diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1395 |
1 files changed, 1181 insertions, 214 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 35e7c45..1fc8d3d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -24,12 +24,13 @@ | |||
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.ComponentModel; | 29 | using System.ComponentModel; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Drawing; | 31 | using System.Drawing; |
32 | using System.IO; | 32 | using System.IO; |
33 | using System.Diagnostics; | ||
33 | using System.Linq; | 34 | using System.Linq; |
34 | using System.Threading; | 35 | using System.Threading; |
35 | using System.Xml; | 36 | using System.Xml; |
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization; | |||
43 | 44 | ||
44 | namespace OpenSim.Region.Framework.Scenes | 45 | namespace OpenSim.Region.Framework.Scenes |
45 | { | 46 | { |
47 | |||
46 | [Flags] | 48 | [Flags] |
47 | public enum scriptEvents | 49 | public enum scriptEvents |
48 | { | 50 | { |
@@ -115,8 +117,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
115 | /// since the group's last persistent backup | 117 | /// since the group's last persistent backup |
116 | /// </summary> | 118 | /// </summary> |
117 | private bool m_hasGroupChanged = false; | 119 | private bool m_hasGroupChanged = false; |
118 | private long timeFirstChanged; | 120 | private long timeFirstChanged = 0; |
119 | private long timeLastChanged; | 121 | private long timeLastChanged = 0; |
122 | private long m_maxPersistTime = 0; | ||
123 | private long m_minPersistTime = 0; | ||
124 | // private Random m_rand; | ||
125 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
120 | 126 | ||
121 | /// <summary> | 127 | /// <summary> |
122 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage | 128 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage |
@@ -133,9 +139,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
133 | { | 139 | { |
134 | if (value) | 140 | if (value) |
135 | { | 141 | { |
142 | |||
143 | if (m_isBackedUp) | ||
144 | { | ||
145 | m_scene.SceneGraph.FireChangeBackup(this); | ||
146 | } | ||
136 | timeLastChanged = DateTime.Now.Ticks; | 147 | timeLastChanged = DateTime.Now.Ticks; |
137 | if (!m_hasGroupChanged) | 148 | if (!m_hasGroupChanged) |
138 | timeFirstChanged = DateTime.Now.Ticks; | 149 | timeFirstChanged = DateTime.Now.Ticks; |
150 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
151 | { | ||
152 | /* | ||
153 | if (m_rand == null) | ||
154 | { | ||
155 | byte[] val = new byte[16]; | ||
156 | m_rootPart.UUID.ToBytes(val, 0); | ||
157 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
158 | } | ||
159 | */ | ||
160 | if (m_scene.GetRootAgentCount() == 0) | ||
161 | { | ||
162 | //If the region is empty, this change has been made by an automated process | ||
163 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
164 | |||
165 | // float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
166 | float factor = 2.0f; | ||
167 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
168 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
169 | } | ||
170 | else | ||
171 | { | ||
172 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
173 | //but add a random factor so we stagger the object persistance a little | ||
174 | // m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
175 | // m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
176 | m_maxPersistTime = m_scene.m_persistAfter; | ||
177 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
178 | } | ||
179 | } | ||
139 | } | 180 | } |
140 | m_hasGroupChanged = value; | 181 | m_hasGroupChanged = value; |
141 | 182 | ||
@@ -150,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
150 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 191 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
151 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 192 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
152 | /// </summary> | 193 | /// </summary> |
153 | public bool HasGroupChangedDueToDelink { get; private set; } | 194 | public bool HasGroupChangedDueToDelink { get; set; } |
154 | 195 | ||
155 | private bool isTimeToPersist() | 196 | private bool isTimeToPersist() |
156 | { | 197 | { |
@@ -160,8 +201,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
160 | return false; | 201 | return false; |
161 | if (m_scene.ShuttingDown) | 202 | if (m_scene.ShuttingDown) |
162 | return true; | 203 | return true; |
204 | |||
205 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
206 | { | ||
207 | m_maxPersistTime = m_scene.m_persistAfter; | ||
208 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
209 | } | ||
210 | |||
163 | long currentTime = DateTime.Now.Ticks; | 211 | long currentTime = DateTime.Now.Ticks; |
164 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 212 | |
213 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
214 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
215 | |||
216 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
165 | return true; | 217 | return true; |
166 | return false; | 218 | return false; |
167 | } | 219 | } |
@@ -269,6 +321,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
269 | 321 | ||
270 | private bool m_isBackedUp; | 322 | private bool m_isBackedUp; |
271 | 323 | ||
324 | public bool IsBackedUp | ||
325 | { | ||
326 | get { return m_isBackedUp; } | ||
327 | } | ||
328 | |||
272 | protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); | 329 | protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); |
273 | 330 | ||
274 | protected ulong m_regionHandle; | 331 | protected ulong m_regionHandle; |
@@ -280,10 +337,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
280 | 337 | ||
281 | private bool m_scriptListens_atTarget; | 338 | private bool m_scriptListens_atTarget; |
282 | private bool m_scriptListens_notAtTarget; | 339 | private bool m_scriptListens_notAtTarget; |
283 | |||
284 | private bool m_scriptListens_atRotTarget; | 340 | private bool m_scriptListens_atRotTarget; |
285 | private bool m_scriptListens_notAtRotTarget; | 341 | private bool m_scriptListens_notAtRotTarget; |
286 | 342 | ||
343 | public bool m_dupeInProgress = false; | ||
287 | internal Dictionary<UUID, string> m_savedScriptState; | 344 | internal Dictionary<UUID, string> m_savedScriptState; |
288 | 345 | ||
289 | #region Properties | 346 | #region Properties |
@@ -320,6 +377,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
320 | get { return m_parts.Count; } | 377 | get { return m_parts.Count; } |
321 | } | 378 | } |
322 | 379 | ||
380 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
381 | // | ||
382 | // public virtual Quaternion Rotation | ||
383 | // { | ||
384 | // get { return m_rotation; } | ||
385 | // set { | ||
386 | // m_rotation = value; | ||
387 | // } | ||
388 | // } | ||
389 | |||
323 | public Quaternion GroupRotation | 390 | public Quaternion GroupRotation |
324 | { | 391 | { |
325 | get { return m_rootPart.RotationOffset; } | 392 | get { return m_rootPart.RotationOffset; } |
@@ -426,7 +493,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
426 | { | 493 | { |
427 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); | 494 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); |
428 | } | 495 | } |
429 | 496 | ||
497 | |||
498 | |||
499 | private struct avtocrossInfo | ||
500 | { | ||
501 | public ScenePresence av; | ||
502 | public uint ParentID; | ||
503 | } | ||
504 | |||
430 | /// <summary> | 505 | /// <summary> |
431 | /// The absolute position of this scene object in the scene | 506 | /// The absolute position of this scene object in the scene |
432 | /// </summary> | 507 | /// </summary> |
@@ -454,10 +529,129 @@ namespace OpenSim.Region.Framework.Scenes | |||
454 | || Scene.TestBorderCross(val, Cardinals.S)) | 529 | || Scene.TestBorderCross(val, Cardinals.S)) |
455 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | 530 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) |
456 | { | 531 | { |
457 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 532 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); |
533 | uint x = 0; | ||
534 | uint y = 0; | ||
535 | string version = String.Empty; | ||
536 | Vector3 newpos = Vector3.Zero; | ||
537 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
538 | |||
539 | if (m_rootPart.KeyframeMotion != null) | ||
540 | m_rootPart.KeyframeMotion.StartCrossingCheck(); | ||
541 | |||
542 | bool canCross = true; | ||
543 | foreach (ScenePresence av in m_linkedAvatars) | ||
544 | { | ||
545 | // We need to cross these agents. First, let's find | ||
546 | // out if any of them can't cross for some reason. | ||
547 | // We have to deny the crossing entirely if any | ||
548 | // of them are banned. Alternatively, we could | ||
549 | // unsit banned agents.... | ||
550 | |||
551 | |||
552 | // We set the avatar position as being the object | ||
553 | // position to get the region to send to | ||
554 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | ||
555 | { | ||
556 | canCross = false; | ||
557 | break; | ||
558 | } | ||
559 | |||
560 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
561 | } | ||
562 | |||
563 | if (canCross) | ||
564 | { | ||
565 | // We unparent the SP quietly so that it won't | ||
566 | // be made to stand up | ||
567 | |||
568 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); | ||
569 | |||
570 | foreach (ScenePresence av in m_linkedAvatars) | ||
571 | { | ||
572 | avtocrossInfo avinfo = new avtocrossInfo(); | ||
573 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
574 | if (parentPart != null) | ||
575 | av.ParentUUID = parentPart.UUID; | ||
576 | |||
577 | avinfo.av = av; | ||
578 | avinfo.ParentID = av.ParentID; | ||
579 | avsToCross.Add(avinfo); | ||
580 | |||
581 | av.ParentID = 0; | ||
582 | } | ||
583 | |||
584 | // m_linkedAvatars.Clear(); | ||
585 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
586 | |||
587 | // Normalize | ||
588 | if (val.X >= Constants.RegionSize) | ||
589 | val.X -= Constants.RegionSize; | ||
590 | if (val.Y >= Constants.RegionSize) | ||
591 | val.Y -= Constants.RegionSize; | ||
592 | if (val.X < 0) | ||
593 | val.X += Constants.RegionSize; | ||
594 | if (val.Y < 0) | ||
595 | val.Y += Constants.RegionSize; | ||
596 | |||
597 | // If it's deleted, crossing was successful | ||
598 | if (IsDeleted) | ||
599 | { | ||
600 | // foreach (ScenePresence av in m_linkedAvatars) | ||
601 | foreach (avtocrossInfo avinfo in avsToCross) | ||
602 | { | ||
603 | ScenePresence av = avinfo.av; | ||
604 | if (!av.IsInTransit) // just in case... | ||
605 | { | ||
606 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
607 | |||
608 | av.IsInTransit = true; | ||
609 | |||
610 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
611 | d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
612 | } | ||
613 | else | ||
614 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val); | ||
615 | } | ||
616 | avsToCross.Clear(); | ||
617 | return; | ||
618 | } | ||
619 | else // cross failed, put avas back ?? | ||
620 | { | ||
621 | foreach (avtocrossInfo avinfo in avsToCross) | ||
622 | { | ||
623 | ScenePresence av = avinfo.av; | ||
624 | av.ParentUUID = UUID.Zero; | ||
625 | av.ParentID = avinfo.ParentID; | ||
626 | // m_linkedAvatars.Add(av); | ||
627 | } | ||
628 | } | ||
629 | avsToCross.Clear(); | ||
630 | |||
631 | } | ||
632 | else | ||
633 | { | ||
634 | if (m_rootPart.KeyframeMotion != null) | ||
635 | m_rootPart.KeyframeMotion.CrossingFailure(); | ||
636 | |||
637 | if (RootPart.PhysActor != null) | ||
638 | { | ||
639 | RootPart.PhysActor.CrossingFailure(); | ||
640 | } | ||
641 | } | ||
642 | Vector3 oldp = AbsolutePosition; | ||
643 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
644 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
645 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | ||
458 | } | 646 | } |
459 | } | 647 | } |
460 | 648 | ||
649 | /* don't see the need but worse don't see where is restored to false if things stay in | ||
650 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
651 | { | ||
652 | part.IgnoreUndoUpdate = true; | ||
653 | } | ||
654 | */ | ||
461 | if (RootPart.GetStatusSandbox()) | 655 | if (RootPart.GetStatusSandbox()) |
462 | { | 656 | { |
463 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 657 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -475,9 +669,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
475 | // Restuff the new GroupPosition into each SOP of the linkset. | 669 | // Restuff the new GroupPosition into each SOP of the linkset. |
476 | // This has the affect of resetting and tainting the physics actors. | 670 | // This has the affect of resetting and tainting the physics actors. |
477 | SceneObjectPart[] parts = m_parts.GetArray(); | 671 | SceneObjectPart[] parts = m_parts.GetArray(); |
478 | for (int i = 0; i < parts.Length; i++) | 672 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
479 | parts[i].GroupPosition = val; | 673 | if (m_dupeInProgress) |
674 | triggerScriptEvent = false; | ||
675 | foreach (SceneObjectPart part in parts) | ||
676 | { | ||
677 | part.GroupPosition = val; | ||
678 | if (triggerScriptEvent) | ||
679 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
680 | } | ||
480 | 681 | ||
682 | /* | ||
683 | This seems not needed and should not be needed: | ||
684 | sp absolute position depends on sit part absolute position fixed above. | ||
685 | sp ParentPosition is not used anywhere. | ||
686 | Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it | ||
687 | Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature. | ||
688 | |||
689 | if (!m_dupeInProgress) | ||
690 | { | ||
691 | foreach (ScenePresence av in m_linkedAvatars) | ||
692 | { | ||
693 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
694 | if (p != null && m_parts.TryGetValue(p.UUID, out p)) | ||
695 | { | ||
696 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
697 | av.AbsolutePosition += offset; | ||
698 | // av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
699 | av.SendAvatarDataToAllAgents(); | ||
700 | } | ||
701 | } | ||
702 | } | ||
703 | */ | ||
481 | //if (m_rootPart.PhysActor != null) | 704 | //if (m_rootPart.PhysActor != null) |
482 | //{ | 705 | //{ |
483 | //m_rootPart.PhysActor.Position = | 706 | //m_rootPart.PhysActor.Position = |
@@ -491,6 +714,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
491 | } | 714 | } |
492 | } | 715 | } |
493 | 716 | ||
717 | public override Vector3 Velocity | ||
718 | { | ||
719 | get { return RootPart.Velocity; } | ||
720 | set { RootPart.Velocity = value; } | ||
721 | } | ||
722 | |||
723 | private void CrossAgentToNewRegionCompleted(IAsyncResult iar) | ||
724 | { | ||
725 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | ||
726 | ScenePresence agent = icon.EndInvoke(iar); | ||
727 | |||
728 | //// If the cross was successful, this agent is a child agent | ||
729 | if (agent.IsChildAgent) | ||
730 | { | ||
731 | if (agent.ParentUUID != UUID.Zero) | ||
732 | { | ||
733 | agent.ParentPart = null; | ||
734 | // agent.ParentPosition = Vector3.Zero; | ||
735 | // agent.ParentUUID = UUID.Zero; | ||
736 | } | ||
737 | } | ||
738 | |||
739 | agent.ParentUUID = UUID.Zero; | ||
740 | |||
741 | // agent.Reset(); | ||
742 | // else // Not successful | ||
743 | // agent.RestoreInCurrentScene(); | ||
744 | |||
745 | // In any case | ||
746 | agent.IsInTransit = false; | ||
747 | |||
748 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | ||
749 | } | ||
750 | |||
494 | public override uint LocalId | 751 | public override uint LocalId |
495 | { | 752 | { |
496 | get { return m_rootPart.LocalId; } | 753 | get { return m_rootPart.LocalId; } |
@@ -561,6 +818,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
561 | m_isSelected = value; | 818 | m_isSelected = value; |
562 | // Tell physics engine that group is selected | 819 | // Tell physics engine that group is selected |
563 | 820 | ||
821 | // this is not right | ||
822 | // but ode engines should only really need to know about root part | ||
823 | // so they can put entire object simulation on hold and not colliding | ||
824 | // keep as was for now | ||
825 | |||
564 | PhysicsActor pa = m_rootPart.PhysActor; | 826 | PhysicsActor pa = m_rootPart.PhysActor; |
565 | if (pa != null) | 827 | if (pa != null) |
566 | { | 828 | { |
@@ -577,6 +839,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
577 | childPa.Selected = value; | 839 | childPa.Selected = value; |
578 | } | 840 | } |
579 | } | 841 | } |
842 | if (RootPart.KeyframeMotion != null) | ||
843 | RootPart.KeyframeMotion.Selected = value; | ||
844 | } | ||
845 | } | ||
846 | |||
847 | public void PartSelectChanged(bool partSelect) | ||
848 | { | ||
849 | // any part selected makes group selected | ||
850 | if (m_isSelected == partSelect) | ||
851 | return; | ||
852 | |||
853 | if (partSelect) | ||
854 | { | ||
855 | IsSelected = partSelect; | ||
856 | // if (!IsAttachment) | ||
857 | // ScheduleGroupForFullUpdate(); | ||
858 | } | ||
859 | else | ||
860 | { | ||
861 | // bad bad bad 2 heavy for large linksets | ||
862 | // since viewer does send lot of (un)selects | ||
863 | // this needs to be replaced by a specific list or count ? | ||
864 | // but that will require extra code in several places | ||
865 | |||
866 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
867 | for (int i = 0; i < parts.Length; i++) | ||
868 | { | ||
869 | SceneObjectPart part = parts[i]; | ||
870 | if (part.IsSelected) | ||
871 | return; | ||
872 | } | ||
873 | IsSelected = partSelect; | ||
874 | if (!IsAttachment) | ||
875 | { | ||
876 | ScheduleGroupForFullUpdate(); | ||
877 | } | ||
580 | } | 878 | } |
581 | } | 879 | } |
582 | 880 | ||
@@ -662,6 +960,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
662 | /// </summary> | 960 | /// </summary> |
663 | public SceneObjectGroup() | 961 | public SceneObjectGroup() |
664 | { | 962 | { |
963 | |||
665 | } | 964 | } |
666 | 965 | ||
667 | /// <summary> | 966 | /// <summary> |
@@ -679,8 +978,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
679 | /// Constructor. This object is added to the scene later via AttachToScene() | 978 | /// Constructor. This object is added to the scene later via AttachToScene() |
680 | /// </summary> | 979 | /// </summary> |
681 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 980 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
682 | :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) | 981 | { |
683 | { | 982 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
684 | } | 983 | } |
685 | 984 | ||
686 | /// <summary> | 985 | /// <summary> |
@@ -715,6 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
715 | /// </summary> | 1014 | /// </summary> |
716 | public virtual void AttachToBackup() | 1015 | public virtual void AttachToBackup() |
717 | { | 1016 | { |
1017 | if (IsAttachment) return; | ||
1018 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
1019 | |||
718 | if (InSceneBackup) | 1020 | if (InSceneBackup) |
719 | { | 1021 | { |
720 | //m_log.DebugFormat( | 1022 | //m_log.DebugFormat( |
@@ -757,6 +1059,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
757 | 1059 | ||
758 | ApplyPhysics(); | 1060 | ApplyPhysics(); |
759 | 1061 | ||
1062 | if (RootPart.PhysActor != null) | ||
1063 | RootPart.Force = RootPart.Force; | ||
1064 | if (RootPart.PhysActor != null) | ||
1065 | RootPart.Torque = RootPart.Torque; | ||
1066 | if (RootPart.PhysActor != null) | ||
1067 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
1068 | |||
760 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 1069 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
761 | // for the same object with very different properties. The caller must schedule the update. | 1070 | // for the same object with very different properties. The caller must schedule the update. |
762 | //ScheduleGroupForFullUpdate(); | 1071 | //ScheduleGroupForFullUpdate(); |
@@ -772,6 +1081,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
772 | EntityIntersection result = new EntityIntersection(); | 1081 | EntityIntersection result = new EntityIntersection(); |
773 | 1082 | ||
774 | SceneObjectPart[] parts = m_parts.GetArray(); | 1083 | SceneObjectPart[] parts = m_parts.GetArray(); |
1084 | |||
1085 | // Find closest hit here | ||
1086 | float idist = float.MaxValue; | ||
1087 | |||
775 | for (int i = 0; i < parts.Length; i++) | 1088 | for (int i = 0; i < parts.Length; i++) |
776 | { | 1089 | { |
777 | SceneObjectPart part = parts[i]; | 1090 | SceneObjectPart part = parts[i]; |
@@ -786,11 +1099,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
786 | 1099 | ||
787 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 1100 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
788 | 1101 | ||
789 | // This may need to be updated to the maximum draw distance possible.. | ||
790 | // We might (and probably will) be checking for prim creation from other sims | ||
791 | // when the camera crosses the border. | ||
792 | float idist = Constants.RegionSize; | ||
793 | |||
794 | if (inter.HitTF) | 1102 | if (inter.HitTF) |
795 | { | 1103 | { |
796 | // We need to find the closest prim to return to the testcaller along the ray | 1104 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -801,10 +1109,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
801 | result.obj = part; | 1109 | result.obj = part; |
802 | result.normal = inter.normal; | 1110 | result.normal = inter.normal; |
803 | result.distance = inter.distance; | 1111 | result.distance = inter.distance; |
1112 | |||
1113 | idist = inter.distance; | ||
804 | } | 1114 | } |
805 | } | 1115 | } |
806 | } | 1116 | } |
807 | |||
808 | return result; | 1117 | return result; |
809 | } | 1118 | } |
810 | 1119 | ||
@@ -816,25 +1125,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
816 | /// <returns></returns> | 1125 | /// <returns></returns> |
817 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 1126 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
818 | { | 1127 | { |
819 | maxX = -256f; | 1128 | maxX = float.MinValue; |
820 | maxY = -256f; | 1129 | maxY = float.MinValue; |
821 | maxZ = -256f; | 1130 | maxZ = float.MinValue; |
822 | minX = 256f; | 1131 | minX = float.MaxValue; |
823 | minY = 256f; | 1132 | minY = float.MaxValue; |
824 | minZ = 8192f; | 1133 | minZ = float.MaxValue; |
825 | 1134 | ||
826 | SceneObjectPart[] parts = m_parts.GetArray(); | 1135 | SceneObjectPart[] parts = m_parts.GetArray(); |
827 | for (int i = 0; i < parts.Length; i++) | 1136 | foreach (SceneObjectPart part in parts) |
828 | { | 1137 | { |
829 | SceneObjectPart part = parts[i]; | ||
830 | |||
831 | Vector3 worldPos = part.GetWorldPosition(); | 1138 | Vector3 worldPos = part.GetWorldPosition(); |
832 | Vector3 offset = worldPos - AbsolutePosition; | 1139 | Vector3 offset = worldPos - AbsolutePosition; |
833 | Quaternion worldRot; | 1140 | Quaternion worldRot; |
834 | if (part.ParentID == 0) | 1141 | if (part.ParentID == 0) |
1142 | { | ||
835 | worldRot = part.RotationOffset; | 1143 | worldRot = part.RotationOffset; |
1144 | } | ||
836 | else | 1145 | else |
1146 | { | ||
837 | worldRot = part.GetWorldRotation(); | 1147 | worldRot = part.GetWorldRotation(); |
1148 | } | ||
838 | 1149 | ||
839 | Vector3 frontTopLeft; | 1150 | Vector3 frontTopLeft; |
840 | Vector3 frontTopRight; | 1151 | Vector3 frontTopRight; |
@@ -846,6 +1157,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
846 | Vector3 backBottomLeft; | 1157 | Vector3 backBottomLeft; |
847 | Vector3 backBottomRight; | 1158 | Vector3 backBottomRight; |
848 | 1159 | ||
1160 | // Vector3[] corners = new Vector3[8]; | ||
1161 | |||
849 | Vector3 orig = Vector3.Zero; | 1162 | Vector3 orig = Vector3.Zero; |
850 | 1163 | ||
851 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 1164 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -880,6 +1193,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
880 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 1193 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
881 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 1194 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
882 | 1195 | ||
1196 | |||
1197 | |||
1198 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1199 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1200 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1201 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1202 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1203 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1204 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1205 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1206 | |||
1207 | //for (int i = 0; i < 8; i++) | ||
1208 | //{ | ||
1209 | // corners[i] = corners[i] * worldRot; | ||
1210 | // corners[i] += offset; | ||
1211 | |||
1212 | // if (corners[i].X > maxX) | ||
1213 | // maxX = corners[i].X; | ||
1214 | // if (corners[i].X < minX) | ||
1215 | // minX = corners[i].X; | ||
1216 | |||
1217 | // if (corners[i].Y > maxY) | ||
1218 | // maxY = corners[i].Y; | ||
1219 | // if (corners[i].Y < minY) | ||
1220 | // minY = corners[i].Y; | ||
1221 | |||
1222 | // if (corners[i].Z > maxZ) | ||
1223 | // maxZ = corners[i].Y; | ||
1224 | // if (corners[i].Z < minZ) | ||
1225 | // minZ = corners[i].Z; | ||
1226 | //} | ||
1227 | |||
883 | frontTopLeft = frontTopLeft * worldRot; | 1228 | frontTopLeft = frontTopLeft * worldRot; |
884 | frontTopRight = frontTopRight * worldRot; | 1229 | frontTopRight = frontTopRight * worldRot; |
885 | frontBottomLeft = frontBottomLeft * worldRot; | 1230 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -901,6 +1246,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
901 | backTopLeft += offset; | 1246 | backTopLeft += offset; |
902 | backTopRight += offset; | 1247 | backTopRight += offset; |
903 | 1248 | ||
1249 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1250 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1251 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1252 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1253 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1254 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1255 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1256 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1257 | |||
904 | if (frontTopRight.X > maxX) | 1258 | if (frontTopRight.X > maxX) |
905 | maxX = frontTopRight.X; | 1259 | maxX = frontTopRight.X; |
906 | if (frontTopLeft.X > maxX) | 1260 | if (frontTopLeft.X > maxX) |
@@ -1044,17 +1398,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
1044 | 1398 | ||
1045 | #endregion | 1399 | #endregion |
1046 | 1400 | ||
1401 | public void GetResourcesCosts(SceneObjectPart apart, | ||
1402 | out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost) | ||
1403 | { | ||
1404 | // this information may need to be cached | ||
1405 | |||
1406 | float cost; | ||
1407 | float tmpcost; | ||
1408 | |||
1409 | bool ComplexCost = false; | ||
1410 | |||
1411 | SceneObjectPart p; | ||
1412 | SceneObjectPart[] parts; | ||
1413 | |||
1414 | lock (m_parts) | ||
1415 | { | ||
1416 | parts = m_parts.GetArray(); | ||
1417 | } | ||
1418 | |||
1419 | int nparts = parts.Length; | ||
1420 | |||
1421 | |||
1422 | for (int i = 0; i < nparts; i++) | ||
1423 | { | ||
1424 | p = parts[i]; | ||
1425 | |||
1426 | if (p.UsesComplexCost) | ||
1427 | { | ||
1428 | ComplexCost = true; | ||
1429 | break; | ||
1430 | } | ||
1431 | } | ||
1432 | |||
1433 | if (ComplexCost) | ||
1434 | { | ||
1435 | linksetResCost = 0; | ||
1436 | linksetPhysCost = 0; | ||
1437 | partCost = 0; | ||
1438 | partPhysCost = 0; | ||
1439 | |||
1440 | for (int i = 0; i < nparts; i++) | ||
1441 | { | ||
1442 | p = parts[i]; | ||
1443 | |||
1444 | cost = p.StreamingCost; | ||
1445 | tmpcost = p.SimulationCost; | ||
1446 | if (tmpcost > cost) | ||
1447 | cost = tmpcost; | ||
1448 | tmpcost = p.PhysicsCost; | ||
1449 | if (tmpcost > cost) | ||
1450 | cost = tmpcost; | ||
1451 | |||
1452 | linksetPhysCost += tmpcost; | ||
1453 | linksetResCost += cost; | ||
1454 | |||
1455 | if (p == apart) | ||
1456 | { | ||
1457 | partCost = cost; | ||
1458 | partPhysCost = tmpcost; | ||
1459 | } | ||
1460 | } | ||
1461 | } | ||
1462 | else | ||
1463 | { | ||
1464 | partPhysCost = 1.0f; | ||
1465 | partCost = 1.0f; | ||
1466 | linksetResCost = (float)nparts; | ||
1467 | linksetPhysCost = linksetResCost; | ||
1468 | } | ||
1469 | } | ||
1470 | |||
1471 | public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost) | ||
1472 | { | ||
1473 | SceneObjectPart p; | ||
1474 | SceneObjectPart[] parts; | ||
1475 | |||
1476 | lock (m_parts) | ||
1477 | { | ||
1478 | parts = m_parts.GetArray(); | ||
1479 | } | ||
1480 | |||
1481 | int nparts = parts.Length; | ||
1482 | |||
1483 | PhysCost = 0; | ||
1484 | StreamCost = 0; | ||
1485 | SimulCost = 0; | ||
1486 | |||
1487 | for (int i = 0; i < nparts; i++) | ||
1488 | { | ||
1489 | p = parts[i]; | ||
1490 | |||
1491 | StreamCost += p.StreamingCost; | ||
1492 | SimulCost += p.SimulationCost; | ||
1493 | PhysCost += p.PhysicsCost; | ||
1494 | } | ||
1495 | } | ||
1496 | |||
1047 | public void SaveScriptedState(XmlTextWriter writer) | 1497 | public void SaveScriptedState(XmlTextWriter writer) |
1048 | { | 1498 | { |
1499 | SaveScriptedState(writer, false); | ||
1500 | } | ||
1501 | |||
1502 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1503 | { | ||
1049 | XmlDocument doc = new XmlDocument(); | 1504 | XmlDocument doc = new XmlDocument(); |
1050 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1505 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
1051 | 1506 | ||
1052 | SceneObjectPart[] parts = m_parts.GetArray(); | 1507 | SceneObjectPart[] parts = m_parts.GetArray(); |
1053 | for (int i = 0; i < parts.Length; i++) | 1508 | for (int i = 0; i < parts.Length; i++) |
1054 | { | 1509 | { |
1055 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1510 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
1056 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1511 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
1057 | states.Add(kvp.Key, kvp.Value); | 1512 | states[kvp.Key] = kvp.Value; |
1058 | } | 1513 | } |
1059 | 1514 | ||
1060 | if (states.Count > 0) | 1515 | if (states.Count > 0) |
@@ -1074,6 +1529,169 @@ namespace OpenSim.Region.Framework.Scenes | |||
1074 | } | 1529 | } |
1075 | 1530 | ||
1076 | /// <summary> | 1531 | /// <summary> |
1532 | /// Add the avatar to this linkset (avatar is sat). | ||
1533 | /// </summary> | ||
1534 | /// <param name="agentID"></param> | ||
1535 | public void AddAvatar(UUID agentID) | ||
1536 | { | ||
1537 | ScenePresence presence; | ||
1538 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1539 | { | ||
1540 | if (!m_linkedAvatars.Contains(presence)) | ||
1541 | { | ||
1542 | m_linkedAvatars.Add(presence); | ||
1543 | } | ||
1544 | } | ||
1545 | } | ||
1546 | |||
1547 | /// <summary> | ||
1548 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1549 | /// </summary> | ||
1550 | /// <param name="agentID"></param> | ||
1551 | public void DeleteAvatar(UUID agentID) | ||
1552 | { | ||
1553 | ScenePresence presence; | ||
1554 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1555 | { | ||
1556 | if (m_linkedAvatars.Contains(presence)) | ||
1557 | { | ||
1558 | m_linkedAvatars.Remove(presence); | ||
1559 | } | ||
1560 | } | ||
1561 | } | ||
1562 | |||
1563 | /// <summary> | ||
1564 | /// Returns the list of linked presences (avatars sat on this group) | ||
1565 | /// </summary> | ||
1566 | /// <param name="agentID"></param> | ||
1567 | public List<ScenePresence> GetLinkedAvatars() | ||
1568 | { | ||
1569 | return m_linkedAvatars; | ||
1570 | } | ||
1571 | |||
1572 | /// <summary> | ||
1573 | /// Attach this scene object to the given avatar. | ||
1574 | /// </summary> | ||
1575 | /// <param name="agentID"></param> | ||
1576 | /// <param name="attachmentpoint"></param> | ||
1577 | /// <param name="AttachOffset"></param> | ||
1578 | private void AttachToAgent( | ||
1579 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1580 | { | ||
1581 | if (avatar != null) | ||
1582 | { | ||
1583 | // don't attach attachments to child agents | ||
1584 | if (avatar.IsChildAgent) return; | ||
1585 | |||
1586 | // Remove from database and parcel prim count | ||
1587 | m_scene.DeleteFromStorage(so.UUID); | ||
1588 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1589 | |||
1590 | so.AttachedAvatar = avatar.UUID; | ||
1591 | |||
1592 | if (so.RootPart.PhysActor != null) | ||
1593 | { | ||
1594 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1595 | so.RootPart.PhysActor = null; | ||
1596 | } | ||
1597 | |||
1598 | so.AbsolutePosition = attachOffset; | ||
1599 | so.RootPart.AttachedPos = attachOffset; | ||
1600 | so.IsAttachment = true; | ||
1601 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1602 | so.AttachmentPoint = attachmentpoint; | ||
1603 | |||
1604 | avatar.AddAttachment(this); | ||
1605 | |||
1606 | if (!silent) | ||
1607 | { | ||
1608 | // Killing it here will cause the client to deselect it | ||
1609 | // It then reappears on the avatar, deselected | ||
1610 | // through the full update below | ||
1611 | // | ||
1612 | if (IsSelected) | ||
1613 | { | ||
1614 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1615 | } | ||
1616 | |||
1617 | IsSelected = false; // fudge.... | ||
1618 | ScheduleGroupForFullUpdate(); | ||
1619 | } | ||
1620 | } | ||
1621 | else | ||
1622 | { | ||
1623 | m_log.WarnFormat( | ||
1624 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1625 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1626 | } | ||
1627 | } | ||
1628 | |||
1629 | public byte GetAttachmentPoint() | ||
1630 | { | ||
1631 | return m_rootPart.Shape.State; | ||
1632 | } | ||
1633 | |||
1634 | public void DetachToGround() | ||
1635 | { | ||
1636 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1637 | if (avatar == null) | ||
1638 | return; | ||
1639 | |||
1640 | avatar.RemoveAttachment(this); | ||
1641 | |||
1642 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1643 | if (avatar == null) | ||
1644 | return; | ||
1645 | |||
1646 | detachedpos = avatar.AbsolutePosition; | ||
1647 | FromItemID = UUID.Zero; | ||
1648 | |||
1649 | AbsolutePosition = detachedpos; | ||
1650 | AttachedAvatar = UUID.Zero; | ||
1651 | |||
1652 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1653 | //for (int i = 0; i < parts.Length; i++) | ||
1654 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1655 | |||
1656 | m_rootPart.SetParentLocalId(0); | ||
1657 | AttachmentPoint = (byte)0; | ||
1658 | // must check if buildind should be true or false here | ||
1659 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); | ||
1660 | HasGroupChanged = true; | ||
1661 | RootPart.Rezzed = DateTime.Now; | ||
1662 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1663 | AttachToBackup(); | ||
1664 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1665 | m_rootPart.ScheduleFullUpdate(); | ||
1666 | m_rootPart.ClearUndoState(); | ||
1667 | } | ||
1668 | |||
1669 | public void DetachToInventoryPrep() | ||
1670 | { | ||
1671 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1672 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1673 | if (avatar != null) | ||
1674 | { | ||
1675 | //detachedpos = avatar.AbsolutePosition; | ||
1676 | avatar.RemoveAttachment(this); | ||
1677 | } | ||
1678 | |||
1679 | AttachedAvatar = UUID.Zero; | ||
1680 | |||
1681 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1682 | for (int i = 0; i < parts.Length; i++) | ||
1683 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1684 | |||
1685 | m_rootPart.SetParentLocalId(0); | ||
1686 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1687 | IsAttachment = false; | ||
1688 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1689 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1690 | //AttachToBackup(); | ||
1691 | //m_rootPart.ScheduleFullUpdate(); | ||
1692 | } | ||
1693 | |||
1694 | /// <summary> | ||
1077 | /// | 1695 | /// |
1078 | /// </summary> | 1696 | /// </summary> |
1079 | /// <param name="part"></param> | 1697 | /// <param name="part"></param> |
@@ -1113,7 +1731,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1113 | public void AddPart(SceneObjectPart part) | 1731 | public void AddPart(SceneObjectPart part) |
1114 | { | 1732 | { |
1115 | part.SetParent(this); | 1733 | part.SetParent(this); |
1116 | part.LinkNum = m_parts.Add(part.UUID, part); | 1734 | m_parts.Add(part.UUID, part); |
1735 | |||
1736 | part.LinkNum = m_parts.Count; | ||
1737 | |||
1117 | if (part.LinkNum == 2) | 1738 | if (part.LinkNum == 2) |
1118 | RootPart.LinkNum = 1; | 1739 | RootPart.LinkNum = 1; |
1119 | } | 1740 | } |
@@ -1139,6 +1760,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1139 | parts[i].UUID = UUID.Random(); | 1760 | parts[i].UUID = UUID.Random(); |
1140 | } | 1761 | } |
1141 | 1762 | ||
1763 | // helper provided for parts. | ||
1764 | public int GetSceneMaxUndo() | ||
1765 | { | ||
1766 | if (m_scene != null) | ||
1767 | return m_scene.MaxUndoCount; | ||
1768 | return 5; | ||
1769 | } | ||
1770 | |||
1142 | // justincc: I don't believe this hack is needed any longer, especially since the physics | 1771 | // justincc: I don't believe this hack is needed any longer, especially since the physics |
1143 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false | 1772 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false |
1144 | // this method was preventing proper reload of scene objects. | 1773 | // this method was preventing proper reload of scene objects. |
@@ -1196,7 +1825,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1196 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", | 1825 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", |
1197 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); | 1826 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); |
1198 | 1827 | ||
1199 | part.StoreUndoState(); | 1828 | // part.StoreUndoState(); |
1200 | part.OnGrab(offsetPos, remoteClient); | 1829 | part.OnGrab(offsetPos, remoteClient); |
1201 | } | 1830 | } |
1202 | 1831 | ||
@@ -1216,6 +1845,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1216 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1845 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1217 | public void DeleteGroupFromScene(bool silent) | 1846 | public void DeleteGroupFromScene(bool silent) |
1218 | { | 1847 | { |
1848 | // We need to keep track of this state in case this group is still queued for backup. | ||
1849 | IsDeleted = true; | ||
1850 | |||
1851 | DetachFromBackup(); | ||
1852 | |||
1219 | SceneObjectPart[] parts = m_parts.GetArray(); | 1853 | SceneObjectPart[] parts = m_parts.GetArray(); |
1220 | for (int i = 0; i < parts.Length; i++) | 1854 | for (int i = 0; i < parts.Length; i++) |
1221 | { | 1855 | { |
@@ -1239,6 +1873,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1239 | } | 1873 | } |
1240 | }); | 1874 | }); |
1241 | } | 1875 | } |
1876 | |||
1242 | } | 1877 | } |
1243 | 1878 | ||
1244 | public void AddScriptLPS(int count) | 1879 | public void AddScriptLPS(int count) |
@@ -1308,28 +1943,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1308 | /// </summary> | 1943 | /// </summary> |
1309 | public void ApplyPhysics() | 1944 | public void ApplyPhysics() |
1310 | { | 1945 | { |
1311 | // Apply physics to the root prim | ||
1312 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1313 | |||
1314 | // Apply physics to child prims | ||
1315 | SceneObjectPart[] parts = m_parts.GetArray(); | 1946 | SceneObjectPart[] parts = m_parts.GetArray(); |
1316 | if (parts.Length > 1) | 1947 | if (parts.Length > 1) |
1317 | { | 1948 | { |
1949 | ResetChildPrimPhysicsPositions(); | ||
1950 | |||
1951 | // Apply physics to the root prim | ||
1952 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true); | ||
1953 | |||
1954 | |||
1318 | for (int i = 0; i < parts.Length; i++) | 1955 | for (int i = 0; i < parts.Length; i++) |
1319 | { | 1956 | { |
1320 | SceneObjectPart part = parts[i]; | 1957 | SceneObjectPart part = parts[i]; |
1321 | if (part.LocalId != m_rootPart.LocalId) | 1958 | if (part.LocalId != m_rootPart.LocalId) |
1322 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); | 1959 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true); |
1323 | } | 1960 | } |
1324 | |||
1325 | // Hack to get the physics scene geometries in the right spot | 1961 | // Hack to get the physics scene geometries in the right spot |
1326 | ResetChildPrimPhysicsPositions(); | 1962 | // ResetChildPrimPhysicsPositions(); |
1963 | if (m_rootPart.PhysActor != null) | ||
1964 | { | ||
1965 | m_rootPart.PhysActor.Building = false; | ||
1966 | } | ||
1967 | } | ||
1968 | else | ||
1969 | { | ||
1970 | // Apply physics to the root prim | ||
1971 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); | ||
1327 | } | 1972 | } |
1328 | } | 1973 | } |
1329 | 1974 | ||
1330 | public void SetOwnerId(UUID userId) | 1975 | public void SetOwnerId(UUID userId) |
1331 | { | 1976 | { |
1332 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1977 | ForEachPart(delegate(SceneObjectPart part) |
1978 | { | ||
1979 | |||
1980 | part.OwnerID = userId; | ||
1981 | |||
1982 | }); | ||
1333 | } | 1983 | } |
1334 | 1984 | ||
1335 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1985 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1361,11 +2011,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1361 | return; | 2011 | return; |
1362 | } | 2012 | } |
1363 | 2013 | ||
2014 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
2015 | return; | ||
2016 | |||
1364 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 2017 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1365 | // any exception propogate upwards. | 2018 | // any exception propogate upwards. |
1366 | try | 2019 | try |
1367 | { | 2020 | { |
1368 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 2021 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
2022 | !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things | ||
2023 | m_scene.LoadingPrims) // Land may not be valid yet | ||
2024 | |||
1369 | { | 2025 | { |
1370 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 2026 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1371 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 2027 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1392,6 +2048,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1392 | } | 2048 | } |
1393 | } | 2049 | } |
1394 | } | 2050 | } |
2051 | |||
1395 | } | 2052 | } |
1396 | 2053 | ||
1397 | if (m_scene.UseBackup && HasGroupChanged) | 2054 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1399,10 +2056,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
1399 | // don't backup while it's selected or you're asking for changes mid stream. | 2056 | // don't backup while it's selected or you're asking for changes mid stream. |
1400 | if (isTimeToPersist() || forcedBackup) | 2057 | if (isTimeToPersist() || forcedBackup) |
1401 | { | 2058 | { |
2059 | if (m_rootPart.PhysActor != null && | ||
2060 | (!m_rootPart.PhysActor.IsPhysical)) | ||
2061 | { | ||
2062 | // Possible ghost prim | ||
2063 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
2064 | { | ||
2065 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
2066 | { | ||
2067 | // Re-set physics actor positions and | ||
2068 | // orientations | ||
2069 | part.GroupPosition = m_rootPart.GroupPosition; | ||
2070 | } | ||
2071 | } | ||
2072 | } | ||
1402 | // m_log.DebugFormat( | 2073 | // m_log.DebugFormat( |
1403 | // "[SCENE]: Storing {0}, {1} in {2}", | 2074 | // "[SCENE]: Storing {0}, {1} in {2}", |
1404 | // Name, UUID, m_scene.RegionInfo.RegionName); | 2075 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1405 | 2076 | ||
2077 | if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0) | ||
2078 | { | ||
2079 | RootPart.Shape.State = 0; | ||
2080 | ScheduleGroupForFullUpdate(); | ||
2081 | } | ||
2082 | |||
1406 | SceneObjectGroup backup_group = Copy(false); | 2083 | SceneObjectGroup backup_group = Copy(false); |
1407 | backup_group.RootPart.Velocity = RootPart.Velocity; | 2084 | backup_group.RootPart.Velocity = RootPart.Velocity; |
1408 | backup_group.RootPart.Acceleration = RootPart.Acceleration; | 2085 | backup_group.RootPart.Acceleration = RootPart.Acceleration; |
@@ -1412,6 +2089,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1412 | HasGroupChangedDueToDelink = false; | 2089 | HasGroupChangedDueToDelink = false; |
1413 | 2090 | ||
1414 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); | 2091 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); |
2092 | /* | ||
2093 | backup_group.ForEachPart(delegate(SceneObjectPart part) | ||
2094 | { | ||
2095 | if (part.KeyframeMotion != null) | ||
2096 | { | ||
2097 | part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); | ||
2098 | // part.KeyframeMotion.UpdateSceneObject(this); | ||
2099 | } | ||
2100 | }); | ||
2101 | */ | ||
1415 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); | 2102 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); |
1416 | 2103 | ||
1417 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 2104 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
@@ -1468,10 +2155,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1468 | /// <returns></returns> | 2155 | /// <returns></returns> |
1469 | public SceneObjectGroup Copy(bool userExposed) | 2156 | public SceneObjectGroup Copy(bool userExposed) |
1470 | { | 2157 | { |
2158 | m_dupeInProgress = true; | ||
1471 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 2159 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1472 | dupe.m_isBackedUp = false; | 2160 | dupe.m_isBackedUp = false; |
1473 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 2161 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
1474 | 2162 | ||
2163 | // new group as no sitting avatars | ||
2164 | dupe.m_linkedAvatars = new List<ScenePresence>(); | ||
2165 | |||
1475 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 2166 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1476 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 2167 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1477 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 2168 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
@@ -1482,7 +2173,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1482 | // This is only necessary when userExposed is false! | 2173 | // This is only necessary when userExposed is false! |
1483 | 2174 | ||
1484 | bool previousAttachmentStatus = dupe.IsAttachment; | 2175 | bool previousAttachmentStatus = dupe.IsAttachment; |
1485 | 2176 | ||
1486 | if (!userExposed) | 2177 | if (!userExposed) |
1487 | dupe.IsAttachment = true; | 2178 | dupe.IsAttachment = true; |
1488 | 2179 | ||
@@ -1495,16 +2186,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1495 | 2186 | ||
1496 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 2187 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1497 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 2188 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
2189 | |||
1498 | 2190 | ||
1499 | if (userExposed) | 2191 | if (userExposed) |
1500 | dupe.m_rootPart.TrimPermissions(); | 2192 | dupe.m_rootPart.TrimPermissions(); |
1501 | 2193 | ||
1502 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 2194 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1503 | 2195 | ||
1504 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 2196 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1505 | { | 2197 | { |
1506 | return p1.LinkNum.CompareTo(p2.LinkNum); | 2198 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1507 | } | 2199 | } |
1508 | ); | 2200 | ); |
1509 | 2201 | ||
1510 | foreach (SceneObjectPart part in partList) | 2202 | foreach (SceneObjectPart part in partList) |
@@ -1514,41 +2206,56 @@ namespace OpenSim.Region.Framework.Scenes | |||
1514 | { | 2206 | { |
1515 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 2207 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1516 | newPart.LinkNum = part.LinkNum; | 2208 | newPart.LinkNum = part.LinkNum; |
1517 | } | 2209 | if (userExposed) |
2210 | newPart.ParentID = dupe.m_rootPart.LocalId; | ||
2211 | } | ||
1518 | else | 2212 | else |
1519 | { | 2213 | { |
1520 | newPart = dupe.m_rootPart; | 2214 | newPart = dupe.m_rootPart; |
1521 | } | 2215 | } |
2216 | /* | ||
2217 | bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0); | ||
2218 | bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0); | ||
1522 | 2219 | ||
1523 | // Need to duplicate the physics actor as well | 2220 | // Need to duplicate the physics actor as well |
1524 | PhysicsActor originalPartPa = part.PhysActor; | 2221 | if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive)) |
1525 | if (originalPartPa != null && userExposed) | ||
1526 | { | 2222 | { |
1527 | PrimitiveBaseShape pbs = newPart.Shape; | 2223 | PrimitiveBaseShape pbs = newPart.Shape; |
1528 | |||
1529 | newPart.PhysActor | 2224 | newPart.PhysActor |
1530 | = m_scene.PhysicsScene.AddPrimShape( | 2225 | = m_scene.PhysicsScene.AddPrimShape( |
1531 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 2226 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
1532 | pbs, | 2227 | pbs, |
1533 | newPart.AbsolutePosition, | 2228 | newPart.AbsolutePosition, |
1534 | newPart.Scale, | 2229 | newPart.Scale, |
1535 | newPart.RotationOffset, | 2230 | newPart.GetWorldRotation(), |
1536 | originalPartPa.IsPhysical, | 2231 | isphys, |
2232 | isphan, | ||
1537 | newPart.LocalId); | 2233 | newPart.LocalId); |
1538 | 2234 | ||
1539 | newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); | 2235 | newPart.DoPhysicsPropertyUpdate(isphys, true); |
1540 | } | 2236 | */ |
2237 | if (userExposed) | ||
2238 | newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true); | ||
2239 | // } | ||
2240 | // copy keyframemotion | ||
2241 | if (part.KeyframeMotion != null) | ||
2242 | newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); | ||
1541 | } | 2243 | } |
1542 | 2244 | ||
1543 | if (userExposed) | 2245 | if (userExposed) |
1544 | { | 2246 | { |
1545 | dupe.UpdateParentIDs(); | 2247 | // done above dupe.UpdateParentIDs(); |
2248 | |||
2249 | if (dupe.m_rootPart.PhysActor != null) | ||
2250 | dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building | ||
2251 | |||
1546 | dupe.HasGroupChanged = true; | 2252 | dupe.HasGroupChanged = true; |
1547 | dupe.AttachToBackup(); | 2253 | dupe.AttachToBackup(); |
1548 | 2254 | ||
1549 | ScheduleGroupForFullUpdate(); | 2255 | ScheduleGroupForFullUpdate(); |
1550 | } | 2256 | } |
1551 | 2257 | ||
2258 | m_dupeInProgress = false; | ||
1552 | return dupe; | 2259 | return dupe; |
1553 | } | 2260 | } |
1554 | 2261 | ||
@@ -1560,11 +2267,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1560 | /// <param name="cGroupID"></param> | 2267 | /// <param name="cGroupID"></param> |
1561 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2268 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1562 | { | 2269 | { |
1563 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); | 2270 | // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); |
2271 | // give newpart a new local ID lettng old part keep same | ||
2272 | SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed); | ||
2273 | newpart.LocalId = m_scene.AllocateLocalId(); | ||
2274 | |||
2275 | SetRootPart(newpart); | ||
2276 | if (userExposed) | ||
2277 | RootPart.Velocity = Vector3.Zero; // In case source is moving | ||
1564 | } | 2278 | } |
1565 | 2279 | ||
1566 | public void ScriptSetPhysicsStatus(bool usePhysics) | 2280 | public void ScriptSetPhysicsStatus(bool usePhysics) |
1567 | { | 2281 | { |
2282 | if (usePhysics) | ||
2283 | { | ||
2284 | if (RootPart.KeyframeMotion != null) | ||
2285 | RootPart.KeyframeMotion.Stop(); | ||
2286 | RootPart.KeyframeMotion = null; | ||
2287 | } | ||
1568 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2288 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); |
1569 | } | 2289 | } |
1570 | 2290 | ||
@@ -1612,27 +2332,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1612 | 2332 | ||
1613 | if (pa != null) | 2333 | if (pa != null) |
1614 | { | 2334 | { |
1615 | pa.AddForce(impulse, true); | 2335 | // false to be applied as a impulse |
1616 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2336 | pa.AddForce(impulse, false); |
1617 | } | ||
1618 | } | ||
1619 | } | ||
1620 | |||
1621 | public void applyAngularImpulse(Vector3 impulse) | ||
1622 | { | ||
1623 | PhysicsActor pa = RootPart.PhysActor; | ||
1624 | |||
1625 | if (pa != null) | ||
1626 | { | ||
1627 | if (!IsAttachment) | ||
1628 | { | ||
1629 | pa.AddAngularForce(impulse, true); | ||
1630 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2337 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1631 | } | 2338 | } |
1632 | } | 2339 | } |
1633 | } | 2340 | } |
1634 | 2341 | ||
1635 | public void setAngularImpulse(Vector3 impulse) | 2342 | public void ApplyAngularImpulse(Vector3 impulse) |
1636 | { | 2343 | { |
1637 | PhysicsActor pa = RootPart.PhysActor; | 2344 | PhysicsActor pa = RootPart.PhysActor; |
1638 | 2345 | ||
@@ -1640,7 +2347,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1640 | { | 2347 | { |
1641 | if (!IsAttachment) | 2348 | if (!IsAttachment) |
1642 | { | 2349 | { |
1643 | pa.Torque = impulse; | 2350 | // false to be applied as a impulse |
2351 | pa.AddAngularForce(impulse, false); | ||
1644 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2352 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1645 | } | 2353 | } |
1646 | } | 2354 | } |
@@ -1648,20 +2356,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1648 | 2356 | ||
1649 | public Vector3 GetTorque() | 2357 | public Vector3 GetTorque() |
1650 | { | 2358 | { |
1651 | PhysicsActor pa = RootPart.PhysActor; | 2359 | return RootPart.Torque; |
1652 | |||
1653 | if (pa != null) | ||
1654 | { | ||
1655 | if (!IsAttachment) | ||
1656 | { | ||
1657 | Vector3 torque = pa.Torque; | ||
1658 | return torque; | ||
1659 | } | ||
1660 | } | ||
1661 | |||
1662 | return Vector3.Zero; | ||
1663 | } | 2360 | } |
1664 | 2361 | ||
2362 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1665 | public void moveToTarget(Vector3 target, float tau) | 2363 | public void moveToTarget(Vector3 target, float tau) |
1666 | { | 2364 | { |
1667 | if (IsAttachment) | 2365 | if (IsAttachment) |
@@ -1693,6 +2391,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
1693 | pa.PIDActive = false; | 2391 | pa.PIDActive = false; |
1694 | } | 2392 | } |
1695 | 2393 | ||
2394 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2395 | { | ||
2396 | SceneObjectPart rootpart = m_rootPart; | ||
2397 | if (rootpart != null) | ||
2398 | { | ||
2399 | if (IsAttachment) | ||
2400 | { | ||
2401 | /* | ||
2402 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2403 | if (avatar != null) | ||
2404 | { | ||
2405 | Rotate the Av? | ||
2406 | } */ | ||
2407 | } | ||
2408 | else | ||
2409 | { | ||
2410 | if (rootpart.PhysActor != null) | ||
2411 | { // APID must be implemented in your physics system for this to function. | ||
2412 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2413 | rootpart.PhysActor.APIDStrength = strength; | ||
2414 | rootpart.PhysActor.APIDDamping = damping; | ||
2415 | rootpart.PhysActor.APIDActive = true; | ||
2416 | } | ||
2417 | } | ||
2418 | } | ||
2419 | } | ||
2420 | |||
2421 | public void stopLookAt() | ||
2422 | { | ||
2423 | SceneObjectPart rootpart = m_rootPart; | ||
2424 | if (rootpart != null) | ||
2425 | { | ||
2426 | if (rootpart.PhysActor != null) | ||
2427 | { // APID must be implemented in your physics system for this to function. | ||
2428 | rootpart.PhysActor.APIDActive = false; | ||
2429 | } | ||
2430 | } | ||
2431 | |||
2432 | } | ||
2433 | |||
1696 | /// <summary> | 2434 | /// <summary> |
1697 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2435 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1698 | /// </summary> | 2436 | /// </summary> |
@@ -1709,7 +2447,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1709 | { | 2447 | { |
1710 | pa.PIDHoverHeight = height; | 2448 | pa.PIDHoverHeight = height; |
1711 | pa.PIDHoverType = hoverType; | 2449 | pa.PIDHoverType = hoverType; |
1712 | pa.PIDTau = tau; | 2450 | pa.PIDHoverTau = tau; |
1713 | pa.PIDHoverActive = true; | 2451 | pa.PIDHoverActive = true; |
1714 | } | 2452 | } |
1715 | else | 2453 | else |
@@ -1749,7 +2487,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1749 | /// <param name="cGroupID"></param> | 2487 | /// <param name="cGroupID"></param> |
1750 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2488 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1751 | { | 2489 | { |
1752 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2490 | // give new ID to the new part, letting old keep original |
2491 | // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
2492 | SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed); | ||
2493 | newPart.LocalId = m_scene.AllocateLocalId(); | ||
2494 | newPart.SetParent(this); | ||
2495 | |||
1753 | AddPart(newPart); | 2496 | AddPart(newPart); |
1754 | 2497 | ||
1755 | SetPartAsNonRoot(newPart); | 2498 | SetPartAsNonRoot(newPart); |
@@ -1888,11 +2631,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1888 | /// Immediately send a full update for this scene object. | 2631 | /// Immediately send a full update for this scene object. |
1889 | /// </summary> | 2632 | /// </summary> |
1890 | public void SendGroupFullUpdate() | 2633 | public void SendGroupFullUpdate() |
1891 | { | 2634 | { |
1892 | if (IsDeleted) | 2635 | if (IsDeleted) |
1893 | return; | 2636 | return; |
1894 | 2637 | ||
1895 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2638 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1896 | 2639 | ||
1897 | RootPart.SendFullUpdateToAllClients(); | 2640 | RootPart.SendFullUpdateToAllClients(); |
1898 | 2641 | ||
@@ -2048,6 +2791,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2048 | // 'linkPart' == the root of the group being linked into this group | 2791 | // 'linkPart' == the root of the group being linked into this group |
2049 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 2792 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
2050 | 2793 | ||
2794 | if (m_rootPart.PhysActor != null) | ||
2795 | m_rootPart.PhysActor.Building = true; | ||
2796 | if (linkPart.PhysActor != null) | ||
2797 | linkPart.PhysActor.Building = true; | ||
2798 | |||
2051 | // physics flags from group to be applied to linked parts | 2799 | // physics flags from group to be applied to linked parts |
2052 | bool grpusephys = UsesPhysics; | 2800 | bool grpusephys = UsesPhysics; |
2053 | bool grptemporary = IsTemporary; | 2801 | bool grptemporary = IsTemporary; |
@@ -2073,12 +2821,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2073 | Vector3 axPos = linkPart.OffsetPosition; | 2821 | Vector3 axPos = linkPart.OffsetPosition; |
2074 | // Rotate the linking root SOP's position to be relative to the new root prim | 2822 | // Rotate the linking root SOP's position to be relative to the new root prim |
2075 | Quaternion parentRot = m_rootPart.RotationOffset; | 2823 | Quaternion parentRot = m_rootPart.RotationOffset; |
2076 | axPos *= Quaternion.Inverse(parentRot); | 2824 | axPos *= Quaternion.Conjugate(parentRot); |
2077 | linkPart.OffsetPosition = axPos; | 2825 | linkPart.OffsetPosition = axPos; |
2078 | 2826 | ||
2079 | // Make the linking root SOP's rotation relative to the new root prim | 2827 | // Make the linking root SOP's rotation relative to the new root prim |
2080 | Quaternion oldRot = linkPart.RotationOffset; | 2828 | Quaternion oldRot = linkPart.RotationOffset; |
2081 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2829 | Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot; |
2082 | linkPart.RotationOffset = newRot; | 2830 | linkPart.RotationOffset = newRot; |
2083 | 2831 | ||
2084 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. | 2832 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. |
@@ -2112,7 +2860,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2112 | linkPart.CreateSelected = true; | 2860 | linkPart.CreateSelected = true; |
2113 | 2861 | ||
2114 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now | 2862 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now |
2115 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); | 2863 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true); |
2116 | 2864 | ||
2117 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 2865 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2118 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2866 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2122,6 +2870,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2122 | } | 2870 | } |
2123 | 2871 | ||
2124 | linkPart.LinkNum = linkNum++; | 2872 | linkPart.LinkNum = linkNum++; |
2873 | linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2125 | 2874 | ||
2126 | // Get a list of the SOP's in the old group in order of their linknum's. | 2875 | // Get a list of the SOP's in the old group in order of their linknum's. |
2127 | SceneObjectPart[] ogParts = objectGroup.Parts; | 2876 | SceneObjectPart[] ogParts = objectGroup.Parts; |
@@ -2140,7 +2889,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2140 | 2889 | ||
2141 | // Update the physics flags for the newly added SOP | 2890 | // Update the physics flags for the newly added SOP |
2142 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) | 2891 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) |
2143 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); | 2892 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true); |
2144 | 2893 | ||
2145 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 2894 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2146 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2895 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2158,7 +2907,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2158 | objectGroup.IsDeleted = true; | 2907 | objectGroup.IsDeleted = true; |
2159 | 2908 | ||
2160 | objectGroup.m_parts.Clear(); | 2909 | objectGroup.m_parts.Clear(); |
2161 | 2910 | ||
2162 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2911 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2163 | // objectGroup.m_rootPart = null; | 2912 | // objectGroup.m_rootPart = null; |
2164 | 2913 | ||
@@ -2172,6 +2921,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2172 | // unmoved prims! | 2921 | // unmoved prims! |
2173 | ResetChildPrimPhysicsPositions(); | 2922 | ResetChildPrimPhysicsPositions(); |
2174 | 2923 | ||
2924 | if (m_rootPart.PhysActor != null) | ||
2925 | m_rootPart.PhysActor.Building = false; | ||
2926 | |||
2175 | //HasGroupChanged = true; | 2927 | //HasGroupChanged = true; |
2176 | //ScheduleGroupForFullUpdate(); | 2928 | //ScheduleGroupForFullUpdate(); |
2177 | } | 2929 | } |
@@ -2239,7 +2991,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2239 | // m_log.DebugFormat( | 2991 | // m_log.DebugFormat( |
2240 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 2992 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2241 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 2993 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2242 | 2994 | ||
2995 | if (m_rootPart.PhysActor != null) | ||
2996 | m_rootPart.PhysActor.Building = true; | ||
2997 | |||
2243 | linkPart.ClearUndoState(); | 2998 | linkPart.ClearUndoState(); |
2244 | 2999 | ||
2245 | Vector3 worldPos = linkPart.GetWorldPosition(); | 3000 | Vector3 worldPos = linkPart.GetWorldPosition(); |
@@ -2310,6 +3065,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2310 | 3065 | ||
2311 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 3066 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
2312 | // (since delete works by deleting all rows which have a given object id) | 3067 | // (since delete works by deleting all rows which have a given object id) |
3068 | |||
3069 | // this is as it seems to be in sl now | ||
3070 | if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none) | ||
3071 | linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now | ||
3072 | |||
3073 | if (m_rootPart.PhysActor != null) | ||
3074 | m_rootPart.PhysActor.Building = false; | ||
3075 | |||
2313 | objectGroup.HasGroupChangedDueToDelink = true; | 3076 | objectGroup.HasGroupChangedDueToDelink = true; |
2314 | 3077 | ||
2315 | return objectGroup; | 3078 | return objectGroup; |
@@ -2321,6 +3084,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2321 | /// <param name="objectGroup"></param> | 3084 | /// <param name="objectGroup"></param> |
2322 | public virtual void DetachFromBackup() | 3085 | public virtual void DetachFromBackup() |
2323 | { | 3086 | { |
3087 | if (m_scene != null) | ||
3088 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2324 | if (m_isBackedUp && Scene != null) | 3089 | if (m_isBackedUp && Scene != null) |
2325 | m_scene.EventManager.OnBackup -= ProcessBackup; | 3090 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2326 | 3091 | ||
@@ -2341,7 +3106,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2341 | Vector3 axPos = part.OffsetPosition; | 3106 | Vector3 axPos = part.OffsetPosition; |
2342 | axPos *= parentRot; | 3107 | axPos *= parentRot; |
2343 | part.OffsetPosition = axPos; | 3108 | part.OffsetPosition = axPos; |
2344 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 3109 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
3110 | part.GroupPosition = newPos; | ||
2345 | part.OffsetPosition = Vector3.Zero; | 3111 | part.OffsetPosition = Vector3.Zero; |
2346 | 3112 | ||
2347 | // Compution our rotation to be not relative to the old parent | 3113 | // Compution our rotation to be not relative to the old parent |
@@ -2356,7 +3122,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2356 | part.LinkNum = linkNum; | 3122 | part.LinkNum = linkNum; |
2357 | 3123 | ||
2358 | // Compute the new position of this SOP relative to the group position | 3124 | // Compute the new position of this SOP relative to the group position |
2359 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 3125 | part.OffsetPosition = newPos - AbsolutePosition; |
2360 | 3126 | ||
2361 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. | 3127 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. |
2362 | // It would have the affect of setting the physics engine position multiple | 3128 | // It would have the affect of setting the physics engine position multiple |
@@ -2366,18 +3132,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2366 | // Rotate the relative position by the rotation of the group | 3132 | // Rotate the relative position by the rotation of the group |
2367 | Quaternion rootRotation = m_rootPart.RotationOffset; | 3133 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2368 | Vector3 pos = part.OffsetPosition; | 3134 | Vector3 pos = part.OffsetPosition; |
2369 | pos *= Quaternion.Inverse(rootRotation); | 3135 | pos *= Quaternion.Conjugate(rootRotation); |
2370 | part.OffsetPosition = pos; | 3136 | part.OffsetPosition = pos; |
2371 | 3137 | ||
2372 | // Compute the SOP's rotation relative to the rotation of the group. | 3138 | // Compute the SOP's rotation relative to the rotation of the group. |
2373 | parentRot = m_rootPart.RotationOffset; | 3139 | parentRot = m_rootPart.RotationOffset; |
2374 | oldRot = part.RotationOffset; | 3140 | oldRot = part.RotationOffset; |
2375 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 3141 | Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot; |
2376 | part.RotationOffset = newRot; | 3142 | part.RotationOffset = newRot; |
2377 | 3143 | ||
2378 | // Since this SOP's state has changed, push those changes into the physics engine | 3144 | // Since this SOP's state has changed, push those changes into the physics engine |
2379 | // and the simulator. | 3145 | // and the simulator. |
2380 | part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 3146 | // done on caller |
3147 | // part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2381 | } | 3148 | } |
2382 | 3149 | ||
2383 | /// <summary> | 3150 | /// <summary> |
@@ -2399,10 +3166,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2399 | { | 3166 | { |
2400 | if (!m_rootPart.BlockGrab) | 3167 | if (!m_rootPart.BlockGrab) |
2401 | { | 3168 | { |
2402 | Vector3 llmoveforce = pos - AbsolutePosition; | 3169 | /* Vector3 llmoveforce = pos - AbsolutePosition; |
2403 | Vector3 grabforce = llmoveforce; | 3170 | Vector3 grabforce = llmoveforce; |
2404 | grabforce = (grabforce / 10) * pa.Mass; | 3171 | grabforce = (grabforce / 10) * pa.Mass; |
2405 | pa.AddForce(grabforce, true); | 3172 | */ |
3173 | // empirically convert distance diference to a impulse | ||
3174 | Vector3 grabforce = pos - AbsolutePosition; | ||
3175 | grabforce = grabforce * (pa.Mass/ 10.0f); | ||
3176 | pa.AddForce(grabforce, false); | ||
2406 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 3177 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
2407 | } | 3178 | } |
2408 | } | 3179 | } |
@@ -2598,6 +3369,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2598 | /// <param name="SetVolumeDetect"></param> | 3369 | /// <param name="SetVolumeDetect"></param> |
2599 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) | 3370 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) |
2600 | { | 3371 | { |
3372 | HasGroupChanged = true; | ||
3373 | |||
2601 | SceneObjectPart selectionPart = GetPart(localID); | 3374 | SceneObjectPart selectionPart = GetPart(localID); |
2602 | 3375 | ||
2603 | if (SetTemporary && Scene != null) | 3376 | if (SetTemporary && Scene != null) |
@@ -2628,8 +3401,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2628 | } | 3401 | } |
2629 | } | 3402 | } |
2630 | 3403 | ||
2631 | for (int i = 0; i < parts.Length; i++) | 3404 | if (parts.Length > 1) |
2632 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 3405 | { |
3406 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3407 | |||
3408 | for (int i = 0; i < parts.Length; i++) | ||
3409 | { | ||
3410 | |||
3411 | if (parts[i].UUID != m_rootPart.UUID) | ||
3412 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3413 | } | ||
3414 | |||
3415 | if (m_rootPart.PhysActor != null) | ||
3416 | m_rootPart.PhysActor.Building = false; | ||
3417 | } | ||
3418 | else | ||
3419 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); | ||
2633 | } | 3420 | } |
2634 | } | 3421 | } |
2635 | 3422 | ||
@@ -2642,6 +3429,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2642 | } | 3429 | } |
2643 | } | 3430 | } |
2644 | 3431 | ||
3432 | |||
3433 | |||
3434 | /// <summary> | ||
3435 | /// Gets the number of parts | ||
3436 | /// </summary> | ||
3437 | /// <returns></returns> | ||
3438 | public int GetPartCount() | ||
3439 | { | ||
3440 | return Parts.Count(); | ||
3441 | } | ||
3442 | |||
2645 | /// <summary> | 3443 | /// <summary> |
2646 | /// Update the texture entry for this part | 3444 | /// Update the texture entry for this part |
2647 | /// </summary> | 3445 | /// </summary> |
@@ -2658,11 +3456,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
2658 | 3456 | ||
2659 | public void AdjustChildPrimPermissions() | 3457 | public void AdjustChildPrimPermissions() |
2660 | { | 3458 | { |
3459 | uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits | ||
3460 | uint foldedPerms = RootPart.OwnerMask & 3; | ||
3461 | |||
2661 | ForEachPart(part => | 3462 | ForEachPart(part => |
2662 | { | 3463 | { |
3464 | newOwnerMask &= part.BaseMask; | ||
2663 | if (part != RootPart) | 3465 | if (part != RootPart) |
2664 | part.ClonePermissions(RootPart); | 3466 | part.ClonePermissions(RootPart); |
2665 | }); | 3467 | }); |
3468 | |||
3469 | uint lockMask = ~(uint)PermissionMask.Move; | ||
3470 | uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move; | ||
3471 | RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask); | ||
3472 | RootPart.ScheduleFullUpdate(); | ||
2666 | } | 3473 | } |
2667 | 3474 | ||
2668 | public void UpdatePermissions(UUID AgentID, byte field, uint localID, | 3475 | public void UpdatePermissions(UUID AgentID, byte field, uint localID, |
@@ -2670,8 +3477,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2670 | { | 3477 | { |
2671 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); | 3478 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); |
2672 | 3479 | ||
3480 | bool god = Scene.Permissions.IsGod(AgentID); | ||
3481 | |||
3482 | if (field == 1 && god) | ||
3483 | { | ||
3484 | ForEachPart(part => | ||
3485 | { | ||
3486 | part.BaseMask = RootPart.BaseMask; | ||
3487 | }); | ||
3488 | } | ||
3489 | |||
2673 | AdjustChildPrimPermissions(); | 3490 | AdjustChildPrimPermissions(); |
2674 | 3491 | ||
3492 | if (field == 1 && god) // Base mask was set. Update all child part inventories | ||
3493 | { | ||
3494 | foreach (SceneObjectPart part in Parts) | ||
3495 | part.Inventory.ApplyGodPermissions(RootPart.BaseMask); | ||
3496 | } | ||
3497 | |||
2675 | HasGroupChanged = true; | 3498 | HasGroupChanged = true; |
2676 | 3499 | ||
2677 | // Send the group's properties to all clients once all parts are updated | 3500 | // Send the group's properties to all clients once all parts are updated |
@@ -2717,8 +3540,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2717 | 3540 | ||
2718 | PhysicsActor pa = m_rootPart.PhysActor; | 3541 | PhysicsActor pa = m_rootPart.PhysActor; |
2719 | 3542 | ||
2720 | RootPart.StoreUndoState(true); | ||
2721 | |||
2722 | if (Scene != null) | 3543 | if (Scene != null) |
2723 | { | 3544 | { |
2724 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); | 3545 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); |
@@ -2746,7 +3567,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2746 | SceneObjectPart obPart = parts[i]; | 3567 | SceneObjectPart obPart = parts[i]; |
2747 | if (obPart.UUID != m_rootPart.UUID) | 3568 | if (obPart.UUID != m_rootPart.UUID) |
2748 | { | 3569 | { |
2749 | // obPart.IgnoreUndoUpdate = true; | ||
2750 | Vector3 oldSize = new Vector3(obPart.Scale); | 3570 | Vector3 oldSize = new Vector3(obPart.Scale); |
2751 | 3571 | ||
2752 | float f = 1.0f; | 3572 | float f = 1.0f; |
@@ -2858,8 +3678,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2858 | z *= a; | 3678 | z *= a; |
2859 | } | 3679 | } |
2860 | } | 3680 | } |
2861 | |||
2862 | // obPart.IgnoreUndoUpdate = false; | ||
2863 | } | 3681 | } |
2864 | } | 3682 | } |
2865 | } | 3683 | } |
@@ -2869,9 +3687,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2869 | prevScale.Y *= y; | 3687 | prevScale.Y *= y; |
2870 | prevScale.Z *= z; | 3688 | prevScale.Z *= z; |
2871 | 3689 | ||
2872 | // RootPart.IgnoreUndoUpdate = true; | ||
2873 | RootPart.Resize(prevScale); | 3690 | RootPart.Resize(prevScale); |
2874 | // RootPart.IgnoreUndoUpdate = false; | ||
2875 | 3691 | ||
2876 | for (int i = 0; i < parts.Length; i++) | 3692 | for (int i = 0; i < parts.Length; i++) |
2877 | { | 3693 | { |
@@ -2879,8 +3695,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2879 | 3695 | ||
2880 | if (obPart.UUID != m_rootPart.UUID) | 3696 | if (obPart.UUID != m_rootPart.UUID) |
2881 | { | 3697 | { |
2882 | obPart.IgnoreUndoUpdate = true; | ||
2883 | |||
2884 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3698 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2885 | currentpos.X *= x; | 3699 | currentpos.X *= x; |
2886 | currentpos.Y *= y; | 3700 | currentpos.Y *= y; |
@@ -2893,16 +3707,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2893 | 3707 | ||
2894 | obPart.Resize(newSize); | 3708 | obPart.Resize(newSize); |
2895 | obPart.UpdateOffSet(currentpos); | 3709 | obPart.UpdateOffSet(currentpos); |
2896 | |||
2897 | obPart.IgnoreUndoUpdate = false; | ||
2898 | } | 3710 | } |
2899 | 3711 | ||
2900 | // obPart.IgnoreUndoUpdate = false; | 3712 | HasGroupChanged = true; |
2901 | // obPart.StoreUndoState(); | 3713 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
3714 | ScheduleGroupForTerseUpdate(); | ||
2902 | } | 3715 | } |
2903 | |||
2904 | // m_log.DebugFormat( | ||
2905 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); | ||
2906 | } | 3716 | } |
2907 | 3717 | ||
2908 | #endregion | 3718 | #endregion |
@@ -2915,14 +3725,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2915 | /// <param name="pos"></param> | 3725 | /// <param name="pos"></param> |
2916 | public void UpdateGroupPosition(Vector3 pos) | 3726 | public void UpdateGroupPosition(Vector3 pos) |
2917 | { | 3727 | { |
2918 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); | ||
2919 | |||
2920 | RootPart.StoreUndoState(true); | ||
2921 | |||
2922 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2923 | // for (int i = 0; i < parts.Length; i++) | ||
2924 | // parts[i].StoreUndoState(); | ||
2925 | |||
2926 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3728 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2927 | { | 3729 | { |
2928 | if (IsAttachment) | 3730 | if (IsAttachment) |
@@ -2955,21 +3757,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2955 | /// </summary> | 3757 | /// </summary> |
2956 | /// <param name="pos"></param> | 3758 | /// <param name="pos"></param> |
2957 | /// <param name="localID"></param> | 3759 | /// <param name="localID"></param> |
3760 | /// | ||
3761 | |||
2958 | public void UpdateSinglePosition(Vector3 pos, uint localID) | 3762 | public void UpdateSinglePosition(Vector3 pos, uint localID) |
2959 | { | 3763 | { |
2960 | SceneObjectPart part = GetPart(localID); | 3764 | SceneObjectPart part = GetPart(localID); |
2961 | 3765 | ||
2962 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2963 | // for (int i = 0; i < parts.Length; i++) | ||
2964 | // parts[i].StoreUndoState(); | ||
2965 | |||
2966 | if (part != null) | 3766 | if (part != null) |
2967 | { | 3767 | { |
2968 | // m_log.DebugFormat( | 3768 | // unlock parts position change |
2969 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); | 3769 | if (m_rootPart.PhysActor != null) |
2970 | 3770 | m_rootPart.PhysActor.Building = true; | |
2971 | part.StoreUndoState(false); | ||
2972 | part.IgnoreUndoUpdate = true; | ||
2973 | 3771 | ||
2974 | if (part.UUID == m_rootPart.UUID) | 3772 | if (part.UUID == m_rootPart.UUID) |
2975 | { | 3773 | { |
@@ -2980,8 +3778,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2980 | part.UpdateOffSet(pos); | 3778 | part.UpdateOffSet(pos); |
2981 | } | 3779 | } |
2982 | 3780 | ||
3781 | if (m_rootPart.PhysActor != null) | ||
3782 | m_rootPart.PhysActor.Building = false; | ||
3783 | |||
2983 | HasGroupChanged = true; | 3784 | HasGroupChanged = true; |
2984 | part.IgnoreUndoUpdate = false; | ||
2985 | } | 3785 | } |
2986 | } | 3786 | } |
2987 | 3787 | ||
@@ -2991,13 +3791,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2991 | /// <param name="pos"></param> | 3791 | /// <param name="pos"></param> |
2992 | public void UpdateRootPosition(Vector3 pos) | 3792 | public void UpdateRootPosition(Vector3 pos) |
2993 | { | 3793 | { |
2994 | // m_log.DebugFormat( | 3794 | // needs to be called with phys building true |
2995 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); | ||
2996 | |||
2997 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2998 | // for (int i = 0; i < parts.Length; i++) | ||
2999 | // parts[i].StoreUndoState(); | ||
3000 | |||
3001 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3795 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
3002 | Vector3 oldPos = | 3796 | Vector3 oldPos = |
3003 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, | 3797 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, |
@@ -3020,7 +3814,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3020 | AbsolutePosition = newPos; | 3814 | AbsolutePosition = newPos; |
3021 | 3815 | ||
3022 | HasGroupChanged = true; | 3816 | HasGroupChanged = true; |
3023 | ScheduleGroupForTerseUpdate(); | 3817 | if (m_rootPart.Undoing) |
3818 | { | ||
3819 | ScheduleGroupForFullUpdate(); | ||
3820 | } | ||
3821 | else | ||
3822 | { | ||
3823 | ScheduleGroupForTerseUpdate(); | ||
3824 | } | ||
3024 | } | 3825 | } |
3025 | 3826 | ||
3026 | #endregion | 3827 | #endregion |
@@ -3033,24 +3834,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3033 | /// <param name="rot"></param> | 3834 | /// <param name="rot"></param> |
3034 | public void UpdateGroupRotationR(Quaternion rot) | 3835 | public void UpdateGroupRotationR(Quaternion rot) |
3035 | { | 3836 | { |
3036 | // m_log.DebugFormat( | ||
3037 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); | ||
3038 | |||
3039 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3040 | // for (int i = 0; i < parts.Length; i++) | ||
3041 | // parts[i].StoreUndoState(); | ||
3042 | |||
3043 | m_rootPart.StoreUndoState(true); | ||
3044 | |||
3045 | m_rootPart.UpdateRotation(rot); | 3837 | m_rootPart.UpdateRotation(rot); |
3046 | 3838 | ||
3839 | /* this is done by rootpart RotationOffset set called by UpdateRotation | ||
3047 | PhysicsActor actor = m_rootPart.PhysActor; | 3840 | PhysicsActor actor = m_rootPart.PhysActor; |
3048 | if (actor != null) | 3841 | if (actor != null) |
3049 | { | 3842 | { |
3050 | actor.Orientation = m_rootPart.RotationOffset; | 3843 | actor.Orientation = m_rootPart.RotationOffset; |
3051 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); | 3844 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); |
3052 | } | 3845 | } |
3053 | 3846 | */ | |
3054 | HasGroupChanged = true; | 3847 | HasGroupChanged = true; |
3055 | ScheduleGroupForTerseUpdate(); | 3848 | ScheduleGroupForTerseUpdate(); |
3056 | } | 3849 | } |
@@ -3062,16 +3855,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3062 | /// <param name="rot"></param> | 3855 | /// <param name="rot"></param> |
3063 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 3856 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
3064 | { | 3857 | { |
3065 | // m_log.DebugFormat( | ||
3066 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); | ||
3067 | |||
3068 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3069 | // for (int i = 0; i < parts.Length; i++) | ||
3070 | // parts[i].StoreUndoState(); | ||
3071 | |||
3072 | RootPart.StoreUndoState(true); | ||
3073 | RootPart.IgnoreUndoUpdate = true; | ||
3074 | |||
3075 | m_rootPart.UpdateRotation(rot); | 3858 | m_rootPart.UpdateRotation(rot); |
3076 | 3859 | ||
3077 | PhysicsActor actor = m_rootPart.PhysActor; | 3860 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -3090,8 +3873,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3090 | 3873 | ||
3091 | HasGroupChanged = true; | 3874 | HasGroupChanged = true; |
3092 | ScheduleGroupForTerseUpdate(); | 3875 | ScheduleGroupForTerseUpdate(); |
3093 | |||
3094 | RootPart.IgnoreUndoUpdate = false; | ||
3095 | } | 3876 | } |
3096 | 3877 | ||
3097 | /// <summary> | 3878 | /// <summary> |
@@ -3104,13 +3885,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3104 | SceneObjectPart part = GetPart(localID); | 3885 | SceneObjectPart part = GetPart(localID); |
3105 | 3886 | ||
3106 | SceneObjectPart[] parts = m_parts.GetArray(); | 3887 | SceneObjectPart[] parts = m_parts.GetArray(); |
3107 | for (int i = 0; i < parts.Length; i++) | ||
3108 | parts[i].StoreUndoState(); | ||
3109 | 3888 | ||
3110 | if (part != null) | 3889 | if (part != null) |
3111 | { | 3890 | { |
3112 | // m_log.DebugFormat( | 3891 | if (m_rootPart.PhysActor != null) |
3113 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 3892 | m_rootPart.PhysActor.Building = true; |
3114 | 3893 | ||
3115 | if (part.UUID == m_rootPart.UUID) | 3894 | if (part.UUID == m_rootPart.UUID) |
3116 | { | 3895 | { |
@@ -3120,6 +3899,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3120 | { | 3899 | { |
3121 | part.UpdateRotation(rot); | 3900 | part.UpdateRotation(rot); |
3122 | } | 3901 | } |
3902 | |||
3903 | if (m_rootPart.PhysActor != null) | ||
3904 | m_rootPart.PhysActor.Building = false; | ||
3123 | } | 3905 | } |
3124 | } | 3906 | } |
3125 | 3907 | ||
@@ -3133,12 +3915,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3133 | SceneObjectPart part = GetPart(localID); | 3915 | SceneObjectPart part = GetPart(localID); |
3134 | if (part != null) | 3916 | if (part != null) |
3135 | { | 3917 | { |
3136 | // m_log.DebugFormat( | 3918 | if (m_rootPart.PhysActor != null) |
3137 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", | 3919 | m_rootPart.PhysActor.Building = true; |
3138 | // part.Name, part.LocalId, rot); | ||
3139 | |||
3140 | part.StoreUndoState(); | ||
3141 | part.IgnoreUndoUpdate = true; | ||
3142 | 3920 | ||
3143 | if (part.UUID == m_rootPart.UUID) | 3921 | if (part.UUID == m_rootPart.UUID) |
3144 | { | 3922 | { |
@@ -3151,7 +3929,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3151 | part.OffsetPosition = pos; | 3929 | part.OffsetPosition = pos; |
3152 | } | 3930 | } |
3153 | 3931 | ||
3154 | part.IgnoreUndoUpdate = false; | 3932 | if (m_rootPart.PhysActor != null) |
3933 | m_rootPart.PhysActor.Building = false; | ||
3155 | } | 3934 | } |
3156 | } | 3935 | } |
3157 | 3936 | ||
@@ -3161,15 +3940,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3161 | /// <param name="rot"></param> | 3940 | /// <param name="rot"></param> |
3162 | public void UpdateRootRotation(Quaternion rot) | 3941 | public void UpdateRootRotation(Quaternion rot) |
3163 | { | 3942 | { |
3164 | // m_log.DebugFormat( | 3943 | // needs to be called with phys building true |
3165 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", | ||
3166 | // Name, LocalId, rot); | ||
3167 | |||
3168 | Quaternion axRot = rot; | 3944 | Quaternion axRot = rot; |
3169 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3945 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3170 | 3946 | ||
3171 | m_rootPart.StoreUndoState(); | 3947 | //Don't use UpdateRotation because it schedules an update prematurely |
3172 | m_rootPart.UpdateRotation(rot); | 3948 | m_rootPart.RotationOffset = rot; |
3173 | 3949 | ||
3174 | PhysicsActor pa = m_rootPart.PhysActor; | 3950 | PhysicsActor pa = m_rootPart.PhysActor; |
3175 | 3951 | ||
@@ -3185,35 +3961,145 @@ namespace OpenSim.Region.Framework.Scenes | |||
3185 | SceneObjectPart prim = parts[i]; | 3961 | SceneObjectPart prim = parts[i]; |
3186 | if (prim.UUID != m_rootPart.UUID) | 3962 | if (prim.UUID != m_rootPart.UUID) |
3187 | { | 3963 | { |
3188 | prim.IgnoreUndoUpdate = true; | 3964 | Quaternion NewRot = oldParentRot * prim.RotationOffset; |
3965 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3966 | prim.RotationOffset = NewRot; | ||
3967 | |||
3189 | Vector3 axPos = prim.OffsetPosition; | 3968 | Vector3 axPos = prim.OffsetPosition; |
3969 | |||
3190 | axPos *= oldParentRot; | 3970 | axPos *= oldParentRot; |
3191 | axPos *= Quaternion.Inverse(axRot); | 3971 | axPos *= Quaternion.Inverse(axRot); |
3192 | prim.OffsetPosition = axPos; | 3972 | prim.OffsetPosition = axPos; |
3193 | Quaternion primsRot = prim.RotationOffset; | 3973 | } |
3194 | Quaternion newRot = oldParentRot * primsRot; | 3974 | } |
3195 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
3196 | prim.RotationOffset = newRot; | ||
3197 | prim.ScheduleTerseUpdate(); | ||
3198 | prim.IgnoreUndoUpdate = false; | ||
3199 | } | ||
3200 | } | ||
3201 | |||
3202 | // for (int i = 0; i < parts.Length; i++) | ||
3203 | // { | ||
3204 | // SceneObjectPart childpart = parts[i]; | ||
3205 | // if (childpart != m_rootPart) | ||
3206 | // { | ||
3207 | //// childpart.IgnoreUndoUpdate = false; | ||
3208 | //// childpart.StoreUndoState(); | ||
3209 | // } | ||
3210 | // } | ||
3211 | 3975 | ||
3212 | m_rootPart.ScheduleTerseUpdate(); | 3976 | HasGroupChanged = true; |
3977 | ScheduleGroupForFullUpdate(); | ||
3978 | } | ||
3213 | 3979 | ||
3214 | // m_log.DebugFormat( | 3980 | private enum updatetype :int |
3215 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3981 | { |
3216 | // Name, LocalId, rot); | 3982 | none = 0, |
3983 | partterse = 1, | ||
3984 | partfull = 2, | ||
3985 | groupterse = 3, | ||
3986 | groupfull = 4 | ||
3987 | } | ||
3988 | |||
3989 | public void doChangeObject(SceneObjectPart part, ObjectChangeData data) | ||
3990 | { | ||
3991 | // TODO this still as excessive *.Schedule*Update()s | ||
3992 | |||
3993 | if (part != null && part.ParentGroup != null) | ||
3994 | { | ||
3995 | ObjectChangeType change = data.change; | ||
3996 | bool togroup = ((change & ObjectChangeType.Group) != 0); | ||
3997 | // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use | ||
3998 | |||
3999 | SceneObjectGroup group = part.ParentGroup; | ||
4000 | PhysicsActor pha = group.RootPart.PhysActor; | ||
4001 | |||
4002 | updatetype updateType = updatetype.none; | ||
4003 | |||
4004 | if (togroup) | ||
4005 | { | ||
4006 | // related to group | ||
4007 | if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0) | ||
4008 | { | ||
4009 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4010 | { | ||
4011 | group.RootPart.UpdateRotation(data.rotation); | ||
4012 | updateType = updatetype.none; | ||
4013 | } | ||
4014 | if ((change & ObjectChangeType.Position) != 0) | ||
4015 | { | ||
4016 | if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position)) | ||
4017 | UpdateGroupPosition(data.position); | ||
4018 | updateType = updatetype.groupterse; | ||
4019 | } | ||
4020 | else | ||
4021 | // ugly rotation update of all parts | ||
4022 | { | ||
4023 | group.ResetChildPrimPhysicsPositions(); | ||
4024 | } | ||
4025 | |||
4026 | } | ||
4027 | if ((change & ObjectChangeType.Scale) != 0) | ||
4028 | { | ||
4029 | if (pha != null) | ||
4030 | pha.Building = true; | ||
4031 | |||
4032 | group.GroupResize(data.scale); | ||
4033 | updateType = updatetype.none; | ||
4034 | |||
4035 | if (pha != null) | ||
4036 | pha.Building = false; | ||
4037 | } | ||
4038 | } | ||
4039 | else | ||
4040 | { | ||
4041 | // related to single prim in a link-set ( ie group) | ||
4042 | if (pha != null) | ||
4043 | pha.Building = true; | ||
4044 | |||
4045 | // root part is special | ||
4046 | // parts offset positions or rotations need to change also | ||
4047 | |||
4048 | if (part == group.RootPart) | ||
4049 | { | ||
4050 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4051 | group.UpdateRootRotation(data.rotation); | ||
4052 | if ((change & ObjectChangeType.Position) != 0) | ||
4053 | group.UpdateRootPosition(data.position); | ||
4054 | if ((change & ObjectChangeType.Scale) != 0) | ||
4055 | part.Resize(data.scale); | ||
4056 | } | ||
4057 | else | ||
4058 | { | ||
4059 | if ((change & ObjectChangeType.Position) != 0) | ||
4060 | { | ||
4061 | part.OffsetPosition = data.position; | ||
4062 | updateType = updatetype.partterse; | ||
4063 | } | ||
4064 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4065 | { | ||
4066 | part.UpdateRotation(data.rotation); | ||
4067 | updateType = updatetype.none; | ||
4068 | } | ||
4069 | if ((change & ObjectChangeType.Scale) != 0) | ||
4070 | { | ||
4071 | part.Resize(data.scale); | ||
4072 | updateType = updatetype.none; | ||
4073 | } | ||
4074 | } | ||
4075 | |||
4076 | if (pha != null) | ||
4077 | pha.Building = false; | ||
4078 | } | ||
4079 | |||
4080 | if (updateType != updatetype.none) | ||
4081 | { | ||
4082 | group.HasGroupChanged = true; | ||
4083 | |||
4084 | switch (updateType) | ||
4085 | { | ||
4086 | case updatetype.partterse: | ||
4087 | part.ScheduleTerseUpdate(); | ||
4088 | break; | ||
4089 | case updatetype.partfull: | ||
4090 | part.ScheduleFullUpdate(); | ||
4091 | break; | ||
4092 | case updatetype.groupterse: | ||
4093 | group.ScheduleGroupForTerseUpdate(); | ||
4094 | break; | ||
4095 | case updatetype.groupfull: | ||
4096 | group.ScheduleGroupForFullUpdate(); | ||
4097 | break; | ||
4098 | default: | ||
4099 | break; | ||
4100 | } | ||
4101 | } | ||
4102 | } | ||
3217 | } | 4103 | } |
3218 | 4104 | ||
3219 | #endregion | 4105 | #endregion |
@@ -3312,10 +4198,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3312 | scriptPosTarget target = m_targets[idx]; | 4198 | scriptPosTarget target = m_targets[idx]; |
3313 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) | 4199 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) |
3314 | { | 4200 | { |
4201 | at_target = true; | ||
4202 | |||
3315 | // trigger at_target | 4203 | // trigger at_target |
3316 | if (m_scriptListens_atTarget) | 4204 | if (m_scriptListens_atTarget) |
3317 | { | 4205 | { |
3318 | at_target = true; | ||
3319 | scriptPosTarget att = new scriptPosTarget(); | 4206 | scriptPosTarget att = new scriptPosTarget(); |
3320 | att.targetPos = target.targetPos; | 4207 | att.targetPos = target.targetPos; |
3321 | att.tolerance = target.tolerance; | 4208 | att.tolerance = target.tolerance; |
@@ -3433,11 +4320,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
3433 | } | 4320 | } |
3434 | } | 4321 | } |
3435 | } | 4322 | } |
3436 | 4323 | ||
4324 | public Vector3 GetGeometricCenter() | ||
4325 | { | ||
4326 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
4327 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
4328 | // ignoring tortured prims details since sl also seems to ignore | ||
4329 | // so no real use in doing it on physics | ||
4330 | |||
4331 | Vector3 gc = Vector3.Zero; | ||
4332 | |||
4333 | int nparts = m_parts.Count; | ||
4334 | if (nparts <= 1) | ||
4335 | return gc; | ||
4336 | |||
4337 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4338 | nparts = parts.Length; // just in case it changed | ||
4339 | if (nparts <= 1) | ||
4340 | return gc; | ||
4341 | |||
4342 | Quaternion parentRot = RootPart.RotationOffset; | ||
4343 | Vector3 pPos; | ||
4344 | |||
4345 | // average all parts positions | ||
4346 | for (int i = 0; i < nparts; i++) | ||
4347 | { | ||
4348 | // do it directly | ||
4349 | // gc += parts[i].GetWorldPosition(); | ||
4350 | if (parts[i] != RootPart) | ||
4351 | { | ||
4352 | pPos = parts[i].OffsetPosition; | ||
4353 | gc += pPos; | ||
4354 | } | ||
4355 | |||
4356 | } | ||
4357 | gc /= nparts; | ||
4358 | |||
4359 | // relative to root: | ||
4360 | // gc -= AbsolutePosition; | ||
4361 | return gc; | ||
4362 | } | ||
4363 | |||
3437 | public float GetMass() | 4364 | public float GetMass() |
3438 | { | 4365 | { |
3439 | float retmass = 0f; | 4366 | float retmass = 0f; |
3440 | |||
3441 | SceneObjectPart[] parts = m_parts.GetArray(); | 4367 | SceneObjectPart[] parts = m_parts.GetArray(); |
3442 | for (int i = 0; i < parts.Length; i++) | 4368 | for (int i = 0; i < parts.Length; i++) |
3443 | retmass += parts[i].GetMass(); | 4369 | retmass += parts[i].GetMass(); |
@@ -3445,6 +4371,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3445 | return retmass; | 4371 | return retmass; |
3446 | } | 4372 | } |
3447 | 4373 | ||
4374 | // center of mass of full object | ||
4375 | public Vector3 GetCenterOfMass() | ||
4376 | { | ||
4377 | PhysicsActor pa = RootPart.PhysActor; | ||
4378 | |||
4379 | if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null) | ||
4380 | { | ||
4381 | // physics knows better about center of mass of physical prims | ||
4382 | Vector3 tmp = pa.CenterOfMass; | ||
4383 | return tmp; | ||
4384 | } | ||
4385 | |||
4386 | Vector3 Ptot = Vector3.Zero; | ||
4387 | float totmass = 0f; | ||
4388 | float m; | ||
4389 | |||
4390 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4391 | for (int i = 0; i < parts.Length; i++) | ||
4392 | { | ||
4393 | m = parts[i].GetMass(); | ||
4394 | Ptot += parts[i].GetPartCenterOfMass() * m; | ||
4395 | totmass += m; | ||
4396 | } | ||
4397 | |||
4398 | if (totmass == 0) | ||
4399 | totmass = 0; | ||
4400 | else | ||
4401 | totmass = 1 / totmass; | ||
4402 | Ptot *= totmass; | ||
4403 | |||
4404 | return Ptot; | ||
4405 | } | ||
4406 | |||
3448 | /// <summary> | 4407 | /// <summary> |
3449 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that | 4408 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that |
3450 | /// the physics engine can use it. | 4409 | /// the physics engine can use it. |
@@ -3613,6 +4572,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3613 | FromItemID = uuid; | 4572 | FromItemID = uuid; |
3614 | } | 4573 | } |
3615 | 4574 | ||
4575 | public void ResetOwnerChangeFlag() | ||
4576 | { | ||
4577 | ForEachPart(delegate(SceneObjectPart part) | ||
4578 | { | ||
4579 | part.ResetOwnerChangeFlag(); | ||
4580 | }); | ||
4581 | } | ||
4582 | |||
3616 | #endregion | 4583 | #endregion |
3617 | } | 4584 | } |
3618 | } | 4585 | } |