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https://github.com/opensim/opensim.git
synced 2026-08-09 18:55:58 +08:00
Modifications for prim movement. For now only in Mod. BulletX, but i think it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
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@@ -55,6 +55,9 @@ namespace OpenSim.Region.Environment.Scenes
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public bool HasChanged = false;
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private LLVector3 lastPhysGroupPos;
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private LLQuaternion lastPhysGroupRot;
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#region Properties
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/// <summary>
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@@ -490,6 +493,25 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public override void Update()
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{
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if (lastPhysGroupPos.GetDistanceTo(AbsolutePosition) > 0.02)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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}
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lastPhysGroupPos = AbsolutePosition;
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}
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if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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}
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lastPhysGroupRot = GroupRotation;
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}
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.SendScheduledUpdates();
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@@ -148,8 +148,34 @@ namespace OpenSim.Region.Environment.Scenes
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public LLVector3 GroupPosition
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{
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get { return m_groupPosition; }
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set { m_groupPosition = value; }
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get
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{
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if (PhysActor != null)
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{
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m_groupPosition.X = PhysActor.Position.X;
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m_groupPosition.Y = PhysActor.Position.Y;
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m_groupPosition.Z = PhysActor.Position.Z;
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}
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return m_groupPosition;
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}
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set
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{
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if (PhysActor != null)
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{
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try
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{
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//lock (m_scene.SyncRoot)
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//{
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PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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//}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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m_groupPosition = value;
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}
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}
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protected LLVector3 m_offsetPosition;
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@@ -169,8 +195,35 @@ namespace OpenSim.Region.Environment.Scenes
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public LLQuaternion RotationOffset
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{
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get { return m_rotationOffset; }
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set { m_rotationOffset = value; }
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get
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{
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if (PhysActor != null)
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{
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m_rotationOffset.X = PhysActor.Orientation.x;
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m_rotationOffset.Y = PhysActor.Orientation.y;
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m_rotationOffset.Z = PhysActor.Orientation.z;
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m_rotationOffset.W = PhysActor.Orientation.w;
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}
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return m_rotationOffset;
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}
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set
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{
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if (PhysActor != null)
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{
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try
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{
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//lock (m_scene.SyncRoot)
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//{
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PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z);
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//}
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}
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catch (Exception ex)
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{
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Console.WriteLine(ex.Message);
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}
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}
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m_rotationOffset = value;
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}
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}
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protected LLVector3 m_velocity;
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@@ -260,7 +313,12 @@ namespace OpenSim.Region.Environment.Scenes
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public SceneObjectGroup ParentGroup
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{
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get { return m_parentGroup; }
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}
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public byte UpdateFlag
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{
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get { return m_updateFlag; }
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set { m_updateFlag = value; }
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}
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#region Constructors
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@@ -502,6 +560,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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AddTerseUpdateToAllAvatars();
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ClearUpdateSchedule();
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ScheduleTerseUpdate();
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}
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else
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{
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@@ -706,6 +765,10 @@ namespace OpenSim.Region.Environment.Scenes
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new Quaternion(RotationOffset.W, RotationOffset.X,
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RotationOffset.Y, RotationOffset.Z), UsePhysics);
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}
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else
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{
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PhysActor.IsPhysical = UsePhysics;
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}
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}
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if (IsTemporary)
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