diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 183 |
1 files changed, 134 insertions, 49 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 4676a30..2a4e5a2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -369,14 +369,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
369 | } | 369 | } |
370 | 370 | ||
371 | lockPartsForRead(true); | 371 | lockPartsForRead(true); |
372 | |||
373 | if (RootPart.GetStatusSandbox()) | ||
372 | { | 374 | { |
373 | foreach (SceneObjectPart part in m_parts.Values) | 375 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
374 | { | 376 | { |
375 | 377 | RootPart.ScriptSetPhysicsStatus(false); | |
376 | part.GroupPosition = val; | 378 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), |
377 | 379 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); | |
380 | lockPartsForRead(false); | ||
381 | return; | ||
378 | } | 382 | } |
379 | } | 383 | } |
384 | |||
385 | foreach (SceneObjectPart part in m_parts.Values) | ||
386 | part.GroupPosition = val; | ||
387 | |||
380 | lockPartsForRead(false); | 388 | lockPartsForRead(false); |
381 | 389 | ||
382 | //if (m_rootPart.PhysActor != null) | 390 | //if (m_rootPart.PhysActor != null) |
@@ -470,6 +478,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
470 | } | 478 | } |
471 | } | 479 | } |
472 | 480 | ||
481 | private SceneObjectPart m_PlaySoundMasterPrim = null; | ||
482 | public SceneObjectPart PlaySoundMasterPrim | ||
483 | { | ||
484 | get { return m_PlaySoundMasterPrim; } | ||
485 | set { m_PlaySoundMasterPrim = value; } | ||
486 | } | ||
487 | |||
488 | private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>(); | ||
489 | public List<SceneObjectPart> PlaySoundSlavePrims | ||
490 | { | ||
491 | get { return m_LoopSoundSlavePrims; } | ||
492 | set { m_LoopSoundSlavePrims = value; } | ||
493 | } | ||
494 | |||
495 | private SceneObjectPart m_LoopSoundMasterPrim = null; | ||
496 | public SceneObjectPart LoopSoundMasterPrim | ||
497 | { | ||
498 | get { return m_LoopSoundMasterPrim; } | ||
499 | set { m_LoopSoundMasterPrim = value; } | ||
500 | } | ||
501 | |||
502 | private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>(); | ||
503 | public List<SceneObjectPart> LoopSoundSlavePrims | ||
504 | { | ||
505 | get { return m_LoopSoundSlavePrims; } | ||
506 | set { m_LoopSoundSlavePrims = value; } | ||
507 | } | ||
508 | |||
473 | // The UUID for the Region this Object is in. | 509 | // The UUID for the Region this Object is in. |
474 | public UUID RegionUUID | 510 | public UUID RegionUUID |
475 | { | 511 | { |
@@ -584,7 +620,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
584 | 620 | ||
585 | if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0) | 621 | if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0) |
586 | m_rootPart.ParentID = 0; | 622 | m_rootPart.ParentID = 0; |
587 | if (m_rootPart.LocalId==0) | 623 | if (m_rootPart.LocalId == 0) |
588 | m_rootPart.LocalId = m_scene.AllocateLocalId(); | 624 | m_rootPart.LocalId = m_scene.AllocateLocalId(); |
589 | 625 | ||
590 | // No need to lock here since the object isn't yet in a scene | 626 | // No need to lock here since the object isn't yet in a scene |
@@ -1586,6 +1622,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1586 | /// <param name="part"></param> | 1622 | /// <param name="part"></param> |
1587 | internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags) | 1623 | internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags) |
1588 | { | 1624 | { |
1625 | // m_log.DebugFormat( | ||
1626 | // "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId); | ||
1627 | |||
1589 | if (m_rootPart.UUID == part.UUID) | 1628 | if (m_rootPart.UUID == part.UUID) |
1590 | { | 1629 | { |
1591 | if (IsAttachment) | 1630 | if (IsAttachment) |
@@ -1898,33 +1937,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1898 | } | 1937 | } |
1899 | } | 1938 | } |
1900 | 1939 | ||
1901 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1902 | { | ||
1903 | SceneObjectPart rootpart = m_rootPart; | ||
1904 | if (rootpart != null) | ||
1905 | { | ||
1906 | if (IsAttachment) | ||
1907 | { | ||
1908 | /* | ||
1909 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1910 | if (avatar != null) | ||
1911 | { | ||
1912 | Rotate the Av? | ||
1913 | } */ | ||
1914 | } | ||
1915 | else | ||
1916 | { | ||
1917 | if (rootpart.PhysActor != null) | ||
1918 | { | ||
1919 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
1920 | rootpart.PhysActor.APIDStrength = strength; | ||
1921 | rootpart.PhysActor.APIDDamping = damping; | ||
1922 | rootpart.PhysActor.APIDActive = true; | ||
1923 | } | ||
1924 | } | ||
1925 | } | ||
1926 | } | ||
1927 | |||
1928 | public void stopLookAt() | 1940 | public void stopLookAt() |
1929 | { | 1941 | { |
1930 | SceneObjectPart rootpart = m_rootPart; | 1942 | SceneObjectPart rootpart = m_rootPart; |
@@ -2084,7 +2096,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2084 | 2096 | ||
2085 | foreach (SceneObjectPart part in m_parts.Values) | 2097 | foreach (SceneObjectPart part in m_parts.Values) |
2086 | { | 2098 | { |
2087 | 2099 | if (!IsSelected) | |
2100 | part.UpdateLookAt(); | ||
2101 | |||
2088 | part.SendScheduledUpdates(); | 2102 | part.SendScheduledUpdates(); |
2089 | 2103 | ||
2090 | } | 2104 | } |
@@ -2434,7 +2448,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2434 | 2448 | ||
2435 | AttachToBackup(); | 2449 | AttachToBackup(); |
2436 | 2450 | ||
2437 | |||
2438 | // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the | 2451 | // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the |
2439 | // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and | 2452 | // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and |
2440 | // unmoved prims! | 2453 | // unmoved prims! |
@@ -2449,9 +2462,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2449 | /// an independent SceneObjectGroup. | 2462 | /// an independent SceneObjectGroup. |
2450 | /// </summary> | 2463 | /// </summary> |
2451 | /// <param name="partID"></param> | 2464 | /// <param name="partID"></param> |
2452 | public void DelinkFromGroup(uint partID) | 2465 | /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns> |
2466 | public SceneObjectGroup DelinkFromGroup(uint partID) | ||
2453 | { | 2467 | { |
2454 | DelinkFromGroup(partID, true); | 2468 | return DelinkFromGroup(partID, true); |
2455 | } | 2469 | } |
2456 | 2470 | ||
2457 | /// <summary> | 2471 | /// <summary> |
@@ -2460,28 +2474,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
2460 | /// </summary> | 2474 | /// </summary> |
2461 | /// <param name="partID"></param> | 2475 | /// <param name="partID"></param> |
2462 | /// <param name="sendEvents"></param> | 2476 | /// <param name="sendEvents"></param> |
2463 | public void DelinkFromGroup(uint partID, bool sendEvents) | 2477 | /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns> |
2478 | public SceneObjectGroup DelinkFromGroup(uint partID, bool sendEvents) | ||
2464 | { | 2479 | { |
2465 | SceneObjectPart linkPart = GetChildPart(partID); | 2480 | SceneObjectPart linkPart = GetChildPart(partID); |
2466 | 2481 | ||
2467 | if (linkPart != null) | 2482 | if (linkPart != null) |
2468 | { | 2483 | { |
2469 | DelinkFromGroup(linkPart, sendEvents); | 2484 | return DelinkFromGroup(linkPart, sendEvents); |
2470 | } | 2485 | } |
2471 | else | 2486 | else |
2472 | { | 2487 | { |
2473 | m_log.InfoFormat("[SCENE OBJECT GROUP]: " + | 2488 | m_log.WarnFormat("[SCENE OBJECT GROUP]: " + |
2474 | "DelinkFromGroup(): Child prim {0} not found in object {1}, {2}", | 2489 | "DelinkFromGroup(): Child prim {0} not found in object {1}, {2}", |
2475 | partID, LocalId, UUID); | 2490 | partID, LocalId, UUID); |
2491 | |||
2492 | return null; | ||
2476 | } | 2493 | } |
2477 | } | 2494 | } |
2478 | 2495 | ||
2479 | public void DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents) | 2496 | /// <summary> |
2497 | /// Delink the given prim from this group. The delinked prim is established as | ||
2498 | /// an independent SceneObjectGroup. | ||
2499 | /// </summary> | ||
2500 | /// <param name="partID"></param> | ||
2501 | /// <param name="sendEvents"></param> | ||
2502 | /// <returns>The object group of the newly delinked prim.</returns> | ||
2503 | public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents) | ||
2480 | { | 2504 | { |
2481 | linkPart.ClearUndoState(); | ||
2482 | // m_log.DebugFormat( | 2505 | // m_log.DebugFormat( |
2483 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 2506 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2484 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 2507 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2508 | |||
2509 | linkPart.ClearUndoState(); | ||
2485 | 2510 | ||
2486 | Quaternion worldRot = linkPart.GetWorldRotation(); | 2511 | Quaternion worldRot = linkPart.GetWorldRotation(); |
2487 | 2512 | ||
@@ -2536,6 +2561,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2536 | 2561 | ||
2537 | //HasGroupChanged = true; | 2562 | //HasGroupChanged = true; |
2538 | //ScheduleGroupForFullUpdate(); | 2563 | //ScheduleGroupForFullUpdate(); |
2564 | |||
2565 | return objectGroup; | ||
2539 | } | 2566 | } |
2540 | 2567 | ||
2541 | /// <summary> | 2568 | /// <summary> |
@@ -2574,7 +2601,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2574 | 2601 | ||
2575 | part.LinkNum = linkNum; | 2602 | part.LinkNum = linkNum; |
2576 | 2603 | ||
2577 | |||
2578 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2604 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; |
2579 | 2605 | ||
2580 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2606 | Quaternion rootRotation = m_rootPart.RotationOffset; |
@@ -2604,11 +2630,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2604 | { | 2630 | { |
2605 | if (m_rootPart.PhysActor.IsPhysical) | 2631 | if (m_rootPart.PhysActor.IsPhysical) |
2606 | { | 2632 | { |
2607 | Vector3 llmoveforce = pos - AbsolutePosition; | 2633 | if (!m_rootPart.BlockGrab) |
2608 | Vector3 grabforce = llmoveforce; | 2634 | { |
2609 | grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; | 2635 | Vector3 llmoveforce = pos - AbsolutePosition; |
2610 | m_rootPart.PhysActor.AddForce(grabforce,true); | 2636 | Vector3 grabforce = llmoveforce; |
2611 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | 2637 | grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; |
2638 | m_rootPart.PhysActor.AddForce(grabforce, true); | ||
2639 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | ||
2640 | } | ||
2612 | } | 2641 | } |
2613 | else | 2642 | else |
2614 | { | 2643 | { |
@@ -2966,6 +2995,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2966 | SceneObjectPart part = GetChildPart(localID); | 2995 | SceneObjectPart part = GetChildPart(localID); |
2967 | if (part != null) | 2996 | if (part != null) |
2968 | { | 2997 | { |
2998 | part.IgnoreUndoUpdate = true; | ||
2969 | if (scale.X > m_scene.m_maxNonphys) | 2999 | if (scale.X > m_scene.m_maxNonphys) |
2970 | scale.X = m_scene.m_maxNonphys; | 3000 | scale.X = m_scene.m_maxNonphys; |
2971 | if (scale.Y > m_scene.m_maxNonphys) | 3001 | if (scale.Y > m_scene.m_maxNonphys) |
@@ -2993,6 +3023,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2993 | if (obPart.UUID != m_rootPart.UUID) | 3023 | if (obPart.UUID != m_rootPart.UUID) |
2994 | { | 3024 | { |
2995 | Vector3 oldSize = new Vector3(obPart.Scale); | 3025 | Vector3 oldSize = new Vector3(obPart.Scale); |
3026 | obPart.IgnoreUndoUpdate = true; | ||
2996 | 3027 | ||
2997 | float f = 1.0f; | 3028 | float f = 1.0f; |
2998 | float a = 1.0f; | 3029 | float a = 1.0f; |
@@ -3050,6 +3081,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3050 | y *= a; | 3081 | y *= a; |
3051 | z *= a; | 3082 | z *= a; |
3052 | } | 3083 | } |
3084 | obPart.IgnoreUndoUpdate = false; | ||
3085 | obPart.StoreUndoState(); | ||
3053 | } | 3086 | } |
3054 | } | 3087 | } |
3055 | } | 3088 | } |
@@ -3066,6 +3099,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3066 | { | 3099 | { |
3067 | foreach (SceneObjectPart obPart in m_parts.Values) | 3100 | foreach (SceneObjectPart obPart in m_parts.Values) |
3068 | { | 3101 | { |
3102 | obPart.IgnoreUndoUpdate = true; | ||
3069 | if (obPart.UUID != m_rootPart.UUID) | 3103 | if (obPart.UUID != m_rootPart.UUID) |
3070 | { | 3104 | { |
3071 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3105 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
@@ -3079,6 +3113,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3079 | obPart.Resize(newSize); | 3113 | obPart.Resize(newSize); |
3080 | obPart.UpdateOffSet(currentpos); | 3114 | obPart.UpdateOffSet(currentpos); |
3081 | } | 3115 | } |
3116 | obPart.IgnoreUndoUpdate = false; | ||
3117 | obPart.StoreUndoState(); | ||
3082 | } | 3118 | } |
3083 | } | 3119 | } |
3084 | lockPartsForRead(false); | 3120 | lockPartsForRead(false); |
@@ -3089,6 +3125,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3089 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | 3125 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); |
3090 | } | 3126 | } |
3091 | 3127 | ||
3128 | part.IgnoreUndoUpdate = false; | ||
3129 | part.StoreUndoState(); | ||
3092 | HasGroupChanged = true; | 3130 | HasGroupChanged = true; |
3093 | ScheduleGroupForTerseUpdate(); | 3131 | ScheduleGroupForTerseUpdate(); |
3094 | } | 3132 | } |
@@ -3104,13 +3142,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
3104 | /// <param name="pos"></param> | 3142 | /// <param name="pos"></param> |
3105 | public void UpdateGroupPosition(Vector3 pos) | 3143 | public void UpdateGroupPosition(Vector3 pos) |
3106 | { | 3144 | { |
3145 | foreach (SceneObjectPart part in Children.Values) | ||
3146 | { | ||
3147 | part.StoreUndoState(); | ||
3148 | } | ||
3107 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3149 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
3108 | { | 3150 | { |
3109 | if (IsAttachment) | 3151 | if (IsAttachment) |
3110 | { | 3152 | { |
3111 | m_rootPart.AttachedPos = pos; | 3153 | m_rootPart.AttachedPos = pos; |
3112 | } | 3154 | } |
3113 | 3155 | if (RootPart.GetStatusSandbox()) | |
3156 | { | ||
3157 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, pos) > 10) | ||
3158 | { | ||
3159 | RootPart.ScriptSetPhysicsStatus(false); | ||
3160 | pos = AbsolutePosition; | ||
3161 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), | ||
3162 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); | ||
3163 | } | ||
3164 | } | ||
3114 | AbsolutePosition = pos; | 3165 | AbsolutePosition = pos; |
3115 | 3166 | ||
3116 | HasGroupChanged = true; | 3167 | HasGroupChanged = true; |
@@ -3129,7 +3180,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3129 | public void UpdateSinglePosition(Vector3 pos, uint localID) | 3180 | public void UpdateSinglePosition(Vector3 pos, uint localID) |
3130 | { | 3181 | { |
3131 | SceneObjectPart part = GetChildPart(localID); | 3182 | SceneObjectPart part = GetChildPart(localID); |
3132 | 3183 | foreach (SceneObjectPart parts in Children.Values) | |
3184 | { | ||
3185 | parts.StoreUndoState(); | ||
3186 | } | ||
3133 | if (part != null) | 3187 | if (part != null) |
3134 | { | 3188 | { |
3135 | if (part.UUID == m_rootPart.UUID) | 3189 | if (part.UUID == m_rootPart.UUID) |
@@ -3151,6 +3205,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3151 | /// <param name="pos"></param> | 3205 | /// <param name="pos"></param> |
3152 | private void UpdateRootPosition(Vector3 pos) | 3206 | private void UpdateRootPosition(Vector3 pos) |
3153 | { | 3207 | { |
3208 | foreach (SceneObjectPart part in Children.Values) | ||
3209 | { | ||
3210 | part.StoreUndoState(); | ||
3211 | } | ||
3154 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3212 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
3155 | Vector3 oldPos = | 3213 | Vector3 oldPos = |
3156 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, | 3214 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, |
@@ -3195,6 +3253,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3195 | /// <param name="rot"></param> | 3253 | /// <param name="rot"></param> |
3196 | public void UpdateGroupRotationR(Quaternion rot) | 3254 | public void UpdateGroupRotationR(Quaternion rot) |
3197 | { | 3255 | { |
3256 | foreach (SceneObjectPart parts in Children.Values) | ||
3257 | { | ||
3258 | parts.StoreUndoState(); | ||
3259 | } | ||
3198 | m_rootPart.UpdateRotation(rot); | 3260 | m_rootPart.UpdateRotation(rot); |
3199 | 3261 | ||
3200 | PhysicsActor actor = m_rootPart.PhysActor; | 3262 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -3215,6 +3277,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3215 | /// <param name="rot"></param> | 3277 | /// <param name="rot"></param> |
3216 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 3278 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
3217 | { | 3279 | { |
3280 | foreach (SceneObjectPart parts in Children.Values) | ||
3281 | { | ||
3282 | parts.StoreUndoState(); | ||
3283 | } | ||
3218 | m_rootPart.UpdateRotation(rot); | 3284 | m_rootPart.UpdateRotation(rot); |
3219 | 3285 | ||
3220 | PhysicsActor actor = m_rootPart.PhysActor; | 3286 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -3238,6 +3304,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3238 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 3304 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
3239 | { | 3305 | { |
3240 | SceneObjectPart part = GetChildPart(localID); | 3306 | SceneObjectPart part = GetChildPart(localID); |
3307 | foreach (SceneObjectPart parts in Children.Values) | ||
3308 | { | ||
3309 | parts.StoreUndoState(); | ||
3310 | } | ||
3241 | if (part != null) | 3311 | if (part != null) |
3242 | { | 3312 | { |
3243 | if (part.UUID == m_rootPart.UUID) | 3313 | if (part.UUID == m_rootPart.UUID) |
@@ -3268,8 +3338,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3268 | } | 3338 | } |
3269 | else | 3339 | else |
3270 | { | 3340 | { |
3341 | part.IgnoreUndoUpdate = true; | ||
3271 | part.UpdateRotation(rot); | 3342 | part.UpdateRotation(rot); |
3272 | part.OffsetPosition = pos; | 3343 | part.OffsetPosition = pos; |
3344 | part.IgnoreUndoUpdate = false; | ||
3345 | part.StoreUndoState(); | ||
3273 | } | 3346 | } |
3274 | } | 3347 | } |
3275 | } | 3348 | } |
@@ -3283,6 +3356,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3283 | Quaternion axRot = rot; | 3356 | Quaternion axRot = rot; |
3284 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3357 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3285 | 3358 | ||
3359 | m_rootPart.StoreUndoState(); | ||
3286 | m_rootPart.UpdateRotation(rot); | 3360 | m_rootPart.UpdateRotation(rot); |
3287 | if (m_rootPart.PhysActor != null) | 3361 | if (m_rootPart.PhysActor != null) |
3288 | { | 3362 | { |
@@ -3296,6 +3370,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3296 | { | 3370 | { |
3297 | if (prim.UUID != m_rootPart.UUID) | 3371 | if (prim.UUID != m_rootPart.UUID) |
3298 | { | 3372 | { |
3373 | prim.IgnoreUndoUpdate = true; | ||
3299 | Vector3 axPos = prim.OffsetPosition; | 3374 | Vector3 axPos = prim.OffsetPosition; |
3300 | axPos *= oldParentRot; | 3375 | axPos *= oldParentRot; |
3301 | axPos *= Quaternion.Inverse(axRot); | 3376 | axPos *= Quaternion.Inverse(axRot); |
@@ -3308,6 +3383,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3308 | } | 3383 | } |
3309 | } | 3384 | } |
3310 | } | 3385 | } |
3386 | |||
3387 | foreach (SceneObjectPart childpart in Children.Values) | ||
3388 | { | ||
3389 | if (childpart != m_rootPart) | ||
3390 | { | ||
3391 | childpart.IgnoreUndoUpdate = false; | ||
3392 | childpart.StoreUndoState(); | ||
3393 | } | ||
3394 | } | ||
3395 | |||
3311 | lockPartsForRead(false); | 3396 | lockPartsForRead(false); |
3312 | 3397 | ||
3313 | m_rootPart.ScheduleTerseUpdate(); | 3398 | m_rootPart.ScheduleTerseUpdate(); |