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authorMelanie Thielker2009-04-29 15:54:16 +0000
committerMelanie Thielker2009-04-29 15:54:16 +0000
commitd604cd284efc61af4616506830ff17ee52ff6e48 (patch)
tree94f26b6d1605f09b6c6ef0aef422a33b9eb77bbb /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentfixes exception thrown when client session is shutdown while (diff)
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Again, completely revamp the unlink code to finally allow unlinking
arbitrary combinations of root and child prims from one or multiple link sets. Please test throughly and consider things UNSTABLE until this is proven out.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs95
1 files changed, 50 insertions, 45 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f8b4483..6dc331b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2237,71 +2237,76 @@ namespace OpenSim.Region.Framework.Scenes
2237 { 2237 {
2238 SceneObjectPart linkPart = GetChildPart(partID); 2238 SceneObjectPart linkPart = GetChildPart(partID);
2239 2239
2240 if (null != linkPart) 2240 if (linkPart != null)
2241 { 2241 {
2242 linkPart.ClearUndoState(); 2242 DelinkFromGroup(linkPart, sendEvents);
2243 }
2244 else
2245 {
2246 m_log.InfoFormat("[SCENE OBJECT GROUP]: " +
2247 "DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
2248 partID, LocalId, UUID);
2249 }
2250 }
2251
2252 public void DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
2253 {
2254 linkPart.ClearUndoState();
2243// m_log.DebugFormat( 2255// m_log.DebugFormat(
2244// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2256// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2245// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2257// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2246 2258
2247 Quaternion worldRot = linkPart.GetWorldRotation(); 2259 Quaternion worldRot = linkPart.GetWorldRotation();
2248 2260
2249 // Remove the part from this object 2261 // Remove the part from this object
2250 lock (m_parts) 2262 lock (m_parts)
2251 { 2263 {
2252 m_parts.Remove(linkPart.UUID); 2264 m_parts.Remove(linkPart.UUID);
2253 } 2265 }
2254 2266
2255 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2267 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2256 RootPart.LinkNum = 0; 2268 RootPart.LinkNum = 0;
2257 else 2269 else
2270 {
2271 foreach (SceneObjectPart p in m_parts.Values)
2258 { 2272 {
2259 foreach (SceneObjectPart p in m_parts.Values) 2273 if (p.LinkNum > linkPart.LinkNum)
2260 { 2274 p.LinkNum--;
2261 if (p.LinkNum > linkPart.LinkNum)
2262 p.LinkNum--;
2263 }
2264 } 2275 }
2276 }
2265 2277
2266 linkPart.ParentID = 0; 2278 linkPart.ParentID = 0;
2267 linkPart.LinkNum = 0; 2279 linkPart.LinkNum = 0;
2268 2280
2269 if (linkPart.PhysActor != null) 2281 if (linkPart.PhysActor != null)
2270 { 2282 {
2271 m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2283 m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2272 } 2284 }
2273 2285
2274 // We need to reset the child part's position 2286 // We need to reset the child part's position
2275 // ready for life as a separate object after being a part of another object 2287 // ready for life as a separate object after being a part of another object
2276 Quaternion parentRot = m_rootPart.RotationOffset; 2288 Quaternion parentRot = m_rootPart.RotationOffset;
2277 2289
2278 Vector3 axPos = linkPart.OffsetPosition; 2290 Vector3 axPos = linkPart.OffsetPosition;
2279 2291
2280 axPos *= parentRot; 2292 axPos *= parentRot;
2281 linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z); 2293 linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
2282 linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition; 2294 linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
2283 linkPart.OffsetPosition = new Vector3(0, 0, 0); 2295 linkPart.OffsetPosition = new Vector3(0, 0, 0);
2284 2296
2285 linkPart.RotationOffset = worldRot; 2297 linkPart.RotationOffset = worldRot;
2286 2298
2287 SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart); 2299 SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
2288 2300
2289 m_scene.AddNewSceneObject(objectGroup, true); 2301 m_scene.AddNewSceneObject(objectGroup, true);
2290 2302
2291 if (sendEvents) 2303 if (sendEvents)
2292 linkPart.TriggerScriptChangedEvent(Changed.LINK); 2304 linkPart.TriggerScriptChangedEvent(Changed.LINK);
2293 2305
2294 linkPart.Rezzed = RootPart.Rezzed; 2306 linkPart.Rezzed = RootPart.Rezzed;
2295 2307
2296 HasGroupChanged = true; 2308 HasGroupChanged = true;
2297 ScheduleGroupForFullUpdate(); 2309 ScheduleGroupForFullUpdate();
2298 }
2299 else
2300 {
2301 m_log.InfoFormat("[SCENE OBJECT GROUP]: " +
2302 "DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
2303 partID, LocalId, UUID);
2304 }
2305 } 2310 }
2306 2311
2307 /// <summary> 2312 /// <summary>