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authorJustin Clark-Casey (justincc)2011-09-01 01:22:28 +0100
committerJustin Clark-Casey (justincc)2011-09-01 01:22:28 +0100
commit095b3e5756bb3160b30c9c5670ba008fa13d2e66 (patch)
tree0052b92cf46d42d714740bb4c7404edbdbaea0de /OpenSim/Region/Framework/Scenes/Scene.cs
parentFix a bug where the non-root parts of rezzed objects that had previously been... (diff)
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Remove pointless cluttering SOP.ParentGroup != null checks.
The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs82
1 files changed, 38 insertions, 44 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 9368285..7f5aea7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3012,58 +3012,51 @@ namespace OpenSim.Region.Framework.Scenes
3012 Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); 3012 Vector3 AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
3013 Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z); 3013 Vector3 AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
3014 3014
3015 if (target2.ParentGroup != null) 3015 pos = target2.AbsolutePosition;
3016 { 3016 //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
3017 pos = target2.AbsolutePosition;
3018 //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString());
3019 3017
3020 // TODO: Raytrace better here 3018 // TODO: Raytrace better here
3021 3019
3022 //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); 3020 //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
3023 Ray NewRay = new Ray(AXOrigin, AXdirection); 3021 Ray NewRay = new Ray(AXOrigin, AXdirection);
3024 3022
3025 // Ray Trace against target here 3023 // Ray Trace against target here
3026 EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); 3024 EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters);
3027 3025
3028 // Un-comment out the following line to Get Raytrace results printed to the console. 3026 // Un-comment out the following line to Get Raytrace results printed to the console.
3029 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 3027 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
3030 float ScaleOffset = 0.5f; 3028 float ScaleOffset = 0.5f;
3031 3029
3032 // If we hit something 3030 // If we hit something
3033 if (ei.HitTF) 3031 if (ei.HitTF)
3032 {
3033 Vector3 scale = target.Scale;
3034 Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
3035 if (scaleComponent.X != 0) ScaleOffset = scale.X;
3036 if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
3037 if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
3038 ScaleOffset = Math.Abs(ScaleOffset);
3039 Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
3040 Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
3041 Vector3 offset = normal * (ScaleOffset / 2f);
3042 pos = intersectionpoint + offset;
3043
3044 // stick in offset format from the original prim
3045 pos = pos - target.ParentGroup.AbsolutePosition;
3046 if (CopyRotates)
3034 { 3047 {
3035 Vector3 scale = target.Scale; 3048 Quaternion worldRot = target2.GetWorldRotation();
3036 Vector3 scaleComponent = new Vector3(ei.AAfaceNormal.X, ei.AAfaceNormal.Y, ei.AAfaceNormal.Z);
3037 if (scaleComponent.X != 0) ScaleOffset = scale.X;
3038 if (scaleComponent.Y != 0) ScaleOffset = scale.Y;
3039 if (scaleComponent.Z != 0) ScaleOffset = scale.Z;
3040 ScaleOffset = Math.Abs(ScaleOffset);
3041 Vector3 intersectionpoint = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
3042 Vector3 normal = new Vector3(ei.normal.X, ei.normal.Y, ei.normal.Z);
3043 Vector3 offset = normal * (ScaleOffset / 2f);
3044 pos = intersectionpoint + offset;
3045
3046 // stick in offset format from the original prim
3047 pos = pos - target.ParentGroup.AbsolutePosition;
3048 if (CopyRotates)
3049 {
3050 Quaternion worldRot = target2.GetWorldRotation();
3051 3049
3052 // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); 3050 // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
3053 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); 3051 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
3054 //obj.Rotation = worldRot; 3052 //obj.Rotation = worldRot;
3055 //obj.UpdateGroupRotationR(worldRot); 3053 //obj.UpdateGroupRotationR(worldRot);
3056 } 3054 }
3057 else 3055 else
3058 { 3056 {
3059 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID); 3057 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
3060 }
3061 } 3058 }
3062
3063 return;
3064 } 3059 }
3065
3066 return;
3067 } 3060 }
3068 } 3061 }
3069 3062
@@ -3233,12 +3226,13 @@ namespace OpenSim.Region.Framework.Scenes
3233 SceneObjectPart part = GetSceneObjectPart(localID); 3226 SceneObjectPart part = GetSceneObjectPart(localID);
3234 if (part != null) // It is a prim 3227 if (part != null) // It is a prim
3235 { 3228 {
3236 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3229 if (!part.ParentGroup.IsDeleted) // Valid
3237 { 3230 {
3238 if (part.ParentGroup.RootPart != part) // Child part 3231 if (part.ParentGroup.RootPart != part) // Child part
3239 return; 3232 return;
3240 } 3233 }
3241 } 3234 }
3235
3242 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 3236 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
3243 } 3237 }
3244 3238