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-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs (renamed from OpenSim/Region/Framework/Scenes/SOGVehicle.cs)6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs90
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs87
3 files changed, 79 insertions, 104 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SOGVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
index 5651de3..39786bd 100644
--- a/OpenSim/Region/Framework/Scenes/SOGVehicle.cs
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -36,7 +36,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
36 36
37namespace OpenSim.Region.Framework.Scenes 37namespace OpenSim.Region.Framework.Scenes
38{ 38{
39 public class SOGVehicle 39 public class SOPVehicle
40 { 40 {
41 public VehicleData vd; 41 public VehicleData vd;
42 42
@@ -45,7 +45,7 @@ namespace OpenSim.Region.Framework.Scenes
45 get { return vd.m_type; } 45 get { return vd.m_type; }
46 } 46 }
47 47
48 public SOGVehicle() 48 public SOPVehicle()
49 { 49 {
50 vd = new VehicleData(); 50 vd = new VehicleData();
51 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed? 51 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
@@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
259 vd.m_bankingEfficiency = 0; 259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1; 260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000; 261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0; 262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000; 263 vd.m_verticalAttractionTimescale = 1000;
264 264
265 vd.m_flags = (VehicleFlag)0; 265 vd.m_flags = (VehicleFlag)0;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 1cce4c0..3427199 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -115,90 +115,6 @@ namespace OpenSim.Region.Framework.Scenes
115 private bool m_suspendUpdates; 115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); 116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117 117
118 private SOGVehicle m_vehicle = null;
119
120 public int VehicleType
121 {
122 get
123 {
124 if (m_vehicle == null)
125 return (int)Vehicle.TYPE_NONE;
126 else
127 return (int)m_vehicle.Type;
128 }
129 set
130 {
131 m_vehicle = null;
132 if (value == (int)Vehicle.TYPE_NONE)
133 {
134 if (RootPart.PhysActor != null)
135 RootPart.PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
136 return;
137 }
138 m_vehicle = new SOGVehicle();
139 m_vehicle.ProcessTypeChange((Vehicle)value);
140 {
141 if (RootPart.PhysActor != null)
142 RootPart.PhysActor.VehicleType = value;
143 return;
144 }
145
146 }
147 }
148
149 public void SetVehicleFlags(int param, bool remove)
150 {
151 if (m_vehicle == null)
152 return;
153
154 m_vehicle.ProcessVehicleFlags(param, remove);
155
156 if (RootPart.PhysActor != null)
157 {
158 RootPart.PhysActor.VehicleFlags(param, remove);
159 }
160 }
161
162 public void SetVehicleFloatParam(int param, float value)
163 {
164 if (m_vehicle == null)
165 return;
166
167 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
168
169 if (RootPart.PhysActor != null)
170 {
171 RootPart.PhysActor.VehicleFloatParam(param, value);
172 }
173 }
174
175 public void SetVehicleVectorParam(int param, Vector3 value)
176 {
177 if (m_vehicle == null)
178 return;
179
180 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
181
182 if (RootPart.PhysActor != null)
183 {
184 RootPart.PhysActor.VehicleVectorParam(param, value);
185 }
186 }
187
188 public void SetVehicleRotationParam(int param, Quaternion rotation)
189 {
190 if (m_vehicle == null)
191 return;
192
193 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
194
195 if (RootPart.PhysActor != null)
196 {
197 RootPart.PhysActor.VehicleRotationParam(param, rotation);
198 }
199 }
200
201
202 public bool areUpdatesSuspended 118 public bool areUpdatesSuspended
203 { 119 {
204 get 120 get
@@ -1782,8 +1698,6 @@ namespace OpenSim.Region.Framework.Scenes
1782// ResetChildPrimPhysicsPositions(); 1698// ResetChildPrimPhysicsPositions();
1783 if (m_rootPart.PhysActor != null) 1699 if (m_rootPart.PhysActor != null)
1784 { 1700 {
1785 if (m_vehicle != null)
1786 m_vehicle.SetVehicle(m_rootPart.PhysActor);
1787 m_rootPart.PhysActor.Building = false; 1701 m_rootPart.PhysActor.Building = false;
1788 } 1702 }
1789 } 1703 }
@@ -1791,10 +1705,6 @@ namespace OpenSim.Region.Framework.Scenes
1791 { 1705 {
1792 // Apply physics to the root prim 1706 // Apply physics to the root prim
1793 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); 1707 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1794 if (m_rootPart.PhysActor != null && m_vehicle != null)
1795 {
1796 m_vehicle.SetVehicle(m_rootPart.PhysActor);
1797 }
1798 } 1708 }
1799 } 1709 }
1800 1710
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 6438694..eb59ffd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -310,6 +310,9 @@ namespace OpenSim.Region.Framework.Scenes
310 private UUID m_collisionSound; 310 private UUID m_collisionSound;
311 private float m_collisionSoundVolume; 311 private float m_collisionSoundVolume;
312 312
313
314 private SOPVehicle m_vehicle = null;
315
313 #endregion Fields 316 #endregion Fields
314 317
315// ~SceneObjectPart() 318// ~SceneObjectPart()
@@ -1556,8 +1559,14 @@ namespace OpenSim.Region.Framework.Scenes
1556 { 1559 {
1557 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 1560 PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1558 PhysActor.SetMaterial(Material); 1561 PhysActor.SetMaterial(Material);
1562
1563 // if root part apply vehicle
1564 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
1565 m_vehicle.SetVehicle(PhysActor);
1566
1559 DoPhysicsPropertyUpdate(RigidBody, true); 1567 DoPhysicsPropertyUpdate(RigidBody, true);
1560 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1568 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1569
1561 if (!building) 1570 if (!building)
1562 PhysActor.Building = false; 1571 PhysActor.Building = false;
1563 } 1572 }
@@ -3168,39 +3177,90 @@ namespace OpenSim.Region.Framework.Scenes
3168 } 3177 }
3169 } 3178 }
3170 3179
3180
3181 public int VehicleType
3182 {
3183 get
3184 {
3185 if (m_vehicle == null)
3186 return (int)Vehicle.TYPE_NONE;
3187 else
3188 return (int)m_vehicle.Type;
3189 }
3190 set
3191 {
3192 SetVehicleType(value);
3193 }
3194 }
3195
3171 public void SetVehicleType(int type) 3196 public void SetVehicleType(int type)
3172 { 3197 {
3173 if (ParentGroup.IsDeleted) 3198 m_vehicle = null;
3174 return; 3199 if (type == (int)Vehicle.TYPE_NONE)
3175 ParentGroup.VehicleType = type; 3200 {
3201 if (_parentID ==0 && PhysActor != null)
3202 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3203 return;
3204 }
3205 m_vehicle = new SOPVehicle();
3206 m_vehicle.ProcessTypeChange((Vehicle)type);
3207 {
3208 if (_parentID ==0 && PhysActor != null)
3209 PhysActor.VehicleType = type;
3210 return;
3211 }
3176 } 3212 }
3177 3213
3178 public void SetVehicleFlags(int param, bool remove) 3214 public void SetVehicleFlags(int param, bool remove)
3179 { 3215 {
3180 if (ParentGroup.IsDeleted) 3216 if (m_vehicle == null)
3181 return; 3217 return;
3182 ParentGroup.SetVehicleFlags(param, remove); 3218
3219 m_vehicle.ProcessVehicleFlags(param, remove);
3220
3221 if (_parentID ==0 && PhysActor != null)
3222 {
3223 PhysActor.VehicleFlags(param, remove);
3224 }
3183 } 3225 }
3184 3226
3185 public void SetVehicleFloatParam(int param, float value) 3227 public void SetVehicleFloatParam(int param, float value)
3186 { 3228 {
3187 if (ParentGroup.IsDeleted) 3229 if (m_vehicle == null)
3188 return; 3230 return;
3189 ParentGroup.SetVehicleFloatParam(param, value); 3231
3232 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3233
3234 if (_parentID == 0 && PhysActor != null)
3235 {
3236 PhysActor.VehicleFloatParam(param, value);
3237 }
3190 } 3238 }
3191 3239
3192 public void SetVehicleVectorParam(int param, Vector3 value) 3240 public void SetVehicleVectorParam(int param, Vector3 value)
3193 { 3241 {
3194 if (ParentGroup.IsDeleted) 3242 if (m_vehicle == null)
3195 return; 3243 return;
3196 ParentGroup.SetVehicleVectorParam(param, value); 3244
3245 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3246
3247 if (_parentID == 0 && PhysActor != null)
3248 {
3249 PhysActor.VehicleVectorParam(param, value);
3250 }
3197 } 3251 }
3198 3252
3199 public void SetVehicleRotationParam(int param, Quaternion rotation) 3253 public void SetVehicleRotationParam(int param, Quaternion rotation)
3200 { 3254 {
3201 if (ParentGroup.IsDeleted) 3255 if (m_vehicle == null)
3202 return; 3256 return;
3203 ParentGroup.SetVehicleRotationParam(param, rotation); 3257
3258 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3259
3260 if (_parentID == 0 && PhysActor != null)
3261 {
3262 PhysActor.VehicleRotationParam(param, rotation);
3263 }
3204 } 3264 }
3205 3265
3206 /// <summary> 3266 /// <summary>
@@ -4380,6 +4440,11 @@ namespace OpenSim.Region.Framework.Scenes
4380 m_localId); 4440 m_localId);
4381 4441
4382 PhysActor.SetMaterial(Material); 4442 PhysActor.SetMaterial(Material);
4443
4444 // if root part apply vehicle
4445 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4446 m_vehicle.SetVehicle(PhysActor);
4447
4383 DoPhysicsPropertyUpdate(UsePhysics, true); 4448 DoPhysicsPropertyUpdate(UsePhysics, true);
4384 4449
4385 if (!ParentGroup.IsDeleted) 4450 if (!ParentGroup.IsDeleted)