Merge branch 'careminster' into tests

This commit is contained in:
KittoFlora
2009-11-16 01:40:15 +01:00
177 changed files with 5520 additions and 4206 deletions

View File

@@ -243,7 +243,7 @@ namespace OpenSim.Region.Framework.Scenes
protected SceneObjectGroup m_parentGroup;
protected byte[] m_particleSystem = Utils.EmptyBytes;
protected ulong m_regionHandle;
protected Quaternion m_rotationOffset;
protected Quaternion m_rotationOffset = Quaternion.Identity;
protected PrimitiveBaseShape m_shape;
protected UUID m_uuid;
protected Vector3 m_velocity;
@@ -253,6 +253,7 @@ namespace OpenSim.Region.Framework.Scenes
protected Vector3 m_lastVelocity;
protected Vector3 m_lastAcceleration;
protected Vector3 m_lastAngularVelocity;
protected int m_lastTerseSent;
// TODO: Those have to be changed into persistent properties at some later point,
// or sit-camera on vehicles will break on sim-crossing.
@@ -506,20 +507,17 @@ namespace OpenSim.Region.Framework.Scenes
get
{
// If this is a linkset, we don't want the physics engine mucking up our group position here.
if (PhysActor != null && _parentID == 0)
PhysicsActor actor = PhysActor;
if (actor != null && _parentID == 0)
{
m_groupPosition.X = PhysActor.Position.X;
m_groupPosition.Y = PhysActor.Position.Y;
m_groupPosition.Z = PhysActor.Position.Z;
m_groupPosition = actor.Position;
}
if (IsAttachment)
{
ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar);
if (sp != null)
{
return sp.AbsolutePosition;
}
}
return m_groupPosition;
@@ -530,26 +528,25 @@ namespace OpenSim.Region.Framework.Scenes
m_groupPosition = value;
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
try
{
// Root prim actually goes at Position
if (_parentID == 0)
{
PhysActor.Position = value;
actor.Position = value;
}
else
{
// To move the child prim in respect to the group position and rotation we have to calculate
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = resultingposition;
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
}
// Tell the physics engines that this prim changed.
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
catch (Exception e)
{
@@ -582,15 +579,14 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup != null && !ParentGroup.IsDeleted)
{
if (_parentID != 0 && PhysActor != null)
PhysicsActor actor = PhysActor;
if (_parentID != 0 && actor != null)
{
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = resultingposition;
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
// Tell the physics engines that this prim changed.
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
@@ -601,12 +597,13 @@ namespace OpenSim.Region.Framework.Scenes
get
{
// We don't want the physics engine mucking up the rotations in a linkset
if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null))
PhysicsActor actor = PhysActor;
if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
{
if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0
|| PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0)
if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
|| actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
{
m_rotationOffset = PhysActor.Orientation;
m_rotationOffset = actor.Orientation;
}
}
@@ -618,24 +615,25 @@ namespace OpenSim.Region.Framework.Scenes
StoreUndoState();
m_rotationOffset = value;
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
try
{
// Root prim gets value directly
if (_parentID == 0)
{
PhysActor.Orientation = value;
//m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
actor.Orientation = value;
//m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
}
else
{
// Child prim we have to calculate it's world rotationwel
Quaternion resultingrotation = GetWorldRotation();
PhysActor.Orientation = resultingrotation;
//m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
actor.Orientation = resultingrotation;
//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
}
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
//}
}
catch (Exception ex)
@@ -652,16 +650,12 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
//if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0
//|| PhysActor.Velocity.Z != 0)
//{
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
if (PhysActor.IsPhysical)
if (actor.IsPhysical)
{
m_velocity.X = PhysActor.Velocity.X;
m_velocity.Y = PhysActor.Velocity.Y;
m_velocity.Z = PhysActor.Velocity.Z;
m_velocity = actor.Velocity;
}
}
@@ -671,31 +665,28 @@ namespace OpenSim.Region.Framework.Scenes
set
{
m_velocity = value;
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
if (PhysActor.IsPhysical)
if (actor.IsPhysical)
{
PhysActor.Velocity = value;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
actor.Velocity = value;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
}
public Vector3 RotationalVelocity
{
get { return AngularVelocity; }
set { AngularVelocity = value; }
}
/// <summary></summary>
public Vector3 AngularVelocity
{
get
{
if ((PhysActor != null) && PhysActor.IsPhysical)
PhysicsActor actor = PhysActor;
if ((actor != null) && actor.IsPhysical)
{
m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0);
m_angularVelocity = actor.RotationalVelocity;
}
return m_angularVelocity;
}
@@ -715,9 +706,10 @@ namespace OpenSim.Region.Framework.Scenes
set
{
m_description = value;
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
PhysActor.SOPDescription = value;
actor.SOPDescription = value;
}
}
}
@@ -808,21 +800,23 @@ namespace OpenSim.Region.Framework.Scenes
set
{
StoreUndoState();
if (m_shape != null) {
m_shape.Scale = value;
if (PhysActor != null && m_parentGroup != null)
if (m_shape != null)
{
if (m_parentGroup.Scene != null)
m_shape.Scale = value;
PhysicsActor actor = PhysActor;
if (actor != null && m_parentGroup != null)
{
if (m_parentGroup.Scene.PhysicsScene != null)
if (m_parentGroup.Scene != null)
{
PhysActor.Size = m_shape.Scale;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
if (m_parentGroup.Scene.PhysicsScene != null)
{
actor.Size = m_shape.Scale;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
}
}
TriggerScriptChangedEvent(Changed.SCALE);
}
}
@@ -1056,8 +1050,6 @@ if (m_shape != null) {
#endregion Public Properties with only Get
#region Private Methods
private uint ApplyMask(uint val, bool set, uint mask)
@@ -1072,14 +1064,6 @@ if (m_shape != null) {
}
}
/// <summary>
/// Clear all pending updates of parts to clients
/// </summary>
private void ClearUpdateSchedule()
{
m_updateFlag = 0;
}
private void SendObjectPropertiesToClient(UUID AgentID)
{
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -1551,9 +1535,9 @@ if (m_shape != null) {
m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
// make sure client isn't interpolating the joint proxy object
Velocity = new Vector3(0, 0, 0);
RotationalVelocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
Velocity = Vector3.Zero;
AngularVelocity = Vector3.Zero;
Acceleration = Vector3.Zero;
}
}
}
@@ -1816,7 +1800,7 @@ if (m_shape != null) {
}
CollisionEventUpdate a = (CollisionEventUpdate)e;
Dictionary<uint, float> collissionswith = a.m_objCollisionList;
Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
List<uint> thisHitColliders = new List<uint>();
List<uint> endedColliders = new List<uint>();
List<uint> startedColliders = new List<uint>();
@@ -2387,8 +2371,8 @@ if (m_shape != null) {
//isattachment = ParentGroup.RootPart.IsAttachment;
byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A};
remoteClient.SendPrimitiveToClient(new SendPrimitiveData(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape,
lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid, _ownerID,
remoteClient.SendPrimitiveToClient(new SendPrimitiveData(m_regionHandle, m_parentGroup.GetTimeDilation(), LocalId, m_shape,
lPos, Velocity, Acceleration, RotationOffset, AngularVelocity, clientFlags, m_uuid, _ownerID,
m_text, color, _parentID, m_particleSystem, m_clickAction, (byte)m_material, m_TextureAnimation, IsAttachment,
AttachmentPoint,FromItemID, Sound, SoundGain, SoundFlags, SoundRadius, ParentGroup.GetUpdatePriority(remoteClient)));
}
@@ -2398,20 +2382,23 @@ if (m_shape != null) {
/// </summary>
public void SendScheduledUpdates()
{
const float VELOCITY_TOLERANCE = 0.01f;
const float POSITION_TOLERANCE = 0.1f;
const float ROTATION_TOLERANCE = 0.01f;
const float VELOCITY_TOLERANCE = 0.001f;
const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
if (m_updateFlag == 1)
{
// Throw away duplicate or insignificant updates
if (RotationOffset != m_lastRotation ||
Acceleration != m_lastAcceleration ||
(Velocity - m_lastVelocity).Length() > VELOCITY_TOLERANCE ||
(RotationalVelocity - m_lastAngularVelocity).Length() > VELOCITY_TOLERANCE ||
(OffsetPosition - m_lastPosition).Length() > POSITION_TOLERANCE)
if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
!Acceleration.Equals(m_lastAcceleration) ||
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
!AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
{
AddTerseUpdateToAllAvatars();
ClearUpdateSchedule();
// This causes the Scene to 'poll' physical objects every couple of frames
// bad, so it's been replaced by an event driven method.
@@ -2426,15 +2413,18 @@ if (m_shape != null) {
m_lastRotation = RotationOffset;
m_lastVelocity = Velocity;
m_lastAcceleration = Acceleration;
m_lastAngularVelocity = RotationalVelocity;
m_lastAngularVelocity = AngularVelocity;
m_lastTerseSent = Environment.TickCount;
}
//Moved this outside of the if clause so updates don't get blocked.. *sigh*
m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
}
else
{
if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
{
AddFullUpdateToAllAvatars();
ClearUpdateSchedule();
m_updateFlag = 0; //Same here
}
}
}
@@ -3774,14 +3764,12 @@ if (m_shape != null) {
Vector3 lPos = OffsetPosition;
byte state = Shape.State;
if (IsAttachment)
{
if (ParentGroup.RootPart != this)
return;
lPos = ParentGroup.RootPart.AttachedPos;
state = (byte)AttachmentPoint;
}
else
{
@@ -3792,10 +3780,9 @@ if (m_shape != null) {
// Causes this thread to dig into the Client Thread Data.
// Remember your locking here!
remoteClient.SendPrimTerseUpdate(new SendPrimitiveTerseData(m_regionHandle,
(ushort)(m_parentGroup.GetTimeDilation() *
(float)ushort.MaxValue), LocalId, lPos,
m_parentGroup.GetTimeDilation(), LocalId, lPos,
RotationOffset, Velocity, Acceleration,
RotationalVelocity, state, FromItemID,
AngularVelocity, FromItemID,
OwnerID, (int)AttachmentPoint, null, ParentGroup.GetUpdatePriority(remoteClient)));
}