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authorMelanie2009-10-22 17:39:19 +0100
committerMelanie2009-10-22 17:39:19 +0100
commitfc4ff09181e1a2a9cecf1557795dce3f783966f0 (patch)
treedfc24cf5688eef7e5baff2e21359d0e1ed6a574c /OpenSim/Region/Framework/Scenes
parentFixing the patch to the patch (diff)
parentMerge branch 'master' into vehicles (diff)
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Merge branch 'vehicles'
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs42
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs251
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs6
6 files changed, 143 insertions, 168 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index c2b9e73..4d76b4ef 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2271,7 +2271,7 @@ namespace OpenSim.Region.Framework.Scenes
2271 group.ClearPartAttachmentData(); 2271 group.ClearPartAttachmentData();
2272 } 2272 }
2273 2273
2274 group.UpdateGroupRotation(rot); 2274 group.UpdateGroupRotationR(rot);
2275 2275
2276 //group.ApplyPhysics(m_physicalPrim); 2276 //group.ApplyPhysics(m_physicalPrim);
2277 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) 2277 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2dbc090..5005ac9 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2934,7 +2934,7 @@ namespace OpenSim.Region.Framework.Scenes
2934 // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); 2934 // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
2935 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); 2935 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
2936 //obj.Rotation = worldRot; 2936 //obj.Rotation = worldRot;
2937 //obj.UpdateGroupRotation(worldRot); 2937 //obj.UpdateGroupRotationR(worldRot);
2938 } 2938 }
2939 else 2939 else
2940 { 2940 {
@@ -4601,7 +4601,7 @@ namespace OpenSim.Region.Framework.Scenes
4601 Quaternion q = trackedBody.RotationOffset * joint.LocalRotation; 4601 Quaternion q = trackedBody.RotationOffset * joint.LocalRotation;
4602 4602
4603 jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update 4603 jointProxyObject.ParentGroup.UpdateGroupPosition(proxyPos); // schedules the entire group for a terse update
4604 jointProxyObject.ParentGroup.UpdateGroupRotation(q); // schedules the entire group for a terse update 4604 jointProxyObject.ParentGroup.UpdateGroupRotationR(q); // schedules the entire group for a terse update
4605 } 4605 }
4606 break; 4606 break;
4607 } 4607 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index e51f6ef..deee6c3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1231,7 +1231,7 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1231 {
1232 if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) 1232 if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
1233 { 1233 {
1234 group.UpdateGroupRotation(rot); 1234 group.UpdateGroupRotationR(rot);
1235 } 1235 }
1236 } 1236 }
1237 } 1237 }
@@ -1250,7 +1250,7 @@ namespace OpenSim.Region.Framework.Scenes
1250 { 1250 {
1251 if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)) 1251 if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))
1252 { 1252 {
1253 group.UpdateGroupRotation(pos, rot); 1253 group.UpdateGroupRotationPR(pos, rot);
1254 } 1254 }
1255 } 1255 }
1256 } 1256 }
@@ -1806,7 +1806,7 @@ namespace OpenSim.Region.Framework.Scenes
1806 1806
1807 if (rot != Quaternion.Identity) 1807 if (rot != Quaternion.Identity)
1808 { 1808 {
1809 copy.UpdateGroupRotation(rot); 1809 copy.UpdateGroupRotationR(rot);
1810 } 1810 }
1811 1811
1812 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0); 1812 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 810dfd1..69b3ded 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -373,6 +373,13 @@ namespace OpenSim.Region.Framework.Scenes
373 #region Constructors 373 #region Constructors
374 374
375 /// <summary> 375 /// <summary>
376 /// Constructor
377 /// </summary>
378 public SceneObjectGroup()
379 {
380 }
381
382 /// <summary>
376 /// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart. 383 /// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
377 /// The original SceneObjectPart will be used rather than a copy, preserving 384 /// The original SceneObjectPart will be used rather than a copy, preserving
378 /// its existing localID and UUID. 385 /// its existing localID and UUID.
@@ -2953,8 +2960,9 @@ namespace OpenSim.Region.Framework.Scenes
2953 /// 2960 ///
2954 /// </summary> 2961 /// </summary>
2955 /// <param name="rot"></param> 2962 /// <param name="rot"></param>
2956 public void UpdateGroupRotation(Quaternion rot) 2963 public void UpdateGroupRotationR(Quaternion rot)
2957 { 2964 {
2965
2958 m_rootPart.UpdateRotation(rot); 2966 m_rootPart.UpdateRotation(rot);
2959 if (m_rootPart.PhysActor != null) 2967 if (m_rootPart.PhysActor != null)
2960 { 2968 {
@@ -2971,7 +2979,7 @@ namespace OpenSim.Region.Framework.Scenes
2971 /// </summary> 2979 /// </summary>
2972 /// <param name="pos"></param> 2980 /// <param name="pos"></param>
2973 /// <param name="rot"></param> 2981 /// <param name="rot"></param>
2974 public void UpdateGroupRotation(Vector3 pos, Quaternion rot) 2982 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2975 { 2983 {
2976 m_rootPart.UpdateRotation(rot); 2984 m_rootPart.UpdateRotation(rot);
2977 if (m_rootPart.PhysActor != null) 2985 if (m_rootPart.PhysActor != null)
@@ -3079,22 +3087,26 @@ namespace OpenSim.Region.Framework.Scenes
3079 int yaxis = 4; 3087 int yaxis = 4;
3080 int zaxis = 8; 3088 int zaxis = 8;
3081 3089
3082 setX = ((axis & xaxis) != 0) ? true : false; 3090 if (m_rootPart != null)
3083 setY = ((axis & yaxis) != 0) ? true : false; 3091 {
3084 setZ = ((axis & zaxis) != 0) ? true : false; 3092 setX = ((axis & xaxis) != 0) ? true : false;
3093 setY = ((axis & yaxis) != 0) ? true : false;
3094 setZ = ((axis & zaxis) != 0) ? true : false;
3085 3095
3086 float setval = (rotate10 > 0) ? 1f : 0f; 3096 float setval = (rotate10 > 0) ? 1f : 0f;
3087 3097
3088 if (setX) 3098 if (setX)
3089 m_rootPart.RotationAxis.X = setval; 3099 m_rootPart.RotationAxis.X = setval;
3090 if (setY) 3100 if (setY)
3091 m_rootPart.RotationAxis.Y = setval; 3101 m_rootPart.RotationAxis.Y = setval;
3092 if (setZ) 3102 if (setZ)
3093 m_rootPart.RotationAxis.Z = setval; 3103 m_rootPart.RotationAxis.Z = setval;
3104
3105 if (setX || setY || setZ)
3106 {
3107 m_rootPart.SetPhysicsAxisRotation();
3108 }
3094 3109
3095 if (setX || setY || setZ)
3096 {
3097 m_rootPart.SetPhysicsAxisRotation();
3098 } 3110 }
3099 } 3111 }
3100 3112
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a078b3d..32171a0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -415,10 +415,9 @@ namespace OpenSim.Region.Framework.Scenes
415 set 415 set
416 { 416 {
417 m_name = value; 417 m_name = value;
418 PhysicsActor pa = PhysActor; 418 if (PhysActor != null)
419 if (pa != null)
420 { 419 {
421 pa.SOPName = value; 420 PhysActor.SOPName = value;
422 } 421 }
423 } 422 }
424 } 423 }
@@ -428,11 +427,10 @@ namespace OpenSim.Region.Framework.Scenes
428 get { return (byte) m_material; } 427 get { return (byte) m_material; }
429 set 428 set
430 { 429 {
431 PhysicsActor pa = PhysActor;
432 m_material = (Material)value; 430 m_material = (Material)value;
433 if (pa != null) 431 if (PhysActor != null)
434 { 432 {
435 pa.SetMaterial((int)value); 433 PhysActor.SetMaterial((int)value);
436 } 434 }
437 } 435 }
438 } 436 }
@@ -503,12 +501,11 @@ namespace OpenSim.Region.Framework.Scenes
503 get 501 get
504 { 502 {
505 // If this is a linkset, we don't want the physics engine mucking up our group position here. 503 // If this is a linkset, we don't want the physics engine mucking up our group position here.
506 PhysicsActor pa = PhysActor; 504 if (PhysActor != null && _parentID == 0)
507 if (pa != null && _parentID == 0)
508 { 505 {
509 m_groupPosition.X = pa.Position.X; 506 m_groupPosition.X = PhysActor.Position.X;
510 m_groupPosition.Y = pa.Position.Y; 507 m_groupPosition.Y = PhysActor.Position.Y;
511 m_groupPosition.Z = pa.Position.Z; 508 m_groupPosition.Z = PhysActor.Position.Z;
512 } 509 }
513 510
514 if (IsAttachment) 511 if (IsAttachment)
@@ -528,27 +525,26 @@ namespace OpenSim.Region.Framework.Scenes
528 525
529 m_groupPosition = value; 526 m_groupPosition = value;
530 527
531 PhysicsActor pa = PhysActor; 528 if (PhysActor != null)
532 if (pa != null)
533 { 529 {
534 try 530 try
535 { 531 {
536 // Root prim actually goes at Position 532 // Root prim actually goes at Position
537 if (_parentID == 0) 533 if (_parentID == 0)
538 { 534 {
539 pa.Position = new PhysicsVector(value.X, value.Y, value.Z); 535 PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
540 } 536 }
541 else 537 else
542 { 538 {
543 // To move the child prim in respect to the group position and rotation we have to calculate 539 // To move the child prim in respect to the group position and rotation we have to calculate
544 Vector3 resultingposition = GetWorldPosition(); 540 Vector3 resultingposition = GetWorldPosition();
545 pa.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); 541 PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
546 Quaternion resultingrot = GetWorldRotation(); 542 Quaternion resultingrot = GetWorldRotation();
547 pa.Orientation = resultingrot; 543 PhysActor.Orientation = resultingrot;
548 } 544 }
549 545
550 // Tell the physics engines that this prim changed. 546 // Tell the physics engines that this prim changed.
551 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 547 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
552 } 548 }
553 catch (Exception e) 549 catch (Exception e)
554 { 550 {
@@ -581,16 +577,15 @@ namespace OpenSim.Region.Framework.Scenes
581 577
582 if (ParentGroup != null && !ParentGroup.IsDeleted) 578 if (ParentGroup != null && !ParentGroup.IsDeleted)
583 { 579 {
584 PhysicsActor pa = PhysActor; 580 if (_parentID != 0 && PhysActor != null)
585 if (_parentID != 0 && pa != null)
586 { 581 {
587 Vector3 resultingposition = GetWorldPosition(); 582 Vector3 resultingposition = GetWorldPosition();
588 pa.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); 583 PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
589 Quaternion resultingrot = GetWorldRotation(); 584 Quaternion resultingrot = GetWorldRotation();
590 pa.Orientation = resultingrot; 585 PhysActor.Orientation = resultingrot;
591 586
592 // Tell the physics engines that this prim changed. 587 // Tell the physics engines that this prim changed.
593 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 588 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
594 } 589 }
595 } 590 }
596 } 591 }
@@ -600,14 +595,13 @@ namespace OpenSim.Region.Framework.Scenes
600 { 595 {
601 get 596 get
602 { 597 {
603 PhysicsActor pa = PhysActor;
604 // We don't want the physics engine mucking up the rotations in a linkset 598 // We don't want the physics engine mucking up the rotations in a linkset
605 if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (pa != null)) 599 if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null))
606 { 600 {
607 if (pa.Orientation.X != 0 || pa.Orientation.Y != 0 601 if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0
608 || pa.Orientation.Z != 0 || pa.Orientation.W != 0) 602 || PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0)
609 { 603 {
610 m_rotationOffset = pa.Orientation; 604 m_rotationOffset = PhysActor.Orientation;
611 } 605 }
612 } 606 }
613 607
@@ -616,28 +610,27 @@ namespace OpenSim.Region.Framework.Scenes
616 610
617 set 611 set
618 { 612 {
619 PhysicsActor pa = PhysActor;
620 StoreUndoState(); 613 StoreUndoState();
621 m_rotationOffset = value; 614 m_rotationOffset = value;
622 615
623 if (pa != null) 616 if (PhysActor != null)
624 { 617 {
625 try 618 try
626 { 619 {
627 // Root prim gets value directly 620 // Root prim gets value directly
628 if (_parentID == 0) 621 if (_parentID == 0)
629 { 622 {
630 pa.Orientation = value; 623 PhysActor.Orientation = value;
631 //m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString()); 624 //m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
632 } 625 }
633 else 626 else
634 { 627 {
635 // Child prim we have to calculate it's world rotationwel 628 // Child prim we have to calculate it's world rotationwel
636 Quaternion resultingrotation = GetWorldRotation(); 629 Quaternion resultingrotation = GetWorldRotation();
637 pa.Orientation = resultingrotation; 630 PhysActor.Orientation = resultingrotation;
638 //m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString()); 631 //m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
639 } 632 }
640 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 633 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
641 //} 634 //}
642 } 635 }
643 catch (Exception ex) 636 catch (Exception ex)
@@ -657,14 +650,13 @@ namespace OpenSim.Region.Framework.Scenes
657 //if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0 650 //if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0
658 //|| PhysActor.Velocity.Z != 0) 651 //|| PhysActor.Velocity.Z != 0)
659 //{ 652 //{
660 PhysicsActor pa = PhysActor; 653 if (PhysActor != null)
661 if (pa != null)
662 { 654 {
663 if (pa.IsPhysical) 655 if (PhysActor.IsPhysical)
664 { 656 {
665 m_velocity.X = pa.Velocity.X; 657 m_velocity.X = PhysActor.Velocity.X;
666 m_velocity.Y = pa.Velocity.Y; 658 m_velocity.Y = PhysActor.Velocity.Y;
667 m_velocity.Z = pa.Velocity.Z; 659 m_velocity.Z = PhysActor.Velocity.Z;
668 } 660 }
669 } 661 }
670 662
@@ -674,13 +666,12 @@ namespace OpenSim.Region.Framework.Scenes
674 set 666 set
675 { 667 {
676 m_velocity = value; 668 m_velocity = value;
677 PhysicsActor pa = PhysActor; 669 if (PhysActor != null)
678 if (pa != null)
679 { 670 {
680 if (pa.IsPhysical) 671 if (PhysActor.IsPhysical)
681 { 672 {
682 pa.Velocity = new PhysicsVector(value.X, value.Y, value.Z); 673 PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
683 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 674 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
684 } 675 }
685 } 676 }
686 } 677 }
@@ -697,10 +688,9 @@ namespace OpenSim.Region.Framework.Scenes
697 { 688 {
698 get 689 get
699 { 690 {
700 PhysicsActor pa = PhysActor; 691 if ((PhysActor != null) && PhysActor.IsPhysical)
701 if ((pa != null) && pa.IsPhysical)
702 { 692 {
703 m_angularVelocity.FromBytes(pa.RotationalVelocity.GetBytes(), 0); 693 m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0);
704 } 694 }
705 return m_angularVelocity; 695 return m_angularVelocity;
706 } 696 }
@@ -719,11 +709,10 @@ namespace OpenSim.Region.Framework.Scenes
719 get { return m_description; } 709 get { return m_description; }
720 set 710 set
721 { 711 {
722 PhysicsActor pa = PhysActor;
723 m_description = value; 712 m_description = value;
724 if (pa != null) 713 if (PhysActor != null)
725 { 714 {
726 pa.SOPDescription = value; 715 PhysActor.SOPDescription = value;
727 } 716 }
728 } 717 }
729 } 718 }
@@ -817,15 +806,14 @@ namespace OpenSim.Region.Framework.Scenes
817if (m_shape != null) { 806if (m_shape != null) {
818 m_shape.Scale = value; 807 m_shape.Scale = value;
819 808
820 PhysicsActor pa = PhysActor; 809 if (PhysActor != null && m_parentGroup != null)
821 if (pa != null && m_parentGroup != null)
822 { 810 {
823 if (m_parentGroup.Scene != null) 811 if (m_parentGroup.Scene != null)
824 { 812 {
825 if (m_parentGroup.Scene.PhysicsScene != null) 813 if (m_parentGroup.Scene.PhysicsScene != null)
826 { 814 {
827 pa.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z); 815 PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z);
828 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 816 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
829 } 817 }
830 } 818 }
831 } 819 }
@@ -1346,14 +1334,13 @@ if (m_shape != null) {
1346 RigidBody); 1334 RigidBody);
1347 1335
1348 // Basic Physics returns null.. joy joy joy. 1336 // Basic Physics returns null.. joy joy joy.
1349 PhysicsActor pa = PhysActor; 1337 if (PhysActor != null)
1350 if (pa != null)
1351 { 1338 {
1352 pa.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info 1339 PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info
1353 pa.SOPDescription = this.Description; 1340 PhysActor.SOPDescription = this.Description;
1354 pa.LocalID = LocalId; 1341 PhysActor.LocalID = LocalId;
1355 DoPhysicsPropertyUpdate(RigidBody, true); 1342 DoPhysicsPropertyUpdate(RigidBody, true);
1356 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1343 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1357 } 1344 }
1358 } 1345 }
1359 } 1346 }
@@ -1567,24 +1554,23 @@ if (m_shape != null) {
1567 } 1554 }
1568 else 1555 else
1569 { 1556 {
1570 PhysicsActor pa = PhysActor; 1557 if (PhysActor != null)
1571 if (pa != null)
1572 { 1558 {
1573 if (UsePhysics != pa.IsPhysical || isNew) 1559 if (UsePhysics != PhysActor.IsPhysical || isNew)
1574 { 1560 {
1575 if (pa.IsPhysical) // implies UsePhysics==false for this block 1561 if (PhysActor.IsPhysical) // implies UsePhysics==false for this block
1576 { 1562 {
1577 if (!isNew) 1563 if (!isNew)
1578 ParentGroup.Scene.RemovePhysicalPrim(1); 1564 ParentGroup.Scene.RemovePhysicalPrim(1);
1579 1565
1580 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 1566 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1581 pa.OnOutOfBounds -= PhysicsOutOfBounds; 1567 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
1582 pa.delink(); 1568 PhysActor.delink();
1583 1569
1584 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 1570 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
1585 { 1571 {
1586 // destroy all joints connected to this now deactivated body 1572 // destroy all joints connected to this now deactivated body
1587 m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 1573 m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
1588 } 1574 }
1589 1575
1590 // stop client-side interpolation of all joint proxy objects that have just been deleted 1576 // stop client-side interpolation of all joint proxy objects that have just been deleted
@@ -1603,7 +1589,7 @@ if (m_shape != null) {
1603 //RotationalVelocity = new Vector3(0, 0, 0); 1589 //RotationalVelocity = new Vector3(0, 0, 0);
1604 } 1590 }
1605 1591
1606 pa.IsPhysical = UsePhysics; 1592 PhysActor.IsPhysical = UsePhysics;
1607 1593
1608 1594
1609 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 1595 // If we're not what we're supposed to be in the physics scene, recreate ourselves.
@@ -1617,19 +1603,19 @@ if (m_shape != null) {
1617 { 1603 {
1618 ParentGroup.Scene.AddPhysicalPrim(1); 1604 ParentGroup.Scene.AddPhysicalPrim(1);
1619 1605
1620 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 1606 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1621 pa.OnOutOfBounds += PhysicsOutOfBounds; 1607 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1622 if (_parentID != 0 && _parentID != LocalId) 1608 if (_parentID != 0 && _parentID != LocalId)
1623 { 1609 {
1624 if (ParentGroup.RootPart.PhysActor != null) 1610 if (ParentGroup.RootPart.PhysActor != null)
1625 { 1611 {
1626 pa.link(ParentGroup.RootPart.PhysActor); 1612 PhysActor.link(ParentGroup.RootPart.PhysActor);
1627 } 1613 }
1628 } 1614 }
1629 } 1615 }
1630 } 1616 }
1631 } 1617 }
1632 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 1618 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
1633 } 1619 }
1634 } 1620 }
1635 } 1621 }
@@ -1695,10 +1681,9 @@ if (m_shape != null) {
1695 1681
1696 public Vector3 GetGeometricCenter() 1682 public Vector3 GetGeometricCenter()
1697 { 1683 {
1698 PhysicsActor pa = PhysActor; 1684 if (PhysActor != null)
1699 if (pa != null)
1700 { 1685 {
1701 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 1686 return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
1702 } 1687 }
1703 else 1688 else
1704 { 1689 {
@@ -1708,10 +1693,9 @@ if (m_shape != null) {
1708 1693
1709 public float GetMass() 1694 public float GetMass()
1710 { 1695 {
1711 PhysicsActor pa = PhysActor; 1696 if (PhysActor != null)
1712 if (pa != null)
1713 { 1697 {
1714 return pa.Mass; 1698 return PhysActor.Mass;
1715 } 1699 }
1716 else 1700 else
1717 { 1701 {
@@ -1721,9 +1705,8 @@ if (m_shape != null) {
1721 1705
1722 public PhysicsVector GetForce() 1706 public PhysicsVector GetForce()
1723 { 1707 {
1724 PhysicsActor pa = PhysActor; 1708 if (PhysActor != null)
1725 if (pa != null) 1709 return PhysActor.Force;
1726 return pa.Force;
1727 else 1710 else
1728 return new PhysicsVector(); 1711 return new PhysicsVector();
1729 } 1712 }
@@ -2102,15 +2085,11 @@ if (m_shape != null) {
2102 2085
2103 public void PhysicsRequestingTerseUpdate() 2086 public void PhysicsRequestingTerseUpdate()
2104 { 2087 {
2105 PhysicsActor pa = PhysActor; 2088 if (PhysActor != null)
2106 if (pa != null)
2107 { 2089 {
2108 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2090 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2109 2091
2110 if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | 2092 if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2111 m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) |
2112 m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) |
2113 m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2114 { 2093 {
2115 m_parentGroup.AbsolutePosition = newpos; 2094 m_parentGroup.AbsolutePosition = newpos;
2116 return; 2095 return;
@@ -2306,15 +2285,14 @@ if (m_shape != null) {
2306 if (texture != null) 2285 if (texture != null)
2307 m_shape.SculptData = texture.Data; 2286 m_shape.SculptData = texture.Data;
2308 2287
2309 PhysicsActor pa = PhysActor; 2288 if (PhysActor != null)
2310 if (pa != null)
2311 { 2289 {
2312 // Tricks physics engine into thinking we've changed the part shape. 2290 // Tricks physics engine into thinking we've changed the part shape.
2313 PrimitiveBaseShape m_newshape = m_shape.Copy(); 2291 PrimitiveBaseShape m_newshape = m_shape.Copy();
2314 pa.Shape = m_newshape; 2292 PhysActor.Shape = m_newshape;
2315 m_shape = m_newshape; 2293 m_shape = m_newshape;
2316 2294
2317 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 2295 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
2318 } 2296 }
2319 } 2297 }
2320 } 2298 }
@@ -2533,10 +2511,9 @@ if (m_shape != null) {
2533 2511
2534 public void SetBuoyancy(float fvalue) 2512 public void SetBuoyancy(float fvalue)
2535 { 2513 {
2536 PhysicsActor pa = PhysActor; 2514 if (PhysActor != null)
2537 if (pa != null)
2538 { 2515 {
2539 pa.Buoyancy = fvalue; 2516 PhysActor.Buoyancy = fvalue;
2540 } 2517 }
2541 } 2518 }
2542 2519
@@ -2552,62 +2529,56 @@ if (m_shape != null) {
2552 2529
2553 public void SetFloatOnWater(int floatYN) 2530 public void SetFloatOnWater(int floatYN)
2554 { 2531 {
2555 PhysicsActor pa = PhysActor; 2532 if (PhysActor != null)
2556 if (pa != null)
2557 { 2533 {
2558 if (floatYN == 1) 2534 if (floatYN == 1)
2559 { 2535 {
2560 pa.FloatOnWater = true; 2536 PhysActor.FloatOnWater = true;
2561 } 2537 }
2562 else 2538 else
2563 { 2539 {
2564 pa.FloatOnWater = false; 2540 PhysActor.FloatOnWater = false;
2565 } 2541 }
2566 } 2542 }
2567 } 2543 }
2568 2544
2569 public void SetForce(PhysicsVector force) 2545 public void SetForce(PhysicsVector force)
2570 { 2546 {
2571 PhysicsActor pa = PhysActor; 2547 if (PhysActor != null)
2572 if (pa != null)
2573 { 2548 {
2574 pa.Force = force; 2549 PhysActor.Force = force;
2575 } 2550 }
2576 } 2551 }
2577 2552
2578 public void SetVehicleType(int type) 2553 public void SetVehicleType(int type)
2579 { 2554 {
2580 PhysicsActor pa = PhysActor; 2555 if (PhysActor != null)
2581 if (pa != null)
2582 { 2556 {
2583 pa.VehicleType = type; 2557 PhysActor.VehicleType = type;
2584 } 2558 }
2585 } 2559 }
2586 2560
2587 public void SetVehicleFloatParam(int param, float value) 2561 public void SetVehicleFloatParam(int param, float value)
2588 { 2562 {
2589 PhysicsActor pa = PhysActor; 2563 if (PhysActor != null)
2590 if (pa != null)
2591 { 2564 {
2592 pa.VehicleFloatParam(param, value); 2565 PhysActor.VehicleFloatParam(param, value);
2593 } 2566 }
2594 } 2567 }
2595 2568
2596 public void SetVehicleVectorParam(int param, PhysicsVector value) 2569 public void SetVehicleVectorParam(int param, PhysicsVector value)
2597 { 2570 {
2598 PhysicsActor pa = PhysActor; 2571 if (PhysActor != null)
2599 if (pa != null)
2600 { 2572 {
2601 pa.VehicleVectorParam(param, value); 2573 PhysActor.VehicleVectorParam(param, value);
2602 } 2574 }
2603 } 2575 }
2604 2576
2605 public void SetVehicleRotationParam(int param, Quaternion rotation) 2577 public void SetVehicleRotationParam(int param, Quaternion rotation)
2606 { 2578 {
2607 PhysicsActor pa = PhysActor; 2579 if (PhysActor != null)
2608 if (pa != null)
2609 { 2580 {
2610 pa.VehicleRotationParam(param, rotation); 2581 PhysActor.VehicleRotationParam(param, rotation);
2611 } 2582 }
2612 } 2583 }
2613 2584
@@ -2635,11 +2606,10 @@ if (m_shape != null) {
2635 2606
2636 public void SetPhysicsAxisRotation() 2607 public void SetPhysicsAxisRotation()
2637 { 2608 {
2638 PhysicsActor pa = PhysActor; 2609 if (PhysActor != null)
2639 if (pa != null)
2640 { 2610 {
2641 pa.LockAngularMotion(RotationAxis); 2611 PhysActor.LockAngularMotion(RotationAxis);
2642 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 2612 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
2643 } 2613 }
2644 } 2614 }
2645 2615
@@ -3371,9 +3341,8 @@ if (m_shape != null) {
3371 { 3341 {
3372 IsVD = false; // Switch it of for the course of this routine 3342 IsVD = false; // Switch it of for the course of this routine
3373 VolumeDetectActive = false; // and also permanently 3343 VolumeDetectActive = false; // and also permanently
3374 PhysicsActor pa = PhysActor; 3344 if (PhysActor != null)
3375 if (pa != null) 3345 PhysActor.SetVolumeDetect(0); // Let physics know about it too
3376 pa.SetVolumeDetect(0); // Let physics know about it too
3377 } 3346 }
3378 else 3347 else
3379 { 3348 {
@@ -3421,19 +3390,17 @@ if (m_shape != null) {
3421 if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints 3390 if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3422 { 3391 {
3423 AddFlag(PrimFlags.Phantom); 3392 AddFlag(PrimFlags.Phantom);
3424 PhysicsActor pa = PhysActor; 3393 if (PhysActor != null)
3425 if (pa != null)
3426 { 3394 {
3427 m_parentGroup.Scene.PhysicsScene.RemovePrim(pa); 3395 m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
3428 /// that's not wholesome. Had to make Scene public 3396 /// that's not wholesome. Had to make Scene public
3429 pa = null; 3397 PhysActor = null;
3430 } 3398 }
3431 } 3399 }
3432 else // Not phantom 3400 else // Not phantom
3433 { 3401 {
3434 RemFlag(PrimFlags.Phantom); 3402 RemFlag(PrimFlags.Phantom);
3435 3403
3436 // This is NOT safe!!
3437 PhysicsActor pa = PhysActor; 3404 PhysicsActor pa = PhysActor;
3438 if (pa == null) 3405 if (pa == null)
3439 { 3406 {
@@ -3468,8 +3435,8 @@ if (m_shape != null) {
3468 (CollisionSound != UUID.Zero) 3435 (CollisionSound != UUID.Zero)
3469 ) 3436 )
3470 { 3437 {
3471 pa.OnCollisionUpdate += PhysicsCollision; 3438 PhysActor.OnCollisionUpdate += PhysicsCollision;
3472 pa.SubscribeEvents(1000); 3439 PhysActor.SubscribeEvents(1000);
3473 } 3440 }
3474 } 3441 }
3475 } 3442 }
@@ -3498,10 +3465,9 @@ if (m_shape != null) {
3498 // Defensive programming calls for a check here. 3465 // Defensive programming calls for a check here.
3499 // Better would be throwing an exception that could be catched by a unit test as the internal 3466 // Better would be throwing an exception that could be catched by a unit test as the internal
3500 // logic should make sure, this Physactor is always here. 3467 // logic should make sure, this Physactor is always here.
3501 PhysicsActor pa = this.PhysActor; 3468 if (this.PhysActor != null)
3502 if (pa != null)
3503 { 3469 {
3504 pa.SetVolumeDetect(1); 3470 PhysActor.SetVolumeDetect(1);
3505 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 3471 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
3506 this.VolumeDetectActive = true; 3472 this.VolumeDetectActive = true;
3507 } 3473 }
@@ -3512,7 +3478,7 @@ if (m_shape != null) {
3512 PhysicsActor pa = this.PhysActor; 3478 PhysicsActor pa = this.PhysActor;
3513 if (pa != null) 3479 if (pa != null)
3514 { 3480 {
3515 pa.SetVolumeDetect(0); 3481 PhysActor.SetVolumeDetect(0);
3516 } 3482 }
3517 this.VolumeDetectActive = false; 3483 this.VolumeDetectActive = false;
3518 } 3484 }
@@ -3570,11 +3536,10 @@ if (m_shape != null) {
3570 m_shape.PathTaperY = shapeBlock.PathTaperY; 3536 m_shape.PathTaperY = shapeBlock.PathTaperY;
3571 m_shape.PathTwist = shapeBlock.PathTwist; 3537 m_shape.PathTwist = shapeBlock.PathTwist;
3572 m_shape.PathTwistBegin = shapeBlock.PathTwistBegin; 3538 m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
3573 PhysicsActor pa = PhysActor; 3539 if (PhysActor != null)
3574 if (pa != null)
3575 { 3540 {
3576 pa.Shape = m_shape; 3541 PhysActor.Shape = m_shape;
3577 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 3542 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
3578 } 3543 }
3579 3544
3580 // This is what makes vehicle trailers work 3545 // This is what makes vehicle trailers work
@@ -3675,21 +3640,19 @@ if (m_shape != null) {
3675 ) 3640 )
3676 { 3641 {
3677 // subscribe to physics updates. 3642 // subscribe to physics updates.
3678 PhysicsActor pa = PhysActor; 3643 if (PhysActor != null)
3679 if (pa != null)
3680 { 3644 {
3681 pa.OnCollisionUpdate += PhysicsCollision; 3645 PhysActor.OnCollisionUpdate += PhysicsCollision;
3682 pa.SubscribeEvents(1000); 3646 PhysActor.SubscribeEvents(1000);
3683 3647
3684 } 3648 }
3685 } 3649 }
3686 else 3650 else
3687 { 3651 {
3688 PhysicsActor pa = PhysActor; 3652 if (PhysActor != null)
3689 if (pa != null)
3690 { 3653 {
3691 pa.UnSubscribeEvents(); 3654 PhysActor.UnSubscribeEvents();
3692 pa.OnCollisionUpdate -= PhysicsCollision; 3655 PhysActor.OnCollisionUpdate -= PhysicsCollision;
3693 } 3656 }
3694 } 3657 }
3695 3658
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
index aa2f53f..709cca2 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
@@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
70 grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); 70 grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
71 71
72 // <180,0,0> 72 // <180,0,0>
73 grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); 73 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
74 74
75 // Required for linking 75 // Required for linking
76 grp1.RootPart.UpdateFlag = 0; 76 grp1.RootPart.UpdateFlag = 0;
@@ -157,13 +157,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
157 grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0)); 157 grp1.Rotation = (Quaternion.CreateFromEulers(90 * Utils.DEG_TO_RAD, 0, 0));
158 158
159 // <180,0,0> 159 // <180,0,0>
160 grp2.UpdateGroupRotation(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0)); 160 grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
161 161
162 // <270,0,0> 162 // <270,0,0>
163 grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0)); 163 grp3.Rotation = (Quaternion.CreateFromEulers(270 * Utils.DEG_TO_RAD, 0, 0));
164 164
165 // <0,90,0> 165 // <0,90,0>
166 grp4.UpdateGroupRotation(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0)); 166 grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
167 167
168 // Required for linking 168 // Required for linking
169 grp1.RootPart.UpdateFlag = 0; 169 grp1.RootPart.UpdateFlag = 0;