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authorMelanie2012-08-18 12:57:49 +0100
committerMelanie2012-08-18 12:57:49 +0100
commit9d6fe1224aa90896edb624d34f77d7c36b368258 (patch)
treee88deb1ab440dce0db50e8745e4171e56413959c /OpenSim/Region/Framework
parentDo a proper null check to avoid the overloaded operator == trap (diff)
parentWhen reporting a thread timeout, create a copy of the info rather than passin... (diff)
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Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs31
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs60
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs66
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs15
5 files changed, 155 insertions, 26 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0e5ddfd..d2d6aba 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -103,8 +103,26 @@ namespace OpenSim.Region.Framework.Scenes
103 /// </summary> 103 /// </summary>
104 public bool CollidablePrims { get; private set; } 104 public bool CollidablePrims { get; private set; }
105 105
106 /// <summary>
107 /// Minimum value of the size of a non-physical prim in each axis
108 /// </summary>
109 public float m_minNonphys = 0.01f;
110
111 /// <summary>
112 /// Maximum value of the size of a non-physical prim in each axis
113 /// </summary>
106 public float m_maxNonphys = 256; 114 public float m_maxNonphys = 256;
115
116 /// <summary>
117 /// Minimum value of the size of a physical prim in each axis
118 /// </summary>
119 public float m_minPhys = 0.01f;
120
121 /// <summary>
122 /// Maximum value of the size of a physical prim in each axis
123 /// </summary>
107 public float m_maxPhys = 10; 124 public float m_maxPhys = 10;
125
108 public bool m_clampPrimSize; 126 public bool m_clampPrimSize;
109 public bool m_trustBinaries; 127 public bool m_trustBinaries;
110 public bool m_allowScriptCrossings; 128 public bool m_allowScriptCrossings;
@@ -721,14 +739,25 @@ namespace OpenSim.Region.Framework.Scenes
721 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); 739 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
722 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims); 740 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
723 741
742 m_minNonphys = startupConfig.GetFloat("NonphysicalPrimMin", m_minNonphys);
743 if (RegionInfo.NonphysPrimMin > 0)
744 {
745 m_minNonphys = RegionInfo.NonphysPrimMin;
746 }
747
724 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); 748 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
725 if (RegionInfo.NonphysPrimMax > 0) 749 if (RegionInfo.NonphysPrimMax > 0)
726 { 750 {
727 m_maxNonphys = RegionInfo.NonphysPrimMax; 751 m_maxNonphys = RegionInfo.NonphysPrimMax;
728 } 752 }
729 753
730 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 754 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
755 if (RegionInfo.PhysPrimMin > 0)
756 {
757 m_minPhys = RegionInfo.PhysPrimMin;
758 }
731 759
760 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
732 if (RegionInfo.PhysPrimMax > 0) 761 if (RegionInfo.PhysPrimMax > 0)
733 { 762 {
734 m_maxPhys = RegionInfo.PhysPrimMax; 763 m_maxPhys = RegionInfo.PhysPrimMax;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 13842ad..b6339fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -375,12 +375,9 @@ namespace OpenSim.Region.Framework.Scenes
375 { 375 {
376 Vector3 scale = part.Shape.Scale; 376 Vector3 scale = part.Shape.Scale;
377 377
378 if (scale.X > m_parentScene.m_maxNonphys) 378 scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X));
379 scale.X = m_parentScene.m_maxNonphys; 379 scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y));
380 if (scale.Y > m_parentScene.m_maxNonphys) 380 scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z));
381 scale.Y = m_parentScene.m_maxNonphys;
382 if (scale.Z > m_parentScene.m_maxNonphys)
383 scale.Z = m_parentScene.m_maxNonphys;
384 381
385 part.Shape.Scale = scale; 382 part.Shape.Scale = scale;
386 } 383 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 5f90035..f6c725b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2674,17 +2674,17 @@ namespace OpenSim.Region.Framework.Scenes
2674 2674
2675 RootPart.StoreUndoState(true); 2675 RootPart.StoreUndoState(true);
2676 2676
2677 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2677 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
2678 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 2678 scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
2679 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 2679 scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
2680 2680
2681 PhysicsActor pa = m_rootPart.PhysActor; 2681 PhysicsActor pa = m_rootPart.PhysActor;
2682 2682
2683 if (pa != null && pa.IsPhysical) 2683 if (pa != null && pa.IsPhysical)
2684 { 2684 {
2685 scale.X = Math.Min(scale.X, Scene.m_maxPhys); 2685 scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
2686 scale.Y = Math.Min(scale.Y, Scene.m_maxPhys); 2686 scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
2687 scale.Z = Math.Min(scale.Z, Scene.m_maxPhys); 2687 scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
2688 } 2688 }
2689 2689
2690 float x = (scale.X / RootPart.Scale.X); 2690 float x = (scale.X / RootPart.Scale.X);
@@ -2716,6 +2716,14 @@ namespace OpenSim.Region.Framework.Scenes
2716 y *= a; 2716 y *= a;
2717 z *= a; 2717 z *= a;
2718 } 2718 }
2719 else if (oldSize.X * x < m_scene.m_minPhys)
2720 {
2721 f = m_scene.m_minPhys / oldSize.X;
2722 a = f / x;
2723 x *= a;
2724 y *= a;
2725 z *= a;
2726 }
2719 2727
2720 if (oldSize.Y * y > m_scene.m_maxPhys) 2728 if (oldSize.Y * y > m_scene.m_maxPhys)
2721 { 2729 {
@@ -2725,6 +2733,14 @@ namespace OpenSim.Region.Framework.Scenes
2725 y *= a; 2733 y *= a;
2726 z *= a; 2734 z *= a;
2727 } 2735 }
2736 else if (oldSize.Y * y < m_scene.m_minPhys)
2737 {
2738 f = m_scene.m_minPhys / oldSize.Y;
2739 a = f / y;
2740 x *= a;
2741 y *= a;
2742 z *= a;
2743 }
2728 2744
2729 if (oldSize.Z * z > m_scene.m_maxPhys) 2745 if (oldSize.Z * z > m_scene.m_maxPhys)
2730 { 2746 {
@@ -2734,6 +2750,14 @@ namespace OpenSim.Region.Framework.Scenes
2734 y *= a; 2750 y *= a;
2735 z *= a; 2751 z *= a;
2736 } 2752 }
2753 else if (oldSize.Z * z < m_scene.m_minPhys)
2754 {
2755 f = m_scene.m_minPhys / oldSize.Z;
2756 a = f / z;
2757 x *= a;
2758 y *= a;
2759 z *= a;
2760 }
2737 } 2761 }
2738 else 2762 else
2739 { 2763 {
@@ -2745,6 +2769,14 @@ namespace OpenSim.Region.Framework.Scenes
2745 y *= a; 2769 y *= a;
2746 z *= a; 2770 z *= a;
2747 } 2771 }
2772 else if (oldSize.X * x < m_scene.m_minNonphys)
2773 {
2774 f = m_scene.m_minNonphys / oldSize.X;
2775 a = f / x;
2776 x *= a;
2777 y *= a;
2778 z *= a;
2779 }
2748 2780
2749 if (oldSize.Y * y > m_scene.m_maxNonphys) 2781 if (oldSize.Y * y > m_scene.m_maxNonphys)
2750 { 2782 {
@@ -2754,6 +2786,14 @@ namespace OpenSim.Region.Framework.Scenes
2754 y *= a; 2786 y *= a;
2755 z *= a; 2787 z *= a;
2756 } 2788 }
2789 else if (oldSize.Y * y < m_scene.m_minNonphys)
2790 {
2791 f = m_scene.m_minNonphys / oldSize.Y;
2792 a = f / y;
2793 x *= a;
2794 y *= a;
2795 z *= a;
2796 }
2757 2797
2758 if (oldSize.Z * z > m_scene.m_maxNonphys) 2798 if (oldSize.Z * z > m_scene.m_maxNonphys)
2759 { 2799 {
@@ -2763,6 +2803,14 @@ namespace OpenSim.Region.Framework.Scenes
2763 y *= a; 2803 y *= a;
2764 z *= a; 2804 z *= a;
2765 } 2805 }
2806 else if (oldSize.Z * z < m_scene.m_minNonphys)
2807 {
2808 f = m_scene.m_minNonphys / oldSize.Z;
2809 a = f / z;
2810 x *= a;
2811 y *= a;
2812 z *= a;
2813 }
2766 } 2814 }
2767 2815
2768// obPart.IgnoreUndoUpdate = false; 2816// obPart.IgnoreUndoUpdate = false;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4c87639..53b4f7e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -733,7 +733,7 @@ namespace OpenSim.Region.Framework.Scenes
733 } 733 }
734 catch (Exception e) 734 catch (Exception e)
735 { 735 {
736 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 736 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
737 } 737 }
738 } 738 }
739 739
@@ -2368,17 +2368,16 @@ namespace OpenSim.Region.Framework.Scenes
2368 /// <param name="scale"></param> 2368 /// <param name="scale"></param>
2369 public void Resize(Vector3 scale) 2369 public void Resize(Vector3 scale)
2370 { 2370 {
2371 scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxNonphys); 2371 scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
2372 scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys); 2372 scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
2373 scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys); 2373 scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
2374 2374
2375 PhysicsActor pa = PhysActor; 2375 PhysicsActor pa = PhysActor;
2376
2377 if (pa != null && pa.IsPhysical) 2376 if (pa != null && pa.IsPhysical)
2378 { 2377 {
2379 scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); 2378 scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
2380 scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); 2379 scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
2381 scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys); 2380 scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
2382 } 2381 }
2383 2382
2384// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); 2383// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
@@ -4237,6 +4236,57 @@ namespace OpenSim.Region.Framework.Scenes
4237 ScheduleFullUpdate(); 4236 ScheduleFullUpdate();
4238 } 4237 }
4239 4238
4239 public void UpdateSlice(float begin, float end)
4240 {
4241 if (end < begin)
4242 {
4243 float temp = begin;
4244 begin = end;
4245 end = temp;
4246 }
4247 end = Math.Min(1f, Math.Max(0f, end));
4248 begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f);
4249 if (begin < 0.02f && end < 0.02f)
4250 {
4251 begin = 0f;
4252 end = 0.02f;
4253 }
4254
4255 ushort uBegin = (ushort)(50000.0 * begin);
4256 ushort uEnd = (ushort)(50000.0 * (1f - end));
4257 bool updatePossiblyNeeded = false;
4258 PrimType primType = GetPrimType();
4259 if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING)
4260 {
4261 if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd)
4262 {
4263 m_shape.ProfileBegin = uBegin;
4264 m_shape.ProfileEnd = uEnd;
4265 updatePossiblyNeeded = true;
4266 }
4267 }
4268 else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd)
4269 {
4270 m_shape.PathBegin = uBegin;
4271 m_shape.PathEnd = uEnd;
4272 updatePossiblyNeeded = true;
4273 }
4274
4275 if (updatePossiblyNeeded && ParentGroup != null)
4276 {
4277 ParentGroup.HasGroupChanged = true;
4278 }
4279 if (updatePossiblyNeeded && PhysActor != null)
4280 {
4281 PhysActor.Shape = m_shape;
4282 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
4283 }
4284 if (updatePossiblyNeeded)
4285 {
4286 ScheduleFullUpdate();
4287 }
4288 }
4289
4240 /// <summary> 4290 /// <summary>
4241 /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics 4291 /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
4242 /// engine can use it. 4292 /// engine can use it.
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 548dfd3..65d526f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1385,17 +1385,22 @@ namespace OpenSim.Region.Framework.Scenes
1385 bool DCFlagKeyPressed = false; 1385 bool DCFlagKeyPressed = false;
1386 Vector3 agent_control_v3 = Vector3.Zero; 1386 Vector3 agent_control_v3 = Vector3.Zero;
1387 1387
1388 bool oldflying = Flying; 1388 bool newFlying = actor.Flying;
1389 1389
1390 if (ForceFly) 1390 if (ForceFly)
1391 actor.Flying = true; 1391 newFlying = true;
1392 else if (FlyDisabled) 1392 else if (FlyDisabled)
1393 actor.Flying = false; 1393 newFlying = false;
1394 else 1394 else
1395 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1395 newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1396 1396
1397 if (actor.Flying != oldflying) 1397 if (actor.Flying != newFlying)
1398 {
1399 // Note: ScenePresence.Flying is actually fetched from the physical actor
1400 // so setting PhysActor.Flying here also sets the ScenePresence's value.
1401 actor.Flying = newFlying;
1398 update_movementflag = true; 1402 update_movementflag = true;
1403 }
1399 1404
1400 if (ParentID == 0) 1405 if (ParentID == 0)
1401 { 1406 {