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authorUbitUmarov2012-02-08 23:14:53 +0000
committerUbitUmarov2012-02-08 23:14:53 +0000
commit6af01f6767838235091b9e34cdaea05951d68f68 (patch)
tree18bbf9186fee6aa6884ef824c8dc7e8aed47773a /OpenSim
parentfirst change in SOP. in AddPrimShape(..) give physics the world rotation and ... (diff)
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initial introdution of physics actor building control.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs47
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs18
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs2
5 files changed, 60 insertions, 11 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 5ca2ce4..c5cec59 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -417,7 +417,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
417 so.AttachedAvatar = UUID.Zero; 417 so.AttachedAvatar = UUID.Zero;
418 rootPart.SetParentLocalId(0); 418 rootPart.SetParentLocalId(0);
419 so.ClearPartAttachmentData(); 419 so.ClearPartAttachmentData();
420 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 420 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
421 so.HasGroupChanged = true; 421 so.HasGroupChanged = true;
422 rootPart.Rezzed = DateTime.Now; 422 rootPart.Rezzed = DateTime.Now;
423 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 423 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index ec5cf32..456e86b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4766,7 +4766,7 @@ Environment.Exit(1);
4766 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4766 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4767 if (wasUsingPhysics) 4767 if (wasUsingPhysics)
4768 { 4768 {
4769 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4769 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4770 } 4770 }
4771 } 4771 }
4772 4772
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 46c4d7b..2a3d735 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1281,7 +1281,8 @@ namespace OpenSim.Region.Framework.Scenes
1281 1281
1282 m_rootPart.SetParentLocalId(0); 1282 m_rootPart.SetParentLocalId(0);
1283 AttachmentPoint = (byte)0; 1283 AttachmentPoint = (byte)0;
1284 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); 1284 // must check if buildind should be true or false here
1285 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1285 HasGroupChanged = true; 1286 HasGroupChanged = true;
1286 RootPart.Rezzed = DateTime.Now; 1287 RootPart.Rezzed = DateTime.Now;
1287 RootPart.RemFlag(PrimFlags.TemporaryOnRez); 1288 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -1581,21 +1582,33 @@ namespace OpenSim.Region.Framework.Scenes
1581 public void ApplyPhysics() 1582 public void ApplyPhysics()
1582 { 1583 {
1583 // Apply physics to the root prim 1584 // Apply physics to the root prim
1584 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); 1585 // m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1585 1586
1586 // Apply physics to child prims 1587 // Apply physics to child prims
1587 SceneObjectPart[] parts = m_parts.GetArray(); 1588 SceneObjectPart[] parts = m_parts.GetArray();
1588 if (parts.Length > 1) 1589 if (parts.Length > 1)
1589 { 1590 {
1591 ResetChildPrimPhysicsPositions();
1592
1593 // Apply physics to the root prim
1594 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1590 for (int i = 0; i < parts.Length; i++) 1595 for (int i = 0; i < parts.Length; i++)
1591 { 1596 {
1592 SceneObjectPart part = parts[i]; 1597 SceneObjectPart part = parts[i];
1593 if (part.LocalId != m_rootPart.LocalId) 1598 if (part.LocalId != m_rootPart.LocalId)
1594 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1599// part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
1595 } 1600 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1596 1601
1602 }
1597 // Hack to get the physics scene geometries in the right spot 1603 // Hack to get the physics scene geometries in the right spot
1598 ResetChildPrimPhysicsPositions(); 1604// ResetChildPrimPhysicsPositions();
1605 if (m_rootPart.PhysActor != null)
1606 m_rootPart.PhysActor.Building = false;
1607 }
1608 else
1609 {
1610 // Apply physics to the root prim
1611 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1599 } 1612 }
1600 } 1613 }
1601 1614
@@ -1829,13 +1842,16 @@ namespace OpenSim.Region.Framework.Scenes
1829 pbs, 1842 pbs,
1830 newPart.AbsolutePosition, 1843 newPart.AbsolutePosition,
1831 newPart.Scale, 1844 newPart.Scale,
1832 newPart.RotationOffset, 1845 //newPart.RotationOffset,
1846 newPart.GetWorldRotation(),
1833 part.PhysActor.IsPhysical, 1847 part.PhysActor.IsPhysical,
1834 newPart.LocalId); 1848 newPart.LocalId);
1835 1849
1836 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1850 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1837 } 1851 }
1838 } 1852 }
1853 if (dupe.m_rootPart.PhysActor != null && userExposed)
1854 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
1839 1855
1840 if (userExposed) 1856 if (userExposed)
1841 { 1857 {
@@ -2849,12 +2865,31 @@ namespace OpenSim.Region.Framework.Scenes
2849 } 2865 }
2850 } 2866 }
2851 2867
2868/*
2852 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2869 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2853 for (int i = 0; i < parts.Length; i++) 2870 for (int i = 0; i < parts.Length; i++)
2854 { 2871 {
2855 if (parts[i] != RootPart) 2872 if (parts[i] != RootPart)
2856 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2873 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2857 } 2874 }
2875*/
2876 if (parts.Length > 1)
2877 {
2878 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2879
2880 for (int i = 0; i < parts.Length; i++)
2881 {
2882
2883 if (parts[i].UUID != m_rootPart.UUID)
2884 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
2885 }
2886
2887 if (m_rootPart.PhysActor != null)
2888 m_rootPart.PhysActor.Building = false;
2889 }
2890 else
2891 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2892
2858 } 2893 }
2859 } 2894 }
2860 2895
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 1696dc5..577c0d3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1503,7 +1503,8 @@ namespace OpenSim.Region.Framework.Scenes
1503 /// </summary> 1503 /// </summary>
1504 /// <param name="rootObjectFlags"></param> 1504 /// <param name="rootObjectFlags"></param>
1505 /// <param name="VolumeDetectActive"></param> 1505 /// <param name="VolumeDetectActive"></param>
1506 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1506// public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
1507 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
1507 { 1508 {
1508 if (!ParentGroup.Scene.CollidablePrims) 1509 if (!ParentGroup.Scene.CollidablePrims)
1509 return; 1510 return;
@@ -1557,6 +1558,8 @@ namespace OpenSim.Region.Framework.Scenes
1557 PhysActor.SetMaterial(Material); 1558 PhysActor.SetMaterial(Material);
1558 DoPhysicsPropertyUpdate(RigidBody, true); 1559 DoPhysicsPropertyUpdate(RigidBody, true);
1559 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1560 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1561 if (!building)
1562 PhysActor.Building = false;
1560 } 1563 }
1561 } 1564 }
1562 } 1565 }
@@ -1792,6 +1795,10 @@ namespace OpenSim.Region.Framework.Scenes
1792 if (!isNew) 1795 if (!isNew)
1793 ParentGroup.Scene.RemovePhysicalPrim(1); 1796 ParentGroup.Scene.RemovePhysicalPrim(1);
1794 1797
1798 Velocity = new Vector3(0, 0, 0);
1799 Acceleration = new Vector3(0, 0, 0);
1800 AngularVelocity = new Vector3(0, 0, 0);
1801
1795 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 1802 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1796 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 1803 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
1797 PhysActor.delink(); 1804 PhysActor.delink();
@@ -4268,7 +4275,8 @@ namespace OpenSim.Region.Framework.Scenes
4268 /// <param name="SetTemporary"></param> 4275 /// <param name="SetTemporary"></param>
4269 /// <param name="SetPhantom"></param> 4276 /// <param name="SetPhantom"></param>
4270 /// <param name="SetVD"></param> 4277 /// <param name="SetVD"></param>
4271 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4278// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
4279 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4272 { 4280 {
4273 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4281 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4274 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4282 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4286,6 +4294,9 @@ namespace OpenSim.Region.Framework.Scenes
4286 // that... 4294 // that...
4287 // ... if VD is changed, all others are not. 4295 // ... if VD is changed, all others are not.
4288 // ... if one of the others is changed, VD is not. 4296 // ... if one of the others is changed, VD is not.
4297 // do this first
4298 if (building && PhysActor != null && PhysActor.Building != building)
4299 PhysActor.Building = building;
4289 if (SetVD) // VD is active, special logic applies 4300 if (SetVD) // VD is active, special logic applies
4290 { 4301 {
4291 // State machine logic for VolumeDetect 4302 // State machine logic for VolumeDetect
@@ -4448,6 +4459,9 @@ namespace OpenSim.Region.Framework.Scenes
4448 } 4459 }
4449 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4460 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4450 4461
4462 // and last in case we have a new actor and not building
4463 if (PhysActor != null && PhysActor.Building != building)
4464 PhysActor.Building = building;
4451 if (ParentGroup != null) 4465 if (ParentGroup != null)
4452 { 4466 {
4453 ParentGroup.HasGroupChanged = true; 4467 ParentGroup.HasGroupChanged = true;
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
index 1a53c99..490c178 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -2062,7 +2062,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2062 SetInStaticSpace(this); 2062 SetInStaticSpace(this);
2063 } 2063 }
2064 2064
2065 m_building = false; // REMOVE THIS LATER 2065// m_building = false; // REMOVE THIS LATER
2066 2066
2067 2067
2068 if (m_isphysical && Body == IntPtr.Zero) 2068 if (m_isphysical && Body == IntPtr.Zero)