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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs109
1 files changed, 53 insertions, 56 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 474ffdd..2bc7f66 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -507,20 +507,17 @@ namespace OpenSim.Region.Framework.Scenes
507 get 507 get
508 { 508 {
509 // If this is a linkset, we don't want the physics engine mucking up our group position here. 509 // If this is a linkset, we don't want the physics engine mucking up our group position here.
510 if (PhysActor != null && _parentID == 0) 510 PhysicsActor actor = PhysActor;
511 if (actor != null && _parentID == 0)
511 { 512 {
512 m_groupPosition.X = PhysActor.Position.X; 513 m_groupPosition = actor.Position;
513 m_groupPosition.Y = PhysActor.Position.Y;
514 m_groupPosition.Z = PhysActor.Position.Z;
515 } 514 }
516 515
517 if (IsAttachment) 516 if (IsAttachment)
518 { 517 {
519 ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar); 518 ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar);
520 if (sp != null) 519 if (sp != null)
521 {
522 return sp.AbsolutePosition; 520 return sp.AbsolutePosition;
523 }
524 } 521 }
525 522
526 return m_groupPosition; 523 return m_groupPosition;
@@ -531,26 +528,25 @@ namespace OpenSim.Region.Framework.Scenes
531 528
532 m_groupPosition = value; 529 m_groupPosition = value;
533 530
534 if (PhysActor != null) 531 PhysicsActor actor = PhysActor;
532 if (actor != null)
535 { 533 {
536 try 534 try
537 { 535 {
538 // Root prim actually goes at Position 536 // Root prim actually goes at Position
539 if (_parentID == 0) 537 if (_parentID == 0)
540 { 538 {
541 PhysActor.Position = value; 539 actor.Position = value;
542 } 540 }
543 else 541 else
544 { 542 {
545 // To move the child prim in respect to the group position and rotation we have to calculate 543 // To move the child prim in respect to the group position and rotation we have to calculate
546 Vector3 resultingposition = GetWorldPosition(); 544 actor.Position = GetWorldPosition();
547 PhysActor.Position = resultingposition; 545 actor.Orientation = GetWorldRotation();
548 Quaternion resultingrot = GetWorldRotation();
549 PhysActor.Orientation = resultingrot;
550 } 546 }
551 547
552 // Tell the physics engines that this prim changed. 548 // Tell the physics engines that this prim changed.
553 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 549 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
554 } 550 }
555 catch (Exception e) 551 catch (Exception e)
556 { 552 {
@@ -583,15 +579,14 @@ namespace OpenSim.Region.Framework.Scenes
583 579
584 if (ParentGroup != null && !ParentGroup.IsDeleted) 580 if (ParentGroup != null && !ParentGroup.IsDeleted)
585 { 581 {
586 if (_parentID != 0 && PhysActor != null) 582 PhysicsActor actor = PhysActor;
583 if (_parentID != 0 && actor != null)
587 { 584 {
588 Vector3 resultingposition = GetWorldPosition(); 585 actor.Position = GetWorldPosition();
589 PhysActor.Position = resultingposition; 586 actor.Orientation = GetWorldRotation();
590 Quaternion resultingrot = GetWorldRotation();
591 PhysActor.Orientation = resultingrot;
592 587
593 // Tell the physics engines that this prim changed. 588 // Tell the physics engines that this prim changed.
594 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 589 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
595 } 590 }
596 } 591 }
597 } 592 }
@@ -602,12 +597,13 @@ namespace OpenSim.Region.Framework.Scenes
602 get 597 get
603 { 598 {
604 // We don't want the physics engine mucking up the rotations in a linkset 599 // We don't want the physics engine mucking up the rotations in a linkset
605 if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null)) 600 PhysicsActor actor = PhysActor;
601 if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
606 { 602 {
607 if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0 603 if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
608 || PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0) 604 || actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
609 { 605 {
610 m_rotationOffset = PhysActor.Orientation; 606 m_rotationOffset = actor.Orientation;
611 } 607 }
612 } 608 }
613 609
@@ -619,24 +615,25 @@ namespace OpenSim.Region.Framework.Scenes
619 StoreUndoState(); 615 StoreUndoState();
620 m_rotationOffset = value; 616 m_rotationOffset = value;
621 617
622 if (PhysActor != null) 618 PhysicsActor actor = PhysActor;
619 if (actor != null)
623 { 620 {
624 try 621 try
625 { 622 {
626 // Root prim gets value directly 623 // Root prim gets value directly
627 if (_parentID == 0) 624 if (_parentID == 0)
628 { 625 {
629 PhysActor.Orientation = value; 626 actor.Orientation = value;
630 //m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString()); 627 //m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
631 } 628 }
632 else 629 else
633 { 630 {
634 // Child prim we have to calculate it's world rotationwel 631 // Child prim we have to calculate it's world rotationwel
635 Quaternion resultingrotation = GetWorldRotation(); 632 Quaternion resultingrotation = GetWorldRotation();
636 PhysActor.Orientation = resultingrotation; 633 actor.Orientation = resultingrotation;
637 //m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString()); 634 //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
638 } 635 }
639 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 636 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
640 //} 637 //}
641 } 638 }
642 catch (Exception ex) 639 catch (Exception ex)
@@ -653,16 +650,12 @@ namespace OpenSim.Region.Framework.Scenes
653 { 650 {
654 get 651 get
655 { 652 {
656 //if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0 653 PhysicsActor actor = PhysActor;
657 //|| PhysActor.Velocity.Z != 0) 654 if (actor != null)
658 //{
659 if (PhysActor != null)
660 { 655 {
661 if (PhysActor.IsPhysical) 656 if (actor.IsPhysical)
662 { 657 {
663 m_velocity.X = PhysActor.Velocity.X; 658 m_velocity = actor.Velocity;
664 m_velocity.Y = PhysActor.Velocity.Y;
665 m_velocity.Z = PhysActor.Velocity.Z;
666 } 659 }
667 } 660 }
668 661
@@ -672,12 +665,14 @@ namespace OpenSim.Region.Framework.Scenes
672 set 665 set
673 { 666 {
674 m_velocity = value; 667 m_velocity = value;
675 if (PhysActor != null) 668
669 PhysicsActor actor = PhysActor;
670 if (actor != null)
676 { 671 {
677 if (PhysActor.IsPhysical) 672 if (actor.IsPhysical)
678 { 673 {
679 PhysActor.Velocity = value; 674 actor.Velocity = value;
680 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 675 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
681 } 676 }
682 } 677 }
683 } 678 }
@@ -688,9 +683,10 @@ namespace OpenSim.Region.Framework.Scenes
688 { 683 {
689 get 684 get
690 { 685 {
691 if ((PhysActor != null) && PhysActor.IsPhysical) 686 PhysicsActor actor = PhysActor;
687 if ((actor != null) && actor.IsPhysical)
692 { 688 {
693 m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0); 689 m_angularVelocity = actor.RotationalVelocity;
694 } 690 }
695 return m_angularVelocity; 691 return m_angularVelocity;
696 } 692 }
@@ -710,9 +706,10 @@ namespace OpenSim.Region.Framework.Scenes
710 set 706 set
711 { 707 {
712 m_description = value; 708 m_description = value;
713 if (PhysActor != null) 709 PhysicsActor actor = PhysActor;
710 if (actor != null)
714 { 711 {
715 PhysActor.SOPDescription = value; 712 actor.SOPDescription = value;
716 } 713 }
717 } 714 }
718 } 715 }
@@ -803,21 +800,23 @@ namespace OpenSim.Region.Framework.Scenes
803 set 800 set
804 { 801 {
805 StoreUndoState(); 802 StoreUndoState();
806if (m_shape != null) { 803 if (m_shape != null)
807 m_shape.Scale = value;
808
809 if (PhysActor != null && m_parentGroup != null)
810 { 804 {
811 if (m_parentGroup.Scene != null) 805 m_shape.Scale = value;
806
807 PhysicsActor actor = PhysActor;
808 if (actor != null && m_parentGroup != null)
812 { 809 {
813 if (m_parentGroup.Scene.PhysicsScene != null) 810 if (m_parentGroup.Scene != null)
814 { 811 {
815 PhysActor.Size = m_shape.Scale; 812 if (m_parentGroup.Scene.PhysicsScene != null)
816 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 813 {
814 actor.Size = m_shape.Scale;
815 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
816 }
817 } 817 }
818 } 818 }
819 } 819 }
820}
821 TriggerScriptChangedEvent(Changed.SCALE); 820 TriggerScriptChangedEvent(Changed.SCALE);
822 } 821 }
823 } 822 }
@@ -1051,8 +1050,6 @@ if (m_shape != null) {
1051 1050
1052 #endregion Public Properties with only Get 1051 #endregion Public Properties with only Get
1053 1052
1054
1055
1056 #region Private Methods 1053 #region Private Methods
1057 1054
1058 private uint ApplyMask(uint val, bool set, uint mask) 1055 private uint ApplyMask(uint val, bool set, uint mask)