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-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs22
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs25
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs4
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs44
5 files changed, 78 insertions, 19 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index b797cc3..ba2a2cf 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -745,7 +745,7 @@ namespace OpenSim.Region.Environment.Scenes
745 } 745 }
746 catch (Exception e) 746 catch (Exception e)
747 { 747 {
748 m_log.Error("[Scene]: Failed with exception " + e.ToString()); 748 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
749 } 749 }
750 finally 750 finally
751 { 751 {
@@ -1230,32 +1230,32 @@ namespace OpenSim.Region.Environment.Scenes
1230 int thisx = (int)RegionInfo.RegionLocX; 1230 int thisx = (int)RegionInfo.RegionLocX;
1231 int thisy = (int)RegionInfo.RegionLocY; 1231 int thisy = (int)RegionInfo.RegionLocY;
1232 ulong newRegionHandle = 0; 1232 ulong newRegionHandle = 0;
1233 LLVector3 pos = grp.AbsolutePosition; 1233 LLVector3 pos = position;
1234 1234
1235 if (position.X > 255.6f) 1235 if (position.X > 257f)
1236 { 1236 {
1237 pos.X = ((pos.X - 256) + 10); 1237 pos.X = ((pos.X - 256));
1238 1238
1239 newRegionHandle = Util.UIntsToLong((uint)((thisx + 1) * 256), (uint)(thisy * 256)); 1239 newRegionHandle = Util.UIntsToLong((uint)((thisx + 1) * 256), (uint)(thisy * 256));
1240 1240
1241 // x + 1 1241 // x + 1
1242 } 1242 }
1243 else if (position.X < 0.4f) 1243 else if (position.X < -1f)
1244 { 1244 {
1245 pos.X = ((pos.X + 256) - 10); 1245 pos.X = ((pos.X + 256));
1246 newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * 256), (uint)(thisy * 256)); 1246 newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * 256), (uint)(thisy * 256));
1247 // x - 1 1247 // x - 1
1248 } 1248 }
1249 1249
1250 if (position.Y > 255.6f) 1250 if (position.Y > 257f)
1251 { 1251 {
1252 pos.Y = ((pos.Y - 256) + 10); 1252 pos.Y = ((pos.Y - 256));
1253 newRegionHandle = Util.UIntsToLong((uint)(thisx * 256), (uint)((thisy + 1) * 256)); 1253 newRegionHandle = Util.UIntsToLong((uint)(thisx * 256), (uint)((thisy + 1) * 256));
1254 // y + 1 1254 // y + 1
1255 } 1255 }
1256 else if (position.Y < 0.4f) 1256 else if (position.Y < -1f)
1257 { 1257 {
1258 pos.Y = ((pos.Y + 256) - 10); 1258 pos.Y = ((pos.Y + 256));
1259 newRegionHandle = Util.UIntsToLong((uint)(thisx * 256), (uint)((thisy - 1) * 256)); 1259 newRegionHandle = Util.UIntsToLong((uint)(thisx * 256), (uint)((thisy - 1) * 256));
1260 // y - 1 1260 // y - 1
1261 } 1261 }
@@ -1287,7 +1287,7 @@ namespace OpenSim.Region.Environment.Scenes
1287 } 1287 }
1288 public void IncomingInterRegionPrimGroup(ulong regionHandle, LLUUID primID, string objXMLData) 1288 public void IncomingInterRegionPrimGroup(ulong regionHandle, LLUUID primID, string objXMLData)
1289 { 1289 {
1290 m_log.Warn("{[INTERREGION]: OMG! A new prim arrived from a neighbor!.. Kyill eeehht! before it corrupts my entire database! AHHH! I feel so dirty now! yuck! ack! arg!"); 1290 m_log.Warn("{[INTERREGION]: A new prim arrived from a neighbor");
1291 m_sceneXmlLoader.LoadGroupFromXml2String(objXMLData); 1291 m_sceneXmlLoader.LoadGroupFromXml2String(objXMLData);
1292 1292
1293 } 1293 }
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 3b146ea..117bcbc 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.Environment.Scenes
126 set 126 set
127 { 127 {
128 LLVector3 val = value; 128 LLVector3 val = value;
129 if (val.X > 255.6f || val.X < 0.4f || val.Y > 255.6f || val.Y < 0.4f) 129 if (val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f)
130 { 130 {
131 m_scene.CrossPrimGroupIntoNewRegion(val, this); 131 m_scene.CrossPrimGroupIntoNewRegion(val, this);
132 } 132 }
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 7900900..4f5eefe 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -405,7 +405,19 @@ namespace OpenSim.Region.Environment.Scenes
405 405
406 return m_velocity; 406 return m_velocity;
407 } 407 }
408 set { m_velocity = value; } 408 set {
409
410 m_velocity = value;
411 if (PhysActor != null)
412 {
413 if (PhysActor.IsPhysical)
414 {
415 PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
416 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
417 }
418 }
419
420 }
409 } 421 }
410 422
411 public LLVector3 RotationalVelocity 423 public LLVector3 RotationalVelocity
@@ -742,6 +754,7 @@ namespace OpenSim.Region.Environment.Scenes
742 { 754 {
743 XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart)); 755 XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
744 SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader); 756 SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader);
757
745 return newobject; 758 return newobject;
746 } 759 }
747 760
@@ -1776,6 +1789,16 @@ namespace OpenSim.Region.Environment.Scenes
1776 1789
1777 public void PhysicsRequestingTerseUpdate() 1790 public void PhysicsRequestingTerseUpdate()
1778 { 1791 {
1792 if (PhysActor != null)
1793 {
1794 LLVector3 newpos = new LLVector3(PhysActor.Position.GetBytes(), 0);
1795 if (newpos.X > 257f || newpos.X < -1f || newpos.Y > 257f || newpos.Y < -1f)
1796 {
1797 m_parentGroup.AbsolutePosition = newpos;
1798 return;
1799 }
1800
1801 }
1779 ScheduleTerseUpdate(); 1802 ScheduleTerseUpdate();
1780 1803
1781 //SendTerseUpdateToAllClients(); 1804 //SendTerseUpdateToAllClients();
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
index 6d911f1..4982613 100644
--- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
@@ -175,6 +175,8 @@ namespace OpenSim.Region.Environment.Scenes
175 public void CreatePrimFromXml(string xmlData) 175 public void CreatePrimFromXml(string xmlData)
176 { 176 {
177 SceneObjectGroup obj = new SceneObjectGroup(xmlData); 177 SceneObjectGroup obj = new SceneObjectGroup(xmlData);
178 LLVector3 receivedVelocity = obj.RootPart.Velocity;
179 //System.Console.WriteLine(obj.RootPart.Velocity.ToString());
178 m_innerScene.AddEntityFromStorage(obj); 180 m_innerScene.AddEntityFromStorage(obj);
179 181
180 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); 182 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
@@ -191,6 +193,8 @@ namespace OpenSim.Region.Environment.Scenes
191 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, 193 new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
192 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); 194 rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
193 rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); 195 rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
196 rootPart.Velocity = receivedVelocity;
197
194 } 198 }
195 } 199 }
196 200
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 819d823..5cdbb77 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Physics.OdePlugin
49 private Quaternion _orientation; 49 private Quaternion _orientation;
50 private PhysicsVector m_taintposition; 50 private PhysicsVector m_taintposition;
51 private PhysicsVector m_taintsize; 51 private PhysicsVector m_taintsize;
52 private PhysicsVector m_taintVelocity = PhysicsVector.Zero;
52 private Quaternion m_taintrot; 53 private Quaternion m_taintrot;
53 private bool m_taintshape = false; 54 private bool m_taintshape = false;
54 private bool m_taintPhysics = false; 55 private bool m_taintPhysics = false;
@@ -455,8 +456,13 @@ namespace OpenSim.Region.Physics.OdePlugin
455 456
456 if (m_taintdisable) 457 if (m_taintdisable)
457 changedisable(timestep); 458 changedisable(timestep);
459
460 if (m_taintVelocity != PhysicsVector.Zero)
461 changevelocity(timestep);
458 } 462 }
459 463
464
465
460 public void Move(float timestep) 466 public void Move(float timestep)
461 { 467 {
462 if (m_isphysical) 468 if (m_isphysical)
@@ -743,7 +749,18 @@ namespace OpenSim.Region.Physics.OdePlugin
743 m_taintforce = false; 749 m_taintforce = false;
744 750
745 } 751 }
746 752 private void changevelocity(float timestep)
753 {
754 System.Threading.Thread.Sleep(20);
755 if (IsPhysical)
756 {
757 if (Body != (IntPtr)0)
758 {
759 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
760 }
761 }
762 m_taintVelocity = PhysicsVector.Zero;
763 }
747 public override bool IsPhysical 764 public override bool IsPhysical
748 { 765 {
749 get { return m_isphysical; } 766 get { return m_isphysical; }
@@ -838,7 +855,14 @@ namespace OpenSim.Region.Physics.OdePlugin
838 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; 855 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
839 return returnVelocity; 856 return returnVelocity;
840 } 857 }
841 set { _velocity = value; } 858 set {
859 _velocity = value;
860
861 m_taintVelocity = value;
862 _parent_scene.AddPhysicsActorTaint(this);
863
864
865 }
842 } 866 }
843 867
844 public override bool Kinematic 868 public override bool Kinematic
@@ -898,16 +922,24 @@ namespace OpenSim.Region.Physics.OdePlugin
898 d.Vector3 rotvel = d.BodyGetAngularVel(Body); 922 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
899 923
900 PhysicsVector l_position = new PhysicsVector(); 924 PhysicsVector l_position = new PhysicsVector();
925
926
901 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) 927 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
902 if (vec.X < 0.0f) vec.X = 0.0f; 928 //if (vec.X < 0.0f) vec.X = 0.0f;
903 if (vec.Y < 0.0f) vec.Y = 0.0f; 929 //if (vec.Y < 0.0f) vec.Y = 0.0f;
904 if (vec.X > 255.95f) vec.X = 255.95f; 930 //if (vec.X > 255.95f) vec.X = 255.95f;
905 if (vec.Y > 255.95f) vec.Y = 255.95f; 931 //if (vec.Y > 255.95f) vec.Y = 255.95f;
906 m_lastposition = _position; 932 m_lastposition = _position;
907 933
908 l_position.X = vec.X; 934 l_position.X = vec.X;
909 l_position.Y = vec.Y; 935 l_position.Y = vec.Y;
910 l_position.Z = vec.Z; 936 l_position.Z = vec.Z;
937
938 if (l_position.X > 257f || l_position.X < -1f || l_position.Y > 257f || l_position.Y < -1f)
939 {
940 base.RequestPhysicsterseUpdate();
941 }
942
911 if (l_position.Z < 0) 943 if (l_position.Z < 0)
912 { 944 {
913 // This is so prim that get lost underground don't fall forever and suck up 945 // This is so prim that get lost underground don't fall forever and suck up