diff options
author | UbitUmarov | 2012-03-11 11:01:38 +0000 |
---|---|---|
committer | UbitUmarov | 2012-03-11 11:01:38 +0000 |
commit | 7832889437c801836aef50edee43862bc6b290b6 (patch) | |
tree | cc6cf55ad92db12d4e1c32cc24af239eb0baf2cc /OpenSim/Region/Framework/Scenes | |
parent | bug fix (??) in sog copy() (diff) | |
download | opensim-SC_OLD-7832889437c801836aef50edee43862bc6b290b6.zip opensim-SC_OLD-7832889437c801836aef50edee43862bc6b290b6.tar.gz opensim-SC_OLD-7832889437c801836aef50edee43862bc6b290b6.tar.bz2 opensim-SC_OLD-7832889437c801836aef50edee43862bc6b290b6.tar.xz |
Physical phantoms testable with chOde. Volume detection was changed and also needs testing. Started making it more independent of phantom acording to new sl. ** 99.999...% UNTESTED ***
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 283 |
1 files changed, 145 insertions, 138 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index f70b259..a17862e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1577,16 +1577,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1577 | /// </summary> | 1577 | /// </summary> |
1578 | /// <param name="rootObjectFlags"></param> | 1578 | /// <param name="rootObjectFlags"></param> |
1579 | /// <param name="VolumeDetectActive"></param> | 1579 | /// <param name="VolumeDetectActive"></param> |
1580 | // public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) | 1580 | |
1581 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building) | 1581 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building) |
1582 | { | 1582 | { |
1583 | if (!ParentGroup.Scene.CollidablePrims) | 1583 | if (!ParentGroup.Scene.CollidablePrims) |
1584 | return; | 1584 | return; |
1585 | 1585 | ||
1586 | // m_log.DebugFormat( | ||
1587 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | ||
1588 | // Name, LocalId, UUID, m_physicalPrim); | ||
1589 | |||
1590 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 1586 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; |
1591 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 1587 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; |
1592 | 1588 | ||
@@ -1597,15 +1593,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1597 | else | 1593 | else |
1598 | { | 1594 | { |
1599 | // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored | 1595 | // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored |
1600 | if (VolumeDetectActive) | 1596 | // if (VolumeDetectActive) |
1601 | isPhantom = false; | 1597 | // isPhantom = false; |
1602 | 1598 | ||
1603 | // Added clarification.. since A rigid body is an object that you can kick around, etc. | 1599 | // Added clarification.. since A rigid body is an object that you can kick around, etc. |
1604 | bool RigidBody = isPhysical && !isPhantom; | 1600 | // bool RigidBody = isPhysical && !isPhantom; |
1605 | 1601 | ||
1606 | // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition | 1602 | // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition |
1607 | // or flexible | 1603 | // or flexible |
1608 | if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | 1604 | // if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1605 | if ((!isPhantom || isPhysical || VolumeDetectActive) && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
1609 | { | 1606 | { |
1610 | Vector3 velocity = Velocity; | 1607 | Vector3 velocity = Velocity; |
1611 | Vector3 rotationalVelocity = AngularVelocity; | 1608 | Vector3 rotationalVelocity = AngularVelocity; |
@@ -1616,9 +1613,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1616 | Shape, | 1613 | Shape, |
1617 | AbsolutePosition, | 1614 | AbsolutePosition, |
1618 | Scale, | 1615 | Scale, |
1619 | // RotationOffset, | 1616 | GetWorldRotation(), |
1620 | GetWorldRotation(), // physics wants world rotation | 1617 | isPhysical, |
1621 | RigidBody, | 1618 | isPhantom, |
1622 | m_localId); | 1619 | m_localId); |
1623 | } | 1620 | } |
1624 | catch | 1621 | catch |
@@ -1637,8 +1634,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1637 | if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) | 1634 | if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) |
1638 | m_vehicle.SetVehicle(PhysActor); | 1635 | m_vehicle.SetVehicle(PhysActor); |
1639 | 1636 | ||
1640 | DoPhysicsPropertyUpdate(RigidBody, true); | 1637 | DoPhysicsPropertyUpdate(isPhysical, true); |
1641 | PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); | 1638 | if(VolumeDetectActive) // change if not the default only |
1639 | PhysActor.SetVolumeDetect(1); | ||
1642 | 1640 | ||
1643 | if (!building) | 1641 | if (!building) |
1644 | PhysActor.Building = false; | 1642 | PhysActor.Building = false; |
@@ -1888,73 +1886,62 @@ namespace OpenSim.Region.Framework.Scenes | |||
1888 | { | 1886 | { |
1889 | if (UsePhysics != PhysActor.IsPhysical || isNew) | 1887 | if (UsePhysics != PhysActor.IsPhysical || isNew) |
1890 | { | 1888 | { |
1891 | if (PhysActor.IsPhysical) // implies UsePhysics==false for this block | 1889 | if (PhysActor.IsPhysical) |
1892 | { | 1890 | { |
1893 | if (!isNew) | 1891 | if (!isNew) // implies UsePhysics==false for this block |
1892 | { | ||
1894 | ParentGroup.Scene.RemovePhysicalPrim(1); | 1893 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1895 | 1894 | ||
1896 | Velocity = new Vector3(0, 0, 0); | 1895 | Velocity = new Vector3(0, 0, 0); |
1897 | Acceleration = new Vector3(0, 0, 0); | 1896 | Acceleration = new Vector3(0, 0, 0); |
1898 | if (ParentGroup.RootPart == this) | 1897 | if (ParentGroup.RootPart == this) |
1899 | AngularVelocity = new Vector3(0, 0, 0); | 1898 | AngularVelocity = new Vector3(0, 0, 0); |
1900 | 1899 | ||
1901 | PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 1900 | if (PhysActor.Phantom) |
1902 | PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; | 1901 | { |
1903 | PhysActor.delink(); | 1902 | RemoveFromPhysics(); |
1903 | return; | ||
1904 | } | ||
1904 | 1905 | ||
1905 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 1906 | PhysActor.IsPhysical = UsePhysics; |
1906 | { | 1907 | PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1907 | // destroy all joints connected to this now deactivated body | 1908 | PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; |
1908 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); | 1909 | PhysActor.delink(); |
1910 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
1911 | { | ||
1912 | // destroy all joints connected to this now deactivated body | ||
1913 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); | ||
1914 | } | ||
1909 | } | 1915 | } |
1910 | |||
1911 | // stop client-side interpolation of all joint proxy objects that have just been deleted | ||
1912 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | ||
1913 | // which stops client-side interpolation of deactivated joint proxy objects. | ||
1914 | } | ||
1915 | |||
1916 | if (!UsePhysics && !isNew) | ||
1917 | { | ||
1918 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
1919 | // prim still has velocity and continues to interpolate its position along the old | ||
1920 | // velocity-vector. | ||
1921 | Velocity = new Vector3(0, 0, 0); | ||
1922 | Acceleration = new Vector3(0, 0, 0); | ||
1923 | if (ParentGroup.RootPart == this) | ||
1924 | AngularVelocity = new Vector3(0, 0, 0); | ||
1925 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
1926 | } | 1916 | } |
1927 | 1917 | ||
1928 | PhysActor.IsPhysical = UsePhysics; | 1918 | if (PhysActor.IsPhysical != UsePhysics) |
1929 | 1919 | PhysActor.IsPhysical = UsePhysics; | |
1930 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | ||
1931 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | ||
1932 | /// that's not wholesome. Had to make Scene public | ||
1933 | //PhysActor = null; | ||
1934 | 1920 | ||
1935 | if ((Flags & PrimFlags.Phantom) == 0) | 1921 | if (UsePhysics) |
1936 | { | 1922 | { |
1937 | if (UsePhysics) | 1923 | if (ParentGroup.RootPart.KeyframeMotion != null) |
1938 | { | 1924 | ParentGroup.RootPart.KeyframeMotion.Stop(); |
1939 | if (ParentGroup.RootPart.KeyframeMotion != null) | 1925 | ParentGroup.RootPart.KeyframeMotion = null; |
1940 | ParentGroup.RootPart.KeyframeMotion.Stop(); | 1926 | ParentGroup.Scene.AddPhysicalPrim(1); |
1941 | ParentGroup.RootPart.KeyframeMotion = null; | ||
1942 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
1943 | 1927 | ||
1944 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 1928 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
1945 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; | 1929 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
1946 | 1930 | ||
1947 | if (ParentID != 0 && ParentID != LocalId) | 1931 | if (ParentID != 0 && ParentID != LocalId) |
1932 | { | ||
1933 | if (ParentGroup.RootPart.PhysActor != null) | ||
1948 | { | 1934 | { |
1949 | if (ParentGroup.RootPart.PhysActor != null) | 1935 | PhysActor.link(ParentGroup.RootPart.PhysActor); |
1950 | { | ||
1951 | PhysActor.link(ParentGroup.RootPart.PhysActor); | ||
1952 | } | ||
1953 | } | 1936 | } |
1954 | } | 1937 | } |
1955 | } | 1938 | } |
1956 | } | 1939 | } |
1957 | 1940 | ||
1941 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
1942 | if (PhysActor.Phantom != phan) | ||
1943 | PhysActor.Phantom = phan; | ||
1944 | |||
1958 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 1945 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
1959 | // mesh data. | 1946 | // mesh data. |
1960 | if (Shape.SculptEntry) | 1947 | if (Shape.SculptEntry) |
@@ -4355,40 +4342,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
4355 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); | 4342 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); |
4356 | bool wasVD = VolumeDetectActive; | 4343 | bool wasVD = VolumeDetectActive; |
4357 | 4344 | ||
4358 | // m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD); | ||
4359 | // m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD); | ||
4360 | |||
4361 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4345 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4362 | return; | 4346 | return; |
4363 | 4347 | ||
4348 | // do this first | ||
4349 | if (building && PhysActor != null && PhysActor.Building != building) | ||
4350 | PhysActor.Building = building; | ||
4351 | |||
4364 | // Special cases for VD. VD can only be called from a script | 4352 | // Special cases for VD. VD can only be called from a script |
4365 | // and can't be combined with changes to other states. So we can rely | 4353 | // and can't be combined with changes to other states. So we can rely |
4366 | // that... | 4354 | // that... |
4367 | // ... if VD is changed, all others are not. | 4355 | // ... if VD is changed, all others are not. |
4368 | // ... if one of the others is changed, VD is not. | 4356 | // ... if one of the others is changed, VD is not. |
4369 | // do this first | 4357 | |
4370 | if (building && PhysActor != null && PhysActor.Building != building) | ||
4371 | PhysActor.Building = building; | ||
4372 | if (SetVD) // VD is active, special logic applies | 4358 | if (SetVD) // VD is active, special logic applies |
4373 | { | ||
4374 | // State machine logic for VolumeDetect | ||
4375 | // More logic below | ||
4376 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
4377 | 4359 | ||
4378 | if (phanReset) // Phantom changes from on to off switch VD off too | 4360 | /* volume detection is now independent of phantom in sl |
4379 | { | 4361 | |
4380 | SetVD = false; // Switch it of for the course of this routine | 4362 | { |
4381 | VolumeDetectActive = false; // and also permanently | 4363 | // State machine logic for VolumeDetect |
4382 | if (PhysActor != null) | 4364 | // More logic below |
4383 | PhysActor.SetVolumeDetect(0); // Let physics know about it too | 4365 | |
4384 | } | 4366 | |
4385 | else | 4367 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; |
4386 | { | 4368 | |
4387 | // If volumedetect is active we don't want phantom to be applied. | 4369 | if (phanReset) // Phantom changes from on to off switch VD off too |
4388 | // If this is a new call to VD out of the state "phantom" | 4370 | { |
4389 | // this will also cause the prim to be visible to physics | 4371 | SetVD = false; // Switch it of for the course of this routine |
4372 | VolumeDetectActive = false; // and also permanently | ||
4373 | if (PhysActor != null) | ||
4374 | PhysActor.SetVolumeDetect(0); // Let physics know about it too | ||
4375 | } | ||
4376 | else | ||
4377 | { | ||
4378 | // If volumedetect is active we don't want phantom to be applied. | ||
4379 | // If this is a new call to VD out of the state "phantom" | ||
4380 | // this will also cause the prim to be visible to physics | ||
4381 | */ | ||
4390 | SetPhantom = false; | 4382 | SetPhantom = false; |
4391 | } | 4383 | /* } |
4392 | } | 4384 | } |
4393 | else if (wasVD) | 4385 | else if (wasVD) |
4394 | { | 4386 | { |
@@ -4400,10 +4392,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
4400 | { | 4392 | { |
4401 | SetPhantom = true; | 4393 | SetPhantom = true; |
4402 | } | 4394 | } |
4403 | 4395 | */ | |
4404 | if (UsePhysics) | 4396 | if (UsePhysics) |
4405 | { | 4397 | { |
4406 | AddFlag(PrimFlags.Physics); | 4398 | AddFlag(PrimFlags.Physics); |
4399 | /* | ||
4407 | if (!wasUsingPhysics) | 4400 | if (!wasUsingPhysics) |
4408 | { | 4401 | { |
4409 | DoPhysicsPropertyUpdate(UsePhysics, false); | 4402 | DoPhysicsPropertyUpdate(UsePhysics, false); |
@@ -4416,84 +4409,99 @@ namespace OpenSim.Region.Framework.Scenes | |||
4416 | } | 4409 | } |
4417 | } | 4410 | } |
4418 | } | 4411 | } |
4412 | */ | ||
4419 | } | 4413 | } |
4420 | else | 4414 | else |
4421 | { | 4415 | { |
4422 | RemFlag(PrimFlags.Physics); | 4416 | RemFlag(PrimFlags.Physics); |
4417 | /* | ||
4423 | if (wasUsingPhysics) | 4418 | if (wasUsingPhysics) |
4424 | { | 4419 | { |
4425 | DoPhysicsPropertyUpdate(UsePhysics, false); | 4420 | DoPhysicsPropertyUpdate(UsePhysics, false); |
4426 | } | 4421 | } |
4427 | } | 4422 | */ |
4423 | } | ||
4428 | 4424 | ||
4429 | if (SetPhantom | 4425 | if (SetPhantom) |
4430 | || ParentGroup.IsAttachment | 4426 | AddFlag(PrimFlags.Phantom); |
4427 | else | ||
4428 | RemFlag(PrimFlags.Phantom); | ||
4429 | |||
4430 | if ((SetPhantom && !UsePhysics) || ParentGroup.IsAttachment | ||
4431 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | 4431 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints |
4432 | { | 4432 | { |
4433 | AddFlag(PrimFlags.Phantom); | 4433 | AddFlag(PrimFlags.Phantom); |
4434 | 4434 | ||
4435 | Velocity = new Vector3(0, 0, 0); | ||
4436 | Acceleration = new Vector3(0, 0, 0); | ||
4437 | if (ParentGroup.RootPart == this) | ||
4438 | AngularVelocity = new Vector3(0, 0, 0); | ||
4439 | |||
4435 | if (PhysActor != null) | 4440 | if (PhysActor != null) |
4441 | { | ||
4442 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
4436 | RemoveFromPhysics(); | 4443 | RemoveFromPhysics(); |
4444 | } | ||
4437 | } | 4445 | } |
4438 | else // Not phantom | 4446 | else |
4439 | { | 4447 | { |
4440 | RemFlag(PrimFlags.Phantom); | ||
4441 | |||
4442 | if (ParentGroup.Scene == null) | 4448 | if (ParentGroup.Scene == null) |
4443 | return; | 4449 | return; |
4444 | 4450 | ||
4445 | if (ParentGroup.Scene.CollidablePrims && PhysActor == null) | 4451 | if (ParentGroup.Scene.CollidablePrims) |
4446 | { | 4452 | { |
4447 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | 4453 | if (PhysActor == null) |
4448 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4454 | { |
4449 | string.Format("{0}/{1}", Name, UUID), | 4455 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4450 | Shape, | 4456 | string.Format("{0}/{1}", Name, UUID), |
4451 | AbsolutePosition, | 4457 | Shape, |
4452 | Scale, | 4458 | AbsolutePosition, |
4453 | // RotationOffset, | 4459 | Scale, |
4454 | GetWorldRotation(), //physics wants world rotation like all other functions send | 4460 | GetWorldRotation(), //physics wants world rotation like all other functions send |
4455 | UsePhysics, | 4461 | UsePhysics, |
4456 | m_localId); | 4462 | SetPhantom, |
4463 | m_localId); | ||
4457 | 4464 | ||
4458 | PhysActor.SetMaterial(Material); | 4465 | PhysActor.SetMaterial(Material); |
4466 | |||
4467 | // if root part apply vehicle | ||
4468 | if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4469 | m_vehicle.SetVehicle(PhysActor); | ||
4459 | 4470 | ||
4460 | // if root part apply vehicle | 4471 | DoPhysicsPropertyUpdate(UsePhysics, true); |
4461 | if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4462 | m_vehicle.SetVehicle(PhysActor); | ||
4463 | 4472 | ||
4464 | DoPhysicsPropertyUpdate(UsePhysics, true); | 4473 | if (!ParentGroup.IsDeleted) |
4474 | { | ||
4475 | if (LocalId == ParentGroup.RootPart.LocalId) | ||
4476 | { | ||
4477 | ParentGroup.CheckSculptAndLoad(); | ||
4478 | } | ||
4479 | } | ||
4465 | 4480 | ||
4466 | if (!ParentGroup.IsDeleted) | 4481 | if ( |
4467 | { | 4482 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || |
4468 | if (LocalId == ParentGroup.RootPart.LocalId) | 4483 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || |
4484 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4485 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4486 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4487 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4488 | (CollisionSound != UUID.Zero) | ||
4489 | ) | ||
4469 | { | 4490 | { |
4470 | ParentGroup.CheckSculptAndLoad(); | 4491 | PhysActor.OnCollisionUpdate += PhysicsCollision; |
4492 | PhysActor.SubscribeEvents(1000); | ||
4471 | } | 4493 | } |
4472 | } | 4494 | } |
4473 | 4495 | else // it already has a physical representation | |
4474 | if ( | ||
4475 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4476 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4477 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4478 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4479 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4480 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4481 | (CollisionSound != UUID.Zero) | ||
4482 | ) | ||
4483 | { | 4496 | { |
4484 | PhysActor.OnCollisionUpdate += PhysicsCollision; | 4497 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. |
4485 | PhysActor.SubscribeEvents(1000); | ||
4486 | } | ||
4487 | } | ||
4488 | else // it already has a physical representation | ||
4489 | { | ||
4490 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | ||
4491 | 4498 | ||
4492 | if (!ParentGroup.IsDeleted) | 4499 | if (!ParentGroup.IsDeleted) |
4493 | { | ||
4494 | if (LocalId == ParentGroup.RootPart.LocalId) | ||
4495 | { | 4500 | { |
4496 | ParentGroup.CheckSculptAndLoad(); | 4501 | if (LocalId == ParentGroup.RootPart.LocalId) |
4502 | { | ||
4503 | ParentGroup.CheckSculptAndLoad(); | ||
4504 | } | ||
4497 | } | 4505 | } |
4498 | } | 4506 | } |
4499 | } | 4507 | } |
@@ -4509,7 +4517,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4509 | if (this.PhysActor != null) | 4517 | if (this.PhysActor != null) |
4510 | { | 4518 | { |
4511 | PhysActor.SetVolumeDetect(1); | 4519 | PhysActor.SetVolumeDetect(1); |
4512 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 4520 | // AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
4513 | this.VolumeDetectActive = true; | 4521 | this.VolumeDetectActive = true; |
4514 | } | 4522 | } |
4515 | } | 4523 | } |
@@ -4517,8 +4525,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4517 | { | 4525 | { |
4518 | // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | 4526 | // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like |
4519 | // (mumbles, well, at least if you have infinte CPU powers :-)) | 4527 | // (mumbles, well, at least if you have infinte CPU powers :-)) |
4520 | PhysicsActor pa = this.PhysActor; | 4528 | if (this.PhysActor != null) |
4521 | if (pa != null) | ||
4522 | { | 4529 | { |
4523 | PhysActor.SetVolumeDetect(0); | 4530 | PhysActor.SetVolumeDetect(0); |
4524 | } | 4531 | } |