diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 1669 |
1 files changed, 1118 insertions, 551 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index d1c5f72..52f9b51 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -64,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
64 | TELEPORT = 512, | 64 | TELEPORT = 512, |
65 | REGION_RESTART = 1024, | 65 | REGION_RESTART = 1024, |
66 | MEDIA = 2048, | 66 | MEDIA = 2048, |
67 | ANIMATION = 16384 | 67 | ANIMATION = 16384, |
68 | POSITION = 32768 | ||
68 | } | 69 | } |
69 | 70 | ||
70 | // I don't really know where to put this except here. | 71 | // I don't really know where to put this except here. |
@@ -123,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
123 | /// Denote all sides of the prim | 124 | /// Denote all sides of the prim |
124 | /// </value> | 125 | /// </value> |
125 | public const int ALL_SIDES = -1; | 126 | public const int ALL_SIDES = -1; |
126 | 127 | ||
128 | private const scriptEvents PhysicsNeededSubsEvents = ( | ||
129 | scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end | | ||
130 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
131 | ); | ||
132 | private const scriptEvents PhyscicsPhantonSubsEvents = ( | ||
133 | scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end | ||
134 | ); | ||
135 | private const scriptEvents PhyscicsVolumeDtcSubsEvents = ( | ||
136 | scriptEvents.collision_start | scriptEvents.collision_end | ||
137 | ); | ||
138 | |||
127 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 139 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
128 | 140 | ||
129 | /// <summary> | 141 | /// <summary> |
@@ -160,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
160 | /// </remarks> | 172 | /// </remarks> |
161 | public bool IsRoot | 173 | public bool IsRoot |
162 | { | 174 | { |
163 | get { return ParentGroup.RootPart == this; } | 175 | get { return Object.ReferenceEquals(ParentGroup.RootPart, this); } |
164 | } | 176 | } |
165 | 177 | ||
166 | /// <summary> | 178 | /// <summary> |
@@ -233,11 +245,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
233 | 245 | ||
234 | public uint TimeStampTerse; | 246 | public uint TimeStampTerse; |
235 | 247 | ||
236 | public int STATUS_ROTATE_X; | 248 | // The following two are to hold the attachment data |
249 | // while an object is inworld | ||
250 | [XmlIgnore] | ||
251 | public byte AttachPoint = 0; | ||
252 | |||
253 | [XmlIgnore] | ||
254 | public Quaternion AttachRotation = Quaternion.Identity; | ||
237 | 255 | ||
238 | public int STATUS_ROTATE_Y; | 256 | [XmlIgnore] |
257 | public int STATUS_ROTATE_X; // this should not be used | ||
258 | |||
259 | [XmlIgnore] | ||
260 | public int STATUS_ROTATE_Y; // this should not be used | ||
239 | 261 | ||
240 | public int STATUS_ROTATE_Z; | 262 | [XmlIgnore] |
263 | public int STATUS_ROTATE_Z; // this should not be used | ||
241 | 264 | ||
242 | private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>(); | 265 | private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>(); |
243 | 266 | ||
@@ -257,10 +280,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
257 | 280 | ||
258 | public Vector3 AttachedPos; | 281 | public Vector3 AttachedPos; |
259 | 282 | ||
260 | public Vector3 RotationAxis = Vector3.One; | 283 | // rotation locks on local X,Y and or Z axis bit flags |
284 | // bits are as in llSetStatus defined in SceneObjectGroup.axisSelect enum | ||
285 | // but reversed logic: bit cleared means free to rotate | ||
286 | public byte RotationAxisLocks = 0; | ||
261 | 287 | ||
262 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 288 | public bool VolumeDetectActive; |
263 | // Certainly this must be a persistant setting finally | ||
264 | 289 | ||
265 | public bool IsWaitingForFirstSpinUpdatePacket; | 290 | public bool IsWaitingForFirstSpinUpdatePacket; |
266 | 291 | ||
@@ -300,10 +325,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
300 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 325 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
301 | private Vector3 m_sitTargetPosition; | 326 | private Vector3 m_sitTargetPosition; |
302 | private string m_sitAnimation = "SIT"; | 327 | private string m_sitAnimation = "SIT"; |
328 | private bool m_occupied; // KF if any av is sitting on this prim | ||
303 | private string m_text = String.Empty; | 329 | private string m_text = String.Empty; |
304 | private string m_touchName = String.Empty; | 330 | private string m_touchName = String.Empty; |
305 | private readonly List<UndoState> m_undo = new List<UndoState>(5); | 331 | private UndoRedoState m_UndoRedo = null; |
306 | private readonly List<UndoState> m_redo = new List<UndoState>(5); | ||
307 | 332 | ||
308 | private bool m_passTouches = false; | 333 | private bool m_passTouches = false; |
309 | private bool m_passCollisions = false; | 334 | private bool m_passCollisions = false; |
@@ -331,14 +356,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
331 | protected Vector3 m_lastVelocity; | 356 | protected Vector3 m_lastVelocity; |
332 | protected Vector3 m_lastAcceleration; | 357 | protected Vector3 m_lastAcceleration; |
333 | protected Vector3 m_lastAngularVelocity; | 358 | protected Vector3 m_lastAngularVelocity; |
334 | protected int m_lastTerseSent; | 359 | protected int m_lastUpdateSentTime; |
360 | protected float m_buoyancy = 0.0f; | ||
361 | protected Vector3 m_force; | ||
362 | protected Vector3 m_torque; | ||
335 | 363 | ||
336 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; | 364 | protected byte m_physicsShapeType = (byte)PhysShapeType.prim; |
337 | protected float m_density = 1000.0f; // in kg/m^3 | 365 | protected float m_density = 1000.0f; // in kg/m^3 |
338 | protected float m_gravitymod = 1.0f; | 366 | protected float m_gravitymod = 1.0f; |
339 | protected float m_friction = 0.6f; // wood | 367 | protected float m_friction = 0.6f; // wood |
340 | protected float m_bounce = 0.5f; // wood | 368 | protected float m_bounce = 0.5f; // wood |
341 | 369 | ||
370 | |||
371 | protected bool m_isSelected = false; | ||
372 | |||
342 | /// <summary> | 373 | /// <summary> |
343 | /// Stores media texture data | 374 | /// Stores media texture data |
344 | /// </summary> | 375 | /// </summary> |
@@ -350,15 +381,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
350 | private Vector3 m_cameraAtOffset; | 381 | private Vector3 m_cameraAtOffset; |
351 | private bool m_forceMouselook; | 382 | private bool m_forceMouselook; |
352 | 383 | ||
353 | // TODO: Collision sound should have default. | 384 | |
385 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
386 | private sbyte m_collisionSoundType; | ||
354 | private UUID m_collisionSound; | 387 | private UUID m_collisionSound; |
355 | private float m_collisionSoundVolume; | 388 | private float m_collisionSoundVolume; |
356 | 389 | ||
390 | private int LastColSoundSentTime; | ||
391 | |||
392 | |||
393 | private SOPVehicle m_vehicleParams = null; | ||
394 | |||
357 | public KeyframeMotion KeyframeMotion | 395 | public KeyframeMotion KeyframeMotion |
358 | { | 396 | { |
359 | get; set; | 397 | get; set; |
360 | } | 398 | } |
361 | 399 | ||
400 | |||
362 | #endregion Fields | 401 | #endregion Fields |
363 | 402 | ||
364 | // ~SceneObjectPart() | 403 | // ~SceneObjectPart() |
@@ -388,6 +427,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
388 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | 427 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from |
389 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | 428 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log |
390 | m_inventory = new SceneObjectPartInventory(this); | 429 | m_inventory = new SceneObjectPartInventory(this); |
430 | LastColSoundSentTime = Util.EnvironmentTickCount(); | ||
391 | } | 431 | } |
392 | 432 | ||
393 | /// <summary> | 433 | /// <summary> |
@@ -402,7 +442,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
402 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 442 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
403 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 443 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
404 | { | 444 | { |
405 | m_name = "Primitive"; | 445 | m_name = "Object"; |
406 | 446 | ||
407 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 447 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
408 | LastOwnerID = CreatorID = OwnerID = ownerID; | 448 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -441,7 +481,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
441 | private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); | 481 | private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); |
442 | private uint _groupMask = (uint)PermissionMask.None; | 482 | private uint _groupMask = (uint)PermissionMask.None; |
443 | private uint _everyoneMask = (uint)PermissionMask.None; | 483 | private uint _everyoneMask = (uint)PermissionMask.None; |
444 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 484 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
445 | private PrimFlags _flags = PrimFlags.None; | 485 | private PrimFlags _flags = PrimFlags.None; |
446 | private DateTime m_expires; | 486 | private DateTime m_expires; |
447 | private DateTime m_rezzed; | 487 | private DateTime m_rezzed; |
@@ -539,12 +579,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
539 | } | 579 | } |
540 | 580 | ||
541 | /// <value> | 581 | /// <value> |
542 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 582 | /// Get the inventory list |
543 | /// </value> | 583 | /// </value> |
544 | public TaskInventoryDictionary TaskInventory | 584 | public TaskInventoryDictionary TaskInventory |
545 | { | 585 | { |
546 | get { return m_inventory.Items; } | 586 | get { |
547 | set { m_inventory.Items = value; } | 587 | return m_inventory.Items; |
588 | } | ||
589 | set { | ||
590 | m_inventory.Items = value; | ||
591 | } | ||
548 | } | 592 | } |
549 | 593 | ||
550 | /// <summary> | 594 | /// <summary> |
@@ -594,20 +638,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
594 | } | 638 | } |
595 | } | 639 | } |
596 | 640 | ||
597 | public byte Material | ||
598 | { | ||
599 | get { return (byte) m_material; } | ||
600 | set | ||
601 | { | ||
602 | m_material = (Material)value; | ||
603 | |||
604 | PhysicsActor pa = PhysActor; | ||
605 | |||
606 | if (pa != null) | ||
607 | pa.SetMaterial((int)value); | ||
608 | } | ||
609 | } | ||
610 | |||
611 | [XmlIgnore] | 641 | [XmlIgnore] |
612 | public bool PassTouches | 642 | public bool PassTouches |
613 | { | 643 | { |
@@ -633,6 +663,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
633 | } | 663 | } |
634 | } | 664 | } |
635 | 665 | ||
666 | public bool IsSelected | ||
667 | { | ||
668 | get { return m_isSelected; } | ||
669 | set | ||
670 | { | ||
671 | m_isSelected = value; | ||
672 | if (ParentGroup != null) | ||
673 | ParentGroup.PartSelectChanged(value); | ||
674 | |||
675 | } | ||
676 | } | ||
677 | |||
678 | |||
636 | public Dictionary<int, string> CollisionFilter | 679 | public Dictionary<int, string> CollisionFilter |
637 | { | 680 | { |
638 | get { return m_CollisionFilter; } | 681 | get { return m_CollisionFilter; } |
@@ -707,14 +750,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
707 | set { m_LoopSoundSlavePrims = value; } | 750 | set { m_LoopSoundSlavePrims = value; } |
708 | } | 751 | } |
709 | 752 | ||
710 | |||
711 | public Byte[] TextureAnimation | 753 | public Byte[] TextureAnimation |
712 | { | 754 | { |
713 | get { return m_TextureAnimation; } | 755 | get { return m_TextureAnimation; } |
714 | set { m_TextureAnimation = value; } | 756 | set { m_TextureAnimation = value; } |
715 | } | 757 | } |
716 | 758 | ||
717 | |||
718 | public Byte[] ParticleSystem | 759 | public Byte[] ParticleSystem |
719 | { | 760 | { |
720 | get { return m_particleSystem; } | 761 | get { return m_particleSystem; } |
@@ -742,18 +783,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
742 | set { m_damage = value; } | 783 | set { m_damage = value; } |
743 | } | 784 | } |
744 | 785 | ||
786 | public void setGroupPosition(Vector3 pos) | ||
787 | { | ||
788 | m_groupPosition = pos; | ||
789 | } | ||
790 | |||
745 | /// <summary> | 791 | /// <summary> |
746 | /// The position of the entire group that this prim belongs to. | 792 | /// The position of the entire group that this prim belongs to. |
747 | /// </summary> | 793 | /// </summary> |
794 | /// | ||
795 | |||
748 | public Vector3 GroupPosition | 796 | public Vector3 GroupPosition |
749 | { | 797 | { |
750 | get | 798 | get |
751 | { | 799 | { |
752 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 800 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
753 | PhysicsActor actor = PhysActor; | 801 | PhysicsActor actor = PhysActor; |
754 | // If physical and the root prim of a linkset, the position of the group is what physics thinks. | 802 | if (ParentID == 0) |
755 | if (actor != null && ParentID == 0) | 803 | { |
756 | m_groupPosition = actor.Position; | 804 | if (actor != null) |
805 | m_groupPosition = actor.Position; | ||
806 | return m_groupPosition; | ||
807 | } | ||
757 | 808 | ||
758 | // If I'm an attachment, my position is reported as the position of who I'm attached to | 809 | // If I'm an attachment, my position is reported as the position of who I'm attached to |
759 | if (ParentGroup.IsAttachment) | 810 | if (ParentGroup.IsAttachment) |
@@ -763,21 +814,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
763 | return sp.AbsolutePosition; | 814 | return sp.AbsolutePosition; |
764 | } | 815 | } |
765 | 816 | ||
817 | // use root prim's group position. Physics may have updated it | ||
818 | if (ParentGroup.RootPart != this) | ||
819 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
766 | return m_groupPosition; | 820 | return m_groupPosition; |
767 | } | 821 | } |
768 | set | 822 | set |
769 | { | 823 | { |
770 | m_groupPosition = value; | 824 | m_groupPosition = value; |
771 | |||
772 | PhysicsActor actor = PhysActor; | 825 | PhysicsActor actor = PhysActor; |
773 | if (actor != null) | 826 | if (actor != null && ParentGroup.Scene.PhysicsScene != null) |
774 | { | 827 | { |
775 | try | 828 | try |
776 | { | 829 | { |
777 | // Root prim actually goes at Position | 830 | // Root prim actually goes at Position |
778 | if (ParentID == 0) | 831 | if (ParentID == 0) |
779 | { | 832 | { |
780 | actor.Position = value; | 833 | actor.Position = value; |
781 | } | 834 | } |
782 | else | 835 | else |
783 | { | 836 | { |
@@ -798,12 +851,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
798 | } | 851 | } |
799 | } | 852 | } |
800 | 853 | ||
854 | public void setOffsetPosition(Vector3 pos) | ||
855 | { | ||
856 | m_offsetPosition = pos; | ||
857 | } | ||
858 | |||
801 | public Vector3 OffsetPosition | 859 | public Vector3 OffsetPosition |
802 | { | 860 | { |
803 | get { return m_offsetPosition; } | 861 | get { return m_offsetPosition; } |
804 | set | 862 | set |
805 | { | 863 | { |
806 | // StoreUndoState(); | 864 | Vector3 oldpos = m_offsetPosition; |
807 | m_offsetPosition = value; | 865 | m_offsetPosition = value; |
808 | 866 | ||
809 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 867 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -815,10 +873,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
815 | actor.Orientation = GetWorldRotation(); | 873 | actor.Orientation = GetWorldRotation(); |
816 | 874 | ||
817 | // Tell the physics engines that this prim changed. | 875 | // Tell the physics engines that this prim changed. |
818 | if (ParentGroup.Scene != null) | 876 | if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) |
819 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 877 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
820 | } | 878 | } |
879 | |||
880 | if (!m_parentGroup.m_dupeInProgress) | ||
881 | { | ||
882 | List<ScenePresence> avs = ParentGroup.GetSittingAvatars(); | ||
883 | foreach (ScenePresence av in avs) | ||
884 | { | ||
885 | if (av.ParentID == m_localId) | ||
886 | { | ||
887 | Vector3 offset = (m_offsetPosition - oldpos); | ||
888 | av.AbsolutePosition += offset; | ||
889 | // av.SendAvatarDataToAllAgents(); | ||
890 | av.SendTerseUpdateToAllClients(); | ||
891 | } | ||
892 | } | ||
893 | } | ||
821 | } | 894 | } |
895 | TriggerScriptChangedEvent(Changed.POSITION); | ||
822 | } | 896 | } |
823 | } | 897 | } |
824 | 898 | ||
@@ -840,6 +914,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
840 | } | 914 | } |
841 | } | 915 | } |
842 | 916 | ||
917 | public void setRotationOffset(Quaternion q) | ||
918 | { | ||
919 | m_rotationOffset = q; | ||
920 | } | ||
921 | |||
843 | public Quaternion RotationOffset | 922 | public Quaternion RotationOffset |
844 | { | 923 | { |
845 | get | 924 | get |
@@ -869,7 +948,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
869 | 948 | ||
870 | set | 949 | set |
871 | { | 950 | { |
872 | StoreUndoState(); | 951 | // StoreUndoState(); |
873 | m_rotationOffset = value; | 952 | m_rotationOffset = value; |
874 | 953 | ||
875 | PhysicsActor actor = PhysActor; | 954 | PhysicsActor actor = PhysActor; |
@@ -960,7 +1039,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
960 | get | 1039 | get |
961 | { | 1040 | { |
962 | PhysicsActor actor = PhysActor; | 1041 | PhysicsActor actor = PhysActor; |
963 | if ((actor != null) && actor.IsPhysical) | 1042 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this) |
964 | { | 1043 | { |
965 | m_angularVelocity = actor.RotationalVelocity; | 1044 | m_angularVelocity = actor.RotationalVelocity; |
966 | } | 1045 | } |
@@ -974,15 +1053,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
974 | m_angularVelocity = value; | 1053 | m_angularVelocity = value; |
975 | 1054 | ||
976 | PhysicsActor actor = PhysActor; | 1055 | PhysicsActor actor = PhysActor; |
977 | if ((actor != null) && actor.IsPhysical) | 1056 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) |
1057 | { | ||
978 | actor.RotationalVelocity = m_angularVelocity; | 1058 | actor.RotationalVelocity = m_angularVelocity; |
1059 | } | ||
979 | } | 1060 | } |
980 | } | 1061 | } |
981 | 1062 | ||
982 | /// <summary></summary> | 1063 | /// <summary></summary> |
983 | public Vector3 Acceleration | 1064 | public Vector3 Acceleration |
984 | { | 1065 | { |
985 | get { return m_acceleration; } | 1066 | get |
1067 | { | ||
1068 | PhysicsActor actor = PhysActor; | ||
1069 | if (actor != null) | ||
1070 | { | ||
1071 | m_acceleration = actor.Acceleration; | ||
1072 | } | ||
1073 | return m_acceleration; | ||
1074 | } | ||
1075 | |||
986 | set | 1076 | set |
987 | { | 1077 | { |
988 | if (Util.IsNanOrInfinity(value)) | 1078 | if (Util.IsNanOrInfinity(value)) |
@@ -1056,7 +1146,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1056 | public PrimitiveBaseShape Shape | 1146 | public PrimitiveBaseShape Shape |
1057 | { | 1147 | { |
1058 | get { return m_shape; } | 1148 | get { return m_shape; } |
1059 | set { m_shape = value;} | 1149 | set |
1150 | { | ||
1151 | m_shape = value; | ||
1152 | } | ||
1060 | } | 1153 | } |
1061 | 1154 | ||
1062 | /// <summary> | 1155 | /// <summary> |
@@ -1069,7 +1162,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1069 | { | 1162 | { |
1070 | if (m_shape != null) | 1163 | if (m_shape != null) |
1071 | { | 1164 | { |
1072 | StoreUndoState(); | ||
1073 | 1165 | ||
1074 | m_shape.Scale = value; | 1166 | m_shape.Scale = value; |
1075 | 1167 | ||
@@ -1137,10 +1229,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1137 | { | 1229 | { |
1138 | get | 1230 | get |
1139 | { | 1231 | { |
1140 | if (ParentGroup.IsAttachment) | 1232 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1141 | return GroupPosition; | ||
1142 | |||
1143 | return m_offsetPosition + m_groupPosition; | ||
1144 | } | 1233 | } |
1145 | } | 1234 | } |
1146 | 1235 | ||
@@ -1309,6 +1398,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1309 | _flags = value; | 1398 | _flags = value; |
1310 | } | 1399 | } |
1311 | } | 1400 | } |
1401 | |||
1402 | [XmlIgnore] | ||
1403 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1404 | { | ||
1405 | get { return m_occupied; } | ||
1406 | set { m_occupied = value; } | ||
1407 | } | ||
1312 | 1408 | ||
1313 | /// <summary> | 1409 | /// <summary> |
1314 | /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero | 1410 | /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero |
@@ -1359,12 +1455,41 @@ namespace OpenSim.Region.Framework.Scenes | |||
1359 | set { m_sitAnimation = value; } | 1455 | set { m_sitAnimation = value; } |
1360 | } | 1456 | } |
1361 | 1457 | ||
1458 | public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff"); | ||
1459 | |||
1460 | // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound | ||
1461 | // runtime thing.. do not persist | ||
1462 | [XmlIgnore] | ||
1463 | public sbyte CollisionSoundType | ||
1464 | { | ||
1465 | get | ||
1466 | { | ||
1467 | return m_collisionSoundType; | ||
1468 | } | ||
1469 | set | ||
1470 | { | ||
1471 | m_collisionSoundType = value; | ||
1472 | if (value == -1) | ||
1473 | m_collisionSound = invalidCollisionSoundUUID; | ||
1474 | else if (value == 0) | ||
1475 | m_collisionSound = UUID.Zero; | ||
1476 | } | ||
1477 | } | ||
1478 | |||
1362 | public UUID CollisionSound | 1479 | public UUID CollisionSound |
1363 | { | 1480 | { |
1364 | get { return m_collisionSound; } | 1481 | get { return m_collisionSound; } |
1365 | set | 1482 | set |
1366 | { | 1483 | { |
1367 | m_collisionSound = value; | 1484 | m_collisionSound = value; |
1485 | |||
1486 | if (value == invalidCollisionSoundUUID) | ||
1487 | m_collisionSoundType = -1; | ||
1488 | else if (value == UUID.Zero) | ||
1489 | m_collisionSoundType = 0; | ||
1490 | else | ||
1491 | m_collisionSoundType = 1; | ||
1492 | |||
1368 | aggregateScriptEvents(); | 1493 | aggregateScriptEvents(); |
1369 | } | 1494 | } |
1370 | } | 1495 | } |
@@ -1375,6 +1500,125 @@ namespace OpenSim.Region.Framework.Scenes | |||
1375 | set { m_collisionSoundVolume = value; } | 1500 | set { m_collisionSoundVolume = value; } |
1376 | } | 1501 | } |
1377 | 1502 | ||
1503 | public float Buoyancy | ||
1504 | { | ||
1505 | get | ||
1506 | { | ||
1507 | if (ParentGroup.RootPart == this) | ||
1508 | return m_buoyancy; | ||
1509 | |||
1510 | return ParentGroup.RootPart.Buoyancy; | ||
1511 | } | ||
1512 | set | ||
1513 | { | ||
1514 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1515 | { | ||
1516 | ParentGroup.RootPart.Buoyancy = value; | ||
1517 | return; | ||
1518 | } | ||
1519 | m_buoyancy = value; | ||
1520 | if (PhysActor != null) | ||
1521 | PhysActor.Buoyancy = value; | ||
1522 | } | ||
1523 | } | ||
1524 | |||
1525 | public Vector3 Force | ||
1526 | { | ||
1527 | get | ||
1528 | { | ||
1529 | if (ParentGroup.RootPart == this) | ||
1530 | return m_force; | ||
1531 | |||
1532 | return ParentGroup.RootPart.Force; | ||
1533 | } | ||
1534 | |||
1535 | set | ||
1536 | { | ||
1537 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1538 | { | ||
1539 | ParentGroup.RootPart.Force = value; | ||
1540 | return; | ||
1541 | } | ||
1542 | m_force = value; | ||
1543 | if (PhysActor != null) | ||
1544 | PhysActor.Force = value; | ||
1545 | } | ||
1546 | } | ||
1547 | |||
1548 | public Vector3 Torque | ||
1549 | { | ||
1550 | get | ||
1551 | { | ||
1552 | if (ParentGroup.RootPart == this) | ||
1553 | return m_torque; | ||
1554 | |||
1555 | return ParentGroup.RootPart.Torque; | ||
1556 | } | ||
1557 | |||
1558 | set | ||
1559 | { | ||
1560 | if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this) | ||
1561 | { | ||
1562 | ParentGroup.RootPart.Torque = value; | ||
1563 | return; | ||
1564 | } | ||
1565 | m_torque = value; | ||
1566 | if (PhysActor != null) | ||
1567 | PhysActor.Torque = value; | ||
1568 | } | ||
1569 | } | ||
1570 | |||
1571 | public byte Material | ||
1572 | { | ||
1573 | get { return (byte)m_material; } | ||
1574 | set | ||
1575 | { | ||
1576 | if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial) | ||
1577 | { | ||
1578 | bool update = false; | ||
1579 | |||
1580 | if (m_material != (Material)value) | ||
1581 | { | ||
1582 | update = true; | ||
1583 | m_material = (Material)value; | ||
1584 | } | ||
1585 | |||
1586 | if (m_friction != SOPMaterialData.friction(m_material)) | ||
1587 | { | ||
1588 | update = true; | ||
1589 | m_friction = SOPMaterialData.friction(m_material); | ||
1590 | } | ||
1591 | |||
1592 | if (m_bounce != SOPMaterialData.bounce(m_material)) | ||
1593 | { | ||
1594 | update = true; | ||
1595 | m_bounce = SOPMaterialData.bounce(m_material); | ||
1596 | } | ||
1597 | |||
1598 | if (update) | ||
1599 | { | ||
1600 | if (PhysActor != null) | ||
1601 | { | ||
1602 | PhysActor.SetMaterial((int)value); | ||
1603 | } | ||
1604 | if(ParentGroup != null) | ||
1605 | ParentGroup.HasGroupChanged = true; | ||
1606 | ScheduleFullUpdateIfNone(); | ||
1607 | UpdatePhysRequired = true; | ||
1608 | } | ||
1609 | } | ||
1610 | } | ||
1611 | } | ||
1612 | |||
1613 | // not a propriety to move to methods place later | ||
1614 | private bool HasMesh() | ||
1615 | { | ||
1616 | if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh)) | ||
1617 | return true; | ||
1618 | return false; | ||
1619 | } | ||
1620 | |||
1621 | // not a propriety to move to methods place later | ||
1378 | public byte DefaultPhysicsShapeType() | 1622 | public byte DefaultPhysicsShapeType() |
1379 | { | 1623 | { |
1380 | byte type; | 1624 | byte type; |
@@ -1387,6 +1631,65 @@ namespace OpenSim.Region.Framework.Scenes | |||
1387 | return type; | 1631 | return type; |
1388 | } | 1632 | } |
1389 | 1633 | ||
1634 | [XmlIgnore] | ||
1635 | public bool UsesComplexCost | ||
1636 | { | ||
1637 | get | ||
1638 | { | ||
1639 | byte pst = PhysicsShapeType; | ||
1640 | if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh()) | ||
1641 | return true; | ||
1642 | return false; | ||
1643 | } | ||
1644 | } | ||
1645 | |||
1646 | [XmlIgnore] | ||
1647 | public float PhysicsCost | ||
1648 | { | ||
1649 | get | ||
1650 | { | ||
1651 | if(PhysicsShapeType == (byte)PhysShapeType.none) | ||
1652 | return 0; | ||
1653 | |||
1654 | float cost = 0.1f; | ||
1655 | if (PhysActor != null) | ||
1656 | cost = PhysActor.PhysicsCost; | ||
1657 | else | ||
1658 | cost = 0.1f; | ||
1659 | |||
1660 | if ((Flags & PrimFlags.Physics) != 0) | ||
1661 | cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3 | ||
1662 | return cost; | ||
1663 | } | ||
1664 | } | ||
1665 | |||
1666 | [XmlIgnore] | ||
1667 | public float StreamingCost | ||
1668 | { | ||
1669 | get | ||
1670 | { | ||
1671 | float cost; | ||
1672 | if (PhysActor != null) | ||
1673 | cost = PhysActor.StreamCost; | ||
1674 | else | ||
1675 | cost = 1.0f; | ||
1676 | return 1.0f; | ||
1677 | } | ||
1678 | } | ||
1679 | |||
1680 | [XmlIgnore] | ||
1681 | public float SimulationCost | ||
1682 | { | ||
1683 | get | ||
1684 | { | ||
1685 | // ignoring scripts. Don't like considering them for this | ||
1686 | if((Flags & PrimFlags.Physics) != 0) | ||
1687 | return 1.0f; | ||
1688 | |||
1689 | return 0.5f; | ||
1690 | } | ||
1691 | } | ||
1692 | |||
1390 | public byte PhysicsShapeType | 1693 | public byte PhysicsShapeType |
1391 | { | 1694 | { |
1392 | get { return m_physicsShapeType; } | 1695 | get { return m_physicsShapeType; } |
@@ -1420,11 +1723,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1420 | } | 1723 | } |
1421 | else if (PhysActor == null) | 1724 | else if (PhysActor == null) |
1422 | { | 1725 | { |
1423 | ApplyPhysics((uint)Flags, VolumeDetectActive); | 1726 | ApplyPhysics((uint)Flags, VolumeDetectActive, false); |
1727 | UpdatePhysicsSubscribedEvents(); | ||
1424 | } | 1728 | } |
1425 | else | 1729 | else |
1426 | { | 1730 | { |
1427 | PhysActor.PhysicsShapeType = m_physicsShapeType; | 1731 | PhysActor.PhysicsShapeType = m_physicsShapeType; |
1732 | // if (Shape.SculptEntry) | ||
1733 | // CheckSculptAndLoad(); | ||
1428 | } | 1734 | } |
1429 | 1735 | ||
1430 | if (ParentGroup != null) | 1736 | if (ParentGroup != null) |
@@ -1526,6 +1832,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1526 | } | 1832 | } |
1527 | } | 1833 | } |
1528 | 1834 | ||
1835 | |||
1529 | #endregion Public Properties with only Get | 1836 | #endregion Public Properties with only Get |
1530 | 1837 | ||
1531 | private uint ApplyMask(uint val, bool set, uint mask) | 1838 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1636,8 +1943,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1636 | Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); | 1943 | Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); |
1637 | Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); | 1944 | Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); |
1638 | Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); | 1945 | Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); |
1946 | |||
1639 | } | 1947 | } |
1640 | |||
1641 | m_TextureAnimation = data; | 1948 | m_TextureAnimation = data; |
1642 | } | 1949 | } |
1643 | 1950 | ||
@@ -1680,6 +1987,61 @@ namespace OpenSim.Region.Framework.Scenes | |||
1680 | } | 1987 | } |
1681 | } | 1988 | } |
1682 | 1989 | ||
1990 | // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future | ||
1991 | public void SetVelocity(Vector3 pVel, bool localGlobalTF) | ||
1992 | { | ||
1993 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
1994 | return; | ||
1995 | |||
1996 | if (ParentGroup.IsAttachment) | ||
1997 | return; // don't work on attachments (for now ??) | ||
1998 | |||
1999 | SceneObjectPart root = ParentGroup.RootPart; | ||
2000 | |||
2001 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
2002 | return; | ||
2003 | |||
2004 | PhysicsActor pa = root.PhysActor; | ||
2005 | |||
2006 | if (pa == null || !pa.IsPhysical) | ||
2007 | return; | ||
2008 | |||
2009 | if (localGlobalTF) | ||
2010 | { | ||
2011 | pVel = pVel * GetWorldRotation(); | ||
2012 | } | ||
2013 | |||
2014 | ParentGroup.Velocity = pVel; | ||
2015 | } | ||
2016 | |||
2017 | // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future | ||
2018 | public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF) | ||
2019 | { | ||
2020 | if (ParentGroup == null || ParentGroup.IsDeleted) | ||
2021 | return; | ||
2022 | |||
2023 | if (ParentGroup.IsAttachment) | ||
2024 | return; // don't work on attachments (for now ??) | ||
2025 | |||
2026 | SceneObjectPart root = ParentGroup.RootPart; | ||
2027 | |||
2028 | if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles | ||
2029 | return; | ||
2030 | |||
2031 | PhysicsActor pa = root.PhysActor; | ||
2032 | |||
2033 | if (pa == null || !pa.IsPhysical) | ||
2034 | return; | ||
2035 | |||
2036 | if (localGlobalTF) | ||
2037 | { | ||
2038 | pAngVel = pAngVel * GetWorldRotation(); | ||
2039 | } | ||
2040 | |||
2041 | root.AngularVelocity = pAngVel; | ||
2042 | } | ||
2043 | |||
2044 | |||
1683 | /// <summary> | 2045 | /// <summary> |
1684 | /// hook to the physics scene to apply angular impulse | 2046 | /// hook to the physics scene to apply angular impulse |
1685 | /// This is sent up to the group, which then finds the root prim | 2047 | /// This is sent up to the group, which then finds the root prim |
@@ -1700,7 +2062,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1700 | impulse = newimpulse; | 2062 | impulse = newimpulse; |
1701 | } | 2063 | } |
1702 | 2064 | ||
1703 | ParentGroup.applyAngularImpulse(impulse); | 2065 | ParentGroup.ApplyAngularImpulse(impulse); |
1704 | } | 2066 | } |
1705 | 2067 | ||
1706 | /// <summary> | 2068 | /// <summary> |
@@ -1710,20 +2072,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1710 | /// </summary> | 2072 | /// </summary> |
1711 | /// <param name="impulsei">Vector force</param> | 2073 | /// <param name="impulsei">Vector force</param> |
1712 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 2074 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1713 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 2075 | |
2076 | // this is actualy Set Torque.. keeping naming so not to edit lslapi also | ||
2077 | public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF) | ||
1714 | { | 2078 | { |
1715 | Vector3 impulse = impulsei; | 2079 | Vector3 torque = torquei; |
1716 | 2080 | ||
1717 | if (localGlobalTF) | 2081 | if (localGlobalTF) |
1718 | { | 2082 | { |
2083 | /* | ||
1719 | Quaternion grot = GetWorldRotation(); | 2084 | Quaternion grot = GetWorldRotation(); |
1720 | Quaternion AXgrot = grot; | 2085 | Quaternion AXgrot = grot; |
1721 | Vector3 AXimpulsei = impulsei; | 2086 | Vector3 AXimpulsei = impulsei; |
1722 | Vector3 newimpulse = AXimpulsei * AXgrot; | 2087 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1723 | impulse = newimpulse; | 2088 | */ |
2089 | torque *= GetWorldRotation(); | ||
1724 | } | 2090 | } |
1725 | 2091 | ||
1726 | ParentGroup.setAngularImpulse(impulse); | 2092 | Torque = torque; |
1727 | } | 2093 | } |
1728 | 2094 | ||
1729 | /// <summary> | 2095 | /// <summary> |
@@ -1731,7 +2097,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1731 | /// </summary> | 2097 | /// </summary> |
1732 | /// <param name="rootObjectFlags"></param> | 2098 | /// <param name="rootObjectFlags"></param> |
1733 | /// <param name="VolumeDetectActive"></param> | 2099 | /// <param name="VolumeDetectActive"></param> |
1734 | public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) | 2100 | /// <param name="building"></param> |
2101 | |||
2102 | public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building) | ||
1735 | { | 2103 | { |
1736 | VolumeDetectActive = _VolumeDetectActive; | 2104 | VolumeDetectActive = _VolumeDetectActive; |
1737 | 2105 | ||
@@ -1741,8 +2109,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1741 | if (PhysicsShapeType == (byte)PhysShapeType.none) | 2109 | if (PhysicsShapeType == (byte)PhysShapeType.none) |
1742 | return; | 2110 | return; |
1743 | 2111 | ||
1744 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; | 2112 | bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0; |
1745 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; | 2113 | bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0; |
1746 | 2114 | ||
1747 | if (_VolumeDetectActive) | 2115 | if (_VolumeDetectActive) |
1748 | isPhantom = true; | 2116 | isPhantom = true; |
@@ -1757,7 +2125,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1757 | && !ParentGroup.IsAttachmentCheckFull() | 2125 | && !ParentGroup.IsAttachmentCheckFull() |
1758 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | 2126 | && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1759 | { | 2127 | { |
1760 | AddToPhysics(isPhysical, isPhantom, isPhysical); | 2128 | AddToPhysics(isPhysical, isPhantom, building, isPhysical); |
2129 | UpdatePhysicsSubscribedEvents(); // not sure if appliable here | ||
1761 | } | 2130 | } |
1762 | else | 2131 | else |
1763 | PhysActor = null; // just to be sure | 2132 | PhysActor = null; // just to be sure |
@@ -1786,7 +2155,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1786 | /// <param name="linkNum"></param> | 2155 | /// <param name="linkNum"></param> |
1787 | /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> | 2156 | /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> |
1788 | /// <returns></returns> | 2157 | /// <returns></returns> |
1789 | public SceneObjectPart Copy(uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed) | 2158 | public SceneObjectPart Copy(uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed) |
1790 | { | 2159 | { |
1791 | // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up | 2160 | // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up |
1792 | // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator | 2161 | // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator |
@@ -1816,6 +2185,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1816 | dupe.Category = Category; | 2185 | dupe.Category = Category; |
1817 | dupe.m_rezzed = m_rezzed; | 2186 | dupe.m_rezzed = m_rezzed; |
1818 | 2187 | ||
2188 | dupe.m_UndoRedo = null; | ||
2189 | dupe.m_isSelected = false; | ||
2190 | |||
2191 | dupe.IgnoreUndoUpdate = false; | ||
2192 | dupe.Undoing = false; | ||
2193 | |||
1819 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 2194 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1820 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 2195 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1821 | 2196 | ||
@@ -1830,7 +2205,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1830 | } | 2205 | } |
1831 | 2206 | ||
1832 | // Move afterwards ResetIDs as it clears the localID | 2207 | // Move afterwards ResetIDs as it clears the localID |
1833 | dupe.LocalId = localID; | 2208 | dupe.LocalId = plocalID; |
2209 | |||
1834 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 2210 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1835 | dupe.LastOwnerID = OwnerID; | 2211 | dupe.LastOwnerID = OwnerID; |
1836 | 2212 | ||
@@ -1857,8 +2233,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1857 | */ | 2233 | */ |
1858 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); | 2234 | bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); |
1859 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 2235 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
2236 | // dupe.UpdatePhysicsSubscribedEvents(); // not sure... | ||
1860 | } | 2237 | } |
1861 | 2238 | ||
2239 | if (dupe.PhysActor != null) | ||
2240 | dupe.PhysActor.LocalID = plocalID; | ||
2241 | |||
1862 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 2242 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1863 | 2243 | ||
1864 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 2244 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |
@@ -1877,10 +2257,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1877 | { | 2257 | { |
1878 | if (asset != null) | 2258 | if (asset != null) |
1879 | SculptTextureCallback(asset); | 2259 | SculptTextureCallback(asset); |
1880 | else | 2260 | // else |
1881 | m_log.WarnFormat( | 2261 | // m_log.WarnFormat( |
1882 | "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", | 2262 | // "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", |
1883 | Name, UUID, id); | 2263 | // Name, UUID, id); |
1884 | } | 2264 | } |
1885 | */ | 2265 | */ |
1886 | /// <summary> | 2266 | /// <summary> |
@@ -1979,6 +2359,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1979 | 2359 | ||
1980 | /// <summary> | 2360 | /// <summary> |
1981 | /// Do a physics propery update for this part. | 2361 | /// Do a physics propery update for this part. |
2362 | /// now also updates phantom and volume detector | ||
1982 | /// </summary> | 2363 | /// </summary> |
1983 | /// <param name="UsePhysics"></param> | 2364 | /// <param name="UsePhysics"></param> |
1984 | /// <param name="isNew"></param> | 2365 | /// <param name="isNew"></param> |
@@ -2004,64 +2385,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
2004 | { | 2385 | { |
2005 | if (pa.IsPhysical) // implies UsePhysics==false for this block | 2386 | if (pa.IsPhysical) // implies UsePhysics==false for this block |
2006 | { | 2387 | { |
2007 | if (!isNew) | 2388 | if (!isNew) // implies UsePhysics==false for this block |
2389 | { | ||
2008 | ParentGroup.Scene.RemovePhysicalPrim(1); | 2390 | ParentGroup.Scene.RemovePhysicalPrim(1); |
2009 | 2391 | ||
2010 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 2392 | Velocity = new Vector3(0, 0, 0); |
2011 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | 2393 | Acceleration = new Vector3(0, 0, 0); |
2012 | pa.delink(); | 2394 | if (ParentGroup.RootPart == this) |
2395 | AngularVelocity = new Vector3(0, 0, 0); | ||
2013 | 2396 | ||
2014 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) | 2397 | if (pa.Phantom && !VolumeDetectActive) |
2015 | { | 2398 | { |
2016 | // destroy all joints connected to this now deactivated body | 2399 | RemoveFromPhysics(); |
2017 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | 2400 | return; |
2018 | } | 2401 | } |
2019 | 2402 | ||
2020 | // stop client-side interpolation of all joint proxy objects that have just been deleted | 2403 | pa.IsPhysical = UsePhysics; |
2021 | // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, | 2404 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
2022 | // which stops client-side interpolation of deactivated joint proxy objects. | 2405 | pa.OnOutOfBounds -= PhysicsOutOfBounds; |
2406 | pa.delink(); | ||
2407 | if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) | ||
2408 | { | ||
2409 | // destroy all joints connected to this now deactivated body | ||
2410 | ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); | ||
2411 | } | ||
2412 | } | ||
2023 | } | 2413 | } |
2024 | 2414 | ||
2025 | if (!UsePhysics && !isNew) | 2415 | if (pa.IsPhysical != UsePhysics) |
2026 | { | 2416 | pa.IsPhysical = UsePhysics; |
2027 | // reset velocity to 0 on physics switch-off. Without that, the client thinks the | ||
2028 | // prim still has velocity and continues to interpolate its position along the old | ||
2029 | // velocity-vector. | ||
2030 | Velocity = new Vector3(0, 0, 0); | ||
2031 | Acceleration = new Vector3(0, 0, 0); | ||
2032 | AngularVelocity = new Vector3(0, 0, 0); | ||
2033 | //RotationalVelocity = new Vector3(0, 0, 0); | ||
2034 | } | ||
2035 | 2417 | ||
2036 | pa.IsPhysical = UsePhysics; | 2418 | if (UsePhysics) |
2419 | { | ||
2420 | if (ParentGroup.RootPart.KeyframeMotion != null) | ||
2421 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2422 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2423 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
2037 | 2424 | ||
2038 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 2425 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
2039 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 2426 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
2040 | /// that's not wholesome. Had to make Scene public | ||
2041 | //PhysActor = null; | ||
2042 | 2427 | ||
2043 | if ((Flags & PrimFlags.Phantom) == 0) | 2428 | if (ParentID != 0 && ParentID != LocalId) |
2044 | { | ||
2045 | if (UsePhysics) | ||
2046 | { | 2429 | { |
2047 | if (ParentGroup.RootPart.KeyframeMotion != null) | 2430 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; |
2048 | ParentGroup.RootPart.KeyframeMotion.Stop(); | ||
2049 | ParentGroup.RootPart.KeyframeMotion = null; | ||
2050 | ParentGroup.Scene.AddPhysicalPrim(1); | ||
2051 | |||
2052 | pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | ||
2053 | pa.OnOutOfBounds += PhysicsOutOfBounds; | ||
2054 | if (ParentID != 0 && ParentID != LocalId) | ||
2055 | { | ||
2056 | PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; | ||
2057 | 2431 | ||
2058 | if (parentPa != null) | 2432 | if (parentPa != null) |
2059 | { | 2433 | { |
2060 | pa.link(parentPa); | 2434 | pa.link(parentPa); |
2061 | } | ||
2062 | } | 2435 | } |
2063 | } | 2436 | } |
2064 | } | 2437 | } |
2438 | } | ||
2439 | |||
2440 | bool phan = ((Flags & PrimFlags.Phantom) != 0); | ||
2441 | if (pa.Phantom != phan) | ||
2442 | pa.Phantom = phan; | ||
2443 | |||
2444 | // some engines dont' have this check still | ||
2445 | // if (VolumeDetectActive != pa.IsVolumeDtc) | ||
2446 | { | ||
2447 | if (VolumeDetectActive) | ||
2448 | pa.SetVolumeDetect(1); | ||
2449 | else | ||
2450 | pa.SetVolumeDetect(0); | ||
2065 | } | 2451 | } |
2066 | 2452 | ||
2067 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 2453 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
@@ -2132,13 +2518,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2132 | 2518 | ||
2133 | public int GetAxisRotation(int axis) | 2519 | public int GetAxisRotation(int axis) |
2134 | { | 2520 | { |
2135 | //Cannot use ScriptBaseClass constants as no referance to it currently. | 2521 | if (!ParentGroup.IsDeleted) |
2136 | if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) | 2522 | return ParentGroup.GetAxisRotation(axis); |
2137 | return STATUS_ROTATE_X; | ||
2138 | if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) | ||
2139 | return STATUS_ROTATE_Y; | ||
2140 | if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) | ||
2141 | return STATUS_ROTATE_Z; | ||
2142 | 2523 | ||
2143 | return 0; | 2524 | return 0; |
2144 | } | 2525 | } |
@@ -2164,42 +2545,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
2164 | 2545 | ||
2165 | public Vector3 GetGeometricCenter() | 2546 | public Vector3 GetGeometricCenter() |
2166 | { | 2547 | { |
2548 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
2549 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
2550 | // ignoring tortured prims details since sl also seems to ignore | ||
2551 | // so no real use in doing it on physics | ||
2552 | if (ParentGroup.IsDeleted) | ||
2553 | return new Vector3(0, 0, 0); | ||
2554 | |||
2555 | return ParentGroup.GetGeometricCenter(); | ||
2556 | } | ||
2557 | |||
2558 | public float GetMass() | ||
2559 | { | ||
2167 | PhysicsActor pa = PhysActor; | 2560 | PhysicsActor pa = PhysActor; |
2168 | 2561 | ||
2169 | if (pa != null) | 2562 | if (pa != null) |
2170 | return pa.GeometricCenter; | 2563 | return pa.Mass; |
2171 | else | 2564 | else |
2172 | return Vector3.Zero; | 2565 | return 0; |
2173 | } | 2566 | } |
2174 | 2567 | ||
2175 | public Vector3 GetCenterOfMass() | 2568 | public Vector3 GetCenterOfMass() |
2176 | { | 2569 | { |
2570 | if (ParentGroup.RootPart == this) | ||
2571 | { | ||
2572 | if (ParentGroup.IsDeleted) | ||
2573 | return AbsolutePosition; | ||
2574 | return ParentGroup.GetCenterOfMass(); | ||
2575 | } | ||
2576 | |||
2177 | PhysicsActor pa = PhysActor; | 2577 | PhysicsActor pa = PhysActor; |
2178 | 2578 | ||
2179 | if (pa != null) | 2579 | if (pa != null) |
2180 | return pa.CenterOfMass; | 2580 | { |
2581 | Vector3 tmp = pa.CenterOfMass; | ||
2582 | return tmp; | ||
2583 | } | ||
2181 | else | 2584 | else |
2182 | return Vector3.Zero; | 2585 | return AbsolutePosition; |
2183 | } | 2586 | } |
2184 | 2587 | ||
2185 | public float GetMass() | 2588 | public Vector3 GetPartCenterOfMass() |
2186 | { | 2589 | { |
2187 | PhysicsActor pa = PhysActor; | 2590 | PhysicsActor pa = PhysActor; |
2188 | 2591 | ||
2189 | if (pa != null) | 2592 | if (pa != null) |
2190 | return pa.Mass; | 2593 | { |
2594 | Vector3 tmp = pa.CenterOfMass; | ||
2595 | return tmp; | ||
2596 | } | ||
2191 | else | 2597 | else |
2192 | return 0; | 2598 | return AbsolutePosition; |
2193 | } | 2599 | } |
2194 | 2600 | ||
2601 | |||
2195 | public Vector3 GetForce() | 2602 | public Vector3 GetForce() |
2196 | { | 2603 | { |
2197 | PhysicsActor pa = PhysActor; | 2604 | return Force; |
2198 | |||
2199 | if (pa != null) | ||
2200 | return pa.Force; | ||
2201 | else | ||
2202 | return Vector3.Zero; | ||
2203 | } | 2605 | } |
2204 | 2606 | ||
2205 | /// <summary> | 2607 | /// <summary> |
@@ -2314,6 +2716,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2314 | detobj.velVector = obj.Velocity; | 2716 | detobj.velVector = obj.Velocity; |
2315 | detobj.colliderType = 0; | 2717 | detobj.colliderType = 0; |
2316 | detobj.groupUUID = obj.GroupID; | 2718 | detobj.groupUUID = obj.GroupID; |
2719 | detobj.linkNumber = LinkNum; // pass my link number | ||
2317 | 2720 | ||
2318 | return detobj; | 2721 | return detobj; |
2319 | } | 2722 | } |
@@ -2329,6 +2732,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2329 | detobj.velVector = av.Velocity; | 2732 | detobj.velVector = av.Velocity; |
2330 | detobj.colliderType = 0; | 2733 | detobj.colliderType = 0; |
2331 | detobj.groupUUID = av.ControllingClient.ActiveGroupId; | 2734 | detobj.groupUUID = av.ControllingClient.ActiveGroupId; |
2735 | detobj.linkNumber = LinkNum; // pass my link number | ||
2332 | 2736 | ||
2333 | return detobj; | 2737 | return detobj; |
2334 | } | 2738 | } |
@@ -2344,6 +2748,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2344 | detobj.velVector = Vector3.Zero; | 2748 | detobj.velVector = Vector3.Zero; |
2345 | detobj.colliderType = 0; | 2749 | detobj.colliderType = 0; |
2346 | detobj.groupUUID = UUID.Zero; | 2750 | detobj.groupUUID = UUID.Zero; |
2751 | detobj.linkNumber = LinkNum; // pass my link number not sure needed.. but no harm | ||
2347 | 2752 | ||
2348 | return detobj; | 2753 | return detobj; |
2349 | } | 2754 | } |
@@ -2393,7 +2798,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2393 | CollidingMessage = CreateColliderArgs(this, colliders); | 2798 | CollidingMessage = CreateColliderArgs(this, colliders); |
2394 | 2799 | ||
2395 | if (CollidingMessage.Colliders.Count > 0) | 2800 | if (CollidingMessage.Colliders.Count > 0) |
2396 | DoNotify(notify, LocalId, CollidingMessage); | 2801 | notify(LocalId, CollidingMessage); |
2397 | 2802 | ||
2398 | if (PassCollisions) | 2803 | if (PassCollisions) |
2399 | sendToRoot = true; | 2804 | sendToRoot = true; |
@@ -2407,48 +2812,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
2407 | { | 2812 | { |
2408 | CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); | 2813 | CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); |
2409 | if (CollidingMessage.Colliders.Count > 0) | 2814 | if (CollidingMessage.Colliders.Count > 0) |
2410 | DoNotify(notify, ParentGroup.RootPart.LocalId, CollidingMessage); | 2815 | notify(ParentGroup.RootPart.LocalId, CollidingMessage); |
2411 | } | 2816 | } |
2412 | } | 2817 | } |
2413 | } | 2818 | } |
2414 | 2819 | ||
2415 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) | 2820 | private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) |
2416 | { | 2821 | { |
2417 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) | 2822 | bool sendToRoot = true; |
2418 | { | ||
2419 | ColliderArgs LandCollidingMessage = new ColliderArgs(); | ||
2420 | List<DetectedObject> colliding = new List<DetectedObject>(); | ||
2421 | |||
2422 | colliding.Add(CreateDetObjectForGround()); | ||
2423 | LandCollidingMessage.Colliders = colliding; | ||
2424 | 2823 | ||
2425 | DoNotify(notify, LocalId, LandCollidingMessage); | 2824 | ColliderArgs LandCollidingMessage = new ColliderArgs(); |
2426 | } | 2825 | List<DetectedObject> colliding = new List<DetectedObject>(); |
2427 | } | 2826 | |
2827 | colliding.Add(CreateDetObjectForGround()); | ||
2828 | LandCollidingMessage.Colliders = colliding; | ||
2428 | 2829 | ||
2429 | private void DoNotify(ScriptCollidingNotification notify, uint id, ColliderArgs collargs) | 2830 | if (Inventory.ContainsScripts()) |
2430 | { | ||
2431 | if (m_parentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.ShouldUseFireAndForgetForCollisions) | ||
2432 | { | 2831 | { |
2433 | // For those learning C#, FireAndForget takes a function, an object to pass | 2832 | if (!PassCollisions) |
2434 | // to that function and an ID string. The "oo => {}" construct is a lambda expression | 2833 | sendToRoot = false; |
2435 | // for a function with one arguement ('oo'). The 'new Object[] {}" construct creates an Object | ||
2436 | // that is an object array and initializes it with three items (the parameters | ||
2437 | // being passed). The parameters passed are the function to call ('notify') and | ||
2438 | // its two arguements. Finally, once in the function (called later by the FireAndForget | ||
2439 | // thread scheduler), the passed object is cast to an object array and then each | ||
2440 | // of its items (aoo[0] to aoo[2]) are individually cast to what they are and | ||
2441 | // then used in a call of the passed ScriptCollidingNotification function. | ||
2442 | Util.FireAndForget(oo => | ||
2443 | { | ||
2444 | Object[] aoo = (Object[])oo; | ||
2445 | ((ScriptCollidingNotification)aoo[0])((uint)aoo[1], (ColliderArgs)aoo[2]); | ||
2446 | |||
2447 | }, new Object[] { notify, id, collargs }, "SOP.Collision"); | ||
2448 | } | 2834 | } |
2449 | else | 2835 | if ((ScriptEvents & ev) != 0) |
2836 | notify(LocalId, LandCollidingMessage); | ||
2837 | |||
2838 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) | ||
2450 | { | 2839 | { |
2451 | notify(id, collargs); | 2840 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); |
2452 | } | 2841 | } |
2453 | } | 2842 | } |
2454 | 2843 | ||
@@ -2464,44 +2853,81 @@ namespace OpenSim.Region.Framework.Scenes | |||
2464 | List<uint> endedColliders = new List<uint>(); | 2853 | List<uint> endedColliders = new List<uint>(); |
2465 | List<uint> startedColliders = new List<uint>(); | 2854 | List<uint> startedColliders = new List<uint>(); |
2466 | 2855 | ||
2467 | // calculate things that started colliding this time | 2856 | if (collissionswith.Count == 0) |
2468 | // and build up list of colliders this time | ||
2469 | foreach (uint localid in collissionswith.Keys) | ||
2470 | { | 2857 | { |
2471 | thisHitColliders.Add(localid); | 2858 | if (m_lastColliders.Count == 0) |
2472 | if (!m_lastColliders.Contains(localid)) | 2859 | return; // nothing to do |
2473 | startedColliders.Add(localid); | ||
2474 | } | ||
2475 | 2860 | ||
2476 | // calculate things that ended colliding | 2861 | foreach (uint localID in m_lastColliders) |
2477 | foreach (uint localID in m_lastColliders) | 2862 | { |
2478 | { | ||
2479 | if (!thisHitColliders.Contains(localID)) | ||
2480 | endedColliders.Add(localID); | 2863 | endedColliders.Add(localID); |
2864 | } | ||
2865 | m_lastColliders.Clear(); | ||
2481 | } | 2866 | } |
2482 | 2867 | ||
2483 | //add the items that started colliding this time to the last colliders list. | 2868 | else |
2484 | foreach (uint localID in startedColliders) | 2869 | { |
2485 | m_lastColliders.Add(localID); | 2870 | List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>(); |
2486 | 2871 | ||
2487 | // remove things that ended colliding from the last colliders list | 2872 | // calculate things that started colliding this time |
2488 | foreach (uint localID in endedColliders) | 2873 | // and build up list of colliders this time |
2489 | m_lastColliders.Remove(localID); | 2874 | if (!VolumeDetectActive && CollisionSoundType >= 0) |
2875 | { | ||
2876 | CollisionForSoundInfo soundinfo; | ||
2877 | ContactPoint curcontact; | ||
2490 | 2878 | ||
2491 | // play the sound. | 2879 | foreach (uint id in collissionswith.Keys) |
2492 | if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) | 2880 | { |
2493 | { | 2881 | thisHitColliders.Add(id); |
2494 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | 2882 | if (!m_lastColliders.Contains(id)) |
2495 | if (soundModule != null) | 2883 | { |
2884 | startedColliders.Add(id); | ||
2885 | |||
2886 | curcontact = collissionswith[id]; | ||
2887 | if (Math.Abs(curcontact.RelativeSpeed) > 0.2) | ||
2888 | { | ||
2889 | soundinfo = new CollisionForSoundInfo(); | ||
2890 | soundinfo.colliderID = id; | ||
2891 | soundinfo.position = curcontact.Position; | ||
2892 | soundinfo.relativeVel = curcontact.RelativeSpeed; | ||
2893 | soundinfolist.Add(soundinfo); | ||
2894 | } | ||
2895 | } | ||
2896 | } | ||
2897 | } | ||
2898 | else | ||
2899 | { | ||
2900 | foreach (uint id in collissionswith.Keys) | ||
2901 | { | ||
2902 | thisHitColliders.Add(id); | ||
2903 | if (!m_lastColliders.Contains(id)) | ||
2904 | startedColliders.Add(id); | ||
2905 | } | ||
2906 | } | ||
2907 | |||
2908 | // calculate things that ended colliding | ||
2909 | foreach (uint localID in m_lastColliders) | ||
2496 | { | 2910 | { |
2497 | soundModule.SendSound(UUID, CollisionSound, | 2911 | if (!thisHitColliders.Contains(localID)) |
2498 | CollisionSoundVolume, true, 0, 0, false, | 2912 | endedColliders.Add(localID); |
2499 | false); | ||
2500 | } | 2913 | } |
2914 | |||
2915 | //add the items that started colliding this time to the last colliders list. | ||
2916 | foreach (uint localID in startedColliders) | ||
2917 | m_lastColliders.Add(localID); | ||
2918 | |||
2919 | // remove things that ended colliding from the last colliders list | ||
2920 | foreach (uint localID in endedColliders) | ||
2921 | m_lastColliders.Remove(localID); | ||
2922 | |||
2923 | // play sounds. | ||
2924 | if (soundinfolist.Count > 0) | ||
2925 | CollisionSounds.PartCollisionSound(this, soundinfolist); | ||
2501 | } | 2926 | } |
2502 | 2927 | ||
2503 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); | 2928 | SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); |
2504 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | 2929 | if (!VolumeDetectActive) |
2930 | SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); | ||
2505 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); | 2931 | SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); |
2506 | 2932 | ||
2507 | if (startedColliders.Contains(0)) | 2933 | if (startedColliders.Contains(0)) |
@@ -2512,6 +2938,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
2512 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); | 2938 | SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); |
2513 | } | 2939 | } |
2514 | 2940 | ||
2941 | // The Collision sounds code calls this | ||
2942 | public void SendCollisionSound(UUID soundID, double volume, Vector3 position) | ||
2943 | { | ||
2944 | if (soundID == UUID.Zero) | ||
2945 | return; | ||
2946 | |||
2947 | ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); | ||
2948 | if (soundModule == null) | ||
2949 | return; | ||
2950 | |||
2951 | if (volume > 1) | ||
2952 | volume = 1; | ||
2953 | if (volume < 0) | ||
2954 | volume = 0; | ||
2955 | |||
2956 | int now = Util.EnvironmentTickCount(); | ||
2957 | if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200) | ||
2958 | return; | ||
2959 | |||
2960 | LastColSoundSentTime = now; | ||
2961 | |||
2962 | UUID ownerID = OwnerID; | ||
2963 | UUID objectID = ParentGroup.RootPart.UUID; | ||
2964 | UUID parentID = ParentGroup.UUID; | ||
2965 | ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle; | ||
2966 | |||
2967 | soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 ); | ||
2968 | } | ||
2969 | |||
2515 | public void PhysicsOutOfBounds(Vector3 pos) | 2970 | public void PhysicsOutOfBounds(Vector3 pos) |
2516 | { | 2971 | { |
2517 | // Note: This is only being called on the root prim at this time. | 2972 | // Note: This is only being called on the root prim at this time. |
@@ -2539,7 +2994,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2539 | } | 2994 | } |
2540 | //ParentGroup.RootPart.m_groupPosition = newpos; | 2995 | //ParentGroup.RootPart.m_groupPosition = newpos; |
2541 | } | 2996 | } |
2542 | 2997 | /* ubit: there are no flexible links | |
2543 | if (pa != null && ParentID != 0 && ParentGroup != null) | 2998 | if (pa != null && ParentID != 0 && ParentGroup != null) |
2544 | { | 2999 | { |
2545 | // Special case where a child object is requesting property updates. | 3000 | // Special case where a child object is requesting property updates. |
@@ -2559,7 +3014,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2559 | // m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}", | 3014 | // m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}", |
2560 | // "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset); | 3015 | // "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset); |
2561 | } | 3016 | } |
2562 | 3017 | */ | |
2563 | ScheduleTerseUpdate(); | 3018 | ScheduleTerseUpdate(); |
2564 | } | 3019 | } |
2565 | 3020 | ||
@@ -2619,18 +3074,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2619 | 3074 | ||
2620 | if (ParentGroup.Scene != null) | 3075 | if (ParentGroup.Scene != null) |
2621 | { | 3076 | { |
2622 | scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X)); | 3077 | float minsize = ParentGroup.Scene.m_minNonphys; |
2623 | scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y)); | 3078 | float maxsize = ParentGroup.Scene.m_maxNonphys; |
2624 | scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z)); | ||
2625 | |||
2626 | if (pa != null && pa.IsPhysical) | 3079 | if (pa != null && pa.IsPhysical) |
2627 | { | 3080 | { |
2628 | scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X)); | 3081 | minsize = ParentGroup.Scene.m_minPhys; |
2629 | scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y)); | 3082 | maxsize = ParentGroup.Scene.m_maxPhys; |
2630 | scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z)); | 3083 | } |
2631 | } | 3084 | scale.X = Util.Clamp(scale.X, minsize, maxsize); |
3085 | scale.Y = Util.Clamp(scale.Y, minsize, maxsize); | ||
3086 | scale.Z = Util.Clamp(scale.Z, minsize, maxsize); | ||
2632 | } | 3087 | } |
2633 | |||
2634 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); | 3088 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); |
2635 | 3089 | ||
2636 | Scale = scale; | 3090 | Scale = scale; |
@@ -2812,7 +3266,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2812 | 3266 | ||
2813 | // m_log.DebugFormat( | 3267 | // m_log.DebugFormat( |
2814 | // "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId); | 3268 | // "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId); |
2815 | 3269 | ||
3270 | |||
3271 | if (ParentGroup.IsAttachment) | ||
3272 | { | ||
3273 | ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); | ||
3274 | if (sp != null) | ||
3275 | { | ||
3276 | sp.SendAttachmentUpdate(this, UpdateRequired.FULL); | ||
3277 | } | ||
3278 | } | ||
3279 | |||
3280 | /* this does nothing | ||
3281 | SendFullUpdateToClient(remoteClient, Position) ignores position parameter | ||
2816 | if (IsRoot) | 3282 | if (IsRoot) |
2817 | { | 3283 | { |
2818 | if (ParentGroup.IsAttachment) | 3284 | if (ParentGroup.IsAttachment) |
@@ -2824,6 +3290,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2824 | SendFullUpdateToClient(remoteClient, AbsolutePosition); | 3290 | SendFullUpdateToClient(remoteClient, AbsolutePosition); |
2825 | } | 3291 | } |
2826 | } | 3292 | } |
3293 | */ | ||
2827 | else | 3294 | else |
2828 | { | 3295 | { |
2829 | SendFullUpdateToClient(remoteClient); | 3296 | SendFullUpdateToClient(remoteClient); |
@@ -2833,17 +3300,55 @@ namespace OpenSim.Region.Framework.Scenes | |||
2833 | /// <summary> | 3300 | /// <summary> |
2834 | /// Send a full update for this part to all clients. | 3301 | /// Send a full update for this part to all clients. |
2835 | /// </summary> | 3302 | /// </summary> |
2836 | public void SendFullUpdateToAllClients() | 3303 | public void SendFullUpdateToAllClientsInternal() |
2837 | { | 3304 | { |
2838 | if (ParentGroup == null) | 3305 | if (ParentGroup == null) |
2839 | return; | 3306 | return; |
2840 | 3307 | ||
3308 | // Update the "last" values | ||
3309 | m_lastPosition = OffsetPosition; | ||
3310 | m_lastRotation = RotationOffset; | ||
3311 | m_lastVelocity = Velocity; | ||
3312 | m_lastAcceleration = Acceleration; | ||
3313 | m_lastAngularVelocity = AngularVelocity; | ||
3314 | m_lastUpdateSentTime = Environment.TickCount; | ||
3315 | |||
2841 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 3316 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
2842 | { | 3317 | { |
2843 | SendFullUpdate(avatar.ControllingClient); | 3318 | SendFullUpdate(avatar.ControllingClient); |
2844 | }); | 3319 | }); |
2845 | } | 3320 | } |
2846 | 3321 | ||
3322 | public void SendFullUpdateToAllClients() | ||
3323 | { | ||
3324 | if (ParentGroup == null) | ||
3325 | return; | ||
3326 | |||
3327 | // Update the "last" values | ||
3328 | m_lastPosition = OffsetPosition; | ||
3329 | m_lastRotation = RotationOffset; | ||
3330 | m_lastVelocity = Velocity; | ||
3331 | m_lastAcceleration = Acceleration; | ||
3332 | m_lastAngularVelocity = AngularVelocity; | ||
3333 | m_lastUpdateSentTime = Environment.TickCount; | ||
3334 | |||
3335 | if (ParentGroup.IsAttachment) | ||
3336 | { | ||
3337 | ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); | ||
3338 | if (sp != null) | ||
3339 | { | ||
3340 | sp.SendAttachmentUpdate(this, UpdateRequired.FULL); | ||
3341 | } | ||
3342 | } | ||
3343 | else | ||
3344 | { | ||
3345 | ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | ||
3346 | { | ||
3347 | SendFullUpdate(avatar.ControllingClient); | ||
3348 | }); | ||
3349 | } | ||
3350 | } | ||
3351 | |||
2847 | /// <summary> | 3352 | /// <summary> |
2848 | /// Sends a full update to the client | 3353 | /// Sends a full update to the client |
2849 | /// </summary> | 3354 | /// </summary> |
@@ -2864,9 +3369,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2864 | return; | 3369 | return; |
2865 | 3370 | ||
2866 | // Suppress full updates during attachment editing | 3371 | // Suppress full updates during attachment editing |
2867 | // | 3372 | // sl Does send them |
2868 | if (ParentGroup.IsSelected && ParentGroup.IsAttachment) | 3373 | // if (ParentGroup.IsSelected && ParentGroup.IsAttachment) |
2869 | return; | 3374 | // return; |
2870 | 3375 | ||
2871 | if (ParentGroup.IsDeleted) | 3376 | if (ParentGroup.IsDeleted) |
2872 | return; | 3377 | return; |
@@ -2896,8 +3401,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2896 | { | 3401 | { |
2897 | const float ROTATION_TOLERANCE = 0.01f; | 3402 | const float ROTATION_TOLERANCE = 0.01f; |
2898 | const float VELOCITY_TOLERANCE = 0.001f; | 3403 | const float VELOCITY_TOLERANCE = 0.001f; |
2899 | const float POSITION_TOLERANCE = 0.05f; | 3404 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2900 | const int TIME_MS_TOLERANCE = 3000; | 3405 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2901 | 3406 | ||
2902 | switch (UpdateFlag) | 3407 | switch (UpdateFlag) |
2903 | { | 3408 | { |
@@ -2911,40 +3416,74 @@ namespace OpenSim.Region.Framework.Scenes | |||
2911 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || | 3416 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || |
2912 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || | 3417 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || |
2913 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || | 3418 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || |
2914 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3419 | Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE) |
2915 | { | 3420 | { |
2916 | SendTerseUpdateToAllClients(); | 3421 | SendTerseUpdateToAllClientsInternal(); |
2917 | |||
2918 | // Update the "last" values | ||
2919 | m_lastPosition = OffsetPosition; | ||
2920 | m_lastRotation = RotationOffset; | ||
2921 | m_lastVelocity = Velocity; | ||
2922 | m_lastAcceleration = Acceleration; | ||
2923 | m_lastAngularVelocity = AngularVelocity; | ||
2924 | m_lastTerseSent = Environment.TickCount; | ||
2925 | } | 3422 | } |
2926 | break; | 3423 | break; |
2927 | } | 3424 | } |
2928 | case UpdateRequired.FULL: | 3425 | case UpdateRequired.FULL: |
2929 | { | 3426 | { |
2930 | ClearUpdateSchedule(); | 3427 | ClearUpdateSchedule(); |
2931 | SendFullUpdateToAllClients(); | 3428 | SendFullUpdateToAllClientsInternal(); |
2932 | break; | 3429 | break; |
2933 | } | 3430 | } |
2934 | } | 3431 | } |
2935 | } | 3432 | } |
2936 | 3433 | ||
3434 | |||
2937 | /// <summary> | 3435 | /// <summary> |
2938 | /// Send a terse update to all clients | 3436 | /// Send a terse update to all clients |
2939 | /// </summary> | 3437 | /// </summary> |
2940 | public void SendTerseUpdateToAllClients() | 3438 | public void SendTerseUpdateToAllClientsInternal() |
2941 | { | 3439 | { |
3440 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3441 | return; | ||
3442 | |||
3443 | // Update the "last" values | ||
3444 | m_lastPosition = OffsetPosition; | ||
3445 | m_lastRotation = RotationOffset; | ||
3446 | m_lastVelocity = Velocity; | ||
3447 | m_lastAcceleration = Acceleration; | ||
3448 | m_lastAngularVelocity = AngularVelocity; | ||
3449 | m_lastUpdateSentTime = Environment.TickCount; | ||
3450 | |||
2942 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | 3451 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) |
2943 | { | 3452 | { |
2944 | SendTerseUpdateToClient(client); | 3453 | SendTerseUpdateToClient(client); |
2945 | }); | 3454 | }); |
2946 | } | 3455 | } |
2947 | 3456 | ||
3457 | public void SendTerseUpdateToAllClients() | ||
3458 | { | ||
3459 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3460 | return; | ||
3461 | |||
3462 | // Update the "last" values | ||
3463 | m_lastPosition = OffsetPosition; | ||
3464 | m_lastRotation = RotationOffset; | ||
3465 | m_lastVelocity = Velocity; | ||
3466 | m_lastAcceleration = Acceleration; | ||
3467 | m_lastAngularVelocity = AngularVelocity; | ||
3468 | m_lastUpdateSentTime = Environment.TickCount; | ||
3469 | |||
3470 | if (ParentGroup.IsAttachment) | ||
3471 | { | ||
3472 | ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); | ||
3473 | if (sp != null) | ||
3474 | { | ||
3475 | sp.SendAttachmentUpdate(this, UpdateRequired.TERSE); | ||
3476 | } | ||
3477 | } | ||
3478 | else | ||
3479 | { | ||
3480 | ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) | ||
3481 | { | ||
3482 | SendTerseUpdateToClient(client); | ||
3483 | }); | ||
3484 | } | ||
3485 | } | ||
3486 | |||
2948 | public void SetAxisRotation(int axis, int rotate) | 3487 | public void SetAxisRotation(int axis, int rotate) |
2949 | { | 3488 | { |
2950 | ParentGroup.SetAxisRotation(axis, rotate); | 3489 | ParentGroup.SetAxisRotation(axis, rotate); |
@@ -2962,10 +3501,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2962 | 3501 | ||
2963 | public void SetBuoyancy(float fvalue) | 3502 | public void SetBuoyancy(float fvalue) |
2964 | { | 3503 | { |
2965 | PhysicsActor pa = PhysActor; | 3504 | Buoyancy = fvalue; |
2966 | 3505 | /* | |
2967 | if (pa != null) | 3506 | if (PhysActor != null) |
2968 | pa.Buoyancy = fvalue; | 3507 | { |
3508 | PhysActor.Buoyancy = fvalue; | ||
3509 | } | ||
3510 | */ | ||
2969 | } | 3511 | } |
2970 | 3512 | ||
2971 | public void SetDieAtEdge(bool p) | 3513 | public void SetDieAtEdge(bool p) |
@@ -2981,47 +3523,111 @@ namespace OpenSim.Region.Framework.Scenes | |||
2981 | PhysicsActor pa = PhysActor; | 3523 | PhysicsActor pa = PhysActor; |
2982 | 3524 | ||
2983 | if (pa != null) | 3525 | if (pa != null) |
2984 | pa.FloatOnWater = floatYN == 1; | 3526 | pa.FloatOnWater = (floatYN == 1); |
2985 | } | 3527 | } |
2986 | 3528 | ||
2987 | public void SetForce(Vector3 force) | 3529 | public void SetForce(Vector3 force) |
2988 | { | 3530 | { |
2989 | PhysicsActor pa = PhysActor; | 3531 | Force = force; |
3532 | } | ||
2990 | 3533 | ||
2991 | if (pa != null) | 3534 | public SOPVehicle VehicleParams |
2992 | pa.Force = force; | 3535 | { |
3536 | get | ||
3537 | { | ||
3538 | return m_vehicleParams; | ||
3539 | } | ||
3540 | set | ||
3541 | { | ||
3542 | m_vehicleParams = value; | ||
3543 | } | ||
3544 | } | ||
3545 | |||
3546 | |||
3547 | public int VehicleType | ||
3548 | { | ||
3549 | get | ||
3550 | { | ||
3551 | if (m_vehicleParams == null) | ||
3552 | return (int)Vehicle.TYPE_NONE; | ||
3553 | else | ||
3554 | return (int)m_vehicleParams.Type; | ||
3555 | } | ||
3556 | set | ||
3557 | { | ||
3558 | SetVehicleType(value); | ||
3559 | } | ||
2993 | } | 3560 | } |
2994 | 3561 | ||
2995 | public void SetVehicleType(int type) | 3562 | public void SetVehicleType(int type) |
2996 | { | 3563 | { |
2997 | PhysicsActor pa = PhysActor; | 3564 | m_vehicleParams = null; |
3565 | |||
3566 | if (type == (int)Vehicle.TYPE_NONE) | ||
3567 | { | ||
3568 | if (_parentID ==0 && PhysActor != null) | ||
3569 | PhysActor.VehicleType = (int)Vehicle.TYPE_NONE; | ||
3570 | return; | ||
3571 | } | ||
3572 | m_vehicleParams = new SOPVehicle(); | ||
3573 | m_vehicleParams.ProcessTypeChange((Vehicle)type); | ||
3574 | { | ||
3575 | if (_parentID ==0 && PhysActor != null) | ||
3576 | PhysActor.VehicleType = type; | ||
3577 | return; | ||
3578 | } | ||
3579 | } | ||
2998 | 3580 | ||
2999 | if (pa != null) | 3581 | public void SetVehicleFlags(int param, bool remove) |
3000 | pa.VehicleType = type; | 3582 | { |
3583 | if (m_vehicleParams == null) | ||
3584 | return; | ||
3585 | |||
3586 | m_vehicleParams.ProcessVehicleFlags(param, remove); | ||
3587 | |||
3588 | if (_parentID ==0 && PhysActor != null) | ||
3589 | { | ||
3590 | PhysActor.VehicleFlags(param, remove); | ||
3591 | } | ||
3001 | } | 3592 | } |
3002 | 3593 | ||
3003 | public void SetVehicleFloatParam(int param, float value) | 3594 | public void SetVehicleFloatParam(int param, float value) |
3004 | { | 3595 | { |
3005 | PhysicsActor pa = PhysActor; | 3596 | if (m_vehicleParams == null) |
3597 | return; | ||
3006 | 3598 | ||
3007 | if (pa != null) | 3599 | m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value); |
3008 | pa.VehicleFloatParam(param, value); | 3600 | |
3601 | if (_parentID == 0 && PhysActor != null) | ||
3602 | { | ||
3603 | PhysActor.VehicleFloatParam(param, value); | ||
3604 | } | ||
3009 | } | 3605 | } |
3010 | 3606 | ||
3011 | public void SetVehicleVectorParam(int param, Vector3 value) | 3607 | public void SetVehicleVectorParam(int param, Vector3 value) |
3012 | { | 3608 | { |
3013 | PhysicsActor pa = PhysActor; | 3609 | if (m_vehicleParams == null) |
3610 | return; | ||
3014 | 3611 | ||
3015 | if (pa != null) | 3612 | m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value); |
3016 | pa.VehicleVectorParam(param, value); | 3613 | |
3614 | if (_parentID == 0 && PhysActor != null) | ||
3615 | { | ||
3616 | PhysActor.VehicleVectorParam(param, value); | ||
3617 | } | ||
3017 | } | 3618 | } |
3018 | 3619 | ||
3019 | public void SetVehicleRotationParam(int param, Quaternion rotation) | 3620 | public void SetVehicleRotationParam(int param, Quaternion rotation) |
3020 | { | 3621 | { |
3021 | PhysicsActor pa = PhysActor; | 3622 | if (m_vehicleParams == null) |
3623 | return; | ||
3022 | 3624 | ||
3023 | if (pa != null) | 3625 | m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation); |
3024 | pa.VehicleRotationParam(param, rotation); | 3626 | |
3627 | if (_parentID == 0 && PhysActor != null) | ||
3628 | { | ||
3629 | PhysActor.VehicleRotationParam(param, rotation); | ||
3630 | } | ||
3025 | } | 3631 | } |
3026 | 3632 | ||
3027 | /// <summary> | 3633 | /// <summary> |
@@ -3222,14 +3828,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3222 | hasProfileCut = hasDimple; // is it the same thing? | 3828 | hasProfileCut = hasDimple; // is it the same thing? |
3223 | } | 3829 | } |
3224 | 3830 | ||
3225 | public void SetVehicleFlags(int param, bool remove) | ||
3226 | { | ||
3227 | PhysicsActor pa = PhysActor; | ||
3228 | |||
3229 | if (pa != null) | ||
3230 | pa.VehicleFlags(param, remove); | ||
3231 | } | ||
3232 | |||
3233 | public void SetGroup(UUID groupID, IClientAPI client) | 3831 | public void SetGroup(UUID groupID, IClientAPI client) |
3234 | { | 3832 | { |
3235 | // Scene.AddNewPrims() calls with client == null so can't use this. | 3833 | // Scene.AddNewPrims() calls with client == null so can't use this. |
@@ -3238,8 +3836,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3238 | // Name, groupID, OwnerID); | 3836 | // Name, groupID, OwnerID); |
3239 | 3837 | ||
3240 | GroupID = groupID; | 3838 | GroupID = groupID; |
3241 | if (client != null) | 3839 | // if (client != null) |
3242 | SendPropertiesToClient(client); | 3840 | // SendPropertiesToClient(client); |
3243 | UpdateFlag = UpdateRequired.FULL; | 3841 | UpdateFlag = UpdateRequired.FULL; |
3244 | } | 3842 | } |
3245 | 3843 | ||
@@ -3263,7 +3861,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3263 | 3861 | ||
3264 | if (pa != null) | 3862 | if (pa != null) |
3265 | { | 3863 | { |
3266 | pa.LockAngularMotion(RotationAxis); | 3864 | pa.LockAngularMotion(RotationAxisLocks); |
3267 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 3865 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); |
3268 | } | 3866 | } |
3269 | } | 3867 | } |
@@ -3334,67 +3932,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3334 | ParentGroup.StopMoveToTarget(); | 3932 | ParentGroup.StopMoveToTarget(); |
3335 | } | 3933 | } |
3336 | 3934 | ||
3337 | public void StoreUndoState() | 3935 | public void StoreUndoState(ObjectChangeType change) |
3338 | { | 3936 | { |
3339 | StoreUndoState(false); | 3937 | if (m_UndoRedo == null) |
3340 | } | 3938 | m_UndoRedo = new UndoRedoState(5); |
3341 | 3939 | ||
3342 | public void StoreUndoState(bool forGroup) | 3940 | lock (m_UndoRedo) |
3343 | { | ||
3344 | if (ParentGroup == null || ParentGroup.Scene == null) | ||
3345 | return; | ||
3346 | |||
3347 | if (Undoing) | ||
3348 | { | ||
3349 | // m_log.DebugFormat( | ||
3350 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3351 | return; | ||
3352 | } | ||
3353 | |||
3354 | if (IgnoreUndoUpdate) | ||
3355 | { | ||
3356 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3357 | return; | ||
3358 | } | ||
3359 | |||
3360 | lock (m_undo) | ||
3361 | { | 3941 | { |
3362 | if (m_undo.Count > 0) | 3942 | if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended |
3363 | { | 3943 | { |
3364 | UndoState last = m_undo[m_undo.Count - 1]; | 3944 | m_UndoRedo.StoreUndo(this, change); |
3365 | if (last != null) | ||
3366 | { | ||
3367 | // TODO: May need to fix for group comparison | ||
3368 | if (last.Compare(this)) | ||
3369 | { | ||
3370 | // m_log.DebugFormat( | ||
3371 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3372 | // Name, LocalId, m_undo.Count); | ||
3373 | |||
3374 | return; | ||
3375 | } | ||
3376 | } | ||
3377 | } | ||
3378 | |||
3379 | // m_log.DebugFormat( | ||
3380 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3381 | // Name, LocalId, forGroup, m_undo.Count); | ||
3382 | |||
3383 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3384 | { | ||
3385 | UndoState nUndo = new UndoState(this, forGroup); | ||
3386 | |||
3387 | m_undo.Add(nUndo); | ||
3388 | |||
3389 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3390 | m_undo.RemoveAt(0); | ||
3391 | |||
3392 | if (m_redo.Count > 0) | ||
3393 | m_redo.Clear(); | ||
3394 | |||
3395 | // m_log.DebugFormat( | ||
3396 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | ||
3397 | // Name, LocalId, forGroup, m_undo.Count); | ||
3398 | } | 3945 | } |
3399 | } | 3946 | } |
3400 | } | 3947 | } |
@@ -3406,88 +3953,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
3406 | { | 3953 | { |
3407 | get | 3954 | get |
3408 | { | 3955 | { |
3409 | lock (m_undo) | 3956 | if (m_UndoRedo == null) |
3410 | return m_undo.Count; | 3957 | return 0; |
3958 | return m_UndoRedo.Count; | ||
3411 | } | 3959 | } |
3412 | } | 3960 | } |
3413 | 3961 | ||
3414 | public void Undo() | 3962 | public void Undo() |
3415 | { | 3963 | { |
3416 | lock (m_undo) | 3964 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3417 | { | 3965 | return; |
3418 | // m_log.DebugFormat( | ||
3419 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3420 | // Name, LocalId, m_undo.Count); | ||
3421 | |||
3422 | if (m_undo.Count > 0) | ||
3423 | { | ||
3424 | UndoState goback = m_undo[m_undo.Count - 1]; | ||
3425 | m_undo.RemoveAt(m_undo.Count - 1); | ||
3426 | |||
3427 | UndoState nUndo = null; | ||
3428 | |||
3429 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3430 | { | ||
3431 | nUndo = new UndoState(this, goback.ForGroup); | ||
3432 | } | ||
3433 | |||
3434 | goback.PlaybackState(this); | ||
3435 | |||
3436 | if (nUndo != null) | ||
3437 | { | ||
3438 | m_redo.Add(nUndo); | ||
3439 | |||
3440 | if (m_redo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3441 | m_redo.RemoveAt(0); | ||
3442 | } | ||
3443 | } | ||
3444 | 3966 | ||
3445 | // m_log.DebugFormat( | 3967 | lock (m_UndoRedo) |
3446 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | 3968 | { |
3447 | // Name, LocalId, m_undo.Count); | 3969 | Undoing = true; |
3970 | m_UndoRedo.Undo(this); | ||
3971 | Undoing = false; | ||
3448 | } | 3972 | } |
3449 | } | 3973 | } |
3450 | 3974 | ||
3451 | public void Redo() | 3975 | public void Redo() |
3452 | { | 3976 | { |
3453 | lock (m_undo) | 3977 | if (m_UndoRedo == null || Undoing || ParentGroup == null) |
3454 | { | 3978 | return; |
3455 | // m_log.DebugFormat( | ||
3456 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3457 | // Name, LocalId, m_redo.Count); | ||
3458 | |||
3459 | if (m_redo.Count > 0) | ||
3460 | { | ||
3461 | UndoState gofwd = m_redo[m_redo.Count - 1]; | ||
3462 | m_redo.RemoveAt(m_redo.Count - 1); | ||
3463 | |||
3464 | if (ParentGroup.Scene.MaxUndoCount > 0) | ||
3465 | { | ||
3466 | UndoState nUndo = new UndoState(this, gofwd.ForGroup); | ||
3467 | |||
3468 | m_undo.Add(nUndo); | ||
3469 | |||
3470 | if (m_undo.Count > ParentGroup.Scene.MaxUndoCount) | ||
3471 | m_undo.RemoveAt(0); | ||
3472 | } | ||
3473 | |||
3474 | gofwd.PlayfwdState(this); | ||
3475 | 3979 | ||
3476 | // m_log.DebugFormat( | 3980 | lock (m_UndoRedo) |
3477 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | 3981 | { |
3478 | // Name, LocalId, m_redo.Count); | 3982 | Undoing = true; |
3479 | } | 3983 | m_UndoRedo.Redo(this); |
3984 | Undoing = false; | ||
3480 | } | 3985 | } |
3481 | } | 3986 | } |
3482 | 3987 | ||
3483 | public void ClearUndoState() | 3988 | public void ClearUndoState() |
3484 | { | 3989 | { |
3485 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | 3990 | if (m_UndoRedo == null || Undoing) |
3991 | return; | ||
3486 | 3992 | ||
3487 | lock (m_undo) | 3993 | lock (m_UndoRedo) |
3488 | { | 3994 | { |
3489 | m_undo.Clear(); | 3995 | m_UndoRedo.Clear(); |
3490 | m_redo.Clear(); | ||
3491 | } | 3996 | } |
3492 | } | 3997 | } |
3493 | 3998 | ||
@@ -4039,7 +4544,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4039 | if (god) | 4544 | if (god) |
4040 | { | 4545 | { |
4041 | BaseMask = ApplyMask(BaseMask, set, mask); | 4546 | BaseMask = ApplyMask(BaseMask, set, mask); |
4042 | Inventory.ApplyGodPermissions(_baseMask); | 4547 | Inventory.ApplyGodPermissions(BaseMask); |
4043 | } | 4548 | } |
4044 | 4549 | ||
4045 | break; | 4550 | break; |
@@ -4070,7 +4575,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4070 | } | 4575 | } |
4071 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & | 4576 | NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & |
4072 | baseMask; | 4577 | baseMask; |
4073 | // Prevent the client from creating no mod, no copy | 4578 | // Prevent the client from creating no copy, no transfer |
4074 | // objects | 4579 | // objects |
4075 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) | 4580 | if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) |
4076 | NextOwnerMask |= (uint)PermissionMask.Transfer; | 4581 | NextOwnerMask |= (uint)PermissionMask.Transfer; |
@@ -4086,22 +4591,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
4086 | 4591 | ||
4087 | public void ClonePermissions(SceneObjectPart source) | 4592 | public void ClonePermissions(SceneObjectPart source) |
4088 | { | 4593 | { |
4089 | bool update = false; | 4594 | uint prevOwnerMask = OwnerMask; |
4595 | uint prevGroupMask = GroupMask; | ||
4596 | uint prevEveryoneMask = EveryoneMask; | ||
4597 | uint prevNextOwnerMask = NextOwnerMask; | ||
4090 | 4598 | ||
4091 | if (BaseMask != source.BaseMask || | 4599 | OwnerMask = source.OwnerMask & BaseMask; |
4092 | OwnerMask != source.OwnerMask || | 4600 | GroupMask = source.GroupMask & BaseMask; |
4093 | GroupMask != source.GroupMask || | 4601 | EveryoneMask = source.EveryoneMask & BaseMask; |
4094 | EveryoneMask != source.EveryoneMask || | 4602 | NextOwnerMask = source.NextOwnerMask & BaseMask; |
4095 | NextOwnerMask != source.NextOwnerMask) | ||
4096 | update = true; | ||
4097 | 4603 | ||
4098 | BaseMask = source.BaseMask; | 4604 | if (OwnerMask != prevOwnerMask || |
4099 | OwnerMask = source.OwnerMask; | 4605 | GroupMask != prevGroupMask || |
4100 | GroupMask = source.GroupMask; | 4606 | EveryoneMask != prevEveryoneMask || |
4101 | EveryoneMask = source.EveryoneMask; | 4607 | NextOwnerMask != prevNextOwnerMask) |
4102 | NextOwnerMask = source.NextOwnerMask; | ||
4103 | |||
4104 | if (update) | ||
4105 | SendFullUpdateToAllClients(); | 4608 | SendFullUpdateToAllClients(); |
4106 | } | 4609 | } |
4107 | 4610 | ||
@@ -4152,6 +4655,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4152 | } | 4655 | } |
4153 | } | 4656 | } |
4154 | 4657 | ||
4658 | |||
4155 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) | 4659 | public void UpdateExtraPhysics(ExtraPhysicsData physdata) |
4156 | { | 4660 | { |
4157 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) | 4661 | if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) |
@@ -4179,7 +4683,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4179 | /// <param name="SetTemporary"></param> | 4683 | /// <param name="SetTemporary"></param> |
4180 | /// <param name="SetPhantom"></param> | 4684 | /// <param name="SetPhantom"></param> |
4181 | /// <param name="SetVD"></param> | 4685 | /// <param name="SetVD"></param> |
4182 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) | 4686 | public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
4183 | { | 4687 | { |
4184 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); | 4688 | bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); |
4185 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); | 4689 | bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); |
@@ -4189,99 +4693,104 @@ namespace OpenSim.Region.Framework.Scenes | |||
4189 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4693 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4190 | return; | 4694 | return; |
4191 | 4695 | ||
4192 | PhysicsActor pa = PhysActor; | 4696 | VolumeDetectActive = SetVD; |
4193 | |||
4194 | // Special cases for VD. VD can only be called from a script | ||
4195 | // and can't be combined with changes to other states. So we can rely | ||
4196 | // that... | ||
4197 | // ... if VD is changed, all others are not. | ||
4198 | // ... if one of the others is changed, VD is not. | ||
4199 | if (SetVD) // VD is active, special logic applies | ||
4200 | { | ||
4201 | // State machine logic for VolumeDetect | ||
4202 | // More logic below | ||
4203 | bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom; | ||
4204 | 4697 | ||
4205 | if (phanReset) // Phantom changes from on to off switch VD off too | 4698 | // volume detector implies phantom |
4206 | { | 4699 | if (VolumeDetectActive) |
4207 | SetVD = false; // Switch it of for the course of this routine | ||
4208 | VolumeDetectActive = false; // and also permanently | ||
4209 | |||
4210 | if (pa != null) | ||
4211 | pa.SetVolumeDetect(0); // Let physics know about it too | ||
4212 | } | ||
4213 | else | ||
4214 | { | ||
4215 | // If volumedetect is active we don't want phantom to be applied. | ||
4216 | // If this is a new call to VD out of the state "phantom" | ||
4217 | // this will also cause the prim to be visible to physics | ||
4218 | SetPhantom = false; | ||
4219 | } | ||
4220 | } | ||
4221 | |||
4222 | if (UsePhysics && IsJoint()) | ||
4223 | { | ||
4224 | SetPhantom = true; | 4700 | SetPhantom = true; |
4225 | } | ||
4226 | 4701 | ||
4227 | if (UsePhysics) | 4702 | if (UsePhysics) |
4228 | { | ||
4229 | AddFlag(PrimFlags.Physics); | 4703 | AddFlag(PrimFlags.Physics); |
4230 | if (!wasUsingPhysics) | ||
4231 | { | ||
4232 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4233 | } | ||
4234 | } | ||
4235 | else | 4704 | else |
4236 | { | ||
4237 | RemFlag(PrimFlags.Physics); | 4705 | RemFlag(PrimFlags.Physics); |
4238 | if (wasUsingPhysics) | ||
4239 | { | ||
4240 | DoPhysicsPropertyUpdate(UsePhysics, false); | ||
4241 | } | ||
4242 | } | ||
4243 | 4706 | ||
4244 | if (SetPhantom | 4707 | if (SetPhantom) |
4245 | || ParentGroup.IsAttachmentCheckFull() | ||
4246 | || PhysicsShapeType == (byte)PhysShapeType.none | ||
4247 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints | ||
4248 | { | ||
4249 | AddFlag(PrimFlags.Phantom); | 4708 | AddFlag(PrimFlags.Phantom); |
4709 | else | ||
4710 | RemFlag(PrimFlags.Phantom); | ||
4250 | 4711 | ||
4251 | if (PhysActor != null) | 4712 | if (SetTemporary) |
4713 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4714 | else | ||
4715 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4716 | |||
4717 | |||
4718 | if (ParentGroup.Scene == null) | ||
4719 | return; | ||
4720 | |||
4721 | PhysicsActor pa = PhysActor; | ||
4722 | |||
4723 | if (pa != null && building && pa.Building != building) | ||
4724 | pa.Building = building; | ||
4725 | |||
4726 | if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none | ||
4727 | || (Shape.PathCurve == (byte)Extrusion.Flexible)) | ||
4728 | { | ||
4729 | if (pa != null) | ||
4252 | { | 4730 | { |
4731 | if(wasUsingPhysics) | ||
4732 | ParentGroup.Scene.RemovePhysicalPrim(1); | ||
4253 | RemoveFromPhysics(); | 4733 | RemoveFromPhysics(); |
4254 | pa = null; | ||
4255 | } | 4734 | } |
4735 | |||
4736 | Velocity = new Vector3(0, 0, 0); | ||
4737 | Acceleration = new Vector3(0, 0, 0); | ||
4738 | if (ParentGroup.RootPart == this) | ||
4739 | AngularVelocity = new Vector3(0, 0, 0); | ||
4256 | } | 4740 | } |
4257 | else // Not phantom | 4741 | |
4742 | else | ||
4258 | { | 4743 | { |
4259 | RemFlag(PrimFlags.Phantom); | 4744 | if (ParentGroup.Scene.CollidablePrims) |
4260 | |||
4261 | if (ParentGroup.Scene == null) | ||
4262 | return; | ||
4263 | |||
4264 | if (ParentGroup.Scene.CollidablePrims && pa == null) | ||
4265 | { | 4745 | { |
4266 | AddToPhysics(UsePhysics, SetPhantom, false); | 4746 | if (pa == null) |
4267 | pa = PhysActor; | 4747 | { |
4268 | 4748 | AddToPhysics(UsePhysics, SetPhantom, building, false); | |
4269 | if (pa != null) | 4749 | pa = PhysActor; |
4750 | /* | ||
4751 | if (pa != null) | ||
4752 | { | ||
4753 | if ( | ||
4754 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4755 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4756 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4757 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4758 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4759 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4760 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4761 | ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || | ||
4762 | (CollisionSound != UUID.Zero) | ||
4763 | ) | ||
4764 | { | ||
4765 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4766 | pa.SubscribeEvents(1000); | ||
4767 | } | ||
4768 | } | ||
4769 | */ | ||
4770 | if (pa != null) | ||
4771 | { | ||
4772 | pa.SetMaterial(Material); | ||
4773 | DoPhysicsPropertyUpdate(UsePhysics, true); | ||
4774 | } | ||
4775 | } | ||
4776 | else // it already has a physical representation | ||
4270 | { | 4777 | { |
4271 | pa.SetMaterial(Material); | ||
4272 | pa.Position = GetWorldPosition(); | ||
4273 | pa.Orientation = GetWorldRotation(); | ||
4274 | DoPhysicsPropertyUpdate(UsePhysics, true); | ||
4275 | 4778 | ||
4276 | SubscribeForCollisionEvents(); | 4779 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. |
4780 | /* moved into DoPhysicsPropertyUpdate | ||
4781 | if(VolumeDetectActive) | ||
4782 | pa.SetVolumeDetect(1); | ||
4783 | else | ||
4784 | pa.SetVolumeDetect(0); | ||
4785 | */ | ||
4786 | |||
4787 | if (pa.Building != building) | ||
4788 | pa.Building = building; | ||
4277 | } | 4789 | } |
4278 | } | ||
4279 | else // it already has a physical representation | ||
4280 | { | ||
4281 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | ||
4282 | } | ||
4283 | } | ||
4284 | 4790 | ||
4791 | UpdatePhysicsSubscribedEvents(); | ||
4792 | } | ||
4793 | } | ||
4285 | if (SetVD) | 4794 | if (SetVD) |
4286 | { | 4795 | { |
4287 | // If the above logic worked (this is urgent candidate to unit tests!) | 4796 | // If the above logic worked (this is urgent candidate to unit tests!) |
@@ -4295,6 +4804,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4295 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 4804 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
4296 | VolumeDetectActive = true; | 4805 | VolumeDetectActive = true; |
4297 | } | 4806 | } |
4807 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4298 | } | 4808 | } |
4299 | else if (SetVD != wasVD) | 4809 | else if (SetVD != wasVD) |
4300 | { | 4810 | { |
@@ -4306,105 +4816,51 @@ namespace OpenSim.Region.Framework.Scenes | |||
4306 | RemFlag(PrimFlags.Phantom); | 4816 | RemFlag(PrimFlags.Phantom); |
4307 | VolumeDetectActive = false; | 4817 | VolumeDetectActive = false; |
4308 | } | 4818 | } |
4309 | 4819 | // and last in case we have a new actor and not building | |
4310 | if (SetTemporary) | ||
4311 | { | ||
4312 | AddFlag(PrimFlags.TemporaryOnRez); | ||
4313 | } | ||
4314 | else | ||
4315 | { | ||
4316 | RemFlag(PrimFlags.TemporaryOnRez); | ||
4317 | } | ||
4318 | |||
4319 | // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); | ||
4320 | 4820 | ||
4321 | if (ParentGroup != null) | 4821 | if (ParentGroup != null) |
4322 | { | 4822 | { |
4323 | ParentGroup.HasGroupChanged = true; | 4823 | ParentGroup.HasGroupChanged = true; |
4324 | ScheduleFullUpdate(); | 4824 | ScheduleFullUpdate(); |
4325 | } | 4825 | } |
4326 | 4826 | ||
4327 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); | 4827 | // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); |
4328 | } | 4828 | } |
4329 | 4829 | ||
4330 | /// <summary> | 4830 | /// <summary> |
4331 | /// Subscribe for physics collision events if needed for scripts and sounds | ||
4332 | /// </summary> | ||
4333 | public void SubscribeForCollisionEvents() | ||
4334 | { | ||
4335 | PhysicsActor pa = PhysActor; | ||
4336 | |||
4337 | if (pa != null) | ||
4338 | { | ||
4339 | if ( | ||
4340 | ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4341 | ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4342 | ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4343 | ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4344 | ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4345 | ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4346 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
4347 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
4348 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
4349 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
4350 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
4351 | ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
4352 | (CollisionSound != UUID.Zero) | ||
4353 | ) | ||
4354 | { | ||
4355 | if (!pa.SubscribedEvents()) | ||
4356 | { | ||
4357 | // If not already subscribed for event, set up for a collision event. | ||
4358 | pa.OnCollisionUpdate += PhysicsCollision; | ||
4359 | pa.SubscribeEvents(1000); | ||
4360 | } | ||
4361 | } | ||
4362 | else | ||
4363 | { | ||
4364 | // There is no need to be subscribed to collisions so, if subscribed, remove subscription | ||
4365 | if (pa.SubscribedEvents()) | ||
4366 | { | ||
4367 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4368 | pa.UnSubscribeEvents(); | ||
4369 | } | ||
4370 | } | ||
4371 | } | ||
4372 | } | ||
4373 | |||
4374 | /// <summary> | ||
4375 | /// Adds this part to the physics scene. | 4831 | /// Adds this part to the physics scene. |
4832 | /// and sets the PhysActor property | ||
4376 | /// </summary> | 4833 | /// </summary> |
4377 | /// <remarks>This method also sets the PhysActor property.</remarks> | 4834 | /// <param name="isPhysical">Add this prim as physical.</param> |
4378 | /// <param name="rigidBody">Add this prim with a rigid body.</param> | 4835 | /// <param name="isPhantom">Add this prim as phantom.</param> |
4379 | /// <returns> | 4836 | /// <param name="building">tells physics to delay full construction of object</param> |
4380 | /// The physics actor. null if there was a failure. | 4837 | /// <param name="applyDynamics">applies velocities, force and torque</param> |
4381 | /// </returns> | 4838 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) |
4382 | private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) | 4839 | { |
4383 | { | ||
4384 | PhysicsActor pa; | 4840 | PhysicsActor pa; |
4385 | 4841 | ||
4386 | Vector3 velocity = Velocity; | 4842 | Vector3 velocity = Velocity; |
4387 | Vector3 rotationalVelocity = AngularVelocity;; | 4843 | Vector3 rotationalVelocity = AngularVelocity;; |
4388 | 4844 | ||
4389 | try | 4845 | try |
4390 | { | 4846 | { |
4391 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4847 | pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
4392 | string.Format("{0}/{1}", Name, UUID), | 4848 | string.Format("{0}/{1}", Name, UUID), |
4393 | Shape, | 4849 | Shape, |
4394 | AbsolutePosition, | 4850 | AbsolutePosition, |
4395 | Scale, | 4851 | Scale, |
4396 | GetWorldRotation(), | 4852 | GetWorldRotation(), |
4397 | isPhysical, | 4853 | isPhysical, |
4398 | isPhantom, | 4854 | isPhantom, |
4399 | PhysicsShapeType, | 4855 | PhysicsShapeType, |
4400 | m_localId); | 4856 | m_localId); |
4401 | } | 4857 | } |
4402 | catch (Exception e) | 4858 | catch (Exception e) |
4403 | { | 4859 | { |
4404 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); | 4860 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); |
4405 | pa = null; | 4861 | pa = null; |
4406 | } | 4862 | } |
4407 | 4863 | ||
4408 | if (pa != null) | 4864 | if (pa != null) |
4409 | { | 4865 | { |
4410 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info | 4866 | pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
@@ -4415,11 +4871,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
4415 | pa.Friction = Friction; | 4871 | pa.Friction = Friction; |
4416 | pa.Restitution = Restitution; | 4872 | pa.Restitution = Restitution; |
4417 | 4873 | ||
4874 | if(LocalId == ParentGroup.RootPart.LocalId) | ||
4875 | { | ||
4876 | pa.LockAngularMotion(RotationAxisLocks); | ||
4877 | } | ||
4878 | |||
4418 | if (VolumeDetectActive) // change if not the default only | 4879 | if (VolumeDetectActive) // change if not the default only |
4419 | pa.SetVolumeDetect(1); | 4880 | pa.SetVolumeDetect(1); |
4881 | |||
4882 | if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId) | ||
4883 | m_vehicleParams.SetVehicle(pa); | ||
4884 | |||
4420 | // we are going to tell rest of code about physics so better have this here | 4885 | // we are going to tell rest of code about physics so better have this here |
4421 | PhysActor = pa; | 4886 | PhysActor = pa; |
4422 | 4887 | ||
4888 | // DoPhysicsPropertyUpdate(isPhysical, true); | ||
4889 | // lets expand it here just with what it really needs to do | ||
4890 | |||
4423 | if (isPhysical) | 4891 | if (isPhysical) |
4424 | { | 4892 | { |
4425 | if (ParentGroup.RootPart.KeyframeMotion != null) | 4893 | if (ParentGroup.RootPart.KeyframeMotion != null) |
@@ -4441,19 +4909,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
4441 | } | 4909 | } |
4442 | } | 4910 | } |
4443 | 4911 | ||
4444 | if (applyDynamics) | 4912 | if (applyDynamics) |
4445 | // do independent of isphysical so parameters get setted (at least some) | 4913 | // do independent of isphysical so parameters get setted (at least some) |
4446 | { | 4914 | { |
4447 | Velocity = velocity; | 4915 | Velocity = velocity; |
4448 | AngularVelocity = rotationalVelocity; | 4916 | AngularVelocity = rotationalVelocity; |
4449 | // pa.Velocity = velocity; | 4917 | // pa.Velocity = velocity; |
4450 | pa.RotationalVelocity = rotationalVelocity; | 4918 | pa.RotationalVelocity = rotationalVelocity; |
4919 | |||
4920 | // if not vehicle and root part apply force and torque | ||
4921 | if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE) | ||
4922 | && LocalId == ParentGroup.RootPart.LocalId) | ||
4923 | { | ||
4924 | pa.Force = Force; | ||
4925 | pa.Torque = Torque; | ||
4926 | } | ||
4451 | } | 4927 | } |
4452 | 4928 | ||
4453 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | 4929 | // if (Shape.SculptEntry) |
4930 | // CheckSculptAndLoad(); | ||
4931 | // else | ||
4932 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
4933 | |||
4934 | if (!building) | ||
4935 | pa.Building = false; | ||
4454 | } | 4936 | } |
4455 | 4937 | ||
4456 | PhysActor = pa; | 4938 | PhysActor = pa; |
4939 | |||
4457 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); | 4940 | ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); |
4458 | } | 4941 | } |
4459 | 4942 | ||
@@ -4462,14 +4945,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
4462 | /// </summary> | 4945 | /// </summary> |
4463 | /// <remarks> | 4946 | /// <remarks> |
4464 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics | 4947 | /// This isn't the same as turning off physical, since even without being physical the prim has a physics |
4465 | /// representation for collision detection. Rather, this would be used in situations such as making a prim | 4948 | /// representation for collision detection. |
4466 | /// phantom. | ||
4467 | /// </remarks> | 4949 | /// </remarks> |
4468 | public void RemoveFromPhysics() | 4950 | public void RemoveFromPhysics() |
4469 | { | 4951 | { |
4470 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | 4952 | PhysicsActor pa = PhysActor; |
4471 | if (ParentGroup.Scene.PhysicsScene != null) | 4953 | if (pa != null) |
4472 | ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); | 4954 | { |
4955 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
4956 | pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | ||
4957 | pa.OnOutOfBounds -= PhysicsOutOfBounds; | ||
4958 | |||
4959 | ParentGroup.Scene.PhysicsScene.RemovePrim(pa); | ||
4960 | |||
4961 | ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); | ||
4962 | } | ||
4473 | PhysActor = null; | 4963 | PhysActor = null; |
4474 | } | 4964 | } |
4475 | 4965 | ||
@@ -4601,6 +5091,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4601 | { | 5091 | { |
4602 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | 5092 | // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); |
4603 | 5093 | ||
5094 | return; | ||
5095 | |||
4604 | if (ParentGroup.IsDeleted) | 5096 | if (ParentGroup.IsDeleted) |
4605 | return; | 5097 | return; |
4606 | 5098 | ||
@@ -4724,6 +5216,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
4724 | } | 5216 | } |
4725 | } | 5217 | } |
4726 | 5218 | ||
5219 | |||
5220 | private void UpdatePhysicsSubscribedEvents() | ||
5221 | { | ||
5222 | PhysicsActor pa = PhysActor; | ||
5223 | if (pa == null) | ||
5224 | return; | ||
5225 | |||
5226 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5227 | |||
5228 | bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0)); | ||
5229 | |||
5230 | scriptEvents CombinedEvents = AggregateScriptEvents; | ||
5231 | |||
5232 | // merge with root part | ||
5233 | if (ParentGroup != null && ParentGroup.RootPart != null) | ||
5234 | CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents; | ||
5235 | |||
5236 | // submit to this part case | ||
5237 | if (VolumeDetectActive) | ||
5238 | CombinedEvents &= PhyscicsVolumeDtcSubsEvents; | ||
5239 | else if ((Flags & PrimFlags.Phantom) != 0) | ||
5240 | CombinedEvents &= PhyscicsPhantonSubsEvents; | ||
5241 | else | ||
5242 | CombinedEvents &= PhysicsNeededSubsEvents; | ||
5243 | |||
5244 | if (hassound || CombinedEvents != 0) | ||
5245 | { | ||
5246 | // subscribe to physics updates. | ||
5247 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5248 | pa.SubscribeEvents(50); // 20 reports per second | ||
5249 | } | ||
5250 | else | ||
5251 | { | ||
5252 | pa.UnSubscribeEvents(); | ||
5253 | } | ||
5254 | } | ||
5255 | |||
5256 | |||
4727 | public void aggregateScriptEvents() | 5257 | public void aggregateScriptEvents() |
4728 | { | 5258 | { |
4729 | if (ParentGroup == null || ParentGroup.RootPart == null) | 5259 | if (ParentGroup == null || ParentGroup.RootPart == null) |
@@ -4760,8 +5290,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
4760 | { | 5290 | { |
4761 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; | 5291 | objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; |
4762 | } | 5292 | } |
4763 | 5293 | /* | |
4764 | SubscribeForCollisionEvents(); | 5294 | PhysicsActor pa = PhysActor; |
5295 | if (pa != null) | ||
5296 | { | ||
5297 | if ( | ||
5298 | // ((AggregateScriptEvents & scriptEvents.collision) != 0) || | ||
5299 | // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || | ||
5300 | // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || | ||
5301 | // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || | ||
5302 | // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || | ||
5303 | // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || | ||
5304 | ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero) | ||
5305 | ) | ||
5306 | { | ||
5307 | // subscribe to physics updates. | ||
5308 | pa.OnCollisionUpdate += PhysicsCollision; | ||
5309 | pa.SubscribeEvents(1000); | ||
5310 | } | ||
5311 | else | ||
5312 | { | ||
5313 | pa.UnSubscribeEvents(); | ||
5314 | pa.OnCollisionUpdate -= PhysicsCollision; | ||
5315 | } | ||
5316 | } | ||
5317 | */ | ||
5318 | UpdatePhysicsSubscribedEvents(); | ||
4765 | 5319 | ||
4766 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | 5320 | //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) |
4767 | //{ | 5321 | //{ |
@@ -4970,6 +5524,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4970 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 5524 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4971 | } | 5525 | } |
4972 | 5526 | ||
5527 | public void ResetOwnerChangeFlag() | ||
5528 | { | ||
5529 | List<UUID> inv = Inventory.GetInventoryList(); | ||
5530 | |||
5531 | foreach (UUID itemID in inv) | ||
5532 | { | ||
5533 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
5534 | item.OwnerChanged = false; | ||
5535 | Inventory.UpdateInventoryItem(item, false, false); | ||
5536 | } | ||
5537 | } | ||
5538 | |||
4973 | /// <summary> | 5539 | /// <summary> |
4974 | /// Record an avatar sitting on this part. | 5540 | /// Record an avatar sitting on this part. |
4975 | /// </summary> | 5541 | /// </summary> |
@@ -4990,7 +5556,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4990 | 5556 | ||
4991 | if (m_sittingAvatars.Add(sp)) | 5557 | if (m_sittingAvatars.Add(sp)) |
4992 | { | 5558 | { |
4993 | ParentGroup.m_sittingAvatars.Add(sp); | 5559 | if(!ParentGroup.m_sittingAvatars.Contains(sp)) |
5560 | ParentGroup.m_sittingAvatars.Add(sp); | ||
4994 | 5561 | ||
4995 | return true; | 5562 | return true; |
4996 | } | 5563 | } |
@@ -5063,4 +5630,4 @@ namespace OpenSim.Region.Framework.Scenes | |||
5063 | } | 5630 | } |
5064 | } | 5631 | } |
5065 | } | 5632 | } |
5066 | } \ No newline at end of file | 5633 | } |