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authorMW2009-07-17 14:58:54 +0000
committerMW2009-07-17 14:58:54 +0000
commitacea31518b00b02e2ba8b08106a76de0fbef29ab (patch)
tree78a4cb7eace911f11077045c1f0fb1266392c9dc /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parent* Change the order of Update so Physics processes a frame before the scene ma... (diff)
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fixed the bug where changing the rotation of a selection of prims in a linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects).
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client. Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files. [Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs70
1 files changed, 67 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e987445..00ae504 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -625,6 +625,8 @@ namespace OpenSim.Region.Framework.Scenes
625 Vector3 backBottomLeft; 625 Vector3 backBottomLeft;
626 Vector3 backBottomRight; 626 Vector3 backBottomRight;
627 627
628 // Vector3[] corners = new Vector3[8];
629
628 Vector3 orig = Vector3.Zero; 630 Vector3 orig = Vector3.Zero;
629 631
630 frontTopLeft.X = orig.X - (part.Scale.X / 2); 632 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -660,6 +662,36 @@ namespace OpenSim.Region.Framework.Scenes
660 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 662 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
661 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 663 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
662 664
665 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
666 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
667 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
668 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
669 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
670 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
671 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
672 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
673
674 //for (int i = 0; i < 8; i++)
675 //{
676 // corners[i] = corners[i] * worldRot;
677 // corners[i] += offset;
678
679 // if (corners[i].X > maxX)
680 // maxX = corners[i].X;
681 // if (corners[i].X < minX)
682 // minX = corners[i].X;
683
684 // if (corners[i].Y > maxY)
685 // maxY = corners[i].Y;
686 // if (corners[i].Y < minY)
687 // minY = corners[i].Y;
688
689 // if (corners[i].Z > maxZ)
690 // maxZ = corners[i].Y;
691 // if (corners[i].Z < minZ)
692 // minZ = corners[i].Z;
693 //}
694
663 frontTopLeft = frontTopLeft * worldRot; 695 frontTopLeft = frontTopLeft * worldRot;
664 frontTopRight = frontTopRight * worldRot; 696 frontTopRight = frontTopRight * worldRot;
665 frontBottomLeft = frontBottomLeft * worldRot; 697 frontBottomLeft = frontBottomLeft * worldRot;
@@ -681,6 +713,15 @@ namespace OpenSim.Region.Framework.Scenes
681 backTopLeft += offset; 713 backTopLeft += offset;
682 backTopRight += offset; 714 backTopRight += offset;
683 715
716 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
717 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
718 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
719 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
720 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
721 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
722 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
723 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
724
684 if (frontTopRight.X > maxX) 725 if (frontTopRight.X > maxX)
685 maxX = frontTopRight.X; 726 maxX = frontTopRight.X;
686 if (frontTopLeft.X > maxX) 727 if (frontTopLeft.X > maxX)
@@ -801,15 +842,15 @@ namespace OpenSim.Region.Framework.Scenes
801 if (lower > maxZ) 842 if (lower > maxZ)
802 { 843 {
803 offsetHeight = lower - (boundingBox.Z / 2); 844 offsetHeight = lower - (boundingBox.Z / 2);
804 845
805 } 846 }
806 else if (maxZ > lower) 847 else if (maxZ > lower)
807 { 848 {
808 offsetHeight = maxZ - (boundingBox.Z / 2); 849 offsetHeight = maxZ - (boundingBox.Z / 2);
809 offsetHeight *= -1; 850 offsetHeight *= -1;
810 } 851 }
811 852
812 // m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z); 853 // m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
813 return boundingBox; 854 return boundingBox;
814 } 855 }
815 #endregion 856 #endregion
@@ -3017,6 +3058,29 @@ namespace OpenSim.Region.Framework.Scenes
3017 /// 3058 ///
3018 /// </summary> 3059 /// </summary>
3019 /// <param name="rot"></param> 3060 /// <param name="rot"></param>
3061 /// <param name="localID"></param>
3062 public void UpdateSingleRotation(Quaternion rot, Vector3 pos, uint localID)
3063 {
3064 SceneObjectPart part = GetChildPart(localID);
3065 if (part != null)
3066 {
3067 if (part.UUID == m_rootPart.UUID)
3068 {
3069 UpdateRootRotation(rot);
3070 AbsolutePosition = pos;
3071 }
3072 else
3073 {
3074 part.UpdateRotation(rot);
3075 part.OffsetPosition = pos;
3076 }
3077 }
3078 }
3079
3080 /// <summary>
3081 ///
3082 /// </summary>
3083 /// <param name="rot"></param>
3020 private void UpdateRootRotation(Quaternion rot) 3084 private void UpdateRootRotation(Quaternion rot)
3021 { 3085 {
3022 Quaternion axRot = rot; 3086 Quaternion axRot = rot;