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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs66
1 files changed, 31 insertions, 35 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 83021b0..951e987 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2153,26 +2153,26 @@ namespace OpenSim.Region.Framework.Scenes
2153 if (ParentGroup.RootPart == this) 2153 if (ParentGroup.RootPart == this)
2154 AngularVelocity = new Vector3(0, 0, 0); 2154 AngularVelocity = new Vector3(0, 0, 0);
2155 2155
2156 if (PhysActor.Phantom) 2156 if (pa.Phantom)
2157 { 2157 {
2158 RemoveFromPhysics(); 2158 RemoveFromPhysics();
2159 return; 2159 return;
2160 } 2160 }
2161 2161
2162 PhysActor.IsPhysical = UsePhysics; 2162 pa.IsPhysical = UsePhysics;
2163 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2163 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
2164 PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; 2164 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2165 PhysActor.delink(); 2165 pa.delink();
2166 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 2166 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2167 { 2167 {
2168 // destroy all joints connected to this now deactivated body 2168 // destroy all joints connected to this now deactivated body
2169 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor); 2169 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2170 } 2170 }
2171 } 2171 }
2172 } 2172 }
2173 2173
2174 if (PhysActor.IsPhysical != UsePhysics) 2174 if (pa.IsPhysical != UsePhysics)
2175 PhysActor.IsPhysical = UsePhysics; 2175 pa.IsPhysical = UsePhysics;
2176 2176
2177 if (UsePhysics) 2177 if (UsePhysics)
2178 { 2178 {
@@ -2197,8 +2197,8 @@ namespace OpenSim.Region.Framework.Scenes
2197 } 2197 }
2198 2198
2199 bool phan = ((Flags & PrimFlags.Phantom) != 0); 2199 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2200 if (PhysActor.Phantom != phan) 2200 if (pa.Phantom != phan)
2201 PhysActor.Phantom = phan; 2201 pa.Phantom = phan;
2202 2202
2203 2203
2204 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2204 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2320,7 +2320,10 @@ namespace OpenSim.Region.Framework.Scenes
2320 PhysicsActor pa = PhysActor; 2320 PhysicsActor pa = PhysActor;
2321 2321
2322 if (pa != null) 2322 if (pa != null)
2323 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2323 {
2324 Vector3 vtmp = pa.CenterOfMass;
2325 return vtmp;
2326 }
2324 else 2327 else
2325 return new Vector3(0, 0, 0); 2328 return new Vector3(0, 0, 0);
2326 } 2329 }
@@ -3524,18 +3527,12 @@ namespace OpenSim.Region.Framework.Scenes
3524 PhysicsActor pa = PhysActor; 3527 PhysicsActor pa = PhysActor;
3525 3528
3526 if (pa != null) 3529 if (pa != null)
3527 pa.FloatOnWater = floatYN == 1; 3530 pa.FloatOnWater = (floatYN == 1);
3528 } 3531 }
3529 3532
3530 public void SetForce(Vector3 force) 3533 public void SetForce(Vector3 force)
3531 { 3534 {
3532 Force = force; 3535 Force = force;
3533/*
3534 if (PhysActor != null)
3535 {
3536 PhysActor.Force = force;
3537 }
3538 */
3539 } 3536 }
3540 3537
3541 public SOPVehicle sopVehicle 3538 public SOPVehicle sopVehicle
@@ -5066,33 +5063,32 @@ namespace OpenSim.Region.Framework.Scenes
5066 } 5063 }
5067 5064
5068 PhysicsActor pa = PhysActor; 5065 PhysicsActor pa = PhysActor;
5069 5066 if (pa != null)
5070 if (
5071 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5072 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5073 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5074 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5075 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5076 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5077 (CollisionSound != UUID.Zero)
5078 )
5079 { 5067 {
5080 // subscribe to physics updates. 5068 const scriptEvents NeededSubsEvents = (
5081 if (pa != null) 5069 scriptEvents.collision | scriptEvents.collision_start| scriptEvents.collision_end |
5070 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
5071 );
5072 if (
5073// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5074// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5075// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5076// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5077// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5078// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5079 ((AggregateScriptEvents & NeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5080 )
5082 { 5081 {
5082 // subscribe to physics updates.
5083 pa.OnCollisionUpdate += PhysicsCollision; 5083 pa.OnCollisionUpdate += PhysicsCollision;
5084 pa.SubscribeEvents(1000); 5084 pa.SubscribeEvents(1000);
5085 } 5085 }
5086 } 5086 else
5087 else
5088 {
5089 if (pa != null)
5090 { 5087 {
5091 pa.UnSubscribeEvents(); 5088 pa.UnSubscribeEvents();
5092 pa.OnCollisionUpdate -= PhysicsCollision; 5089 pa.OnCollisionUpdate -= PhysicsCollision;
5093 } 5090 }
5094 } 5091 }
5095
5096 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5092 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
5097 //{ 5093 //{
5098 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; 5094 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;