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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs58
1 files changed, 5 insertions, 53 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ca5951c..6f2a1de 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -4741,9 +4741,11 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4741 4741
4742 VolumeDetectActive = SetVD; 4742 VolumeDetectActive = SetVD;
4743 4743
4744 // volume detector implies phantom 4744 // volume detector implies phantom we need to decouple this mess
4745 if (VolumeDetectActive) 4745 if (VolumeDetectActive)
4746 SetPhantom = true; 4746 SetPhantom = true;
4747 else if(wasVD)
4748 SetPhantom = false;
4747 4749
4748 if (UsePhysics) 4750 if (UsePhysics)
4749 AddFlag(PrimFlags.Physics); 4751 AddFlag(PrimFlags.Physics);
@@ -4760,7 +4762,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4760 else 4762 else
4761 RemFlag(PrimFlags.TemporaryOnRez); 4763 RemFlag(PrimFlags.TemporaryOnRez);
4762 4764
4763
4764 if (ParentGroup.Scene == null) 4765 if (ParentGroup.Scene == null)
4765 return; 4766 return;
4766 4767
@@ -4790,26 +4791,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4790 { 4791 {
4791 AddToPhysics(UsePhysics, SetPhantom, building, false); 4792 AddToPhysics(UsePhysics, SetPhantom, building, false);
4792 pa = PhysActor; 4793 pa = PhysActor;
4793/* 4794
4794 if (pa != null)
4795 {
4796 if (
4797// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4798// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4799// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4800// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4801// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4802// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4803 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4804 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4805 (CollisionSound != UUID.Zero)
4806 )
4807 {
4808 pa.OnCollisionUpdate += PhysicsCollision;
4809 pa.SubscribeEvents(1000);
4810 }
4811 }
4812*/
4813 if (pa != null) 4795 if (pa != null)
4814 { 4796 {
4815 pa.SetMaterial(Material); 4797 pa.SetMaterial(Material);
@@ -4820,12 +4802,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4820 { 4802 {
4821 4803
4822 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. 4804 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4823/* moved into DoPhysicsPropertyUpdate
4824 if(VolumeDetectActive)
4825 pa.SetVolumeDetect(1);
4826 else
4827 pa.SetVolumeDetect(0);
4828*/
4829 4805
4830 if (pa.Building != building) 4806 if (pa.Building != building)
4831 pa.Building = building; 4807 pa.Building = building;
@@ -4834,32 +4810,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
4834 UpdatePhysicsSubscribedEvents(); 4810 UpdatePhysicsSubscribedEvents();
4835 } 4811 }
4836 } 4812 }
4837 if (SetVD)
4838 {
4839 // If the above logic worked (this is urgent candidate to unit tests!)
4840 // we now have a physicsactor.
4841 // Defensive programming calls for a check here.
4842 // Better would be throwing an exception that could be catched by a unit test as the internal
4843 // logic should make sure, this Physactor is always here.
4844 if (pa != null)
4845 {
4846 pa.SetVolumeDetect(1);
4847 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4848 VolumeDetectActive = true;
4849 }
4850 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4851 }
4852 else if (SetVD != wasVD)
4853 {
4854 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4855 // (mumbles, well, at least if you have infinte CPU powers :-))
4856 if (pa != null)
4857 pa.SetVolumeDetect(0);
4858 4813
4859 RemFlag(PrimFlags.Phantom); 4814 // and last in case we have a new actor and not building
4860 VolumeDetectActive = false;
4861 }
4862 // and last in case we have a new actor and not building
4863 4815
4864 if (ParentGroup != null) 4816 if (ParentGroup != null)
4865 { 4817 {