let SOG know about vehicles. Still needs serialization and applyphyscis on deserialize, etc

This commit is contained in:
UbitUmarov
2012-02-18 14:08:42 +00:00
parent 7d77ccc659
commit 5351ff925c
3 changed files with 541 additions and 30 deletions

View File

@@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
namespace OpenSim.Region.Framework.Scenes
{
[Flags]
public enum scriptEvents
{
@@ -114,6 +115,90 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_suspendUpdates;
private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
private SOGVehicle m_vehicle = null;
public int VehicleType
{
get
{
if (m_vehicle == null)
return (int)Vehicle.TYPE_NONE;
else
return (int)m_vehicle.Type;
}
set
{
m_vehicle = null;
if (value == (int)Vehicle.TYPE_NONE)
{
if (RootPart.PhysActor != null)
RootPart.PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
return;
}
m_vehicle = new SOGVehicle();
m_vehicle.ProcessTypeChange((Vehicle)value);
{
if (RootPart.PhysActor != null)
RootPart.PhysActor.VehicleType = value;
return;
}
}
}
public void SetVehicleFlags(int param, bool remove)
{
if (m_vehicle == null)
return;
m_vehicle.ProcessVehicleFlags(param, remove);
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.VehicleFlags(param, remove);
}
}
public void SetVehicleFloatParam(int param, float value)
{
if (m_vehicle == null)
return;
m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.VehicleFloatParam(param, value);
}
}
public void SetVehicleVectorParam(int param, Vector3 value)
{
if (m_vehicle == null)
return;
m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.VehicleVectorParam(param, value);
}
}
public void SetVehicleRotationParam(int param, Quaternion rotation)
{
if (m_vehicle == null)
return;
m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.VehicleRotationParam(param, rotation);
}
}
public bool areUpdatesSuspended
{
get
@@ -1678,10 +1763,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void ApplyPhysics()
{
// Apply physics to the root prim
// m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
// Apply physics to child prims
SceneObjectPart[] parts = m_parts.GetArray();
if (parts.Length > 1)
{
@@ -1689,18 +1770,21 @@ namespace OpenSim.Region.Framework.Scenes
// Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LocalId != m_rootPart.LocalId)
// part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
}
// Hack to get the physics scene geometries in the right spot
// ResetChildPrimPhysicsPositions();
if (m_rootPart.PhysActor != null)
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Building = false;
}
}
else
{