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authorJustin Clark-Casey (justincc)2011-07-16 02:53:36 +0100
committerJustin Clark-Casey (justincc)2011-07-16 02:53:36 +0100
commit27fae36a21ff39e9bd413a3f4a4bb544f40bb4e1 (patch)
tree0bf46ff5022029421dd52af150ea25d586aabc61 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentAdd very basic test for resizing a scene object with one prim (diff)
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remove the need to supply SceneObjectGroup.GroupResize() with a localId.
This is utterly pointless scene we already know which sog we're dealing with.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs261
1 files changed, 131 insertions, 130 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 34e44e5..f7ef0b4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2658,164 +2658,165 @@ namespace OpenSim.Region.Framework.Scenes
2658 } 2658 }
2659 } 2659 }
2660 2660
2661 public void GroupResize(Vector3 scale, uint localID) 2661 /// <summary>
2662 /// Resize the entire group of prims.
2663 /// </summary>
2664 /// <param name="scale"></param>
2665 public void GroupResize(Vector3 scale)
2662 { 2666 {
2663 SceneObjectPart part = GetChildPart(localID);
2664 if (part != null)
2665 {
2666// m_log.DebugFormat( 2667// m_log.DebugFormat(
2667// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, localID, part.Scale, scale); 2668// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, localID, RootPart.Scale, scale);
2669
2670 RootPart.IgnoreUndoUpdate = true;
2668 2671
2669 part.IgnoreUndoUpdate = true; 2672 if (scale.X > m_scene.m_maxNonphys)
2673 scale.X = m_scene.m_maxNonphys;
2674 if (scale.Y > m_scene.m_maxNonphys)
2675 scale.Y = m_scene.m_maxNonphys;
2676 if (scale.Z > m_scene.m_maxNonphys)
2677 scale.Z = m_scene.m_maxNonphys;
2670 2678
2671 if (scale.X > m_scene.m_maxNonphys) 2679 if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
2672 scale.X = m_scene.m_maxNonphys; 2680 {
2673 if (scale.Y > m_scene.m_maxNonphys) 2681 if (scale.X > m_scene.m_maxPhys)
2674 scale.Y = m_scene.m_maxNonphys; 2682 scale.X = m_scene.m_maxPhys;
2675 if (scale.Z > m_scene.m_maxNonphys) 2683 if (scale.Y > m_scene.m_maxPhys)
2676 scale.Z = m_scene.m_maxNonphys; 2684 scale.Y = m_scene.m_maxPhys;
2685 if (scale.Z > m_scene.m_maxPhys)
2686 scale.Z = m_scene.m_maxPhys;
2687 }
2677 2688
2678 if (part.PhysActor != null && part.PhysActor.IsPhysical) 2689 float x = (scale.X / RootPart.Scale.X);
2679 { 2690 float y = (scale.Y / RootPart.Scale.Y);
2680 if (scale.X > m_scene.m_maxPhys) 2691 float z = (scale.Z / RootPart.Scale.Z);
2681 scale.X = m_scene.m_maxPhys;
2682 if (scale.Y > m_scene.m_maxPhys)
2683 scale.Y = m_scene.m_maxPhys;
2684 if (scale.Z > m_scene.m_maxPhys)
2685 scale.Z = m_scene.m_maxPhys;
2686 }
2687 float x = (scale.X / part.Scale.X);
2688 float y = (scale.Y / part.Scale.Y);
2689 float z = (scale.Z / part.Scale.Z);
2690 2692
2691 SceneObjectPart[] parts; 2693 SceneObjectPart[] parts;
2692 if (x > 1.0f || y > 1.0f || z > 1.0f) 2694 if (x > 1.0f || y > 1.0f || z > 1.0f)
2695 {
2696 parts = m_parts.GetArray();
2697 for (int i = 0; i < parts.Length; i++)
2693 { 2698 {
2694 parts = m_parts.GetArray(); 2699 SceneObjectPart obPart = parts[i];
2695 for (int i = 0; i < parts.Length; i++) 2700 if (obPart.UUID != m_rootPart.UUID)
2696 { 2701 {
2697 SceneObjectPart obPart = parts[i]; 2702 obPart.IgnoreUndoUpdate = true;
2698 if (obPart.UUID != m_rootPart.UUID) 2703 Vector3 oldSize = new Vector3(obPart.Scale);
2699 {
2700 obPart.IgnoreUndoUpdate = true;
2701 Vector3 oldSize = new Vector3(obPart.Scale);
2702 2704
2703 float f = 1.0f; 2705 float f = 1.0f;
2704 float a = 1.0f; 2706 float a = 1.0f;
2705 2707
2706 if (part.PhysActor != null && part.PhysActor.IsPhysical) 2708 if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
2709 {
2710 if (oldSize.X * x > m_scene.m_maxPhys)
2707 { 2711 {
2708 if (oldSize.X * x > m_scene.m_maxPhys) 2712 f = m_scene.m_maxPhys / oldSize.X;
2709 { 2713 a = f / x;
2710 f = m_scene.m_maxPhys / oldSize.X; 2714 x *= a;
2711 a = f / x; 2715 y *= a;
2712 x *= a; 2716 z *= a;
2713 y *= a;
2714 z *= a;
2715 }
2716 if (oldSize.Y * y > m_scene.m_maxPhys)
2717 {
2718 f = m_scene.m_maxPhys / oldSize.Y;
2719 a = f / y;
2720 x *= a;
2721 y *= a;
2722 z *= a;
2723 }
2724 if (oldSize.Z * z > m_scene.m_maxPhys)
2725 {
2726 f = m_scene.m_maxPhys / oldSize.Z;
2727 a = f / z;
2728 x *= a;
2729 y *= a;
2730 z *= a;
2731 }
2732 } 2717 }
2733 else 2718 if (oldSize.Y * y > m_scene.m_maxPhys)
2734 { 2719 {
2735 if (oldSize.X * x > m_scene.m_maxNonphys) 2720 f = m_scene.m_maxPhys / oldSize.Y;
2736 { 2721 a = f / y;
2737 f = m_scene.m_maxNonphys / oldSize.X; 2722 x *= a;
2738 a = f / x; 2723 y *= a;
2739 x *= a; 2724 z *= a;
2740 y *= a; 2725 }
2741 z *= a; 2726 if (oldSize.Z * z > m_scene.m_maxPhys)
2742 } 2727 {
2743 if (oldSize.Y * y > m_scene.m_maxNonphys) 2728 f = m_scene.m_maxPhys / oldSize.Z;
2744 { 2729 a = f / z;
2745 f = m_scene.m_maxNonphys / oldSize.Y; 2730 x *= a;
2746 a = f / y; 2731 y *= a;
2747 x *= a; 2732 z *= a;
2748 y *= a; 2733 }
2749 z *= a; 2734 }
2750 } 2735 else
2751 if (oldSize.Z * z > m_scene.m_maxNonphys) 2736 {
2752 { 2737 if (oldSize.X * x > m_scene.m_maxNonphys)
2753 f = m_scene.m_maxNonphys / oldSize.Z; 2738 {
2754 a = f / z; 2739 f = m_scene.m_maxNonphys / oldSize.X;
2755 x *= a; 2740 a = f / x;
2756 y *= a; 2741 x *= a;
2757 z *= a; 2742 y *= a;
2758 } 2743 z *= a;
2744 }
2745 if (oldSize.Y * y > m_scene.m_maxNonphys)
2746 {
2747 f = m_scene.m_maxNonphys / oldSize.Y;
2748 a = f / y;
2749 x *= a;
2750 y *= a;
2751 z *= a;
2752 }
2753 if (oldSize.Z * z > m_scene.m_maxNonphys)
2754 {
2755 f = m_scene.m_maxNonphys / oldSize.Z;
2756 a = f / z;
2757 x *= a;
2758 y *= a;
2759 z *= a;
2759 } 2760 }
2760 obPart.IgnoreUndoUpdate = false;
2761 obPart.StoreUndoState();
2762 } 2761 }
2762 obPart.IgnoreUndoUpdate = false;
2763 obPart.StoreUndoState();
2763 } 2764 }
2764 } 2765 }
2766 }
2765 2767
2766 Vector3 prevScale = part.Scale; 2768 Vector3 prevScale = RootPart.Scale;
2767 prevScale.X *= x; 2769 prevScale.X *= x;
2768 prevScale.Y *= y; 2770 prevScale.Y *= y;
2769 prevScale.Z *= z; 2771 prevScale.Z *= z;
2770 part.Resize(prevScale); 2772 RootPart.Resize(prevScale);
2771 2773
2772 parts = m_parts.GetArray(); 2774 parts = m_parts.GetArray();
2773 for (int i = 0; i < parts.Length; i++) 2775 for (int i = 0; i < parts.Length; i++)
2776 {
2777 SceneObjectPart obPart = parts[i];
2778 obPart.IgnoreUndoUpdate = true;
2779 if (obPart.UUID != m_rootPart.UUID)
2774 { 2780 {
2775 SceneObjectPart obPart = parts[i]; 2781 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2776 obPart.IgnoreUndoUpdate = true; 2782 currentpos.X *= x;
2777 if (obPart.UUID != m_rootPart.UUID) 2783 currentpos.Y *= y;
2784 currentpos.Z *= z;
2785 Vector3 newSize = new Vector3(obPart.Scale);
2786 newSize.X *= x;
2787 newSize.Y *= y;
2788 newSize.Z *= z;
2789 obPart.Resize(newSize);
2790 obPart.UpdateOffSet(currentpos);
2791
2792 if (obPart.PhysActor != null)
2778 { 2793 {
2779 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 2794 obPart.PhysActor.Size = newSize;
2780 currentpos.X *= x;
2781 currentpos.Y *= y;
2782 currentpos.Z *= z;
2783 Vector3 newSize = new Vector3(obPart.Scale);
2784 newSize.X *= x;
2785 newSize.Y *= y;
2786 newSize.Z *= z;
2787 obPart.Resize(newSize);
2788 obPart.UpdateOffSet(currentpos);
2789
2790 if (obPart.PhysActor != null)
2791 {
2792 obPart.PhysActor.Size = newSize;
2793 2795
2794 // If we're a sculpt wait for the trigger when the sculpt texture is retrieved. 2796 // If we're a sculpt wait for the trigger when the sculpt texture is retrieved.
2795 if (((OpenMetaverse.SculptType)obPart.Shape.SculptType) != SculptType.Mesh) 2797 if (((OpenMetaverse.SculptType)obPart.Shape.SculptType) != SculptType.Mesh)
2796 m_scene.PhysicsScene.AddPhysicsActorTaint(obPart.PhysActor); 2798 m_scene.PhysicsScene.AddPhysicsActorTaint(obPart.PhysActor);
2797 }
2798 } 2799 }
2799
2800 obPart.IgnoreUndoUpdate = false;
2801 obPart.StoreUndoState();
2802 } 2800 }
2803 2801
2804 if (part.PhysActor != null) 2802 obPart.IgnoreUndoUpdate = false;
2805 { 2803 obPart.StoreUndoState();
2806 part.PhysActor.Size = prevScale; 2804 }
2807 2805
2808 // If we're a sculpt wait for the trigger when the sculpt texture is retrieved. 2806 if (RootPart.PhysActor != null)
2809 if (((OpenMetaverse.SculptType)part.Shape.SculptType) != SculptType.Mesh) 2807 {
2810 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2808 RootPart.PhysActor.Size = prevScale;
2811 }
2812 2809
2813 part.IgnoreUndoUpdate = false; 2810 // If we're a sculpt wait for the trigger when the sculpt texture is retrieved.
2814 part.StoreUndoState(); 2811 if (((OpenMetaverse.SculptType)RootPart.Shape.SculptType) != SculptType.Mesh)
2815 HasGroupChanged = true; 2812 m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
2816 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
2817 ScheduleGroupForTerseUpdate();
2818 } 2813 }
2814
2815 RootPart.IgnoreUndoUpdate = false;
2816 RootPart.StoreUndoState();
2817 HasGroupChanged = true;
2818 RootPart.TriggerScriptChangedEvent(Changed.SCALE);
2819 ScheduleGroupForTerseUpdate();
2819 } 2820 }
2820 2821
2821 #endregion 2822 #endregion