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Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs32
1 files changed, 16 insertions, 16 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index f82771b..9a7f28e 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -172,10 +172,10 @@ namespace OpenSim.Region.Environment.Scenes
172 { 172 {
173 try 173 try
174 { 174 {
175 //lock (m_parentGroup.m_scene.SyncRoot) 175 //lock (m_parentGroup.Scene.SyncRoot)
176 //{ 176 //{
177 PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); 177 PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
178 m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 178 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
179 //} 179 //}
180 } 180 }
181 catch (Exception e) 181 catch (Exception e)
@@ -225,10 +225,10 @@ namespace OpenSim.Region.Environment.Scenes
225 { 225 {
226 try 226 try
227 { 227 {
228 //lock (m_scene.SyncRoot) 228 //lock (Scene.SyncRoot)
229 //{ 229 //{
230 PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); 230 PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
231 m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 231 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
232 //} 232 //}
233 } 233 }
234 catch (Exception ex) 234 catch (Exception ex)
@@ -554,7 +554,7 @@ namespace OpenSim.Region.Environment.Scenes
554 554
555 if (usePhysics) 555 if (usePhysics)
556 { 556 {
557 PhysActor = m_parentGroup.m_scene.PhysicsScene.AddPrimShape( 557 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
558 Name, 558 Name,
559 Shape, 559 Shape,
560 new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, 560 new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
@@ -1044,7 +1044,7 @@ namespace OpenSim.Region.Environment.Scenes
1044 { 1044 {
1045 i += 46; 1045 i += 46;
1046 //IsLocked = (data[i++] != 0) ? true : false; 1046 //IsLocked = (data[i++] != 0) ? true : false;
1047 usePhysics = ((data[i++] != 0) && m_parentGroup.m_scene.m_physicalPrim) ? true : false; 1047 usePhysics = ((data[i++] != 0) && m_parentGroup.Scene.m_physicalPrim) ? true : false;
1048 //System.Console.WriteLine("U" + packet.ToBytes().Length.ToString()); 1048 //System.Console.WriteLine("U" + packet.ToBytes().Length.ToString());
1049 IsTemporary = (data[i++] != 0) ? true : false; 1049 IsTemporary = (data[i++] != 0) ? true : false;
1050 IsPhantom = (data[i++] != 0) ? true : false; 1050 IsPhantom = (data[i++] != 0) ? true : false;
@@ -1079,8 +1079,8 @@ namespace OpenSim.Region.Environment.Scenes
1079 AddFlag(LLObject.ObjectFlags.Phantom); 1079 AddFlag(LLObject.ObjectFlags.Phantom);
1080 if (PhysActor != null) 1080 if (PhysActor != null)
1081 { 1081 {
1082 m_parentGroup.m_scene.PhysicsScene.RemovePrim(PhysActor); 1082 m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
1083 /// that's not wholesome. Had to make m_scene public 1083 /// that's not wholesome. Had to make Scene public
1084 PhysActor = null; 1084 PhysActor = null;
1085 } 1085 }
1086 } 1086 }
@@ -1089,7 +1089,7 @@ namespace OpenSim.Region.Environment.Scenes
1089 RemFlag(LLObject.ObjectFlags.Phantom); 1089 RemFlag(LLObject.ObjectFlags.Phantom);
1090 if (PhysActor == null) 1090 if (PhysActor == null)
1091 { 1091 {
1092 PhysActor = m_parentGroup.m_scene.PhysicsScene.AddPrimShape( 1092 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1093 Name, 1093 Name,
1094 Shape, 1094 Shape,
1095 new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, 1095 new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
@@ -1127,7 +1127,7 @@ namespace OpenSim.Region.Environment.Scenes
1127 if (PhysActor.IsPhysical) 1127 if (PhysActor.IsPhysical)
1128 { 1128 {
1129 if (!isNew) 1129 if (!isNew)
1130 ParentGroup.m_scene.RemovePhysicalPrim(1); 1130 ParentGroup.Scene.RemovePhysicalPrim(1);
1131 1131
1132 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 1132 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1133 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 1133 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
@@ -1135,14 +1135,14 @@ namespace OpenSim.Region.Environment.Scenes
1135 1135
1136 PhysActor.IsPhysical = UsePhysics; 1136 PhysActor.IsPhysical = UsePhysics;
1137 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 1137 // If we're not what we're supposed to be in the physics scene, recreate ourselves.
1138 //m_parentGroup.m_scene.PhysicsScene.RemovePrim(PhysActor); 1138 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
1139 /// that's not wholesome. Had to make m_scene public 1139 /// that's not wholesome. Had to make Scene public
1140 //PhysActor = null; 1140 //PhysActor = null;
1141 1141
1142 1142
1143 if ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) 1143 if ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
1144 { 1144 {
1145 //PhysActor = m_parentGroup.m_scene.PhysicsScene.AddPrimShape( 1145 //PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1146 //Name, 1146 //Name,
1147 //Shape, 1147 //Shape,
1148 //new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, 1148 //new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
@@ -1152,14 +1152,14 @@ namespace OpenSim.Region.Environment.Scenes
1152 //RotationOffset.Y, RotationOffset.Z), UsePhysics); 1152 //RotationOffset.Y, RotationOffset.Z), UsePhysics);
1153 if (UsePhysics) 1153 if (UsePhysics)
1154 { 1154 {
1155 ParentGroup.m_scene.AddPhysicalPrim(1); 1155 ParentGroup.Scene.AddPhysicalPrim(1);
1156 1156
1157 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 1157 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1158 PhysActor.OnOutOfBounds += PhysicsOutOfBounds; 1158 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1159 } 1159 }
1160 } 1160 }
1161 } 1161 }
1162 m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 1162 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
1163 } 1163 }
1164 } 1164 }
1165 1165
@@ -1517,7 +1517,7 @@ namespace OpenSim.Region.Environment.Scenes
1517 MainLog.Instance.Verbose("PHYSICS", "Physical Object went out of bounds."); 1517 MainLog.Instance.Verbose("PHYSICS", "Physical Object went out of bounds.");
1518 RemFlag(LLObject.ObjectFlags.Physics); 1518 RemFlag(LLObject.ObjectFlags.Physics);
1519 DoPhysicsPropertyUpdate(false, true); 1519 DoPhysicsPropertyUpdate(false, true);
1520 m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 1520 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
1521 } 1521 }
1522 1522
1523 public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient) 1523 public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient)