diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 700 |
1 files changed, 549 insertions, 151 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 9bb50db..69bfb9a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -29,6 +29,7 @@ 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 | ||
@@ -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 | } |
@@ -185,10 +248,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
185 | 248 | ||
186 | private bool m_scriptListens_atTarget; | 249 | private bool m_scriptListens_atTarget; |
187 | private bool m_scriptListens_notAtTarget; | 250 | private bool m_scriptListens_notAtTarget; |
188 | |||
189 | private bool m_scriptListens_atRotTarget; | 251 | private bool m_scriptListens_atRotTarget; |
190 | private bool m_scriptListens_notAtRotTarget; | 252 | private bool m_scriptListens_notAtRotTarget; |
191 | 253 | ||
254 | public bool m_dupeInProgress = false; | ||
192 | internal Dictionary<UUID, string> m_savedScriptState; | 255 | internal Dictionary<UUID, string> m_savedScriptState; |
193 | 256 | ||
194 | #region Properties | 257 | #region Properties |
@@ -228,7 +291,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
228 | public virtual Quaternion Rotation | 291 | public virtual Quaternion Rotation |
229 | { | 292 | { |
230 | get { return m_rotation; } | 293 | get { return m_rotation; } |
231 | set { m_rotation = value; } | 294 | set { |
295 | foreach(SceneObjectPart p in m_parts.GetArray()) | ||
296 | { | ||
297 | p.StoreUndoState(UndoType.STATE_GROUP_ROTATION); | ||
298 | } | ||
299 | m_rotation = value; | ||
300 | } | ||
232 | } | 301 | } |
233 | 302 | ||
234 | public Quaternion GroupRotation | 303 | public Quaternion GroupRotation |
@@ -305,7 +374,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
305 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 374 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
306 | } | 375 | } |
307 | } | 376 | } |
308 | 377 | ||
378 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
379 | { | ||
380 | part.IgnoreUndoUpdate = true; | ||
381 | } | ||
309 | if (RootPart.GetStatusSandbox()) | 382 | if (RootPart.GetStatusSandbox()) |
310 | { | 383 | { |
311 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 384 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -319,10 +392,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
319 | return; | 392 | return; |
320 | } | 393 | } |
321 | } | 394 | } |
322 | |||
323 | SceneObjectPart[] parts = m_parts.GetArray(); | 395 | SceneObjectPart[] parts = m_parts.GetArray(); |
324 | for (int i = 0; i < parts.Length; i++) | 396 | foreach (SceneObjectPart part in parts) |
325 | parts[i].GroupPosition = val; | 397 | { |
398 | part.IgnoreUndoUpdate = false; | ||
399 | part.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
400 | part.GroupPosition = val; | ||
401 | if (!m_dupeInProgress) | ||
402 | { | ||
403 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
404 | } | ||
405 | } | ||
406 | if (!m_dupeInProgress) | ||
407 | { | ||
408 | foreach (ScenePresence av in m_linkedAvatars) | ||
409 | { | ||
410 | SceneObjectPart p; | ||
411 | if (m_parts.TryGetValue(av.LinkedPrim, out p)) | ||
412 | { | ||
413 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
414 | av.AbsolutePosition += offset; | ||
415 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
416 | av.SendAvatarDataToAllAgents(); | ||
417 | } | ||
418 | } | ||
419 | } | ||
326 | 420 | ||
327 | //if (m_rootPart.PhysActor != null) | 421 | //if (m_rootPart.PhysActor != null) |
328 | //{ | 422 | //{ |
@@ -476,6 +570,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
476 | /// </summary> | 570 | /// </summary> |
477 | public SceneObjectGroup() | 571 | public SceneObjectGroup() |
478 | { | 572 | { |
573 | |||
479 | } | 574 | } |
480 | 575 | ||
481 | /// <summary> | 576 | /// <summary> |
@@ -492,7 +587,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
492 | /// Constructor. This object is added to the scene later via AttachToScene() | 587 | /// Constructor. This object is added to the scene later via AttachToScene() |
493 | /// </summary> | 588 | /// </summary> |
494 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 589 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
495 | { | 590 | { |
496 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 591 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
497 | } | 592 | } |
498 | 593 | ||
@@ -540,6 +635,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
540 | /// </summary> | 635 | /// </summary> |
541 | public virtual void AttachToBackup() | 636 | public virtual void AttachToBackup() |
542 | { | 637 | { |
638 | if (IsAttachment) return; | ||
639 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
640 | |||
543 | if (InSceneBackup) | 641 | if (InSceneBackup) |
544 | { | 642 | { |
545 | //m_log.DebugFormat( | 643 | //m_log.DebugFormat( |
@@ -655,9 +753,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
655 | result.normal = inter.normal; | 753 | result.normal = inter.normal; |
656 | result.distance = inter.distance; | 754 | result.distance = inter.distance; |
657 | } | 755 | } |
756 | |||
658 | } | 757 | } |
659 | } | 758 | } |
660 | |||
661 | return result; | 759 | return result; |
662 | } | 760 | } |
663 | 761 | ||
@@ -677,17 +775,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
677 | minZ = 8192f; | 775 | minZ = 8192f; |
678 | 776 | ||
679 | SceneObjectPart[] parts = m_parts.GetArray(); | 777 | SceneObjectPart[] parts = m_parts.GetArray(); |
680 | for (int i = 0; i < parts.Length; i++) | 778 | foreach (SceneObjectPart part in parts) |
681 | { | 779 | { |
682 | SceneObjectPart part = parts[i]; | ||
683 | |||
684 | Vector3 worldPos = part.GetWorldPosition(); | 780 | Vector3 worldPos = part.GetWorldPosition(); |
685 | Vector3 offset = worldPos - AbsolutePosition; | 781 | Vector3 offset = worldPos - AbsolutePosition; |
686 | Quaternion worldRot; | 782 | Quaternion worldRot; |
687 | if (part.ParentID == 0) | 783 | if (part.ParentID == 0) |
784 | { | ||
688 | worldRot = part.RotationOffset; | 785 | worldRot = part.RotationOffset; |
786 | } | ||
689 | else | 787 | else |
788 | { | ||
690 | worldRot = part.GetWorldRotation(); | 789 | worldRot = part.GetWorldRotation(); |
790 | } | ||
691 | 791 | ||
692 | Vector3 frontTopLeft; | 792 | Vector3 frontTopLeft; |
693 | Vector3 frontTopRight; | 793 | Vector3 frontTopRight; |
@@ -699,6 +799,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
699 | Vector3 backBottomLeft; | 799 | Vector3 backBottomLeft; |
700 | Vector3 backBottomRight; | 800 | Vector3 backBottomRight; |
701 | 801 | ||
802 | // Vector3[] corners = new Vector3[8]; | ||
803 | |||
702 | Vector3 orig = Vector3.Zero; | 804 | Vector3 orig = Vector3.Zero; |
703 | 805 | ||
704 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 806 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -733,6 +835,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
733 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 835 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
734 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 836 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
735 | 837 | ||
838 | |||
839 | |||
840 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
841 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
842 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
843 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
844 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
845 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
846 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
847 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
848 | |||
849 | //for (int i = 0; i < 8; i++) | ||
850 | //{ | ||
851 | // corners[i] = corners[i] * worldRot; | ||
852 | // corners[i] += offset; | ||
853 | |||
854 | // if (corners[i].X > maxX) | ||
855 | // maxX = corners[i].X; | ||
856 | // if (corners[i].X < minX) | ||
857 | // minX = corners[i].X; | ||
858 | |||
859 | // if (corners[i].Y > maxY) | ||
860 | // maxY = corners[i].Y; | ||
861 | // if (corners[i].Y < minY) | ||
862 | // minY = corners[i].Y; | ||
863 | |||
864 | // if (corners[i].Z > maxZ) | ||
865 | // maxZ = corners[i].Y; | ||
866 | // if (corners[i].Z < minZ) | ||
867 | // minZ = corners[i].Z; | ||
868 | //} | ||
869 | |||
736 | frontTopLeft = frontTopLeft * worldRot; | 870 | frontTopLeft = frontTopLeft * worldRot; |
737 | frontTopRight = frontTopRight * worldRot; | 871 | frontTopRight = frontTopRight * worldRot; |
738 | frontBottomLeft = frontBottomLeft * worldRot; | 872 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -754,6 +888,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
754 | backTopLeft += offset; | 888 | backTopLeft += offset; |
755 | backTopRight += offset; | 889 | backTopRight += offset; |
756 | 890 | ||
891 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
892 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
893 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
894 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
895 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
896 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
897 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
898 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
899 | |||
757 | if (frontTopRight.X > maxX) | 900 | if (frontTopRight.X > maxX) |
758 | maxX = frontTopRight.X; | 901 | maxX = frontTopRight.X; |
759 | if (frontTopLeft.X > maxX) | 902 | if (frontTopLeft.X > maxX) |
@@ -899,15 +1042,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
899 | 1042 | ||
900 | public void SaveScriptedState(XmlTextWriter writer) | 1043 | public void SaveScriptedState(XmlTextWriter writer) |
901 | { | 1044 | { |
1045 | SaveScriptedState(writer, false); | ||
1046 | } | ||
1047 | |||
1048 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1049 | { | ||
902 | XmlDocument doc = new XmlDocument(); | 1050 | XmlDocument doc = new XmlDocument(); |
903 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1051 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
904 | 1052 | ||
905 | SceneObjectPart[] parts = m_parts.GetArray(); | 1053 | SceneObjectPart[] parts = m_parts.GetArray(); |
906 | for (int i = 0; i < parts.Length; i++) | 1054 | for (int i = 0; i < parts.Length; i++) |
907 | { | 1055 | { |
908 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1056 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
909 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1057 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
910 | states.Add(kvp.Key, kvp.Value); | 1058 | states[kvp.Key] = kvp.Value; |
911 | } | 1059 | } |
912 | 1060 | ||
913 | if (states.Count > 0) | 1061 | if (states.Count > 0) |
@@ -926,6 +1074,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
926 | } | 1074 | } |
927 | } | 1075 | } |
928 | 1076 | ||
1077 | /// <summary> | ||
1078 | /// Add the avatar to this linkset (avatar is sat). | ||
1079 | /// </summary> | ||
1080 | /// <param name="agentID"></param> | ||
1081 | public void AddAvatar(UUID agentID) | ||
1082 | { | ||
1083 | ScenePresence presence; | ||
1084 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1085 | { | ||
1086 | if (!m_linkedAvatars.Contains(presence)) | ||
1087 | { | ||
1088 | m_linkedAvatars.Add(presence); | ||
1089 | } | ||
1090 | } | ||
1091 | } | ||
1092 | |||
1093 | /// <summary> | ||
1094 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1095 | /// </summary> | ||
1096 | /// <param name="agentID"></param> | ||
1097 | public void DeleteAvatar(UUID agentID) | ||
1098 | { | ||
1099 | ScenePresence presence; | ||
1100 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1101 | { | ||
1102 | if (m_linkedAvatars.Contains(presence)) | ||
1103 | { | ||
1104 | m_linkedAvatars.Remove(presence); | ||
1105 | } | ||
1106 | } | ||
1107 | } | ||
1108 | |||
1109 | /// <summary> | ||
1110 | /// Returns the list of linked presences (avatars sat on this group) | ||
1111 | /// </summary> | ||
1112 | /// <param name="agentID"></param> | ||
1113 | public List<ScenePresence> GetLinkedAvatars() | ||
1114 | { | ||
1115 | return m_linkedAvatars; | ||
1116 | } | ||
1117 | |||
1118 | /// <summary> | ||
1119 | /// Attach this scene object to the given avatar. | ||
1120 | /// </summary> | ||
1121 | /// <param name="agentID"></param> | ||
1122 | /// <param name="attachmentpoint"></param> | ||
1123 | /// <param name="AttachOffset"></param> | ||
1124 | public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent) | ||
1125 | { | ||
1126 | ScenePresence avatar = m_scene.GetScenePresence(agentID); | ||
1127 | if (avatar != null) | ||
1128 | { | ||
1129 | // don't attach attachments to child agents | ||
1130 | if (avatar.IsChildAgent) return; | ||
1131 | |||
1132 | // m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name); | ||
1133 | |||
1134 | DetachFromBackup(); | ||
1135 | |||
1136 | // Remove from database and parcel prim count | ||
1137 | m_scene.DeleteFromStorage(UUID); | ||
1138 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1139 | |||
1140 | m_rootPart.AttachedAvatar = agentID; | ||
1141 | |||
1142 | //Anakin Lohner bug #3839 | ||
1143 | lock (m_parts) | ||
1144 | { | ||
1145 | foreach (SceneObjectPart p in m_parts.GetArray()) | ||
1146 | { | ||
1147 | p.AttachedAvatar = agentID; | ||
1148 | } | ||
1149 | } | ||
1150 | |||
1151 | if (m_rootPart.PhysActor != null) | ||
1152 | { | ||
1153 | m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor); | ||
1154 | m_rootPart.PhysActor = null; | ||
1155 | } | ||
1156 | |||
1157 | AbsolutePosition = AttachOffset; | ||
1158 | m_rootPart.AttachedPos = AttachOffset; | ||
1159 | m_rootPart.IsAttachment = true; | ||
1160 | |||
1161 | m_rootPart.SetParentLocalId(avatar.LocalId); | ||
1162 | SetAttachmentPoint(Convert.ToByte(attachmentpoint)); | ||
1163 | |||
1164 | avatar.AddAttachment(this); | ||
1165 | |||
1166 | if (!silent) | ||
1167 | { | ||
1168 | // Killing it here will cause the client to deselect it | ||
1169 | // It then reappears on the avatar, deselected | ||
1170 | // through the full update below | ||
1171 | // | ||
1172 | if (IsSelected) | ||
1173 | { | ||
1174 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1175 | } | ||
1176 | |||
1177 | IsSelected = false; // fudge.... | ||
1178 | ScheduleGroupForFullUpdate(); | ||
1179 | } | ||
1180 | } | ||
1181 | else | ||
1182 | { | ||
1183 | m_log.WarnFormat( | ||
1184 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1185 | UUID, agentID, Scene.RegionInfo.RegionName); | ||
1186 | } | ||
1187 | } | ||
1188 | |||
929 | public byte GetAttachmentPoint() | 1189 | public byte GetAttachmentPoint() |
930 | { | 1190 | { |
931 | return m_rootPart.Shape.State; | 1191 | return m_rootPart.Shape.State; |
@@ -1052,7 +1312,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1052 | public void AddPart(SceneObjectPart part) | 1312 | public void AddPart(SceneObjectPart part) |
1053 | { | 1313 | { |
1054 | part.SetParent(this); | 1314 | part.SetParent(this); |
1055 | part.LinkNum = m_parts.Add(part.UUID, part); | 1315 | m_parts.Add(part.UUID, part); |
1316 | |||
1317 | part.LinkNum = m_parts.Count; | ||
1318 | |||
1056 | if (part.LinkNum == 2 && RootPart != null) | 1319 | if (part.LinkNum == 2 && RootPart != null) |
1057 | RootPart.LinkNum = 1; | 1320 | RootPart.LinkNum = 1; |
1058 | } | 1321 | } |
@@ -1136,7 +1399,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1136 | 1399 | ||
1137 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) | 1400 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) |
1138 | { | 1401 | { |
1139 | part.StoreUndoState(); | 1402 | part.StoreUndoState(UndoType.STATE_PRIM_ALL); |
1140 | part.OnGrab(offsetPos, remoteClient); | 1403 | part.OnGrab(offsetPos, remoteClient); |
1141 | } | 1404 | } |
1142 | 1405 | ||
@@ -1156,6 +1419,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1156 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1419 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1157 | public void DeleteGroupFromScene(bool silent) | 1420 | public void DeleteGroupFromScene(bool silent) |
1158 | { | 1421 | { |
1422 | // We need to keep track of this state in case this group is still queued for backup. | ||
1423 | m_isDeleted = true; | ||
1424 | |||
1425 | DetachFromBackup(); | ||
1426 | |||
1159 | SceneObjectPart[] parts = m_parts.GetArray(); | 1427 | SceneObjectPart[] parts = m_parts.GetArray(); |
1160 | for (int i = 0; i < parts.Length; i++) | 1428 | for (int i = 0; i < parts.Length; i++) |
1161 | { | 1429 | { |
@@ -1167,13 +1435,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1167 | avatar.StandUp(); | 1435 | avatar.StandUp(); |
1168 | 1436 | ||
1169 | if (!silent) | 1437 | if (!silent) |
1170 | { | ||
1171 | part.UpdateFlag = 0; | 1438 | part.UpdateFlag = 0; |
1172 | if (part == m_rootPart) | ||
1173 | avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); | ||
1174 | } | ||
1175 | }); | 1439 | }); |
1176 | } | 1440 | } |
1441 | |||
1442 | |||
1177 | } | 1443 | } |
1178 | 1444 | ||
1179 | public void AddScriptLPS(int count) | 1445 | public void AddScriptLPS(int count) |
@@ -1270,7 +1536,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1270 | 1536 | ||
1271 | public void SetOwnerId(UUID userId) | 1537 | public void SetOwnerId(UUID userId) |
1272 | { | 1538 | { |
1273 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1539 | ForEachPart(delegate(SceneObjectPart part) |
1540 | { | ||
1541 | |||
1542 | part.OwnerID = userId; | ||
1543 | |||
1544 | }); | ||
1274 | } | 1545 | } |
1275 | 1546 | ||
1276 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1547 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1302,11 +1573,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1302 | return; | 1573 | return; |
1303 | } | 1574 | } |
1304 | 1575 | ||
1576 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1577 | return; | ||
1578 | |||
1305 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1579 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1306 | // any exception propogate upwards. | 1580 | // any exception propogate upwards. |
1307 | try | 1581 | try |
1308 | { | 1582 | { |
1309 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1583 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1584 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1585 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1586 | |||
1310 | { | 1587 | { |
1311 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1588 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1312 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1589 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1333,6 +1610,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1333 | } | 1610 | } |
1334 | } | 1611 | } |
1335 | } | 1612 | } |
1613 | |||
1336 | } | 1614 | } |
1337 | 1615 | ||
1338 | if (HasGroupChanged) | 1616 | if (HasGroupChanged) |
@@ -1340,6 +1618,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1340 | // don't backup while it's selected or you're asking for changes mid stream. | 1618 | // don't backup while it's selected or you're asking for changes mid stream. |
1341 | if (isTimeToPersist() || forcedBackup) | 1619 | if (isTimeToPersist() || forcedBackup) |
1342 | { | 1620 | { |
1621 | if (m_rootPart.PhysActor != null && | ||
1622 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1623 | { | ||
1624 | // Possible ghost prim | ||
1625 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1626 | { | ||
1627 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1628 | { | ||
1629 | // Re-set physics actor positions and | ||
1630 | // orientations | ||
1631 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1632 | } | ||
1633 | } | ||
1634 | } | ||
1343 | // m_log.DebugFormat( | 1635 | // m_log.DebugFormat( |
1344 | // "[SCENE]: Storing {0}, {1} in {2}", | 1636 | // "[SCENE]: Storing {0}, {1} in {2}", |
1345 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1637 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1403,81 +1695,90 @@ namespace OpenSim.Region.Framework.Scenes | |||
1403 | /// <returns></returns> | 1695 | /// <returns></returns> |
1404 | public SceneObjectGroup Copy(bool userExposed) | 1696 | public SceneObjectGroup Copy(bool userExposed) |
1405 | { | 1697 | { |
1406 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 1698 | SceneObjectGroup dupe; |
1407 | dupe.m_isBackedUp = false; | 1699 | try |
1408 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 1700 | { |
1409 | 1701 | m_dupeInProgress = true; | |
1410 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 1702 | dupe = (SceneObjectGroup)MemberwiseClone(); |
1411 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 1703 | dupe.m_isBackedUp = false; |
1412 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 1704 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
1413 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state | ||
1414 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, | ||
1415 | // then restore it's attachment state | ||
1416 | |||
1417 | // This is only necessary when userExposed is false! | ||
1418 | 1705 | ||
1419 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; | 1706 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1420 | 1707 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | |
1421 | if (!userExposed) | 1708 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
1422 | dupe.RootPart.IsAttachment = true; | 1709 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state |
1710 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, | ||
1711 | // then restore it's attachment state | ||
1423 | 1712 | ||
1424 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); | 1713 | // This is only necessary when userExposed is false! |
1425 | 1714 | ||
1426 | if (!userExposed) | 1715 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; |
1427 | { | ||
1428 | dupe.RootPart.IsAttachment = previousAttachmentStatus; | ||
1429 | } | ||
1430 | 1716 | ||
1431 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 1717 | if (!userExposed) |
1432 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 1718 | dupe.RootPart.IsAttachment = true; |
1433 | 1719 | ||
1434 | if (userExposed) | 1720 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); |
1435 | dupe.m_rootPart.TrimPermissions(); | ||
1436 | 1721 | ||
1437 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 1722 | if (!userExposed) |
1438 | |||
1439 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1440 | { | 1723 | { |
1441 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1724 | dupe.RootPart.IsAttachment = previousAttachmentStatus; |
1442 | } | 1725 | } |
1443 | ); | ||
1444 | 1726 | ||
1445 | foreach (SceneObjectPart part in partList) | 1727 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1446 | { | 1728 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
1447 | if (part.UUID != m_rootPart.UUID) | 1729 | |
1730 | if (userExposed) | ||
1731 | dupe.m_rootPart.TrimPermissions(); | ||
1732 | |||
1733 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | ||
1734 | |||
1735 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1736 | { | ||
1737 | return p1.LinkNum.CompareTo(p2.LinkNum); | ||
1738 | } | ||
1739 | ); | ||
1740 | |||
1741 | foreach (SceneObjectPart part in partList) | ||
1448 | { | 1742 | { |
1449 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 1743 | if (part.UUID != m_rootPart.UUID) |
1450 | newPart.LinkNum = part.LinkNum; | 1744 | { |
1451 | } | 1745 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1452 | 1746 | ||
1453 | // Need to duplicate the physics actor as well | 1747 | newPart.LinkNum = part.LinkNum; |
1454 | if (part.PhysActor != null && userExposed) | 1748 | } |
1749 | |||
1750 | // Need to duplicate the physics actor as well | ||
1751 | if (part.PhysActor != null && userExposed) | ||
1752 | { | ||
1753 | PrimitiveBaseShape pbs = part.Shape; | ||
1754 | |||
1755 | part.PhysActor | ||
1756 | = m_scene.PhysicsScene.AddPrimShape( | ||
1757 | string.Format("{0}/{1}", part.Name, part.UUID), | ||
1758 | pbs, | ||
1759 | part.AbsolutePosition, | ||
1760 | part.Scale, | ||
1761 | part.RotationOffset, | ||
1762 | part.PhysActor.IsPhysical); | ||
1763 | part.PhysActor.SetMaterial((int)part.Material); | ||
1764 | |||
1765 | part.PhysActor.LocalID = part.LocalId; | ||
1766 | part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | ||
1767 | } | ||
1768 | } | ||
1769 | if (userExposed) | ||
1455 | { | 1770 | { |
1456 | PrimitiveBaseShape pbs = part.Shape; | 1771 | dupe.UpdateParentIDs(); |
1457 | 1772 | dupe.HasGroupChanged = true; | |
1458 | part.PhysActor | 1773 | dupe.AttachToBackup(); |
1459 | = m_scene.PhysicsScene.AddPrimShape( | 1774 | |
1460 | string.Format("{0}/{1}", part.Name, part.UUID), | 1775 | ScheduleGroupForFullUpdate(); |
1461 | pbs, | ||
1462 | part.AbsolutePosition, | ||
1463 | part.Scale, | ||
1464 | part.RotationOffset, | ||
1465 | part.PhysActor.IsPhysical); | ||
1466 | |||
1467 | part.PhysActor.LocalID = part.LocalId; | ||
1468 | part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | ||
1469 | } | 1776 | } |
1470 | } | 1777 | } |
1471 | 1778 | finally | |
1472 | if (userExposed) | ||
1473 | { | 1779 | { |
1474 | dupe.UpdateParentIDs(); | 1780 | m_dupeInProgress = false; |
1475 | dupe.HasGroupChanged = true; | ||
1476 | dupe.AttachToBackup(); | ||
1477 | |||
1478 | ScheduleGroupForFullUpdate(); | ||
1479 | } | 1781 | } |
1480 | |||
1481 | return dupe; | 1782 | return dupe; |
1482 | } | 1783 | } |
1483 | 1784 | ||
@@ -1622,6 +1923,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1622 | return Vector3.Zero; | 1923 | return Vector3.Zero; |
1623 | } | 1924 | } |
1624 | 1925 | ||
1926 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1625 | public void moveToTarget(Vector3 target, float tau) | 1927 | public void moveToTarget(Vector3 target, float tau) |
1626 | { | 1928 | { |
1627 | SceneObjectPart rootpart = m_rootPart; | 1929 | SceneObjectPart rootpart = m_rootPart; |
@@ -1661,20 +1963,55 @@ namespace OpenSim.Region.Framework.Scenes | |||
1661 | SceneObjectPart rootpart = m_rootPart; | 1963 | SceneObjectPart rootpart = m_rootPart; |
1662 | if (rootpart != null) | 1964 | if (rootpart != null) |
1663 | { | 1965 | { |
1664 | if (rootpart.PhysActor != null) | 1966 | if (IsAttachment) |
1967 | { | ||
1968 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1969 | if (avatar != null) avatar.StopMoveToPosition(); | ||
1970 | } | ||
1971 | else | ||
1665 | { | 1972 | { |
1666 | rootpart.PhysActor.PIDActive = false; | 1973 | if (rootpart.PhysActor != null) |
1974 | { | ||
1975 | rootpart.PhysActor.PIDActive = false; | ||
1976 | } | ||
1667 | } | 1977 | } |
1668 | } | 1978 | } |
1669 | } | 1979 | } |
1670 | 1980 | ||
1981 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1982 | { | ||
1983 | SceneObjectPart rootpart = m_rootPart; | ||
1984 | if (rootpart != null) | ||
1985 | { | ||
1986 | if (IsAttachment) | ||
1987 | { | ||
1988 | /* | ||
1989 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1990 | if (avatar != null) | ||
1991 | { | ||
1992 | Rotate the Av? | ||
1993 | } */ | ||
1994 | } | ||
1995 | else | ||
1996 | { | ||
1997 | if (rootpart.PhysActor != null) | ||
1998 | { // APID must be implemented in your physics system for this to function. | ||
1999 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2000 | rootpart.PhysActor.APIDStrength = strength; | ||
2001 | rootpart.PhysActor.APIDDamping = damping; | ||
2002 | rootpart.PhysActor.APIDActive = true; | ||
2003 | } | ||
2004 | } | ||
2005 | } | ||
2006 | } | ||
2007 | |||
1671 | public void stopLookAt() | 2008 | public void stopLookAt() |
1672 | { | 2009 | { |
1673 | SceneObjectPart rootpart = m_rootPart; | 2010 | SceneObjectPart rootpart = m_rootPart; |
1674 | if (rootpart != null) | 2011 | if (rootpart != null) |
1675 | { | 2012 | { |
1676 | if (rootpart.PhysActor != null) | 2013 | if (rootpart.PhysActor != null) |
1677 | { | 2014 | { // APID must be implemented in your physics system for this to function. |
1678 | rootpart.PhysActor.APIDActive = false; | 2015 | rootpart.PhysActor.APIDActive = false; |
1679 | } | 2016 | } |
1680 | } | 2017 | } |
@@ -1740,6 +2077,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1740 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2077 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1741 | { | 2078 | { |
1742 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2079 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
2080 | newPart.SetParent(this); | ||
2081 | |||
1743 | AddPart(newPart); | 2082 | AddPart(newPart); |
1744 | 2083 | ||
1745 | SetPartAsNonRoot(newPart); | 2084 | SetPartAsNonRoot(newPart); |
@@ -1886,11 +2225,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1886 | /// Immediately send a full update for this scene object. | 2225 | /// Immediately send a full update for this scene object. |
1887 | /// </summary> | 2226 | /// </summary> |
1888 | public void SendGroupFullUpdate() | 2227 | public void SendGroupFullUpdate() |
1889 | { | 2228 | { |
1890 | if (IsDeleted) | 2229 | if (IsDeleted) |
1891 | return; | 2230 | return; |
1892 | 2231 | ||
1893 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2232 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1894 | 2233 | ||
1895 | RootPart.SendFullUpdateToAllClients(); | 2234 | RootPart.SendFullUpdateToAllClients(); |
1896 | 2235 | ||
@@ -2079,12 +2418,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2079 | part.LinkNum += objectGroup.PrimCount; | 2418 | part.LinkNum += objectGroup.PrimCount; |
2080 | } | 2419 | } |
2081 | } | 2420 | } |
2421 | } | ||
2082 | 2422 | ||
2083 | linkPart.LinkNum = 2; | 2423 | linkPart.LinkNum = 2; |
2084 | 2424 | ||
2085 | linkPart.SetParent(this); | 2425 | linkPart.SetParent(this); |
2086 | linkPart.CreateSelected = true; | 2426 | linkPart.CreateSelected = true; |
2087 | 2427 | ||
2428 | lock (m_parts.SyncRoot) | ||
2429 | { | ||
2088 | //if (linkPart.PhysActor != null) | 2430 | //if (linkPart.PhysActor != null) |
2089 | //{ | 2431 | //{ |
2090 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | 2432 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); |
@@ -2242,6 +2584,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2242 | /// <param name="objectGroup"></param> | 2584 | /// <param name="objectGroup"></param> |
2243 | public virtual void DetachFromBackup() | 2585 | public virtual void DetachFromBackup() |
2244 | { | 2586 | { |
2587 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2588 | |||
2245 | if (m_isBackedUp) | 2589 | if (m_isBackedUp) |
2246 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2590 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2247 | 2591 | ||
@@ -2260,7 +2604,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2260 | 2604 | ||
2261 | axPos *= parentRot; | 2605 | axPos *= parentRot; |
2262 | part.OffsetPosition = axPos; | 2606 | part.OffsetPosition = axPos; |
2263 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2607 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2608 | part.GroupPosition = newPos; | ||
2264 | part.OffsetPosition = Vector3.Zero; | 2609 | part.OffsetPosition = Vector3.Zero; |
2265 | part.RotationOffset = worldRot; | 2610 | part.RotationOffset = worldRot; |
2266 | 2611 | ||
@@ -2271,7 +2616,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2271 | 2616 | ||
2272 | part.LinkNum = linkNum; | 2617 | part.LinkNum = linkNum; |
2273 | 2618 | ||
2274 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2619 | part.OffsetPosition = newPos - AbsolutePosition; |
2275 | 2620 | ||
2276 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2621 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2277 | 2622 | ||
@@ -2281,7 +2626,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2281 | 2626 | ||
2282 | parentRot = m_rootPart.RotationOffset; | 2627 | parentRot = m_rootPart.RotationOffset; |
2283 | oldRot = part.RotationOffset; | 2628 | oldRot = part.RotationOffset; |
2284 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2629 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; |
2285 | part.RotationOffset = newRot; | 2630 | part.RotationOffset = newRot; |
2286 | } | 2631 | } |
2287 | 2632 | ||
@@ -2532,8 +2877,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2532 | } | 2877 | } |
2533 | } | 2878 | } |
2534 | 2879 | ||
2880 | RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | ||
2535 | for (int i = 0; i < parts.Length; i++) | 2881 | for (int i = 0; i < parts.Length; i++) |
2536 | parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2882 | { |
2883 | if (parts[i] != RootPart) | ||
2884 | parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | ||
2885 | } | ||
2537 | } | 2886 | } |
2538 | } | 2887 | } |
2539 | 2888 | ||
@@ -2546,6 +2895,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2546 | } | 2895 | } |
2547 | } | 2896 | } |
2548 | 2897 | ||
2898 | |||
2899 | |||
2900 | /// <summary> | ||
2901 | /// Gets the number of parts | ||
2902 | /// </summary> | ||
2903 | /// <returns></returns> | ||
2904 | public int GetPartCount() | ||
2905 | { | ||
2906 | return Parts.Count(); | ||
2907 | } | ||
2908 | |||
2549 | /// <summary> | 2909 | /// <summary> |
2550 | /// Update the texture entry for this part | 2910 | /// Update the texture entry for this part |
2551 | /// </summary> | 2911 | /// </summary> |
@@ -2607,11 +2967,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2607 | scale.Y = m_scene.m_maxNonphys; | 2967 | scale.Y = m_scene.m_maxNonphys; |
2608 | if (scale.Z > m_scene.m_maxNonphys) | 2968 | if (scale.Z > m_scene.m_maxNonphys) |
2609 | scale.Z = m_scene.m_maxNonphys; | 2969 | scale.Z = m_scene.m_maxNonphys; |
2610 | |||
2611 | SceneObjectPart part = GetChildPart(localID); | 2970 | SceneObjectPart part = GetChildPart(localID); |
2612 | if (part != null) | 2971 | if (part != null) |
2613 | { | 2972 | { |
2614 | part.Resize(scale); | ||
2615 | if (part.PhysActor != null) | 2973 | if (part.PhysActor != null) |
2616 | { | 2974 | { |
2617 | if (part.PhysActor.IsPhysical) | 2975 | if (part.PhysActor.IsPhysical) |
@@ -2626,7 +2984,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2626 | part.PhysActor.Size = scale; | 2984 | part.PhysActor.Size = scale; |
2627 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | 2985 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); |
2628 | } | 2986 | } |
2629 | //if (part.UUID != m_rootPart.UUID) | 2987 | part.Resize(scale); |
2630 | 2988 | ||
2631 | HasGroupChanged = true; | 2989 | HasGroupChanged = true; |
2632 | part.TriggerScriptChangedEvent(Changed.SCALE); | 2990 | part.TriggerScriptChangedEvent(Changed.SCALE); |
@@ -2649,7 +3007,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2649 | SceneObjectPart part = GetChildPart(localID); | 3007 | SceneObjectPart part = GetChildPart(localID); |
2650 | if (part != null) | 3008 | if (part != null) |
2651 | { | 3009 | { |
2652 | part.IgnoreUndoUpdate = true; | ||
2653 | if (scale.X > m_scene.m_maxNonphys) | 3010 | if (scale.X > m_scene.m_maxNonphys) |
2654 | scale.X = m_scene.m_maxNonphys; | 3011 | scale.X = m_scene.m_maxNonphys; |
2655 | if (scale.Y > m_scene.m_maxNonphys) | 3012 | if (scale.Y > m_scene.m_maxNonphys) |
@@ -2686,7 +3043,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2686 | 3043 | ||
2687 | if (part.PhysActor != null && part.PhysActor.IsPhysical) | 3044 | if (part.PhysActor != null && part.PhysActor.IsPhysical) |
2688 | { | 3045 | { |
2689 | if (oldSize.X * x > m_scene.m_maxPhys) | 3046 | if (oldSize.X*x > m_scene.m_maxPhys) |
2690 | { | 3047 | { |
2691 | f = m_scene.m_maxPhys / oldSize.X; | 3048 | f = m_scene.m_maxPhys / oldSize.X; |
2692 | a = f / x; | 3049 | a = f / x; |
@@ -2694,7 +3051,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2694 | y *= a; | 3051 | y *= a; |
2695 | z *= a; | 3052 | z *= a; |
2696 | } | 3053 | } |
2697 | if (oldSize.Y * y > m_scene.m_maxPhys) | 3054 | if (oldSize.Y*y > m_scene.m_maxPhys) |
2698 | { | 3055 | { |
2699 | f = m_scene.m_maxPhys / oldSize.Y; | 3056 | f = m_scene.m_maxPhys / oldSize.Y; |
2700 | a = f / y; | 3057 | a = f / y; |
@@ -2702,7 +3059,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2702 | y *= a; | 3059 | y *= a; |
2703 | z *= a; | 3060 | z *= a; |
2704 | } | 3061 | } |
2705 | if (oldSize.Z * z > m_scene.m_maxPhys) | 3062 | if (oldSize.Z*z > m_scene.m_maxPhys) |
2706 | { | 3063 | { |
2707 | f = m_scene.m_maxPhys / oldSize.Z; | 3064 | f = m_scene.m_maxPhys / oldSize.Z; |
2708 | a = f / z; | 3065 | a = f / z; |
@@ -2713,7 +3070,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2713 | } | 3070 | } |
2714 | else | 3071 | else |
2715 | { | 3072 | { |
2716 | if (oldSize.X * x > m_scene.m_maxNonphys) | 3073 | if (oldSize.X*x > m_scene.m_maxNonphys) |
2717 | { | 3074 | { |
2718 | f = m_scene.m_maxNonphys / oldSize.X; | 3075 | f = m_scene.m_maxNonphys / oldSize.X; |
2719 | a = f / x; | 3076 | a = f / x; |
@@ -2721,7 +3078,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2721 | y *= a; | 3078 | y *= a; |
2722 | z *= a; | 3079 | z *= a; |
2723 | } | 3080 | } |
2724 | if (oldSize.Y * y > m_scene.m_maxNonphys) | 3081 | if (oldSize.Y*y > m_scene.m_maxNonphys) |
2725 | { | 3082 | { |
2726 | f = m_scene.m_maxNonphys / oldSize.Y; | 3083 | f = m_scene.m_maxNonphys / oldSize.Y; |
2727 | a = f / y; | 3084 | a = f / y; |
@@ -2729,7 +3086,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2729 | y *= a; | 3086 | y *= a; |
2730 | z *= a; | 3087 | z *= a; |
2731 | } | 3088 | } |
2732 | if (oldSize.Z * z > m_scene.m_maxNonphys) | 3089 | if (oldSize.Z*z > m_scene.m_maxNonphys) |
2733 | { | 3090 | { |
2734 | f = m_scene.m_maxNonphys / oldSize.Z; | 3091 | f = m_scene.m_maxNonphys / oldSize.Z; |
2735 | a = f / z; | 3092 | a = f / z; |
@@ -2739,7 +3096,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2739 | } | 3096 | } |
2740 | } | 3097 | } |
2741 | obPart.IgnoreUndoUpdate = false; | 3098 | obPart.IgnoreUndoUpdate = false; |
2742 | obPart.StoreUndoState(); | ||
2743 | } | 3099 | } |
2744 | } | 3100 | } |
2745 | } | 3101 | } |
@@ -2747,8 +3103,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2747 | Vector3 prevScale = part.Scale; | 3103 | Vector3 prevScale = part.Scale; |
2748 | prevScale.X *= x; | 3104 | prevScale.X *= x; |
2749 | prevScale.Y *= y; | 3105 | prevScale.Y *= y; |
2750 | prevScale.Z *= z; | 3106 | prevScale.Z *= z;; |
3107 | |||
3108 | part.IgnoreUndoUpdate = false; | ||
3109 | part.StoreUndoState(UndoType.STATE_GROUP_SCALE); | ||
3110 | part.IgnoreUndoUpdate = true; | ||
2751 | part.Resize(prevScale); | 3111 | part.Resize(prevScale); |
3112 | part.IgnoreUndoUpdate = false; | ||
2752 | 3113 | ||
2753 | parts = m_parts.GetArray(); | 3114 | parts = m_parts.GetArray(); |
2754 | for (int i = 0; i < parts.Length; i++) | 3115 | for (int i = 0; i < parts.Length; i++) |
@@ -2757,19 +3118,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
2757 | obPart.IgnoreUndoUpdate = true; | 3118 | obPart.IgnoreUndoUpdate = true; |
2758 | if (obPart.UUID != m_rootPart.UUID) | 3119 | if (obPart.UUID != m_rootPart.UUID) |
2759 | { | 3120 | { |
2760 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3121 | if (obPart.UUID != m_rootPart.UUID) |
2761 | currentpos.X *= x; | 3122 | { |
2762 | currentpos.Y *= y; | 3123 | obPart.IgnoreUndoUpdate = false; |
2763 | currentpos.Z *= z; | 3124 | obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE); |
2764 | Vector3 newSize = new Vector3(obPart.Scale); | 3125 | obPart.IgnoreUndoUpdate = true; |
2765 | newSize.X *= x; | 3126 | |
2766 | newSize.Y *= y; | 3127 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2767 | newSize.Z *= z; | 3128 | currentpos.X *= x; |
2768 | obPart.Resize(newSize); | 3129 | currentpos.Y *= y; |
2769 | obPart.UpdateOffSet(currentpos); | 3130 | currentpos.Z *= z; |
3131 | Vector3 newSize = new Vector3(obPart.Scale); | ||
3132 | newSize.X *= x; | ||
3133 | newSize.Y *= y; | ||
3134 | newSize.Z *= z; | ||
3135 | obPart.Resize(newSize); | ||
3136 | obPart.UpdateOffSet(currentpos); | ||
3137 | } | ||
3138 | obPart.IgnoreUndoUpdate = false; | ||
2770 | } | 3139 | } |
2771 | obPart.IgnoreUndoUpdate = false; | 3140 | obPart.IgnoreUndoUpdate = false; |
2772 | obPart.StoreUndoState(); | ||
2773 | } | 3141 | } |
2774 | 3142 | ||
2775 | if (part.PhysActor != null) | 3143 | if (part.PhysActor != null) |
@@ -2779,7 +3147,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2779 | } | 3147 | } |
2780 | 3148 | ||
2781 | part.IgnoreUndoUpdate = false; | 3149 | part.IgnoreUndoUpdate = false; |
2782 | part.StoreUndoState(); | ||
2783 | HasGroupChanged = true; | 3150 | HasGroupChanged = true; |
2784 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); | 3151 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
2785 | ScheduleGroupForTerseUpdate(); | 3152 | ScheduleGroupForTerseUpdate(); |
@@ -2796,14 +3163,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2796 | /// <param name="pos"></param> | 3163 | /// <param name="pos"></param> |
2797 | public void UpdateGroupPosition(Vector3 pos) | 3164 | public void UpdateGroupPosition(Vector3 pos) |
2798 | { | 3165 | { |
2799 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
2800 | for (int i = 0; i < parts.Length; i++) | ||
2801 | parts[i].StoreUndoState(); | ||
2802 | |||
2803 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3166 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2804 | { | 3167 | { |
2805 | if (IsAttachment) | 3168 | if (IsAttachment) |
2806 | { | 3169 | { |
3170 | m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
2807 | m_rootPart.AttachedPos = pos; | 3171 | m_rootPart.AttachedPos = pos; |
2808 | } | 3172 | } |
2809 | if (RootPart.GetStatusSandbox()) | 3173 | if (RootPart.GetStatusSandbox()) |
@@ -2837,7 +3201,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2837 | 3201 | ||
2838 | SceneObjectPart[] parts = m_parts.GetArray(); | 3202 | SceneObjectPart[] parts = m_parts.GetArray(); |
2839 | for (int i = 0; i < parts.Length; i++) | 3203 | for (int i = 0; i < parts.Length; i++) |
2840 | parts[i].StoreUndoState(); | 3204 | parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION); |
2841 | 3205 | ||
2842 | if (part != null) | 3206 | if (part != null) |
2843 | { | 3207 | { |
@@ -2862,7 +3226,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2862 | { | 3226 | { |
2863 | SceneObjectPart[] parts = m_parts.GetArray(); | 3227 | SceneObjectPart[] parts = m_parts.GetArray(); |
2864 | for (int i = 0; i < parts.Length; i++) | 3228 | for (int i = 0; i < parts.Length; i++) |
2865 | parts[i].StoreUndoState(); | 3229 | parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION); |
2866 | 3230 | ||
2867 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3231 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
2868 | Vector3 oldPos = | 3232 | Vector3 oldPos = |
@@ -2883,10 +3247,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
2883 | obPart.OffsetPosition = obPart.OffsetPosition + diff; | 3247 | obPart.OffsetPosition = obPart.OffsetPosition + diff; |
2884 | } | 3248 | } |
2885 | 3249 | ||
2886 | AbsolutePosition = newPos; | 3250 | //We have to set undoing here because otherwise an undo state will be saved |
3251 | if (!m_rootPart.Undoing) | ||
3252 | { | ||
3253 | m_rootPart.Undoing = true; | ||
3254 | AbsolutePosition = newPos; | ||
3255 | m_rootPart.Undoing = false; | ||
3256 | } | ||
3257 | else | ||
3258 | { | ||
3259 | AbsolutePosition = newPos; | ||
3260 | } | ||
2887 | 3261 | ||
2888 | HasGroupChanged = true; | 3262 | HasGroupChanged = true; |
2889 | ScheduleGroupForTerseUpdate(); | 3263 | if (m_rootPart.Undoing) |
3264 | { | ||
3265 | ScheduleGroupForFullUpdate(); | ||
3266 | } | ||
3267 | else | ||
3268 | { | ||
3269 | ScheduleGroupForTerseUpdate(); | ||
3270 | } | ||
2890 | } | 3271 | } |
2891 | 3272 | ||
2892 | public void OffsetForNewRegion(Vector3 offset) | 3273 | public void OffsetForNewRegion(Vector3 offset) |
@@ -2906,7 +3287,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2906 | { | 3287 | { |
2907 | SceneObjectPart[] parts = m_parts.GetArray(); | 3288 | SceneObjectPart[] parts = m_parts.GetArray(); |
2908 | for (int i = 0; i < parts.Length; i++) | 3289 | for (int i = 0; i < parts.Length; i++) |
2909 | parts[i].StoreUndoState(); | 3290 | parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION); |
2910 | 3291 | ||
2911 | m_rootPart.UpdateRotation(rot); | 3292 | m_rootPart.UpdateRotation(rot); |
2912 | 3293 | ||
@@ -2930,7 +3311,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2930 | { | 3311 | { |
2931 | SceneObjectPart[] parts = m_parts.GetArray(); | 3312 | SceneObjectPart[] parts = m_parts.GetArray(); |
2932 | for (int i = 0; i < parts.Length; i++) | 3313 | for (int i = 0; i < parts.Length; i++) |
2933 | parts[i].StoreUndoState(); | 3314 | parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION); |
2934 | 3315 | ||
2935 | m_rootPart.UpdateRotation(rot); | 3316 | m_rootPart.UpdateRotation(rot); |
2936 | 3317 | ||
@@ -2955,10 +3336,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2955 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 3336 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
2956 | { | 3337 | { |
2957 | SceneObjectPart part = GetChildPart(localID); | 3338 | SceneObjectPart part = GetChildPart(localID); |
2958 | |||
2959 | SceneObjectPart[] parts = m_parts.GetArray(); | 3339 | SceneObjectPart[] parts = m_parts.GetArray(); |
2960 | for (int i = 0; i < parts.Length; i++) | 3340 | for (int i = 0; i < parts.Length; i++) |
2961 | parts[i].StoreUndoState(); | 3341 | parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
2962 | 3342 | ||
2963 | if (part != null) | 3343 | if (part != null) |
2964 | { | 3344 | { |
@@ -2986,15 +3366,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2986 | if (part.UUID == m_rootPart.UUID) | 3366 | if (part.UUID == m_rootPart.UUID) |
2987 | { | 3367 | { |
2988 | UpdateRootRotation(rot); | 3368 | UpdateRootRotation(rot); |
2989 | AbsolutePosition = pos; | 3369 | if (!m_rootPart.Undoing) |
3370 | { | ||
3371 | m_rootPart.Undoing = true; | ||
3372 | AbsolutePosition = pos; | ||
3373 | m_rootPart.Undoing = false; | ||
3374 | } | ||
3375 | else | ||
3376 | { | ||
3377 | AbsolutePosition = pos; | ||
3378 | } | ||
2990 | } | 3379 | } |
2991 | else | 3380 | else |
2992 | { | 3381 | { |
3382 | part.StoreUndoState(UndoType.STATE_PRIM_ROTATION); | ||
2993 | part.IgnoreUndoUpdate = true; | 3383 | part.IgnoreUndoUpdate = true; |
2994 | part.UpdateRotation(rot); | 3384 | part.UpdateRotation(rot); |
2995 | part.OffsetPosition = pos; | 3385 | part.OffsetPosition = pos; |
2996 | part.IgnoreUndoUpdate = false; | 3386 | part.IgnoreUndoUpdate = false; |
2997 | part.StoreUndoState(); | ||
2998 | } | 3387 | } |
2999 | } | 3388 | } |
3000 | } | 3389 | } |
@@ -3008,8 +3397,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3008 | Quaternion axRot = rot; | 3397 | Quaternion axRot = rot; |
3009 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3398 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3010 | 3399 | ||
3011 | m_rootPart.StoreUndoState(); | 3400 | m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
3012 | m_rootPart.UpdateRotation(rot); | 3401 | bool cancelUndo = false; |
3402 | if (!m_rootPart.Undoing) | ||
3403 | { | ||
3404 | m_rootPart.Undoing = true; | ||
3405 | cancelUndo = true; | ||
3406 | } | ||
3407 | |||
3408 | //Don't use UpdateRotation because it schedules an update prematurely | ||
3409 | m_rootPart.RotationOffset = rot; | ||
3013 | if (m_rootPart.PhysActor != null) | 3410 | if (m_rootPart.PhysActor != null) |
3014 | { | 3411 | { |
3015 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | 3412 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; |
@@ -3024,28 +3421,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
3024 | { | 3421 | { |
3025 | prim.IgnoreUndoUpdate = true; | 3422 | prim.IgnoreUndoUpdate = true; |
3026 | Vector3 axPos = prim.OffsetPosition; | 3423 | Vector3 axPos = prim.OffsetPosition; |
3424 | |||
3027 | axPos *= oldParentRot; | 3425 | axPos *= oldParentRot; |
3028 | axPos *= Quaternion.Inverse(axRot); | 3426 | axPos *= Quaternion.Inverse(axRot); |
3029 | prim.OffsetPosition = axPos; | 3427 | prim.OffsetPosition = axPos; |
3030 | Quaternion primsRot = prim.RotationOffset; | 3428 | |
3031 | Quaternion newRot = primsRot * oldParentRot; | 3429 | prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset); |
3032 | newRot *= Quaternion.Inverse(axRot); | 3430 | |
3033 | prim.RotationOffset = newRot; | 3431 | prim.IgnoreUndoUpdate = false; |
3034 | prim.ScheduleTerseUpdate(); | ||
3035 | } | 3432 | } |
3036 | } | 3433 | } |
3037 | 3434 | if (cancelUndo == true) | |
3038 | for (int i = 0; i < parts.Length; i++) | ||
3039 | { | 3435 | { |
3040 | SceneObjectPart childpart = parts[i]; | 3436 | m_rootPart.Undoing = false; |
3041 | if (childpart != m_rootPart) | ||
3042 | { | ||
3043 | childpart.IgnoreUndoUpdate = false; | ||
3044 | childpart.StoreUndoState(); | ||
3045 | } | ||
3046 | } | 3437 | } |
3047 | 3438 | HasGroupChanged = true; | |
3048 | m_rootPart.ScheduleTerseUpdate(); | 3439 | ScheduleGroupForFullUpdate(); |
3049 | } | 3440 | } |
3050 | 3441 | ||
3051 | #endregion | 3442 | #endregion |
@@ -3268,7 +3659,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3268 | public float GetMass() | 3659 | public float GetMass() |
3269 | { | 3660 | { |
3270 | float retmass = 0f; | 3661 | float retmass = 0f; |
3271 | |||
3272 | SceneObjectPart[] parts = m_parts.GetArray(); | 3662 | SceneObjectPart[] parts = m_parts.GetArray(); |
3273 | for (int i = 0; i < parts.Length; i++) | 3663 | for (int i = 0; i < parts.Length; i++) |
3274 | retmass += parts[i].GetMass(); | 3664 | retmass += parts[i].GetMass(); |
@@ -3384,6 +3774,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3384 | SetFromItemID(uuid); | 3774 | SetFromItemID(uuid); |
3385 | } | 3775 | } |
3386 | 3776 | ||
3777 | public void ResetOwnerChangeFlag() | ||
3778 | { | ||
3779 | ForEachPart(delegate(SceneObjectPart part) | ||
3780 | { | ||
3781 | part.ResetOwnerChangeFlag(); | ||
3782 | }); | ||
3783 | } | ||
3784 | |||
3387 | #endregion | 3785 | #endregion |
3388 | } | 3786 | } |
3389 | } | 3787 | } |