diff options
Diffstat (limited to 'OpenSim')
9 files changed, 90 insertions, 49 deletions
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 8e800cb..00af175 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | |||
@@ -707,32 +707,43 @@ namespace OpenSim.Region.CoreModules.Asset | |||
707 | { | 707 | { |
708 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); | 708 | UuidGatherer gatherer = new UuidGatherer(m_AssetService); |
709 | 709 | ||
710 | HashSet<UUID> uniqueUuids = new HashSet<UUID>(); | ||
710 | Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>(); | 711 | Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>(); |
712 | |||
711 | foreach (Scene s in m_Scenes) | 713 | foreach (Scene s in m_Scenes) |
712 | { | 714 | { |
713 | StampRegionStatusFile(s.RegionInfo.RegionID); | 715 | StampRegionStatusFile(s.RegionInfo.RegionID); |
714 | 716 | ||
715 | s.ForEachSOG(delegate(SceneObjectGroup e) | 717 | s.ForEachSOG(delegate(SceneObjectGroup e) |
716 | { | 718 | { |
717 | gatherer.GatherAssetUuids(e, assets); | 719 | gatherer.GatherAssetUuids(e, assets); |
718 | }); | ||
719 | } | ||
720 | 720 | ||
721 | foreach (UUID assetID in assets.Keys) | 721 | foreach (UUID assetID in assets.Keys) |
722 | { | 722 | { |
723 | string filename = GetFileName(assetID.ToString()); | 723 | uniqueUuids.Add(assetID); |
724 | 724 | ||
725 | if (File.Exists(filename)) | 725 | string filename = GetFileName(assetID.ToString()); |
726 | { | 726 | |
727 | File.SetLastAccessTime(filename, DateTime.Now); | 727 | if (File.Exists(filename)) |
728 | } | 728 | { |
729 | else if (storeUncached) | 729 | File.SetLastAccessTime(filename, DateTime.Now); |
730 | { | 730 | } |
731 | m_AssetService.Get(assetID.ToString()); | 731 | else if (storeUncached) |
732 | } | 732 | { |
733 | AssetBase cachedAsset = m_AssetService.Get(assetID.ToString()); | ||
734 | if (cachedAsset == null && assets[assetID] != AssetType.Unknown) | ||
735 | m_log.DebugFormat( | ||
736 | "[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets", | ||
737 | assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name); | ||
738 | } | ||
739 | } | ||
740 | |||
741 | assets.Clear(); | ||
742 | }); | ||
733 | } | 743 | } |
734 | 744 | ||
735 | return assets.Keys.Count; | 745 | |
746 | return uniqueUuids.Count; | ||
736 | } | 747 | } |
737 | 748 | ||
738 | /// <summary> | 749 | /// <summary> |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs index a839086..26d22b8 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs | |||
@@ -75,7 +75,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage | |||
75 | public void Close() { } | 75 | public void Close() { } |
76 | public void PostInitialise() { } | 76 | public void PostInitialise() { } |
77 | 77 | ||
78 | |||
79 | ///<summary> | 78 | ///<summary> |
80 | /// | 79 | /// |
81 | ///</summary> | 80 | ///</summary> |
@@ -133,7 +132,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage | |||
133 | ///</summary> | 132 | ///</summary> |
134 | public void AddRegion(Scene scene) | 133 | public void AddRegion(Scene scene) |
135 | { | 134 | { |
136 | if (! m_enabled) | 135 | if (!m_enabled) |
137 | return; | 136 | return; |
138 | 137 | ||
139 | // Every shared region module has to maintain an indepedent list of | 138 | // Every shared region module has to maintain an indepedent list of |
@@ -206,6 +205,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage | |||
206 | 205 | ||
207 | using (Image mapTile = tileGenerator.CreateMapTile()) | 206 | using (Image mapTile = tileGenerator.CreateMapTile()) |
208 | { | 207 | { |
208 | // XXX: The MapImageModule will return a null if the user has chosen not to create map tiles and there | ||
209 | // is no static map tile. | ||
210 | if (mapTile == null) | ||
211 | return; | ||
212 | |||
209 | using (MemoryStream stream = new MemoryStream()) | 213 | using (MemoryStream stream = new MemoryStream()) |
210 | { | 214 | { |
211 | mapTile.Save(stream, ImageFormat.Jpeg); | 215 | mapTile.Save(stream, ImageFormat.Jpeg); |
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs index d412efc..e7065dc 100644 --- a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs +++ b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs | |||
@@ -113,7 +113,6 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
113 | //t = System.Environment.TickCount - t; | 113 | //t = System.Environment.TickCount - t; |
114 | //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t); | 114 | //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t); |
115 | 115 | ||
116 | |||
117 | if (drawPrimVolume) | 116 | if (drawPrimVolume) |
118 | { | 117 | { |
119 | DrawObjectVolume(m_scene, mapbmp); | 118 | DrawObjectVolume(m_scene, mapbmp); |
@@ -121,7 +120,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
121 | } | 120 | } |
122 | else | 121 | else |
123 | { | 122 | { |
124 | mapbmp = fetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID); | 123 | mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID); |
125 | } | 124 | } |
126 | return mapbmp; | 125 | return mapbmp; |
127 | } | 126 | } |
@@ -232,11 +231,19 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
232 | // } | 231 | // } |
233 | // } | 232 | // } |
234 | 233 | ||
235 | private Bitmap fetchTexture(UUID id) | 234 | private Bitmap FetchTexture(UUID id) |
236 | { | 235 | { |
237 | AssetBase asset = m_scene.AssetService.Get(id.ToString()); | 236 | AssetBase asset = m_scene.AssetService.Get(id.ToString()); |
238 | m_log.DebugFormat("[MAPTILE]: Fetched static texture {0}, found: {1}", id, asset != null); | 237 | |
239 | if (asset == null) return null; | 238 | if (asset != null) |
239 | { | ||
240 | m_log.DebugFormat("[MAPTILE]: Static map image texture {0} found for {1}", id, m_scene.Name); | ||
241 | } | ||
242 | else | ||
243 | { | ||
244 | m_log.WarnFormat("[MAPTILE]: Static map image texture {0} not found for {1}", id, m_scene.Name); | ||
245 | return null; | ||
246 | } | ||
240 | 247 | ||
241 | ManagedImage managedImage; | 248 | ManagedImage managedImage; |
242 | Image image; | 249 | Image image; |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e0dfb34..6e41774 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2342,7 +2342,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2342 | 2342 | ||
2343 | ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID); | 2343 | ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
2344 | ParentID = m_requestedSitTargetID; | 2344 | ParentID = m_requestedSitTargetID; |
2345 | 2345 | m_AngularVelocity = Vector3.Zero; | |
2346 | Velocity = Vector3.Zero; | 2346 | Velocity = Vector3.Zero; |
2347 | RemoveFromPhysicalScene(); | 2347 | RemoveFromPhysicalScene(); |
2348 | 2348 | ||
@@ -2358,7 +2358,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2358 | 2358 | ||
2359 | public void HandleAgentSitOnGround() | 2359 | public void HandleAgentSitOnGround() |
2360 | { | 2360 | { |
2361 | // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | 2361 | // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.. |
2362 | m_AngularVelocity = Vector3.Zero; | ||
2362 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | 2363 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
2363 | SitGround = true; | 2364 | SitGround = true; |
2364 | RemoveFromPhysicalScene(); | 2365 | RemoveFromPhysicalScene(); |
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index e238d01..ad33607 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -131,7 +131,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | /// within this object). | 131 | /// within this object). |
132 | /// </remarks> | 132 | /// </remarks> |
133 | /// <param name="sceneObject">The scene object for which to gather assets</param> | 133 | /// <param name="sceneObject">The scene object for which to gather assets</param> |
134 | /// <param name="assetUuids">The assets gathered</param> | 134 | /// <param name="assetUuids"> |
135 | /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset. | ||
136 | /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown. | ||
137 | /// </param> | ||
135 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) | 138 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) |
136 | { | 139 | { |
137 | // m_log.DebugFormat( | 140 | // m_log.DebugFormat( |
@@ -261,8 +264,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
261 | UUID uuid = new UUID(uuidMatch.Value); | 264 | UUID uuid = new UUID(uuidMatch.Value); |
262 | // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); | 265 | // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); |
263 | 266 | ||
264 | // Assume AssetIDs embedded are textures. | 267 | // Embedded asset references (if not false positives) could be for many types of asset, so we will |
265 | assetUuids[uuid] = AssetType.Texture; | 268 | // label these as unknown. |
269 | assetUuids[uuid] = AssetType.Unknown; | ||
266 | } | 270 | } |
267 | } | 271 | } |
268 | } | 272 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 6c6ca09..0c4db40 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -219,30 +219,31 @@ public sealed class BSLinksetCompound : BSLinkset | |||
219 | { | 219 | { |
220 | // Gather the child info. It might not be there if the linkset is in transition. | 220 | // Gather the child info. It might not be there if the linkset is in transition. |
221 | BSLinksetCompoundInfo lsi = updated.LinksetInfo as BSLinksetCompoundInfo; | 221 | BSLinksetCompoundInfo lsi = updated.LinksetInfo as BSLinksetCompoundInfo; |
222 | 222 | if (lsi != null) | |
223 | // The linksetInfo will need to be rebuilt either here or when the linkset is rebuilt | ||
224 | if (LinksetRoot.PhysShape.HasPhysicalShape && lsi != null) | ||
225 | { | 223 | { |
226 | if (PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape)) | 224 | // Since the child moved or rotationed, it needs a new relative position within the linkset |
225 | BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement); | ||
226 | updated.LinksetInfo = newLsi; | ||
227 | |||
228 | // Find the physical instance of the child | ||
229 | if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape)) | ||
227 | { | 230 | { |
231 | // It is possible that the linkset is still under construction and the child is not yet | ||
232 | // inserted into the compound shape. A rebuild of the linkset in a pre-step action will | ||
233 | // build the whole thing with the new position or rotation. | ||
234 | // The index must be checked because Bullet references the child array but does no validity | ||
235 | // checking of the child index passed. | ||
228 | int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape); | 236 | int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape); |
229 | if (lsi.Index < numLinksetChildren) | 237 | if (lsi.Index < numLinksetChildren) |
230 | { | 238 | { |
231 | // It is possible that the linkset is still under construction and the child is not yet | ||
232 | // inserted into the compound shape. A rebuild of the linkset in a pre-step action will | ||
233 | // build the whole thing with the new position or rotation. | ||
234 | // This must be checked for because Bullet references the child array but does no validity | ||
235 | // checking of the child index passed. | ||
236 | BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, lsi.Index); | 239 | BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, lsi.Index); |
237 | if (linksetChildShape.HasPhysicalShape) | 240 | if (linksetChildShape.HasPhysicalShape) |
238 | { | 241 | { |
239 | // Compute the offset from the center-of-gravity | 242 | // Found the child shape within the compound shape |
240 | BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement); | ||
241 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, lsi.Index, | 243 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, lsi.Index, |
242 | newLsi.OffsetFromCenterOfMass, | 244 | newLsi.OffsetFromCenterOfMass, |
243 | newLsi.OffsetRot, | 245 | newLsi.OffsetRot, |
244 | true /* shouldRecalculateLocalAabb */); | 246 | true /* shouldRecalculateLocalAabb */); |
245 | updated.LinksetInfo = newLsi; | ||
246 | updatedChild = true; | 247 | updatedChild = true; |
247 | DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}", | 248 | DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}", |
248 | updated.LocalID, whichUpdated, newLsi); | 249 | updated.LocalID, whichUpdated, newLsi); |
@@ -262,19 +263,20 @@ public sealed class BSLinksetCompound : BSLinkset | |||
262 | } | 263 | } |
263 | else // DEBUG DEBUG | 264 | else // DEBUG DEBUG |
264 | { // DEBUG DEBUG | 265 | { // DEBUG DEBUG |
265 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,notCompound", updated.LocalID); | 266 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noBodyOrNotCompound", updated.LocalID); |
266 | } // DEBUG DEBUG | 267 | } // DEBUG DEBUG |
267 | } | 268 | } |
268 | else // DEBUG DEBUG | 269 | else // DEBUG DEBUG |
269 | { // DEBUG DEBUG | 270 | { // DEBUG DEBUG |
270 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,rootPhysShape={1},lsi={2}", | 271 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noLinkSetInfo,rootPhysShape={1}", |
271 | updated.LocalID, LinksetRoot.PhysShape, lsi == null ? "NULL" : lsi.ToString()); | 272 | updated.LocalID, LinksetRoot.PhysShape); |
272 | } // DEBUG DEBUG | 273 | } // DEBUG DEBUG |
274 | |||
273 | if (!updatedChild) | 275 | if (!updatedChild) |
274 | { | 276 | { |
275 | // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info. | 277 | // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info. |
276 | // Note that there are several ways through this code that will not update the child that can | 278 | // Note: there are several ways through this code that will not update the child if |
277 | // occur if the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since | 279 | // the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since |
278 | // there will already be a rebuild scheduled. | 280 | // there will already be a rebuild scheduled. |
279 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", | 281 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", |
280 | updated.LocalID, whichUpdated); | 282 | updated.LocalID, whichUpdated); |
@@ -300,7 +302,8 @@ public sealed class BSLinksetCompound : BSLinkset | |||
300 | { | 302 | { |
301 | // Because it is a convenient time, recompute child world position and rotation based on | 303 | // Because it is a convenient time, recompute child world position and rotation based on |
302 | // its position in the linkset. | 304 | // its position in the linkset. |
303 | RecomputeChildWorldPosition(child, true); | 305 | RecomputeChildWorldPosition(child, true /* inTaintTime */); |
306 | child.LinksetInfo = null; | ||
304 | } | 307 | } |
305 | 308 | ||
306 | // Cannot schedule a refresh/rebuild here because this routine is called when | 309 | // Cannot schedule a refresh/rebuild here because this routine is called when |
@@ -315,6 +318,14 @@ public sealed class BSLinksetCompound : BSLinkset | |||
315 | // prim. The child prim's location must be recomputed based on the location of the root shape. | 318 | // prim. The child prim's location must be recomputed based on the location of the root shape. |
316 | private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) | 319 | private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) |
317 | { | 320 | { |
321 | // For the moment (20130201), disable this computation (converting the child physical addr back to | ||
322 | // a region address) until we have a good handle on center-of-mass offsets and what the physics | ||
323 | // engine moving a child actually means. | ||
324 | // The simulator keeps track of where children should be as the linkset moves. Setting | ||
325 | // the pos/rot here does not effect that knowledge as there is no good way for the | ||
326 | // physics engine to send the simulator an update for a child. | ||
327 | |||
328 | /* | ||
318 | BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; | 329 | BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; |
319 | if (lci != null) | 330 | if (lci != null) |
320 | { | 331 | { |
@@ -343,6 +354,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
343 | // LogHeader, child.LocalID); | 354 | // LogHeader, child.LocalID); |
344 | DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID); | 355 | DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID); |
345 | } | 356 | } |
357 | */ | ||
346 | } | 358 | } |
347 | 359 | ||
348 | // ================================================================ | 360 | // ================================================================ |
@@ -376,6 +388,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
376 | 388 | ||
377 | // Cause the child's body to be rebuilt and thus restored to normal operation | 389 | // Cause the child's body to be rebuilt and thus restored to normal operation |
378 | RecomputeChildWorldPosition(child, false); | 390 | RecomputeChildWorldPosition(child, false); |
391 | child.LinksetInfo = null; | ||
379 | child.ForceBodyShapeRebuild(false); | 392 | child.ForceBodyShapeRebuild(false); |
380 | 393 | ||
381 | if (!HasAnyChildren) | 394 | if (!HasAnyChildren) |
@@ -397,7 +410,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
397 | // Constraint linksets are rebuilt every time. | 410 | // Constraint linksets are rebuilt every time. |
398 | // Note that this works for rebuilding just the root after a linkset is taken apart. | 411 | // Note that this works for rebuilding just the root after a linkset is taken apart. |
399 | // Called at taint time!! | 412 | // Called at taint time!! |
400 | private bool disableCOM = true; // disable until we get this debugged | 413 | private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged |
401 | private void RecomputeLinksetCompound() | 414 | private void RecomputeLinksetCompound() |
402 | { | 415 | { |
403 | try | 416 | try |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 7dfdec1..a3b3556 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -127,6 +127,7 @@ Physical and phantom will drop through the terrain | |||
127 | 127 | ||
128 | LINKSETS | 128 | LINKSETS |
129 | ====================================================== | 129 | ====================================================== |
130 | Child prims do not report collisions | ||
130 | Editing a child of a linkset causes the child to go phantom | 131 | Editing a child of a linkset causes the child to go phantom |
131 | Move a child prim once when it is physical and can never move it again without it going phantom | 132 | Move a child prim once when it is physical and can never move it again without it going phantom |
132 | Offset the center of the linkset to be the geometric center of all the prims | 133 | Offset the center of the linkset to be the geometric center of all the prims |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 96a9ff7..c4d7ef3 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -43,7 +43,7 @@ namespace OpenSim.Region.Physics.Manager | |||
43 | public delegate void JointDeactivated(PhysicsJoint joint); | 43 | public delegate void JointDeactivated(PhysicsJoint joint); |
44 | public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" | 44 | public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" |
45 | 45 | ||
46 | public enum RayFilterFlags:ushort | 46 | public enum RayFilterFlags : ushort |
47 | { | 47 | { |
48 | // the flags | 48 | // the flags |
49 | water = 0x01, | 49 | water = 0x01, |
@@ -60,7 +60,7 @@ namespace OpenSim.Region.Physics.Manager | |||
60 | ClosestHit = 0x8000, | 60 | ClosestHit = 0x8000, |
61 | 61 | ||
62 | // some combinations | 62 | // some combinations |
63 | LSLPhanton = phantom | volumedtc, | 63 | LSLPhantom = phantom | volumedtc, |
64 | PrimsNonPhantom = nonphysical | physical, | 64 | PrimsNonPhantom = nonphysical | physical, |
65 | PrimsNonPhantomAgents = nonphysical | physical | agent, | 65 | PrimsNonPhantomAgents = nonphysical | physical | agent, |
66 | 66 | ||
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 81de9ab..0db6fe3 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -11381,7 +11381,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
11381 | if (checkNonPhysical) | 11381 | if (checkNonPhysical) |
11382 | rayfilter |= RayFilterFlags.nonphysical; | 11382 | rayfilter |= RayFilterFlags.nonphysical; |
11383 | if (detectPhantom) | 11383 | if (detectPhantom) |
11384 | rayfilter |= RayFilterFlags.LSLPhanton; | 11384 | rayfilter |= RayFilterFlags.LSLPhantom; |
11385 | 11385 | ||
11386 | Vector3 direction = dir * ( 1/dist); | 11386 | Vector3 direction = dir * ( 1/dist); |
11387 | 11387 | ||