a few changes on sop collision events

This commit is contained in:
UbitUmarov
2020-09-05 13:43:22 +01:00
parent d9d38ea226
commit ec54942719

View File

@@ -2765,56 +2765,47 @@ namespace OpenSim.Region.Framework.Scenes
private void SendCollisionEvent(scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
{
bool sendToRoot = false;
ColliderArgs CollidingMessage;
if (colliders.Count > 0)
{
ColliderArgs CollidingMessage;
if ((ScriptEvents & ev) != 0)
{
CollidingMessage = CreateColliderArgs(this, colliders);
if (CollidingMessage.Colliders.Count > 0)
notify(LocalId, CollidingMessage);
if (PassCollisions)
sendToRoot = true;
if (!PassCollisions)
return;
}
else
SceneObjectPart root = ParentGroup.RootPart;
uint rootID = root.LocalId;
if (rootID != LocalId && (root.ScriptEvents & ev) != 0)
{
if ((ParentGroup.RootPart.ScriptEvents & ev) != 0)
sendToRoot = true;
}
if (sendToRoot && ParentGroup.RootPart != this)
{
CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders);
CollidingMessage = CreateColliderArgs(root, colliders);
if (CollidingMessage.Colliders.Count > 0)
notify(ParentGroup.RootPart.LocalId, CollidingMessage);
notify(rootID, CollidingMessage);
}
}
}
private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
{
bool sendToRoot = true;
ColliderArgs LandCollidingMessage = new ColliderArgs();
List<DetectedObject> colliding = new List<DetectedObject>(){CreateDetObjectForGround()};
LandCollidingMessage.Colliders = colliding;
if (Inventory.ContainsScripts())
LandCollidingMessage.Colliders = new List<DetectedObject>()
{
if (!PassCollisions)
sendToRoot = false;
}
CreateDetObjectForGround()
};
if ((ScriptEvents & ev) != 0)
notify(LocalId, LandCollidingMessage);
if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
{
notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
notify(LocalId, LandCollidingMessage);
if(!PassCollisions)
return;
}
SceneObjectPart root = ParentGroup.RootPart;
if(LocalId != root.LocalId && (root.ScriptEvents & ev) != 0)
notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
}
public void PhysicsCollision(EventArgs e)
@@ -2822,148 +2813,148 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup.Scene == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
return;
// this a thread from physics ( heartbeat )
bool thisHitLand = false;
bool startLand = false;
bool endedLand = false;
CollisionEventUpdate a = (CollisionEventUpdate)e;
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>();
EventManager eventManager;
scriptEvents combinedEvents = ScriptEvents | ParentGroup.RootPart.ScriptEvents;
if (collissionswith.Count == 0)
int ncollisions = collissionswith.Count;
if (ncollisions == 0)
{
if (m_lastColliders.Count == 0 && !m_lastLandCollide)
return; // nothing to do
endedLand = m_lastLandCollide;
m_lastLandCollide = false;
eventManager = ParentGroup.Scene.EventManager;
combinedEvents = ScriptEvents | ParentGroup.RootPart.ScriptEvents;
foreach (uint localID in m_lastColliders)
{
endedColliders.Add(localID);
}
if (m_lastColliders.Count > 0 && (combinedEvents & scriptEvents.collision_end) != 0)
SendCollisionEvent(scriptEvents.collision_end, m_lastColliders, eventManager.TriggerScriptCollidingEnd);
if (m_lastLandCollide && !VolumeDetectActive && (combinedEvents & scriptEvents.land_collision_end) != 0)
SendLandCollisionEvent(scriptEvents.land_collision_end, eventManager.TriggerScriptLandCollidingEnd);
m_lastColliders.Clear();
m_lastLandCollide = false;
return;
}
else
bool thisHitLand = false;
bool startLand = false;
List<uint> thisHitColliders = new List<uint>(ncollisions);
List<uint> endedColliders = new List<uint>(m_lastColliders.Count);
List<uint> startedColliders = new List<uint>(ncollisions);
// calculate things that started colliding this time
// and build up list of colliders this time
if (!VolumeDetectActive && CollisionSoundType >= 0)
{
List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
CollisionForSoundInfo soundinfo;
ContactPoint curcontact;
// calculate things that started colliding this time
// and build up list of colliders this time
if (!VolumeDetectActive && CollisionSoundType >= 0)
foreach (uint id in collissionswith.Keys)
{
CollisionForSoundInfo soundinfo;
ContactPoint curcontact;
foreach (uint id in collissionswith.Keys)
if(id == 0)
{
if(id == 0)
thisHitLand = true;
startLand = !m_lastLandCollide;
if (startLand)
{
thisHitLand = true;
if (!m_lastLandCollide)
curcontact = collissionswith[id];
if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
{
startLand = true;
curcontact = collissionswith[id];
if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
soundinfo = new CollisionForSoundInfo()
{
soundinfo = new CollisionForSoundInfo()
{
colliderID = id,
position = curcontact.Position,
relativeVel = curcontact.RelativeSpeed
};
soundinfolist.Add(soundinfo);
}
colliderID = id,
position = curcontact.Position,
relativeVel = curcontact.RelativeSpeed
};
soundinfolist.Add(soundinfo);
}
}
else
}
else
{
thisHitColliders.Add(id);
if (!m_lastColliders.Contains(id))
{
thisHitColliders.Add(id);
if (!m_lastColliders.Contains(id))
{
startedColliders.Add(id);
startedColliders.Add(id);
curcontact = collissionswith[id];
if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
curcontact = collissionswith[id];
if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
{
soundinfo = new CollisionForSoundInfo()
{
soundinfo = new CollisionForSoundInfo()
{
colliderID = id,
position = curcontact.Position,
relativeVel = curcontact.RelativeSpeed
};
soundinfolist.Add(soundinfo);
}
colliderID = id,
position = curcontact.Position,
relativeVel = curcontact.RelativeSpeed
};
soundinfolist.Add(soundinfo);
}
}
}
}
else
{
foreach (uint id in collissionswith.Keys)
{
if(id == 0)
{
thisHitLand = true;
if (!m_lastLandCollide)
startLand = true;
}
else
{
thisHitColliders.Add(id);
if (!m_lastColliders.Contains(id))
startedColliders.Add(id);
}
}
}
// calculate things that ended colliding
foreach (uint localID in m_lastColliders)
{
if (!thisHitColliders.Contains(localID))
endedColliders.Add(localID);
}
//add the items that started colliding this time to the last colliders list.
foreach (uint localID in startedColliders)
m_lastColliders.Add(localID);
// remove things that ended colliding from the last colliders list
foreach (uint localID in endedColliders)
m_lastColliders.Remove(localID);
if(m_lastLandCollide && !thisHitLand)
endedLand = true;
m_lastLandCollide = thisHitLand;
// play sounds.
if (soundinfolist.Count > 0)
CollisionSounds.PartCollisionSound(this, soundinfolist);
}
EventManager eventmanager = ParentGroup.Scene.EventManager;
if ((ScriptEvents & scriptEvents.anyobjcollision) != 0)
else
{
SendCollisionEvent(scriptEvents.collision_start, startedColliders, eventmanager.TriggerScriptCollidingStart);
if (!VolumeDetectActive)
SendCollisionEvent(scriptEvents.collision , m_lastColliders , eventmanager.TriggerScriptColliding);
SendCollisionEvent(scriptEvents.collision_end , endedColliders , eventmanager.TriggerScriptCollidingEnd);
foreach (uint id in collissionswith.Keys)
{
if(id == 0)
{
thisHitLand = true;
startLand = !m_lastLandCollide;
}
else
{
thisHitColliders.Add(id);
if (!m_lastColliders.Contains(id))
startedColliders.Add(id);
}
}
}
if (!VolumeDetectActive && (ScriptEvents & scriptEvents.anylandcollision) != 0)
// calculate things that ended colliding
foreach (uint localID in m_lastColliders)
{
if (startLand)
SendLandCollisionEvent(scriptEvents.land_collision_start, eventmanager.TriggerScriptLandCollidingStart);
if (m_lastLandCollide)
SendLandCollisionEvent(scriptEvents.land_collision, eventmanager.TriggerScriptLandColliding);
if (endedLand)
SendLandCollisionEvent(scriptEvents.land_collision_end, eventmanager.TriggerScriptLandCollidingEnd);
if (!thisHitColliders.Contains(localID))
endedColliders.Add(localID);
}
eventManager = ParentGroup.Scene.EventManager;
combinedEvents = ScriptEvents | ParentGroup.RootPart.ScriptEvents;
if ((combinedEvents & scriptEvents.anyobjcollision) != 0)
{
if ((combinedEvents & scriptEvents.collision_start) != 0)
SendCollisionEvent(scriptEvents.collision_start, startedColliders, eventManager.TriggerScriptCollidingStart);
if ((combinedEvents & scriptEvents.collision_end) != 0)
SendCollisionEvent(scriptEvents.collision_end , endedColliders , eventManager.TriggerScriptCollidingEnd);
}
if (!VolumeDetectActive)
{
if ((combinedEvents & scriptEvents.collision) != 0)
SendCollisionEvent(scriptEvents.collision, m_lastColliders, eventManager.TriggerScriptColliding);
if ((combinedEvents & scriptEvents.anylandcollision) != 0)
{
if (thisHitLand)
{
if (startLand && (combinedEvents & scriptEvents.land_collision_start) != 0)
SendLandCollisionEvent(scriptEvents.land_collision_start, eventManager.TriggerScriptLandCollidingStart);
if ((combinedEvents & scriptEvents.land_collision) != 0)
SendLandCollisionEvent(scriptEvents.land_collision, eventManager.TriggerScriptLandColliding);
}
else if(m_lastLandCollide && (combinedEvents & scriptEvents.land_collision_end) != 0)
SendLandCollisionEvent(scriptEvents.land_collision_end, eventManager.TriggerScriptLandCollidingEnd);
}
}
m_lastColliders = thisHitColliders;
m_lastLandCollide = thisHitLand;
}
// The Collision sounds code calls this