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author | Sean Dague | 2007-12-05 18:45:05 +0000 |
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committer | Sean Dague | 2007-12-05 18:45:05 +0000 |
commit | 9c81b8a430b7fc8b0181310132f4bc9de414f19d (patch) | |
tree | ba6b03695d1bfdebfbc3c81bd55bc8ac41eeac46 | |
parent | * Applied MSSQL Patch from akokko, Thanks! akokko (diff) | |
download | opensim-SC-9c81b8a430b7fc8b0181310132f4bc9de414f19d.zip opensim-SC-9c81b8a430b7fc8b0181310132f4bc9de414f19d.tar.gz opensim-SC-9c81b8a430b7fc8b0181310132f4bc9de414f19d.tar.bz2 opensim-SC-9c81b8a430b7fc8b0181310132f4bc9de414f19d.tar.xz |
From Gary Chernega (IBM)
This patch adds x, y, and z offsets to the load-xml command.
If you had a prim at 100,100,20 thats where it would get loaded everytime.
This patch lets you place it at an offset from 100,100,20.. as such:
load-xml <filespec> -newUI 3 1 2
Loading the prim at 103, 101, 22
-rw-r--r-- | OpenSim/Region/Application/OpenSimMain.cs | 15 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneManager.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | 9 |
4 files changed, 22 insertions, 10 deletions
diff --git a/OpenSim/Region/Application/OpenSimMain.cs b/OpenSim/Region/Application/OpenSimMain.cs index b941e2d..9ad6c5f 100644 --- a/OpenSim/Region/Application/OpenSimMain.cs +++ b/OpenSim/Region/Application/OpenSimMain.cs | |||
@@ -42,6 +42,7 @@ using OpenSim.Region.Environment; | |||
42 | using OpenSim.Region.Environment.Interfaces; | 42 | using OpenSim.Region.Environment.Interfaces; |
43 | using OpenSim.Region.Environment.Scenes; | 43 | using OpenSim.Region.Environment.Scenes; |
44 | using OpenSim.Region.Physics.Manager; | 44 | using OpenSim.Region.Physics.Manager; |
45 | using libsecondlife; | ||
45 | using Mono.Addins; | 46 | using Mono.Addins; |
46 | using Mono.Addins.Description; | 47 | using Mono.Addins.Description; |
47 | 48 | ||
@@ -664,6 +665,7 @@ namespace OpenSim | |||
664 | break; | 665 | break; |
665 | 666 | ||
666 | case "load-xml": | 667 | case "load-xml": |
668 | LLVector3 loadOffset = new LLVector3(0, 0, 0); | ||
667 | if (cmdparams.Length > 0) | 669 | if (cmdparams.Length > 0) |
668 | { | 670 | { |
669 | bool generateNewIDS = false; | 671 | bool generateNewIDS = false; |
@@ -672,13 +674,20 @@ namespace OpenSim | |||
672 | if (cmdparams[1] == "-newUID") | 674 | if (cmdparams[1] == "-newUID") |
673 | { | 675 | { |
674 | generateNewIDS = true; | 676 | generateNewIDS = true; |
675 | } | 677 | } |
678 | if (cmdparams.Length > 2) | ||
679 | { | ||
680 | loadOffset.X = (float)Convert.ToDecimal(cmdparams[2]); | ||
681 | if (cmdparams.Length > 3) { loadOffset.Y = (float)Convert.ToDecimal(cmdparams[3]); } | ||
682 | if (cmdparams.Length > 4) { loadOffset.Z = (float)Convert.ToDecimal(cmdparams[4]); } | ||
683 | m_log.Error("loadOffsets <X,Y,Z> = <" + loadOffset.X + "," + loadOffset.Y + "," + loadOffset.Z + ">"); | ||
684 | } | ||
676 | } | 685 | } |
677 | m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS); | 686 | m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset); |
678 | } | 687 | } |
679 | else | 688 | else |
680 | { | 689 | { |
681 | m_sceneManager.LoadCurrentSceneFromXml(DEFAULT_PRIM_BACKUP_FILENAME, false); | 690 | m_sceneManager.LoadCurrentSceneFromXml(DEFAULT_PRIM_BACKUP_FILENAME, false, loadOffset); |
682 | } | 691 | } |
683 | break; | 692 | break; |
684 | 693 | ||
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 5ae26d3..f3ea89a 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -885,9 +885,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
885 | prim.OnPrimCountTainted += m_LandManager.setPrimsTainted; | 885 | prim.OnPrimCountTainted += m_LandManager.setPrimsTainted; |
886 | } | 886 | } |
887 | 887 | ||
888 | public void LoadPrimsFromXml(string fileName, bool newIdsFlag) | 888 | public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset) |
889 | { | 889 | { |
890 | m_sceneXmlLoader.LoadPrimsFromXml(fileName, newIdsFlag); | 890 | m_sceneXmlLoader.LoadPrimsFromXml(fileName, newIdsFlag, loadOffset); |
891 | } | 891 | } |
892 | 892 | ||
893 | public void SavePrimsToXml(string fileName) | 893 | public void SavePrimsToXml(string fileName) |
diff --git a/OpenSim/Region/Environment/Scenes/SceneManager.cs b/OpenSim/Region/Environment/Scenes/SceneManager.cs index 2af9af2..3f88617 100644 --- a/OpenSim/Region/Environment/Scenes/SceneManager.cs +++ b/OpenSim/Region/Environment/Scenes/SceneManager.cs | |||
@@ -160,9 +160,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
160 | CurrentOrFirstScene.SavePrimsToXml(filename); | 160 | CurrentOrFirstScene.SavePrimsToXml(filename); |
161 | } | 161 | } |
162 | 162 | ||
163 | public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs) | 163 | public void LoadCurrentSceneFromXml(string filename, bool generateNewIDs, LLVector3 loadOffset) |
164 | { | 164 | { |
165 | CurrentOrFirstScene.LoadPrimsFromXml(filename, generateNewIDs); | 165 | CurrentOrFirstScene.LoadPrimsFromXml(filename, generateNewIDs, loadOffset); |
166 | } | 166 | } |
167 | 167 | ||
168 | public void SaveCurrentSceneToXml2(string filename) | 168 | public void SaveCurrentSceneToXml2(string filename) |
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs index ab8f835..9316989 100644 --- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs +++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |||
@@ -23,7 +23,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
23 | m_regInfo = regionInfo; | 23 | m_regInfo = regionInfo; |
24 | } | 24 | } |
25 | 25 | ||
26 | public void LoadPrimsFromXml(string fileName, bool newIDS) | 26 | public void LoadPrimsFromXml(string fileName, bool newIDS, LLVector3 loadOffset) |
27 | { | 27 | { |
28 | XmlDocument doc = new XmlDocument(); | 28 | XmlDocument doc = new XmlDocument(); |
29 | XmlNode rootNode; | 29 | XmlNode rootNode; |
@@ -48,14 +48,17 @@ namespace OpenSim.Region.Environment.Scenes | |||
48 | m_innerScene.AddEntity(obj); | 48 | m_innerScene.AddEntity(obj); |
49 | 49 | ||
50 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); | 50 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); |
51 | // Apply loadOffsets for load/import and move combinations | ||
52 | rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset; | ||
51 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); | 53 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); |
52 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) | 54 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) |
53 | { | 55 | { |
54 | rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape( | 56 | rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape( |
55 | rootPart.Name, | 57 | rootPart.Name, |
56 | rootPart.Shape, | 58 | rootPart.Shape, |
57 | new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, | 59 | new PhysicsVector(rootPart.AbsolutePosition.X + loadOffset.X, |
58 | rootPart.AbsolutePosition.Z), | 60 | rootPart.AbsolutePosition.Y + loadOffset.Y, |
61 | rootPart.AbsolutePosition.Z + loadOffset.Z), | ||
59 | new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), | 62 | new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), |
60 | new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, | 63 | new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, |
61 | rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); | 64 | rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); |