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authorMelanie2010-02-15 00:20:48 +0000
committerMelanie2010-02-15 00:20:48 +0000
commitc033223c63274ebe41075b24d108ca952fbd242c (patch)
tree8c969a9643c469feb37133b175be18eb52fdff49 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentExtraneous debug messages removed (diff)
parentPlug a small hole (diff)
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Merge branch 'master' into presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs139
1 files changed, 104 insertions, 35 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index af46659..fe9dd9b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -298,7 +298,16 @@ namespace OpenSim.Region.Framework.Scenes
298 { 298 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 300 }
301 301 if (RootPart.GetStatusSandbox())
302 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
304 {
305 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
308 return;
309 }
310 }
302 lock (m_parts) 311 lock (m_parts)
303 { 312 {
304 foreach (SceneObjectPart part in m_parts.Values) 313 foreach (SceneObjectPart part in m_parts.Values)
@@ -398,6 +407,34 @@ namespace OpenSim.Region.Framework.Scenes
398 } 407 }
399 } 408 }
400 409
410 private SceneObjectPart m_PlaySoundMasterPrim = null;
411 public SceneObjectPart PlaySoundMasterPrim
412 {
413 get { return m_PlaySoundMasterPrim; }
414 set { m_PlaySoundMasterPrim = value; }
415 }
416
417 private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
418 public List<SceneObjectPart> PlaySoundSlavePrims
419 {
420 get { return m_LoopSoundSlavePrims; }
421 set { m_LoopSoundSlavePrims = value; }
422 }
423
424 private SceneObjectPart m_LoopSoundMasterPrim = null;
425 public SceneObjectPart LoopSoundMasterPrim
426 {
427 get { return m_LoopSoundMasterPrim; }
428 set { m_LoopSoundMasterPrim = value; }
429 }
430
431 private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>();
432 public List<SceneObjectPart> LoopSoundSlavePrims
433 {
434 get { return m_LoopSoundSlavePrims; }
435 set { m_LoopSoundSlavePrims = value; }
436 }
437
401 // The UUID for the Region this Object is in. 438 // The UUID for the Region this Object is in.
402 public UUID RegionUUID 439 public UUID RegionUUID
403 { 440 {
@@ -1779,32 +1816,6 @@ namespace OpenSim.Region.Framework.Scenes
1779 } 1816 }
1780 } 1817 }
1781 1818
1782 public void rotLookAt(Quaternion target, float strength, float damping)
1783 {
1784 SceneObjectPart rootpart = m_rootPart;
1785 if (rootpart != null)
1786 {
1787 if (IsAttachment)
1788 {
1789 /*
1790 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1791 if (avatar != null)
1792 {
1793 Rotate the Av?
1794 } */
1795 }
1796 else
1797 {
1798 if (rootpart.PhysActor != null)
1799 {
1800 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1801 rootpart.PhysActor.APIDStrength = strength;
1802 rootpart.PhysActor.APIDDamping = damping;
1803 rootpart.PhysActor.APIDActive = true;
1804 }
1805 }
1806 }
1807 }
1808 public void stopLookAt() 1819 public void stopLookAt()
1809 { 1820 {
1810 SceneObjectPart rootpart = m_rootPart; 1821 SceneObjectPart rootpart = m_rootPart;
@@ -1963,6 +1974,8 @@ namespace OpenSim.Region.Framework.Scenes
1963 1974
1964 foreach (SceneObjectPart part in m_parts.Values) 1975 foreach (SceneObjectPart part in m_parts.Values)
1965 { 1976 {
1977 if (!IsSelected)
1978 part.UpdateLookAt();
1966 part.SendScheduledUpdates(); 1979 part.SendScheduledUpdates();
1967 } 1980 }
1968 } 1981 }
@@ -2452,11 +2465,14 @@ namespace OpenSim.Region.Framework.Scenes
2452 { 2465 {
2453 if (m_rootPart.PhysActor.IsPhysical) 2466 if (m_rootPart.PhysActor.IsPhysical)
2454 { 2467 {
2455 Vector3 llmoveforce = pos - AbsolutePosition; 2468 if (!m_rootPart.BlockGrab)
2456 Vector3 grabforce = llmoveforce; 2469 {
2457 grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; 2470 Vector3 llmoveforce = pos - AbsolutePosition;
2458 m_rootPart.PhysActor.AddForce(grabforce,true); 2471 Vector3 grabforce = llmoveforce;
2459 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 2472 grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
2473 m_rootPart.PhysActor.AddForce(grabforce, true);
2474 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
2475 }
2460 } 2476 }
2461 else 2477 else
2462 { 2478 {
@@ -2812,6 +2828,7 @@ namespace OpenSim.Region.Framework.Scenes
2812 SceneObjectPart part = GetChildPart(localID); 2828 SceneObjectPart part = GetChildPart(localID);
2813 if (part != null) 2829 if (part != null)
2814 { 2830 {
2831 part.IgnoreUndoUpdate = true;
2815 if (scale.X > m_scene.m_maxNonphys) 2832 if (scale.X > m_scene.m_maxNonphys)
2816 scale.X = m_scene.m_maxNonphys; 2833 scale.X = m_scene.m_maxNonphys;
2817 if (scale.Y > m_scene.m_maxNonphys) 2834 if (scale.Y > m_scene.m_maxNonphys)
@@ -2839,6 +2856,7 @@ namespace OpenSim.Region.Framework.Scenes
2839 { 2856 {
2840 if (obPart.UUID != m_rootPart.UUID) 2857 if (obPart.UUID != m_rootPart.UUID)
2841 { 2858 {
2859 obPart.IgnoreUndoUpdate = true;
2842 Vector3 oldSize = new Vector3(obPart.Scale); 2860 Vector3 oldSize = new Vector3(obPart.Scale);
2843 2861
2844 float f = 1.0f; 2862 float f = 1.0f;
@@ -2898,6 +2916,8 @@ namespace OpenSim.Region.Framework.Scenes
2898 z *= a; 2916 z *= a;
2899 } 2917 }
2900 } 2918 }
2919 obPart.IgnoreUndoUpdate = false;
2920 obPart.StoreUndoState();
2901 } 2921 }
2902 } 2922 }
2903 } 2923 }
@@ -2913,6 +2933,7 @@ namespace OpenSim.Region.Framework.Scenes
2913 { 2933 {
2914 foreach (SceneObjectPart obPart in m_parts.Values) 2934 foreach (SceneObjectPart obPart in m_parts.Values)
2915 { 2935 {
2936 obPart.IgnoreUndoUpdate = true;
2916 if (obPart.UUID != m_rootPart.UUID) 2937 if (obPart.UUID != m_rootPart.UUID)
2917 { 2938 {
2918 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 2939 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
@@ -2926,6 +2947,8 @@ namespace OpenSim.Region.Framework.Scenes
2926 obPart.Resize(newSize); 2947 obPart.Resize(newSize);
2927 obPart.UpdateOffSet(currentpos); 2948 obPart.UpdateOffSet(currentpos);
2928 } 2949 }
2950 obPart.IgnoreUndoUpdate = false;
2951 obPart.StoreUndoState();
2929 } 2952 }
2930 } 2953 }
2931 2954
@@ -2935,6 +2958,8 @@ namespace OpenSim.Region.Framework.Scenes
2935 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2958 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2936 } 2959 }
2937 2960
2961 part.IgnoreUndoUpdate = false;
2962 part.StoreUndoState();
2938 HasGroupChanged = true; 2963 HasGroupChanged = true;
2939 ScheduleGroupForTerseUpdate(); 2964 ScheduleGroupForTerseUpdate();
2940 } 2965 }
@@ -2950,13 +2975,26 @@ namespace OpenSim.Region.Framework.Scenes
2950 /// <param name="pos"></param> 2975 /// <param name="pos"></param>
2951 public void UpdateGroupPosition(Vector3 pos) 2976 public void UpdateGroupPosition(Vector3 pos)
2952 { 2977 {
2978 foreach (SceneObjectPart part in Children.Values)
2979 {
2980 part.StoreUndoState();
2981 }
2953 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 2982 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2954 { 2983 {
2955 if (IsAttachment) 2984 if (IsAttachment)
2956 { 2985 {
2957 m_rootPart.AttachedPos = pos; 2986 m_rootPart.AttachedPos = pos;
2958 } 2987 }
2959 2988 if (RootPart.GetStatusSandbox())
2989 {
2990 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, pos) > 10)
2991 {
2992 RootPart.ScriptSetPhysicsStatus(false);
2993 pos = AbsolutePosition;
2994 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
2995 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
2996 }
2997 }
2960 AbsolutePosition = pos; 2998 AbsolutePosition = pos;
2961 2999
2962 HasGroupChanged = true; 3000 HasGroupChanged = true;
@@ -2975,7 +3013,10 @@ namespace OpenSim.Region.Framework.Scenes
2975 public void UpdateSinglePosition(Vector3 pos, uint localID) 3013 public void UpdateSinglePosition(Vector3 pos, uint localID)
2976 { 3014 {
2977 SceneObjectPart part = GetChildPart(localID); 3015 SceneObjectPart part = GetChildPart(localID);
2978 3016 foreach (SceneObjectPart parts in Children.Values)
3017 {
3018 parts.StoreUndoState();
3019 }
2979 if (part != null) 3020 if (part != null)
2980 { 3021 {
2981 if (part.UUID == m_rootPart.UUID) 3022 if (part.UUID == m_rootPart.UUID)
@@ -2997,6 +3038,10 @@ namespace OpenSim.Region.Framework.Scenes
2997 /// <param name="pos"></param> 3038 /// <param name="pos"></param>
2998 private void UpdateRootPosition(Vector3 pos) 3039 private void UpdateRootPosition(Vector3 pos)
2999 { 3040 {
3041 foreach (SceneObjectPart part in Children.Values)
3042 {
3043 part.StoreUndoState();
3044 }
3000 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3045 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3001 Vector3 oldPos = 3046 Vector3 oldPos =
3002 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3047 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3040,6 +3085,10 @@ namespace OpenSim.Region.Framework.Scenes
3040 /// <param name="rot"></param> 3085 /// <param name="rot"></param>
3041 public void UpdateGroupRotationR(Quaternion rot) 3086 public void UpdateGroupRotationR(Quaternion rot)
3042 { 3087 {
3088 foreach (SceneObjectPart parts in Children.Values)
3089 {
3090 parts.StoreUndoState();
3091 }
3043 m_rootPart.UpdateRotation(rot); 3092 m_rootPart.UpdateRotation(rot);
3044 3093
3045 PhysicsActor actor = m_rootPart.PhysActor; 3094 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3060,6 +3109,10 @@ namespace OpenSim.Region.Framework.Scenes
3060 /// <param name="rot"></param> 3109 /// <param name="rot"></param>
3061 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3110 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3062 { 3111 {
3112 foreach (SceneObjectPart parts in Children.Values)
3113 {
3114 parts.StoreUndoState();
3115 }
3063 m_rootPart.UpdateRotation(rot); 3116 m_rootPart.UpdateRotation(rot);
3064 3117
3065 PhysicsActor actor = m_rootPart.PhysActor; 3118 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3083,6 +3136,10 @@ namespace OpenSim.Region.Framework.Scenes
3083 public void UpdateSingleRotation(Quaternion rot, uint localID) 3136 public void UpdateSingleRotation(Quaternion rot, uint localID)
3084 { 3137 {
3085 SceneObjectPart part = GetChildPart(localID); 3138 SceneObjectPart part = GetChildPart(localID);
3139 foreach (SceneObjectPart parts in Children.Values)
3140 {
3141 parts.StoreUndoState();
3142 }
3086 if (part != null) 3143 if (part != null)
3087 { 3144 {
3088 if (part.UUID == m_rootPart.UUID) 3145 if (part.UUID == m_rootPart.UUID)
@@ -3113,8 +3170,11 @@ namespace OpenSim.Region.Framework.Scenes
3113 } 3170 }
3114 else 3171 else
3115 { 3172 {
3173 part.IgnoreUndoUpdate = true;
3116 part.UpdateRotation(rot); 3174 part.UpdateRotation(rot);
3117 part.OffsetPosition = pos; 3175 part.OffsetPosition = pos;
3176 part.IgnoreUndoUpdate = false;
3177 part.StoreUndoState();
3118 } 3178 }
3119 } 3179 }
3120 } 3180 }
@@ -3128,6 +3188,7 @@ namespace OpenSim.Region.Framework.Scenes
3128 Quaternion axRot = rot; 3188 Quaternion axRot = rot;
3129 Quaternion oldParentRot = m_rootPart.RotationOffset; 3189 Quaternion oldParentRot = m_rootPart.RotationOffset;
3130 3190
3191 m_rootPart.StoreUndoState();
3131 m_rootPart.UpdateRotation(rot); 3192 m_rootPart.UpdateRotation(rot);
3132 if (m_rootPart.PhysActor != null) 3193 if (m_rootPart.PhysActor != null)
3133 { 3194 {
@@ -3141,6 +3202,7 @@ namespace OpenSim.Region.Framework.Scenes
3141 { 3202 {
3142 if (prim.UUID != m_rootPart.UUID) 3203 if (prim.UUID != m_rootPart.UUID)
3143 { 3204 {
3205 prim.IgnoreUndoUpdate = true;
3144 Vector3 axPos = prim.OffsetPosition; 3206 Vector3 axPos = prim.OffsetPosition;
3145 axPos *= oldParentRot; 3207 axPos *= oldParentRot;
3146 axPos *= Quaternion.Inverse(axRot); 3208 axPos *= Quaternion.Inverse(axRot);
@@ -3153,7 +3215,14 @@ namespace OpenSim.Region.Framework.Scenes
3153 } 3215 }
3154 } 3216 }
3155 } 3217 }
3156 3218 foreach (SceneObjectPart childpart in Children.Values)
3219 {
3220 if (childpart != m_rootPart)
3221 {
3222 childpart.IgnoreUndoUpdate = false;
3223 childpart.StoreUndoState();
3224 }
3225 }
3157 m_rootPart.ScheduleTerseUpdate(); 3226 m_rootPart.ScheduleTerseUpdate();
3158 } 3227 }
3159 3228