Partial port of Avination's support for the new physics parameters.

Implements the parameters as properties, the serialization and
database storage (MySQL only). Implements llSetPrimitiveParams for
prim physics shape and the other 4 extra params. Only the prim shape type
"None" is currently functional. No support for the Viewer UI (yet), that
will be ported in due course. Lots more to port, this is a large-ish changeset.
This commit is contained in:
Melanie
2013-02-06 08:03:04 +00:00
parent 07a7ec4d1b
commit e5beb480ea
7 changed files with 264 additions and 21 deletions

View File

@@ -302,6 +302,13 @@ namespace OpenSim.Region.Framework.Scenes
protected Vector3 m_lastAcceleration;
protected Vector3 m_lastAngularVelocity;
protected int m_lastTerseSent;
protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
// TODO: Implement these
//protected float m_density = 1000.0f; // in kg/m^3
//protected float m_gravitymod = 1.0f;
//protected float m_friction = 0.6f; // wood
//protected float m_bounce = 0.5f; // wood
/// <summary>
/// Stores media texture data
@@ -1322,6 +1329,69 @@ namespace OpenSim.Region.Framework.Scenes
set { m_collisionSoundVolume = value; }
}
public byte DefaultPhysicsShapeType()
{
byte type;
if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
type = (byte)PhysShapeType.convex;
else
type = (byte)PhysShapeType.prim;
return type;
}
public byte PhysicsShapeType
{
get { return m_physicsShapeType; }
set
{
byte oldv = m_physicsShapeType;
if (value >= 0 && value <= (byte)PhysShapeType.convex)
{
if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
m_physicsShapeType = DefaultPhysicsShapeType();
else
m_physicsShapeType = value;
}
else
m_physicsShapeType = DefaultPhysicsShapeType();
if (m_physicsShapeType != oldv && ParentGroup != null)
{
if (m_physicsShapeType == (byte)PhysShapeType.none)
{
if (PhysActor != null)
{
Velocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
if (ParentGroup.RootPart == this)
AngularVelocity = new Vector3(0, 0, 0);
ParentGroup.Scene.RemovePhysicalPrim(1);
RemoveFromPhysics();
}
}
else if (PhysActor == null)
{
ApplyPhysics((uint)Flags, VolumeDetectActive);
}
else
{
// TODO: Update physics actor
}
if (ParentGroup != null)
ParentGroup.HasGroupChanged = true;
}
}
}
public float Density { get; set; }
public float GravityModifier { get; set; }
public float Friction { get; set; }
public float Bounciness { get; set; }
#endregion Public Properties with only Get
private uint ApplyMask(uint val, bool set, uint mask)
@@ -1523,9 +1593,8 @@ namespace OpenSim.Region.Framework.Scenes
if (!ParentGroup.Scene.CollidablePrims)
return;
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
// Name, LocalId, UUID, m_physicalPrim);
if (PhysicsShapeType == (byte)PhysShapeType.none)
return;
bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
@@ -3878,6 +3947,26 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void UpdateExtraPhysics(ExtraPhysicsData physdata)
{
if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
return;
if (PhysicsShapeType != (byte)physdata.PhysShapeType)
{
PhysicsShapeType = (byte)physdata.PhysShapeType;
}
if(Density != physdata.Density)
Density = physdata.Density;
if(GravityModifier != physdata.GravitationModifier)
GravityModifier = physdata.GravitationModifier;
if(Friction != physdata.Friction)
Friction = physdata.Friction;
if(Bounciness != physdata.Bounce)
Bounciness = physdata.Bounce;
}
/// <summary>
/// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
/// </summary>
@@ -3949,6 +4038,7 @@ namespace OpenSim.Region.Framework.Scenes
if (SetPhantom
|| ParentGroup.IsAttachment
|| PhysicsShapeType == (byte)PhysShapeType.none
|| (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
{
AddFlag(PrimFlags.Phantom);

View File

@@ -367,6 +367,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
m_SOPXmlProcessors.Add("Density", ProcessDensity);
m_SOPXmlProcessors.Add("Friction", ProcessFriction);
m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
#endregion
#region TaskInventoryXmlProcessors initialization
@@ -594,6 +601,31 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
}
private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
{
obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
}
private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
{
obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
}
private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
{
obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
}
private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
{
obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
}
private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
{
obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
}
private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
{
List<string> errorNodeNames;
@@ -1257,6 +1289,17 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
if (sop.Density != 1000.0f)
writer.WriteElementString("Density", sop.Density.ToString().ToLower());
if (sop.Friction != 0.6f)
writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
if (sop.Bounciness != 0.5f)
writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
if (sop.GravityModifier != 1.0f)
writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
writer.WriteEndElement();
}