsei;
1256 Vector3 newimpulse = AXimpulsei * AXgrot; 1261 Vector3 newimpulse = AXimpulsei * AXgrot;
1257 impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); 1262 impulse = newimpulse;
1258 } 1263 }
1259 1264
1260 if (m_parentGroup != null) 1265 if (m_parentGroup != null)
@@ -1272,7 +1277,7 @@ if (m_shape != null) {
1272 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1277 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1273 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1278 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
1274 { 1279 {
1275 PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); 1280 Vector3 impulse = impulsei;
1276 1281
1277 if (localGlobalTF) 1282 if (localGlobalTF)
1278 { 1283 {
@@ -1280,7 +1285,7 @@ if (m_shape != null) {
1280 Quaternion AXgrot = grot; 1285 Quaternion AXgrot = grot;
1281 Vector3 AXimpulsei = impulsei; 1286 Vector3 AXimpulsei = impulsei;
1282 Vector3 newimpulse = AXimpulsei * AXgrot; 1287 Vector3 newimpulse = AXimpulsei * AXgrot;
1283 impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); 1288 impulse = newimpulse;
1284 } 1289 }
1285 1290
1286 if (m_parentGroup != null) 1291 if (m_parentGroup != null)
@@ -1328,8 +1333,8 @@ if (m_shape != null) {
1328 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1333 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1329 Name, 1334 Name,
1330 Shape, 1335 Shape,
1331 new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), 1336 AbsolutePosition,
1332 new PhysicsVector(Scale.X, Scale.Y, Scale.Z), 1337 Scale,
1333 RotationOffset, 1338 RotationOffset,
1334 RigidBody); 1339 RigidBody);
1335 1340
@@ -1518,7 +1523,7 @@ if (m_shape != null) {
1518 PhysicsJoint joint; 1523 PhysicsJoint joint;
1519 1524
1520 joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType, 1525 joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
1521 new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), 1526 AbsolutePosition,
1522 this.RotationOffset, 1527 this.RotationOffset,
1523 Description, 1528 Description,
1524 bodyNames, 1529 bodyNames,
@@ -1703,12 +1708,12 @@ if (m_shape != null) {
1703 } 1708 }
1704 } 1709 }
1705 1710
1706 public PhysicsVector GetForce() 1711 public Vector3 GetForce()
1707 { 1712 {
1708 if (PhysActor != null) 1713 if (PhysActor != null)
1709 return PhysActor.Force; 1714 return PhysActor.Force;
1710 else 1715 else
1711 return new PhysicsVector(); 1716 return Vector3.Zero;
1712 } 1717 }
1713 1718
1714 public void GetProperties(IClientAPI client) 1719 public void GetProperties(IClientAPI client)
@@ -1894,24 +1899,24 @@ if (m_shape != null) {
1894 } 1899 }
1895 else 1900 else
1896 { 1901 {
1897 List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences(); 1902 ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences();
1898 if (avlist != null) 1903
1904 for (int i = 0; i < avlist.Length; i++)
1899 { 1905 {
1900 foreach (ScenePresence av in avlist) 1906 ScenePresence av = avlist[i];
1907
1908 if (av.LocalId == localId)
1901 { 1909 {
1902 if (av.LocalId == localId) 1910 DetectedObject detobj = new DetectedObject();
1903 { 1911 detobj.keyUUID = av.UUID;
1904 DetectedObject detobj = new DetectedObject(); 1912 detobj.nameStr = av.ControllingClient.Name;
1905 detobj.keyUUID = av.UUID; 1913 detobj.ownerUUID = av.UUID;
1906 detobj.nameStr = av.ControllingClient.Name; 1914 detobj.posVector = av.AbsolutePosition;
1907 detobj.ownerUUID = av.UUID; 1915 detobj.rotQuat = av.Rotation;
1908 detobj.posVector = av.AbsolutePosition; 1916 detobj.velVector = av.Velocity;
1909 detobj.rotQuat = av.Rotation; 1917 detobj.colliderType = 0;
1910 detobj.velVector = av.Velocity; 1918 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
1911 detobj.colliderType = 0; 1919 colliding.Add(detobj);
1912 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
1913 colliding.Add(detobj);
1914 }
1915 } 1920 }
1916 } 1921 }
1917 } 1922 }
@@ -1965,26 +1970,25 @@ if (m_shape != null) {
1965 } 1970 }
1966 else 1971 else
1967 { 1972 {
1968 List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences(); 1973 ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences();
1969 if (avlist != null) 1974
1975 for (int i = 0; i < avlist.Length; i++)
1970 { 1976 {
1971 foreach (ScenePresence av in avlist) 1977 ScenePresence av = avlist[i];
1978
1979 if (av.LocalId == localId)
1972 { 1980 {
1973 if (av.LocalId == localId) 1981 DetectedObject detobj = new DetectedObject();
1974 { 1982 detobj.keyUUID = av.UUID;
1975 DetectedObject detobj = new DetectedObject(); 1983 detobj.nameStr = av.Name;
1976 detobj.keyUUID = av.UUID; 1984 detobj.ownerUUID = av.UUID;
1977 detobj.nameStr = av.Name; 1985 detobj.posVector = av.AbsolutePosition;
1978 detobj.ownerUUID = av.UUID; 1986 detobj.rotQuat = av.Rotation;
1979 detobj.posVector = av.AbsolutePosition; 1987 detobj.velVector = av.Velocity;
1980 detobj.rotQuat = av.Rotation; 1988 detobj.colliderType = 0;
1981 detobj.velVector = av.Velocity; 1989 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
1982 detobj.colliderType = 0; 1990 colliding.Add(detobj);
1983 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
1984 colliding.Add(detobj);
1985 }
1986 } 1991 }
1987
1988 } 1992 }
1989 } 1993 }
1990 } 1994 }
@@ -2035,24 +2039,24 @@ if (m_shape != null) {
2035 } 2039 }
2036 else 2040 else
2037 { 2041 {
2038 List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences(); 2042 ScenePresence[] avlist = m_parentGroup.Scene.GetScenePresences();
2039 if (avlist != null) 2043
2044 for (int i = 0; i < avlist.Length; i++)
2040 { 2045 {
2041 foreach (ScenePresence av in avlist) 2046 ScenePresence av = avlist[i];
2047
2048 if (av.LocalId == localId)
2042 { 2049 {
2043 if (av.LocalId == localId) 2050 DetectedObject detobj = new DetectedObject();
2044 { 2051 detobj.keyUUID = av.UUID;
2045 DetectedObject detobj = new DetectedObject(); 2052 detobj.nameStr = av.Name;
2046 detobj.keyUUID = av.UUID; 2053 detobj.ownerUUID = av.UUID;
2047 detobj.nameStr = av.Name; 2054 detobj.posVector = av.AbsolutePosition;
2048 detobj.ownerUUID = av.UUID; 2055 detobj.rotQuat = av.Rotation;
2049 detobj.posVector = av.AbsolutePosition; 2056 detobj.velVector = av.Velocity;
2050 detobj.rotQuat = av.Rotation; 2057 detobj.colliderType = 0;
2051 detobj.velVector = av.Velocity; 2058 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
2052 detobj.colliderType = 0; 2059 colliding.Add(detobj);
2053 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
2054 colliding.Add(detobj);
2055 }
2056 } 2060 }
2057 } 2061 }
2058 } 2062 }
@@ -2074,7 +2078,7 @@ if (m_shape != null) {
2074 } 2078 }
2075 } 2079 }
2076 2080
2077 public void PhysicsOutOfBounds(PhysicsVector pos) 2081 public void PhysicsOutOfBounds(Vector3 pos)
2078 { 2082 {
2079 m_log.Error("[PHYSICS]: Physical Object went out of bounds."); 2083 m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
2080 2084
@@ -2317,8 +2321,8 @@ if (m_shape != null) {
2317 /// </summary> 2321 /// </summary>
2318 public void SendFullUpdateToAllClients() 2322 public void SendFullUpdateToAllClients()
2319 { 2323 {
2320 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); 2324 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
2321 for (int i = 0; i < avatars.Count; i++) 2325 for (int i = 0; i < avatars.Length; i++)
2322 { 2326 {
2323 // Ugly reference :( 2327 // Ugly reference :(
2324 m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this, 2328 m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
@@ -2328,8 +2332,8 @@ if (m_shape != null) {
2328 2332
2329 public void SendFullUpdateToAllClientsExcept(UUID agentID) 2333 public void SendFullUpdateToAllClientsExcept(UUID agentID)
2330 { 2334 {
2331 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); 2335 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
2332 for (int i = 0; i < avatars.Count; i++) 2336 for (int i = 0; i < avatars.Length; i++)
2333 { 2337 {
2334 // Ugly reference :( 2338 // Ugly reference :(
2335 if (avatars[i].UUID != agentID) 2339 if (avatars[i].UUID != agentID)
@@ -2394,18 +2398,36 @@ if (m_shape != null) {
2394 /// </summary> 2398 /// </summary>
2395 public void SendScheduledUpdates() 2399 public void SendScheduledUpdates()
2396 { 2400 {
2397 if (m_updateFlag == 1) //some change has been made so update the clients 2401 const float VELOCITY_TOLERANCE = 0.01f;
2402 const float POSITION_TOLERANCE = 0.1f;
2403
2404 if (m_updateFlag == 1)
2398 { 2405 {
2399 AddTerseUpdateToAllAvatars(); 2406 // Throw away duplicate or insignificant updates
2400 ClearUpdateSchedule(); 2407 if (RotationOffset != m_lastRotation ||
2408 Acceleration != m_lastAcceleration ||
2409 (Velocity - m_lastVelocity).Length() > VELOCITY_TOLERANCE ||
2410 (RotationalVelocity - m_lastAngularVelocity).Length() > VELOCITY_TOLERANCE ||
2411 (OffsetPosition - m_lastPosition).Length() > POSITION_TOLERANCE)
2412 {
2413 AddTerseUpdateToAllAvatars();
2414 ClearUpdateSchedule();
2401 2415
2402 // This causes the Scene to 'poll' physical objects every couple of frames 2416 // This causes the Scene to 'poll' physical objects every couple of frames
2403 // bad, so it's been replaced by an event driven method. 2417 // bad, so it's been replaced by an event driven method.
2404 //if ((ObjectFlags & (uint)PrimFlags.Physics) != 0) 2418 //if ((ObjectFlags & (uint)PrimFlags.Physics) != 0)
2405 //{ 2419 //{
2406 // Only send the constant terse updates on physical objects! 2420 // Only send the constant terse updates on physical objects!
2407 //ScheduleTerseUpdate(); 2421 //ScheduleTerseUpdate();
2408 //} 2422 //}
2423
2424 // Update the "last" values
2425 m_lastPosition = OffsetPosition;
2426 m_lastRotation = RotationOffset;
2427 m_lastVelocity = Velocity;
2428 m_lastAcceleration = Acceleration;
2429 m_lastAngularVelocity = RotationalVelocity;
2430 }
2409 } 2431 }
2410 else 2432 else
2411 { 2433 {
@@ -2472,8 +2494,8 @@ if (m_shape != null) {
2472 /// </summary> 2494 /// </summary>
2473 public void SendTerseUpdateToAllClients() 2495 public void SendTerseUpdateToAllClients()
2474 { 2496 {
2475 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); 2497 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
2476 for (int i = 0; i < avatars.Count; i++) 2498 for (int i = 0; i < avatars.Length; i++)
2477 { 2499 {
2478 SendTerseUpdateToClient(avatars[i].ControllingClient); 2500 SendTerseUpdateToClient(avatars[i].ControllingClient);
2479 } 2501 }
@@ -2547,7 +2569,7 @@ if (m_shape != null) {
2547 } 2569 }
2548 } 2570 }
2549 2571
2550 public void SetForce(PhysicsVector force) 2572 public void SetForce(Vector3 force)
2551 { 2573 {
2552 if (PhysActor != null) 2574 if (PhysActor != null)
2553 { 2575 {
@@ -2571,7 +2593,7 @@ if (m_shape != null) {
2571 } 2593 }
2572 } 2594 }
2573 2595
2574 public void SetVehicleVectorParam(int param, PhysicsVector value) 2596 public void SetVehicleVectorParam(int param, Vector3 value)
2575 { 2597 {
2576 if (PhysActor != null) 2598 if (PhysActor != null)
2577 { 2599 {
@@ -3420,8 +3442,8 @@ if (m_shape != null) {
3420 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 3442 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
3421 Name, 3443 Name,
3422 Shape, 3444 Shape,
3423 new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), 3445 AbsolutePosition,
3424 new PhysicsVector(Scale.X, Scale.Y, Scale.Z), 3446 Scale,
3425 RotationOffset, 3447 RotationOffset,
3426 UsePhysics); 3448 UsePhysics);
3427 3449
@@ -3561,7 +3583,7 @@ if (m_shape != null) {
3561 // in SL. 3583 // in SL.
3562 // 3584 //
3563 if (ParentGroup.RootPart != this) 3585 if (ParentGroup.RootPart != this)
3564 ParentGroup.RootPart.Rezzed = DateTime.Now; 3586 ParentGroup.RootPart.Rezzed = DateTime.UtcNow;
3565 3587
3566 ParentGroup.HasGroupChanged = true; 3588 ParentGroup.HasGroupChanged = true;
3567 ScheduleFullUpdate(); 3589 ScheduleFullUpdate();