diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 567 |
1 files changed, 503 insertions, 64 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 8860764..3b0d1cd 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -24,11 +24,12 @@ | |||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Drawing; | 30 | using System.Drawing; |
31 | using System.IO; | 31 | using System.IO; |
32 | using System.Diagnostics; | ||
32 | using System.Linq; | 33 | using System.Linq; |
33 | using System.Threading; | 34 | using System.Threading; |
34 | using System.Xml; | 35 | using System.Xml; |
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
105 | /// since the group's last persistent backup | 106 | /// since the group's last persistent backup |
106 | /// </summary> | 107 | /// </summary> |
107 | private bool m_hasGroupChanged = false; | 108 | private bool m_hasGroupChanged = false; |
108 | private long timeFirstChanged; | 109 | private long timeFirstChanged = 0; |
109 | private long timeLastChanged; | 110 | private long timeLastChanged = 0; |
111 | private long m_maxPersistTime = 0; | ||
112 | private long m_minPersistTime = 0; | ||
113 | private Random m_rand; | ||
114 | private bool m_suspendUpdates; | ||
115 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
116 | |||
117 | public bool areUpdatesSuspended | ||
118 | { | ||
119 | get | ||
120 | { | ||
121 | return m_suspendUpdates; | ||
122 | } | ||
123 | set | ||
124 | { | ||
125 | m_suspendUpdates = value; | ||
126 | if (!value) | ||
127 | { | ||
128 | QueueForUpdateCheck(); | ||
129 | } | ||
130 | } | ||
131 | } | ||
110 | 132 | ||
111 | public bool HasGroupChanged | 133 | public bool HasGroupChanged |
112 | { | 134 | { |
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
114 | { | 136 | { |
115 | if (value) | 137 | if (value) |
116 | { | 138 | { |
139 | if (m_isBackedUp) | ||
140 | { | ||
141 | m_scene.SceneGraph.FireChangeBackup(this); | ||
142 | } | ||
117 | timeLastChanged = DateTime.Now.Ticks; | 143 | timeLastChanged = DateTime.Now.Ticks; |
118 | if (!m_hasGroupChanged) | 144 | if (!m_hasGroupChanged) |
119 | timeFirstChanged = DateTime.Now.Ticks; | 145 | timeFirstChanged = DateTime.Now.Ticks; |
146 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
147 | { | ||
148 | if (m_rand == null) | ||
149 | { | ||
150 | byte[] val = new byte[16]; | ||
151 | m_rootPart.UUID.ToBytes(val, 0); | ||
152 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
153 | } | ||
154 | |||
155 | if (m_scene.GetRootAgentCount() == 0) | ||
156 | { | ||
157 | //If the region is empty, this change has been made by an automated process | ||
158 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
159 | |||
160 | float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
161 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
162 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
163 | } | ||
164 | else | ||
165 | { | ||
166 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
167 | //but add a random factor so we stagger the object persistance a little | ||
168 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
169 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
170 | } | ||
171 | } | ||
120 | } | 172 | } |
121 | m_hasGroupChanged = value; | 173 | m_hasGroupChanged = value; |
122 | 174 | ||
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 183 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
132 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 184 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
133 | /// </summary> | 185 | /// </summary> |
134 | public bool HasGroupChangedDueToDelink { get; private set; } | 186 | public bool HasGroupChangedDueToDelink { get; set; } |
135 | 187 | ||
136 | private bool isTimeToPersist() | 188 | private bool isTimeToPersist() |
137 | { | 189 | { |
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
141 | return false; | 193 | return false; |
142 | if (m_scene.ShuttingDown) | 194 | if (m_scene.ShuttingDown) |
143 | return true; | 195 | return true; |
196 | |||
197 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
198 | { | ||
199 | m_maxPersistTime = m_scene.m_persistAfter; | ||
200 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
201 | } | ||
202 | |||
144 | long currentTime = DateTime.Now.Ticks; | 203 | long currentTime = DateTime.Now.Ticks; |
145 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 204 | |
205 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
206 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
207 | |||
208 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
146 | return true; | 209 | return true; |
147 | return false; | 210 | return false; |
148 | } | 211 | } |
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
247 | 310 | ||
248 | private bool m_scriptListens_atTarget; | 311 | private bool m_scriptListens_atTarget; |
249 | private bool m_scriptListens_notAtTarget; | 312 | private bool m_scriptListens_notAtTarget; |
250 | |||
251 | private bool m_scriptListens_atRotTarget; | 313 | private bool m_scriptListens_atRotTarget; |
252 | private bool m_scriptListens_notAtRotTarget; | 314 | private bool m_scriptListens_notAtRotTarget; |
253 | 315 | ||
316 | public bool m_dupeInProgress = false; | ||
254 | internal Dictionary<UUID, string> m_savedScriptState; | 317 | internal Dictionary<UUID, string> m_savedScriptState; |
255 | 318 | ||
256 | #region Properties | 319 | #region Properties |
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
281 | get { return m_parts.Count; } | 344 | get { return m_parts.Count; } |
282 | } | 345 | } |
283 | 346 | ||
347 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
348 | // | ||
349 | // public virtual Quaternion Rotation | ||
350 | // { | ||
351 | // get { return m_rotation; } | ||
352 | // set { | ||
353 | // m_rotation = value; | ||
354 | // } | ||
355 | // } | ||
356 | |||
284 | public Quaternion GroupRotation | 357 | public Quaternion GroupRotation |
285 | { | 358 | { |
286 | get { return m_rootPart.RotationOffset; } | 359 | get { return m_rootPart.RotationOffset; } |
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
389 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 462 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
390 | } | 463 | } |
391 | } | 464 | } |
392 | 465 | ||
466 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
467 | { | ||
468 | part.IgnoreUndoUpdate = true; | ||
469 | } | ||
393 | if (RootPart.GetStatusSandbox()) | 470 | if (RootPart.GetStatusSandbox()) |
394 | { | 471 | { |
395 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 472 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -403,10 +480,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
403 | return; | 480 | return; |
404 | } | 481 | } |
405 | } | 482 | } |
406 | |||
407 | SceneObjectPart[] parts = m_parts.GetArray(); | 483 | SceneObjectPart[] parts = m_parts.GetArray(); |
408 | for (int i = 0; i < parts.Length; i++) | 484 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
409 | parts[i].GroupPosition = val; | 485 | if (m_dupeInProgress) |
486 | triggerScriptEvent = false; | ||
487 | foreach (SceneObjectPart part in parts) | ||
488 | { | ||
489 | part.GroupPosition = val; | ||
490 | if (triggerScriptEvent) | ||
491 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
492 | } | ||
493 | if (!m_dupeInProgress) | ||
494 | { | ||
495 | foreach (ScenePresence av in m_linkedAvatars) | ||
496 | { | ||
497 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
498 | if (m_parts.TryGetValue(p.UUID, out p)) | ||
499 | { | ||
500 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
501 | av.AbsolutePosition += offset; | ||
502 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
503 | av.SendAvatarDataToAllAgents(); | ||
504 | } | ||
505 | } | ||
506 | } | ||
410 | 507 | ||
411 | //if (m_rootPart.PhysActor != null) | 508 | //if (m_rootPart.PhysActor != null) |
412 | //{ | 509 | //{ |
@@ -565,6 +662,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
565 | /// </summary> | 662 | /// </summary> |
566 | public SceneObjectGroup() | 663 | public SceneObjectGroup() |
567 | { | 664 | { |
665 | |||
568 | } | 666 | } |
569 | 667 | ||
570 | /// <summary> | 668 | /// <summary> |
@@ -581,7 +679,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
581 | /// Constructor. This object is added to the scene later via AttachToScene() | 679 | /// Constructor. This object is added to the scene later via AttachToScene() |
582 | /// </summary> | 680 | /// </summary> |
583 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 681 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
584 | { | 682 | { |
585 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 683 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
586 | } | 684 | } |
587 | 685 | ||
@@ -629,6 +727,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
629 | /// </summary> | 727 | /// </summary> |
630 | public virtual void AttachToBackup() | 728 | public virtual void AttachToBackup() |
631 | { | 729 | { |
730 | if (IsAttachment) return; | ||
731 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
732 | |||
632 | if (InSceneBackup) | 733 | if (InSceneBackup) |
633 | { | 734 | { |
634 | //m_log.DebugFormat( | 735 | //m_log.DebugFormat( |
@@ -671,6 +772,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
671 | 772 | ||
672 | ApplyPhysics(); | 773 | ApplyPhysics(); |
673 | 774 | ||
775 | if (RootPart.PhysActor != null) | ||
776 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
777 | |||
674 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 778 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
675 | // for the same object with very different properties. The caller must schedule the update. | 779 | // for the same object with very different properties. The caller must schedule the update. |
676 | //ScheduleGroupForFullUpdate(); | 780 | //ScheduleGroupForFullUpdate(); |
@@ -686,6 +790,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
686 | EntityIntersection result = new EntityIntersection(); | 790 | EntityIntersection result = new EntityIntersection(); |
687 | 791 | ||
688 | SceneObjectPart[] parts = m_parts.GetArray(); | 792 | SceneObjectPart[] parts = m_parts.GetArray(); |
793 | |||
794 | // Find closest hit here | ||
795 | float idist = float.MaxValue; | ||
796 | |||
689 | for (int i = 0; i < parts.Length; i++) | 797 | for (int i = 0; i < parts.Length; i++) |
690 | { | 798 | { |
691 | SceneObjectPart part = parts[i]; | 799 | SceneObjectPart part = parts[i]; |
@@ -700,11 +808,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
700 | 808 | ||
701 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 809 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
702 | 810 | ||
703 | // This may need to be updated to the maximum draw distance possible.. | ||
704 | // We might (and probably will) be checking for prim creation from other sims | ||
705 | // when the camera crosses the border. | ||
706 | float idist = Constants.RegionSize; | ||
707 | |||
708 | if (inter.HitTF) | 811 | if (inter.HitTF) |
709 | { | 812 | { |
710 | // We need to find the closest prim to return to the testcaller along the ray | 813 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -715,10 +818,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
715 | result.obj = part; | 818 | result.obj = part; |
716 | result.normal = inter.normal; | 819 | result.normal = inter.normal; |
717 | result.distance = inter.distance; | 820 | result.distance = inter.distance; |
821 | |||
822 | idist = inter.distance; | ||
718 | } | 823 | } |
719 | } | 824 | } |
720 | } | 825 | } |
721 | |||
722 | return result; | 826 | return result; |
723 | } | 827 | } |
724 | 828 | ||
@@ -738,17 +842,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
738 | minZ = 8192f; | 842 | minZ = 8192f; |
739 | 843 | ||
740 | SceneObjectPart[] parts = m_parts.GetArray(); | 844 | SceneObjectPart[] parts = m_parts.GetArray(); |
741 | for (int i = 0; i < parts.Length; i++) | 845 | foreach (SceneObjectPart part in parts) |
742 | { | 846 | { |
743 | SceneObjectPart part = parts[i]; | ||
744 | |||
745 | Vector3 worldPos = part.GetWorldPosition(); | 847 | Vector3 worldPos = part.GetWorldPosition(); |
746 | Vector3 offset = worldPos - AbsolutePosition; | 848 | Vector3 offset = worldPos - AbsolutePosition; |
747 | Quaternion worldRot; | 849 | Quaternion worldRot; |
748 | if (part.ParentID == 0) | 850 | if (part.ParentID == 0) |
851 | { | ||
749 | worldRot = part.RotationOffset; | 852 | worldRot = part.RotationOffset; |
853 | } | ||
750 | else | 854 | else |
855 | { | ||
751 | worldRot = part.GetWorldRotation(); | 856 | worldRot = part.GetWorldRotation(); |
857 | } | ||
752 | 858 | ||
753 | Vector3 frontTopLeft; | 859 | Vector3 frontTopLeft; |
754 | Vector3 frontTopRight; | 860 | Vector3 frontTopRight; |
@@ -760,6 +866,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
760 | Vector3 backBottomLeft; | 866 | Vector3 backBottomLeft; |
761 | Vector3 backBottomRight; | 867 | Vector3 backBottomRight; |
762 | 868 | ||
869 | // Vector3[] corners = new Vector3[8]; | ||
870 | |||
763 | Vector3 orig = Vector3.Zero; | 871 | Vector3 orig = Vector3.Zero; |
764 | 872 | ||
765 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 873 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -794,6 +902,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
794 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 902 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
795 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 903 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
796 | 904 | ||
905 | |||
906 | |||
907 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
908 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
909 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
910 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
911 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
912 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
913 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
914 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
915 | |||
916 | //for (int i = 0; i < 8; i++) | ||
917 | //{ | ||
918 | // corners[i] = corners[i] * worldRot; | ||
919 | // corners[i] += offset; | ||
920 | |||
921 | // if (corners[i].X > maxX) | ||
922 | // maxX = corners[i].X; | ||
923 | // if (corners[i].X < minX) | ||
924 | // minX = corners[i].X; | ||
925 | |||
926 | // if (corners[i].Y > maxY) | ||
927 | // maxY = corners[i].Y; | ||
928 | // if (corners[i].Y < minY) | ||
929 | // minY = corners[i].Y; | ||
930 | |||
931 | // if (corners[i].Z > maxZ) | ||
932 | // maxZ = corners[i].Y; | ||
933 | // if (corners[i].Z < minZ) | ||
934 | // minZ = corners[i].Z; | ||
935 | //} | ||
936 | |||
797 | frontTopLeft = frontTopLeft * worldRot; | 937 | frontTopLeft = frontTopLeft * worldRot; |
798 | frontTopRight = frontTopRight * worldRot; | 938 | frontTopRight = frontTopRight * worldRot; |
799 | frontBottomLeft = frontBottomLeft * worldRot; | 939 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -815,6 +955,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
815 | backTopLeft += offset; | 955 | backTopLeft += offset; |
816 | backTopRight += offset; | 956 | backTopRight += offset; |
817 | 957 | ||
958 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
959 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
960 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
961 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
962 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
963 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
964 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
965 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
966 | |||
818 | if (frontTopRight.X > maxX) | 967 | if (frontTopRight.X > maxX) |
819 | maxX = frontTopRight.X; | 968 | maxX = frontTopRight.X; |
820 | if (frontTopLeft.X > maxX) | 969 | if (frontTopLeft.X > maxX) |
@@ -960,15 +1109,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
960 | 1109 | ||
961 | public void SaveScriptedState(XmlTextWriter writer) | 1110 | public void SaveScriptedState(XmlTextWriter writer) |
962 | { | 1111 | { |
1112 | SaveScriptedState(writer, false); | ||
1113 | } | ||
1114 | |||
1115 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1116 | { | ||
963 | XmlDocument doc = new XmlDocument(); | 1117 | XmlDocument doc = new XmlDocument(); |
964 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1118 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
965 | 1119 | ||
966 | SceneObjectPart[] parts = m_parts.GetArray(); | 1120 | SceneObjectPart[] parts = m_parts.GetArray(); |
967 | for (int i = 0; i < parts.Length; i++) | 1121 | for (int i = 0; i < parts.Length; i++) |
968 | { | 1122 | { |
969 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1123 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
970 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1124 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
971 | states.Add(kvp.Key, kvp.Value); | 1125 | states[kvp.Key] = kvp.Value; |
972 | } | 1126 | } |
973 | 1127 | ||
974 | if (states.Count > 0) | 1128 | if (states.Count > 0) |
@@ -988,6 +1142,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
988 | } | 1142 | } |
989 | 1143 | ||
990 | /// <summary> | 1144 | /// <summary> |
1145 | /// Add the avatar to this linkset (avatar is sat). | ||
1146 | /// </summary> | ||
1147 | /// <param name="agentID"></param> | ||
1148 | public void AddAvatar(UUID agentID) | ||
1149 | { | ||
1150 | ScenePresence presence; | ||
1151 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1152 | { | ||
1153 | if (!m_linkedAvatars.Contains(presence)) | ||
1154 | { | ||
1155 | m_linkedAvatars.Add(presence); | ||
1156 | } | ||
1157 | } | ||
1158 | } | ||
1159 | |||
1160 | /// <summary> | ||
1161 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1162 | /// </summary> | ||
1163 | /// <param name="agentID"></param> | ||
1164 | public void DeleteAvatar(UUID agentID) | ||
1165 | { | ||
1166 | ScenePresence presence; | ||
1167 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1168 | { | ||
1169 | if (m_linkedAvatars.Contains(presence)) | ||
1170 | { | ||
1171 | m_linkedAvatars.Remove(presence); | ||
1172 | } | ||
1173 | } | ||
1174 | } | ||
1175 | |||
1176 | /// <summary> | ||
1177 | /// Returns the list of linked presences (avatars sat on this group) | ||
1178 | /// </summary> | ||
1179 | /// <param name="agentID"></param> | ||
1180 | public List<ScenePresence> GetLinkedAvatars() | ||
1181 | { | ||
1182 | return m_linkedAvatars; | ||
1183 | } | ||
1184 | |||
1185 | /// <summary> | ||
1186 | /// Attach this scene object to the given avatar. | ||
1187 | /// </summary> | ||
1188 | /// <param name="agentID"></param> | ||
1189 | /// <param name="attachmentpoint"></param> | ||
1190 | /// <param name="AttachOffset"></param> | ||
1191 | private void AttachToAgent( | ||
1192 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1193 | { | ||
1194 | if (avatar != null) | ||
1195 | { | ||
1196 | // don't attach attachments to child agents | ||
1197 | if (avatar.IsChildAgent) return; | ||
1198 | |||
1199 | // Remove from database and parcel prim count | ||
1200 | m_scene.DeleteFromStorage(so.UUID); | ||
1201 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1202 | |||
1203 | so.AttachedAvatar = avatar.UUID; | ||
1204 | |||
1205 | if (so.RootPart.PhysActor != null) | ||
1206 | { | ||
1207 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1208 | so.RootPart.PhysActor = null; | ||
1209 | } | ||
1210 | |||
1211 | so.AbsolutePosition = attachOffset; | ||
1212 | so.RootPart.AttachedPos = attachOffset; | ||
1213 | so.IsAttachment = true; | ||
1214 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1215 | so.AttachmentPoint = attachmentpoint; | ||
1216 | |||
1217 | avatar.AddAttachment(this); | ||
1218 | |||
1219 | if (!silent) | ||
1220 | { | ||
1221 | // Killing it here will cause the client to deselect it | ||
1222 | // It then reappears on the avatar, deselected | ||
1223 | // through the full update below | ||
1224 | // | ||
1225 | if (IsSelected) | ||
1226 | { | ||
1227 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1228 | } | ||
1229 | |||
1230 | IsSelected = false; // fudge.... | ||
1231 | ScheduleGroupForFullUpdate(); | ||
1232 | } | ||
1233 | } | ||
1234 | else | ||
1235 | { | ||
1236 | m_log.WarnFormat( | ||
1237 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1238 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1239 | } | ||
1240 | } | ||
1241 | |||
1242 | public byte GetAttachmentPoint() | ||
1243 | { | ||
1244 | return m_rootPart.Shape.State; | ||
1245 | } | ||
1246 | |||
1247 | public void DetachToGround() | ||
1248 | { | ||
1249 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1250 | if (avatar == null) | ||
1251 | return; | ||
1252 | |||
1253 | avatar.RemoveAttachment(this); | ||
1254 | |||
1255 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1256 | if (avatar == null) | ||
1257 | return; | ||
1258 | |||
1259 | detachedpos = avatar.AbsolutePosition; | ||
1260 | RootPart.FromItemID = UUID.Zero; | ||
1261 | |||
1262 | AbsolutePosition = detachedpos; | ||
1263 | AttachedAvatar = UUID.Zero; | ||
1264 | |||
1265 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1266 | //for (int i = 0; i < parts.Length; i++) | ||
1267 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1268 | |||
1269 | m_rootPart.SetParentLocalId(0); | ||
1270 | AttachmentPoint = (byte)0; | ||
1271 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1272 | HasGroupChanged = true; | ||
1273 | RootPart.Rezzed = DateTime.Now; | ||
1274 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1275 | AttachToBackup(); | ||
1276 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1277 | m_rootPart.ScheduleFullUpdate(); | ||
1278 | m_rootPart.ClearUndoState(); | ||
1279 | } | ||
1280 | |||
1281 | public void DetachToInventoryPrep() | ||
1282 | { | ||
1283 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1284 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1285 | if (avatar != null) | ||
1286 | { | ||
1287 | //detachedpos = avatar.AbsolutePosition; | ||
1288 | avatar.RemoveAttachment(this); | ||
1289 | } | ||
1290 | |||
1291 | AttachedAvatar = UUID.Zero; | ||
1292 | |||
1293 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1294 | for (int i = 0; i < parts.Length; i++) | ||
1295 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1296 | |||
1297 | m_rootPart.SetParentLocalId(0); | ||
1298 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1299 | IsAttachment = false; | ||
1300 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1301 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1302 | //AttachToBackup(); | ||
1303 | //m_rootPart.ScheduleFullUpdate(); | ||
1304 | } | ||
1305 | |||
1306 | /// <summary> | ||
991 | /// | 1307 | /// |
992 | /// </summary> | 1308 | /// </summary> |
993 | /// <param name="part"></param> | 1309 | /// <param name="part"></param> |
@@ -1037,7 +1353,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1037 | public void AddPart(SceneObjectPart part) | 1353 | public void AddPart(SceneObjectPart part) |
1038 | { | 1354 | { |
1039 | part.SetParent(this); | 1355 | part.SetParent(this); |
1040 | part.LinkNum = m_parts.Add(part.UUID, part); | 1356 | m_parts.Add(part.UUID, part); |
1357 | |||
1358 | part.LinkNum = m_parts.Count; | ||
1359 | |||
1041 | if (part.LinkNum == 2) | 1360 | if (part.LinkNum == 2) |
1042 | RootPart.LinkNum = 1; | 1361 | RootPart.LinkNum = 1; |
1043 | } | 1362 | } |
@@ -1145,6 +1464,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1145 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1464 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1146 | public void DeleteGroupFromScene(bool silent) | 1465 | public void DeleteGroupFromScene(bool silent) |
1147 | { | 1466 | { |
1467 | // We need to keep track of this state in case this group is still queued for backup. | ||
1468 | IsDeleted = true; | ||
1469 | |||
1470 | DetachFromBackup(); | ||
1471 | |||
1148 | SceneObjectPart[] parts = m_parts.GetArray(); | 1472 | SceneObjectPart[] parts = m_parts.GetArray(); |
1149 | for (int i = 0; i < parts.Length; i++) | 1473 | for (int i = 0; i < parts.Length; i++) |
1150 | { | 1474 | { |
@@ -1167,6 +1491,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1167 | } | 1491 | } |
1168 | }); | 1492 | }); |
1169 | } | 1493 | } |
1494 | |||
1495 | |||
1170 | } | 1496 | } |
1171 | 1497 | ||
1172 | public void AddScriptLPS(int count) | 1498 | public void AddScriptLPS(int count) |
@@ -1262,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1262 | 1588 | ||
1263 | public void SetOwnerId(UUID userId) | 1589 | public void SetOwnerId(UUID userId) |
1264 | { | 1590 | { |
1265 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1591 | ForEachPart(delegate(SceneObjectPart part) |
1592 | { | ||
1593 | |||
1594 | part.OwnerID = userId; | ||
1595 | |||
1596 | }); | ||
1266 | } | 1597 | } |
1267 | 1598 | ||
1268 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1599 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1294,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1294 | return; | 1625 | return; |
1295 | } | 1626 | } |
1296 | 1627 | ||
1628 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1629 | return; | ||
1630 | |||
1297 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1631 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1298 | // any exception propogate upwards. | 1632 | // any exception propogate upwards. |
1299 | try | 1633 | try |
1300 | { | 1634 | { |
1301 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1635 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1636 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1637 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1638 | |||
1302 | { | 1639 | { |
1303 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1640 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1304 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1641 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1325,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1325 | } | 1662 | } |
1326 | } | 1663 | } |
1327 | } | 1664 | } |
1665 | |||
1328 | } | 1666 | } |
1329 | 1667 | ||
1330 | if (m_scene.UseBackup && HasGroupChanged) | 1668 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1332,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1332 | // don't backup while it's selected or you're asking for changes mid stream. | 1670 | // don't backup while it's selected or you're asking for changes mid stream. |
1333 | if (isTimeToPersist() || forcedBackup) | 1671 | if (isTimeToPersist() || forcedBackup) |
1334 | { | 1672 | { |
1673 | if (m_rootPart.PhysActor != null && | ||
1674 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1675 | { | ||
1676 | // Possible ghost prim | ||
1677 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1678 | { | ||
1679 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1680 | { | ||
1681 | // Re-set physics actor positions and | ||
1682 | // orientations | ||
1683 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1684 | } | ||
1685 | } | ||
1686 | } | ||
1335 | // m_log.DebugFormat( | 1687 | // m_log.DebugFormat( |
1336 | // "[SCENE]: Storing {0}, {1} in {2}", | 1688 | // "[SCENE]: Storing {0}, {1} in {2}", |
1337 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1689 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1415,7 +1767,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1415 | // This is only necessary when userExposed is false! | 1767 | // This is only necessary when userExposed is false! |
1416 | 1768 | ||
1417 | bool previousAttachmentStatus = dupe.IsAttachment; | 1769 | bool previousAttachmentStatus = dupe.IsAttachment; |
1418 | 1770 | ||
1419 | if (!userExposed) | 1771 | if (!userExposed) |
1420 | dupe.IsAttachment = true; | 1772 | dupe.IsAttachment = true; |
1421 | 1773 | ||
@@ -1433,11 +1785,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1433 | dupe.m_rootPart.TrimPermissions(); | 1785 | dupe.m_rootPart.TrimPermissions(); |
1434 | 1786 | ||
1435 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 1787 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1436 | 1788 | ||
1437 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 1789 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1438 | { | 1790 | { |
1439 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1791 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1440 | } | 1792 | } |
1441 | ); | 1793 | ); |
1442 | 1794 | ||
1443 | foreach (SceneObjectPart part in partList) | 1795 | foreach (SceneObjectPart part in partList) |
@@ -1457,7 +1809,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1457 | if (part.PhysActor != null && userExposed) | 1809 | if (part.PhysActor != null && userExposed) |
1458 | { | 1810 | { |
1459 | PrimitiveBaseShape pbs = newPart.Shape; | 1811 | PrimitiveBaseShape pbs = newPart.Shape; |
1460 | 1812 | ||
1461 | newPart.PhysActor | 1813 | newPart.PhysActor |
1462 | = m_scene.PhysicsScene.AddPrimShape( | 1814 | = m_scene.PhysicsScene.AddPrimShape( |
1463 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 1815 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
@@ -1467,11 +1819,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1467 | newPart.RotationOffset, | 1819 | newPart.RotationOffset, |
1468 | part.PhysActor.IsPhysical, | 1820 | part.PhysActor.IsPhysical, |
1469 | newPart.LocalId); | 1821 | newPart.LocalId); |
1470 | 1822 | ||
1471 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | 1823 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); |
1472 | } | 1824 | } |
1473 | } | 1825 | } |
1474 | 1826 | ||
1475 | if (userExposed) | 1827 | if (userExposed) |
1476 | { | 1828 | { |
1477 | dupe.UpdateParentIDs(); | 1829 | dupe.UpdateParentIDs(); |
@@ -1586,6 +1938,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1586 | return Vector3.Zero; | 1938 | return Vector3.Zero; |
1587 | } | 1939 | } |
1588 | 1940 | ||
1941 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1589 | public void moveToTarget(Vector3 target, float tau) | 1942 | public void moveToTarget(Vector3 target, float tau) |
1590 | { | 1943 | { |
1591 | if (IsAttachment) | 1944 | if (IsAttachment) |
@@ -1613,10 +1966,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
1613 | RootPart.PhysActor.PIDActive = false; | 1966 | RootPart.PhysActor.PIDActive = false; |
1614 | } | 1967 | } |
1615 | 1968 | ||
1969 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1970 | { | ||
1971 | SceneObjectPart rootpart = m_rootPart; | ||
1972 | if (rootpart != null) | ||
1973 | { | ||
1974 | if (IsAttachment) | ||
1975 | { | ||
1976 | /* | ||
1977 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1978 | if (avatar != null) | ||
1979 | { | ||
1980 | Rotate the Av? | ||
1981 | } */ | ||
1982 | } | ||
1983 | else | ||
1984 | { | ||
1985 | if (rootpart.PhysActor != null) | ||
1986 | { // APID must be implemented in your physics system for this to function. | ||
1987 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
1988 | rootpart.PhysActor.APIDStrength = strength; | ||
1989 | rootpart.PhysActor.APIDDamping = damping; | ||
1990 | rootpart.PhysActor.APIDActive = true; | ||
1991 | } | ||
1992 | } | ||
1993 | } | ||
1994 | } | ||
1995 | |||
1616 | public void stopLookAt() | 1996 | public void stopLookAt() |
1617 | { | 1997 | { |
1618 | if (RootPart.PhysActor != null) | 1998 | SceneObjectPart rootpart = m_rootPart; |
1619 | RootPart.PhysActor.APIDActive = false; | 1999 | if (rootpart != null) |
2000 | { | ||
2001 | if (rootpart.PhysActor != null) | ||
2002 | { // APID must be implemented in your physics system for this to function. | ||
2003 | rootpart.PhysActor.APIDActive = false; | ||
2004 | } | ||
2005 | } | ||
2006 | |||
1620 | } | 2007 | } |
1621 | 2008 | ||
1622 | /// <summary> | 2009 | /// <summary> |
@@ -1674,6 +2061,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1674 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2061 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1675 | { | 2062 | { |
1676 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2063 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
2064 | newPart.SetParent(this); | ||
2065 | |||
1677 | AddPart(newPart); | 2066 | AddPart(newPart); |
1678 | 2067 | ||
1679 | SetPartAsNonRoot(newPart); | 2068 | SetPartAsNonRoot(newPart); |
@@ -1802,11 +2191,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1802 | /// Immediately send a full update for this scene object. | 2191 | /// Immediately send a full update for this scene object. |
1803 | /// </summary> | 2192 | /// </summary> |
1804 | public void SendGroupFullUpdate() | 2193 | public void SendGroupFullUpdate() |
1805 | { | 2194 | { |
1806 | if (IsDeleted) | 2195 | if (IsDeleted) |
1807 | return; | 2196 | return; |
1808 | 2197 | ||
1809 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2198 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1810 | 2199 | ||
1811 | RootPart.SendFullUpdateToAllClients(); | 2200 | RootPart.SendFullUpdateToAllClients(); |
1812 | 2201 | ||
@@ -2007,7 +2396,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2007 | objectGroup.IsDeleted = true; | 2396 | objectGroup.IsDeleted = true; |
2008 | 2397 | ||
2009 | objectGroup.m_parts.Clear(); | 2398 | objectGroup.m_parts.Clear(); |
2010 | 2399 | ||
2011 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2400 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2012 | // objectGroup.m_rootPart = null; | 2401 | // objectGroup.m_rootPart = null; |
2013 | 2402 | ||
@@ -2141,6 +2530,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2141 | /// <param name="objectGroup"></param> | 2530 | /// <param name="objectGroup"></param> |
2142 | public virtual void DetachFromBackup() | 2531 | public virtual void DetachFromBackup() |
2143 | { | 2532 | { |
2533 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2144 | if (m_isBackedUp && Scene != null) | 2534 | if (m_isBackedUp && Scene != null) |
2145 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2535 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2146 | 2536 | ||
@@ -2159,7 +2549,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2159 | 2549 | ||
2160 | axPos *= parentRot; | 2550 | axPos *= parentRot; |
2161 | part.OffsetPosition = axPos; | 2551 | part.OffsetPosition = axPos; |
2162 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2552 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2553 | part.GroupPosition = newPos; | ||
2163 | part.OffsetPosition = Vector3.Zero; | 2554 | part.OffsetPosition = Vector3.Zero; |
2164 | part.RotationOffset = worldRot; | 2555 | part.RotationOffset = worldRot; |
2165 | 2556 | ||
@@ -2170,7 +2561,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2170 | 2561 | ||
2171 | part.LinkNum = linkNum; | 2562 | part.LinkNum = linkNum; |
2172 | 2563 | ||
2173 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2564 | part.OffsetPosition = newPos - AbsolutePosition; |
2174 | 2565 | ||
2175 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2566 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2176 | 2567 | ||
@@ -2180,7 +2571,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2180 | 2571 | ||
2181 | parentRot = m_rootPart.RotationOffset; | 2572 | parentRot = m_rootPart.RotationOffset; |
2182 | oldRot = part.RotationOffset; | 2573 | oldRot = part.RotationOffset; |
2183 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2574 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; |
2184 | part.RotationOffset = newRot; | 2575 | part.RotationOffset = newRot; |
2185 | } | 2576 | } |
2186 | 2577 | ||
@@ -2427,8 +2818,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2427 | } | 2818 | } |
2428 | } | 2819 | } |
2429 | 2820 | ||
2821 | RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | ||
2430 | for (int i = 0; i < parts.Length; i++) | 2822 | for (int i = 0; i < parts.Length; i++) |
2431 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 2823 | { |
2824 | if (parts[i] != RootPart) | ||
2825 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | ||
2826 | } | ||
2432 | } | 2827 | } |
2433 | } | 2828 | } |
2434 | 2829 | ||
@@ -2441,6 +2836,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2441 | } | 2836 | } |
2442 | } | 2837 | } |
2443 | 2838 | ||
2839 | |||
2840 | |||
2841 | /// <summary> | ||
2842 | /// Gets the number of parts | ||
2843 | /// </summary> | ||
2844 | /// <returns></returns> | ||
2845 | public int GetPartCount() | ||
2846 | { | ||
2847 | return Parts.Count(); | ||
2848 | } | ||
2849 | |||
2444 | /// <summary> | 2850 | /// <summary> |
2445 | /// Update the texture entry for this part | 2851 | /// Update the texture entry for this part |
2446 | /// </summary> | 2852 | /// </summary> |
@@ -2502,7 +2908,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2502 | { | 2908 | { |
2503 | // m_log.DebugFormat( | 2909 | // m_log.DebugFormat( |
2504 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); | 2910 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); |
2505 | |||
2506 | RootPart.StoreUndoState(true); | 2911 | RootPart.StoreUndoState(true); |
2507 | 2912 | ||
2508 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 2913 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); |
@@ -2603,7 +3008,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2603 | prevScale.X *= x; | 3008 | prevScale.X *= x; |
2604 | prevScale.Y *= y; | 3009 | prevScale.Y *= y; |
2605 | prevScale.Z *= z; | 3010 | prevScale.Z *= z; |
2606 | |||
2607 | // RootPart.IgnoreUndoUpdate = true; | 3011 | // RootPart.IgnoreUndoUpdate = true; |
2608 | RootPart.Resize(prevScale); | 3012 | RootPart.Resize(prevScale); |
2609 | // RootPart.IgnoreUndoUpdate = false; | 3013 | // RootPart.IgnoreUndoUpdate = false; |
@@ -2634,7 +3038,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2634 | } | 3038 | } |
2635 | 3039 | ||
2636 | // obPart.IgnoreUndoUpdate = false; | 3040 | // obPart.IgnoreUndoUpdate = false; |
2637 | // obPart.StoreUndoState(); | 3041 | HasGroupChanged = true; |
3042 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); | ||
3043 | ScheduleGroupForTerseUpdate(); | ||
2638 | } | 3044 | } |
2639 | 3045 | ||
2640 | // m_log.DebugFormat( | 3046 | // m_log.DebugFormat( |
@@ -2694,9 +3100,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2694 | { | 3100 | { |
2695 | SceneObjectPart part = GetChildPart(localID); | 3101 | SceneObjectPart part = GetChildPart(localID); |
2696 | 3102 | ||
2697 | // SceneObjectPart[] parts = m_parts.GetArray(); | 3103 | SceneObjectPart[] parts = m_parts.GetArray(); |
2698 | // for (int i = 0; i < parts.Length; i++) | 3104 | for (int i = 0; i < parts.Length; i++) |
2699 | // parts[i].StoreUndoState(); | 3105 | parts[i].StoreUndoState(); |
2700 | 3106 | ||
2701 | if (part != null) | 3107 | if (part != null) |
2702 | { | 3108 | { |
@@ -2752,10 +3158,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
2752 | obPart.OffsetPosition = obPart.OffsetPosition + diff; | 3158 | obPart.OffsetPosition = obPart.OffsetPosition + diff; |
2753 | } | 3159 | } |
2754 | 3160 | ||
2755 | AbsolutePosition = newPos; | 3161 | //We have to set undoing here because otherwise an undo state will be saved |
3162 | if (!m_rootPart.Undoing) | ||
3163 | { | ||
3164 | m_rootPart.Undoing = true; | ||
3165 | AbsolutePosition = newPos; | ||
3166 | m_rootPart.Undoing = false; | ||
3167 | } | ||
3168 | else | ||
3169 | { | ||
3170 | AbsolutePosition = newPos; | ||
3171 | } | ||
2756 | 3172 | ||
2757 | HasGroupChanged = true; | 3173 | HasGroupChanged = true; |
2758 | ScheduleGroupForTerseUpdate(); | 3174 | if (m_rootPart.Undoing) |
3175 | { | ||
3176 | ScheduleGroupForFullUpdate(); | ||
3177 | } | ||
3178 | else | ||
3179 | { | ||
3180 | ScheduleGroupForTerseUpdate(); | ||
3181 | } | ||
2759 | } | 3182 | } |
2760 | 3183 | ||
2761 | #endregion | 3184 | #endregion |
@@ -2832,10 +3255,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2832 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 3255 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
2833 | { | 3256 | { |
2834 | SceneObjectPart part = GetChildPart(localID); | 3257 | SceneObjectPart part = GetChildPart(localID); |
2835 | |||
2836 | SceneObjectPart[] parts = m_parts.GetArray(); | 3258 | SceneObjectPart[] parts = m_parts.GetArray(); |
2837 | for (int i = 0; i < parts.Length; i++) | ||
2838 | parts[i].StoreUndoState(); | ||
2839 | 3259 | ||
2840 | if (part != null) | 3260 | if (part != null) |
2841 | { | 3261 | { |
@@ -2873,7 +3293,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2873 | if (part.UUID == m_rootPart.UUID) | 3293 | if (part.UUID == m_rootPart.UUID) |
2874 | { | 3294 | { |
2875 | UpdateRootRotation(rot); | 3295 | UpdateRootRotation(rot); |
2876 | AbsolutePosition = pos; | 3296 | if (!m_rootPart.Undoing) |
3297 | { | ||
3298 | m_rootPart.Undoing = true; | ||
3299 | AbsolutePosition = pos; | ||
3300 | m_rootPart.Undoing = false; | ||
3301 | } | ||
3302 | else | ||
3303 | { | ||
3304 | AbsolutePosition = pos; | ||
3305 | } | ||
2877 | } | 3306 | } |
2878 | else | 3307 | else |
2879 | { | 3308 | { |
@@ -2897,9 +3326,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2897 | 3326 | ||
2898 | Quaternion axRot = rot; | 3327 | Quaternion axRot = rot; |
2899 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3328 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
2900 | |||
2901 | m_rootPart.StoreUndoState(); | 3329 | m_rootPart.StoreUndoState(); |
2902 | m_rootPart.UpdateRotation(rot); | 3330 | |
3331 | //Don't use UpdateRotation because it schedules an update prematurely | ||
3332 | m_rootPart.RotationOffset = rot; | ||
2903 | if (m_rootPart.PhysActor != null) | 3333 | if (m_rootPart.PhysActor != null) |
2904 | { | 3334 | { |
2905 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | 3335 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; |
@@ -2913,15 +3343,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2913 | if (prim.UUID != m_rootPart.UUID) | 3343 | if (prim.UUID != m_rootPart.UUID) |
2914 | { | 3344 | { |
2915 | prim.IgnoreUndoUpdate = true; | 3345 | prim.IgnoreUndoUpdate = true; |
3346 | |||
3347 | Quaternion NewRot = oldParentRot * prim.RotationOffset; | ||
3348 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3349 | prim.RotationOffset = NewRot; | ||
3350 | |||
2916 | Vector3 axPos = prim.OffsetPosition; | 3351 | Vector3 axPos = prim.OffsetPosition; |
3352 | |||
2917 | axPos *= oldParentRot; | 3353 | axPos *= oldParentRot; |
2918 | axPos *= Quaternion.Inverse(axRot); | 3354 | axPos *= Quaternion.Inverse(axRot); |
2919 | prim.OffsetPosition = axPos; | 3355 | prim.OffsetPosition = axPos; |
2920 | Quaternion primsRot = prim.RotationOffset; | 3356 | |
2921 | Quaternion newRot = oldParentRot * primsRot; | ||
2922 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
2923 | prim.RotationOffset = newRot; | ||
2924 | prim.ScheduleTerseUpdate(); | ||
2925 | prim.IgnoreUndoUpdate = false; | 3357 | prim.IgnoreUndoUpdate = false; |
2926 | } | 3358 | } |
2927 | } | 3359 | } |
@@ -2935,8 +3367,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2935 | //// childpart.StoreUndoState(); | 3367 | //// childpart.StoreUndoState(); |
2936 | // } | 3368 | // } |
2937 | // } | 3369 | // } |
2938 | 3370 | HasGroupChanged = true; | |
2939 | m_rootPart.ScheduleTerseUpdate(); | 3371 | ScheduleGroupForFullUpdate(); |
2940 | 3372 | ||
2941 | // m_log.DebugFormat( | 3373 | // m_log.DebugFormat( |
2942 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3374 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", |
@@ -3164,7 +3596,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3164 | public float GetMass() | 3596 | public float GetMass() |
3165 | { | 3597 | { |
3166 | float retmass = 0f; | 3598 | float retmass = 0f; |
3167 | |||
3168 | SceneObjectPart[] parts = m_parts.GetArray(); | 3599 | SceneObjectPart[] parts = m_parts.GetArray(); |
3169 | for (int i = 0; i < parts.Length; i++) | 3600 | for (int i = 0; i < parts.Length; i++) |
3170 | retmass += parts[i].GetMass(); | 3601 | retmass += parts[i].GetMass(); |
@@ -3260,6 +3691,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3260 | SetFromItemID(uuid); | 3691 | SetFromItemID(uuid); |
3261 | } | 3692 | } |
3262 | 3693 | ||
3694 | public void ResetOwnerChangeFlag() | ||
3695 | { | ||
3696 | ForEachPart(delegate(SceneObjectPart part) | ||
3697 | { | ||
3698 | part.ResetOwnerChangeFlag(); | ||
3699 | }); | ||
3700 | } | ||
3701 | |||
3263 | #endregion | 3702 | #endregion |
3264 | } | 3703 | } |
3265 | } | 3704 | } |