diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1252 |
1 files changed, 1043 insertions, 209 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 49a3485..c47db97 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -24,11 +24,12 @@ | |||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Drawing; | 30 | using System.Drawing; |
31 | using System.IO; | 31 | using System.IO; |
32 | using System.Diagnostics; | ||
32 | using System.Linq; | 33 | using System.Linq; |
33 | using System.Threading; | 34 | using System.Threading; |
34 | using System.Xml; | 35 | using System.Xml; |
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization; | |||
42 | 43 | ||
43 | namespace OpenSim.Region.Framework.Scenes | 44 | namespace OpenSim.Region.Framework.Scenes |
44 | { | 45 | { |
46 | |||
45 | [Flags] | 47 | [Flags] |
46 | public enum scriptEvents | 48 | public enum scriptEvents |
47 | { | 49 | { |
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
105 | /// since the group's last persistent backup | 107 | /// since the group's last persistent backup |
106 | /// </summary> | 108 | /// </summary> |
107 | private bool m_hasGroupChanged = false; | 109 | private bool m_hasGroupChanged = false; |
108 | private long timeFirstChanged; | 110 | private long timeFirstChanged = 0; |
109 | private long timeLastChanged; | 111 | private long timeLastChanged = 0; |
112 | private long m_maxPersistTime = 0; | ||
113 | private long m_minPersistTime = 0; | ||
114 | private Random m_rand; | ||
115 | private bool m_suspendUpdates; | ||
116 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
117 | |||
118 | public bool areUpdatesSuspended | ||
119 | { | ||
120 | get | ||
121 | { | ||
122 | return m_suspendUpdates; | ||
123 | } | ||
124 | set | ||
125 | { | ||
126 | m_suspendUpdates = value; | ||
127 | if (!value) | ||
128 | { | ||
129 | QueueForUpdateCheck(); | ||
130 | } | ||
131 | } | ||
132 | } | ||
110 | 133 | ||
111 | public bool HasGroupChanged | 134 | public bool HasGroupChanged |
112 | { | 135 | { |
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
114 | { | 137 | { |
115 | if (value) | 138 | if (value) |
116 | { | 139 | { |
140 | if (m_isBackedUp) | ||
141 | { | ||
142 | m_scene.SceneGraph.FireChangeBackup(this); | ||
143 | } | ||
117 | timeLastChanged = DateTime.Now.Ticks; | 144 | timeLastChanged = DateTime.Now.Ticks; |
118 | if (!m_hasGroupChanged) | 145 | if (!m_hasGroupChanged) |
119 | timeFirstChanged = DateTime.Now.Ticks; | 146 | timeFirstChanged = DateTime.Now.Ticks; |
147 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
148 | { | ||
149 | if (m_rand == null) | ||
150 | { | ||
151 | byte[] val = new byte[16]; | ||
152 | m_rootPart.UUID.ToBytes(val, 0); | ||
153 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
154 | } | ||
155 | |||
156 | if (m_scene.GetRootAgentCount() == 0) | ||
157 | { | ||
158 | //If the region is empty, this change has been made by an automated process | ||
159 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
160 | |||
161 | float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
162 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
163 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
164 | } | ||
165 | else | ||
166 | { | ||
167 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
168 | //but add a random factor so we stagger the object persistance a little | ||
169 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
170 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
171 | } | ||
172 | } | ||
120 | } | 173 | } |
121 | m_hasGroupChanged = value; | 174 | m_hasGroupChanged = value; |
122 | 175 | ||
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 184 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
132 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 185 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
133 | /// </summary> | 186 | /// </summary> |
134 | public bool HasGroupChangedDueToDelink { get; private set; } | 187 | public bool HasGroupChangedDueToDelink { get; set; } |
135 | 188 | ||
136 | private bool isTimeToPersist() | 189 | private bool isTimeToPersist() |
137 | { | 190 | { |
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
141 | return false; | 194 | return false; |
142 | if (m_scene.ShuttingDown) | 195 | if (m_scene.ShuttingDown) |
143 | return true; | 196 | return true; |
197 | |||
198 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
199 | { | ||
200 | m_maxPersistTime = m_scene.m_persistAfter; | ||
201 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
202 | } | ||
203 | |||
144 | long currentTime = DateTime.Now.Ticks; | 204 | long currentTime = DateTime.Now.Ticks; |
145 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 205 | |
206 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
207 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
208 | |||
209 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
146 | return true; | 210 | return true; |
147 | return false; | 211 | return false; |
148 | } | 212 | } |
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
245 | 309 | ||
246 | private bool m_scriptListens_atTarget; | 310 | private bool m_scriptListens_atTarget; |
247 | private bool m_scriptListens_notAtTarget; | 311 | private bool m_scriptListens_notAtTarget; |
248 | |||
249 | private bool m_scriptListens_atRotTarget; | 312 | private bool m_scriptListens_atRotTarget; |
250 | private bool m_scriptListens_notAtRotTarget; | 313 | private bool m_scriptListens_notAtRotTarget; |
251 | 314 | ||
315 | public bool m_dupeInProgress = false; | ||
252 | internal Dictionary<UUID, string> m_savedScriptState; | 316 | internal Dictionary<UUID, string> m_savedScriptState; |
253 | 317 | ||
254 | #region Properties | 318 | #region Properties |
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
285 | get { return m_parts.Count; } | 349 | get { return m_parts.Count; } |
286 | } | 350 | } |
287 | 351 | ||
352 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
353 | // | ||
354 | // public virtual Quaternion Rotation | ||
355 | // { | ||
356 | // get { return m_rotation; } | ||
357 | // set { | ||
358 | // m_rotation = value; | ||
359 | // } | ||
360 | // } | ||
361 | |||
288 | public Quaternion GroupRotation | 362 | public Quaternion GroupRotation |
289 | { | 363 | { |
290 | get { return m_rootPart.RotationOffset; } | 364 | get { return m_rootPart.RotationOffset; } |
@@ -404,14 +478,99 @@ namespace OpenSim.Region.Framework.Scenes | |||
404 | 478 | ||
405 | if (Scene != null) | 479 | if (Scene != null) |
406 | { | 480 | { |
407 | if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) | 481 | // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) |
408 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) | 482 | // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) |
483 | // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | ||
484 | if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W) | ||
485 | || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S)) | ||
409 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | 486 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) |
410 | { | 487 | { |
411 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 488 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); |
489 | uint x = 0; | ||
490 | uint y = 0; | ||
491 | string version = String.Empty; | ||
492 | Vector3 newpos = Vector3.Zero; | ||
493 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
494 | |||
495 | bool canCross = true; | ||
496 | foreach (ScenePresence av in m_linkedAvatars) | ||
497 | { | ||
498 | // We need to cross these agents. First, let's find | ||
499 | // out if any of them can't cross for some reason. | ||
500 | // We have to deny the crossing entirely if any | ||
501 | // of them are banned. Alternatively, we could | ||
502 | // unsit banned agents.... | ||
503 | |||
504 | |||
505 | // We set the avatar position as being the object | ||
506 | // position to get the region to send to | ||
507 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | ||
508 | { | ||
509 | canCross = false; | ||
510 | break; | ||
511 | } | ||
512 | |||
513 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
514 | } | ||
515 | |||
516 | if (canCross) | ||
517 | { | ||
518 | // We unparent the SP quietly so that it won't | ||
519 | // be made to stand up | ||
520 | foreach (ScenePresence av in m_linkedAvatars) | ||
521 | { | ||
522 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
523 | if (parentPart != null) | ||
524 | av.ParentUUID = parentPart.UUID; | ||
525 | |||
526 | av.ParentID = 0; | ||
527 | } | ||
528 | |||
529 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
530 | |||
531 | // Normalize | ||
532 | if (val.X >= Constants.RegionSize) | ||
533 | val.X -= Constants.RegionSize; | ||
534 | if (val.Y >= Constants.RegionSize) | ||
535 | val.Y -= Constants.RegionSize; | ||
536 | if (val.X < 0) | ||
537 | val.X += Constants.RegionSize; | ||
538 | if (val.Y < 0) | ||
539 | val.Y += Constants.RegionSize; | ||
540 | |||
541 | // If it's deleted, crossing was successful | ||
542 | if (IsDeleted) | ||
543 | { | ||
544 | foreach (ScenePresence av in m_linkedAvatars) | ||
545 | { | ||
546 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
547 | |||
548 | av.IsInTransit = true; | ||
549 | |||
550 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
551 | d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
552 | } | ||
553 | |||
554 | return; | ||
555 | } | ||
556 | } | ||
557 | else if (RootPart.PhysActor != null) | ||
558 | { | ||
559 | RootPart.PhysActor.CrossingFailure(); | ||
560 | } | ||
561 | |||
562 | Vector3 oldp = AbsolutePosition; | ||
563 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
564 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
565 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | ||
412 | } | 566 | } |
413 | } | 567 | } |
414 | 568 | /* don't see the need but worse don't see where is restored to false if things stay in | |
569 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
570 | { | ||
571 | part.IgnoreUndoUpdate = true; | ||
572 | } | ||
573 | */ | ||
415 | if (RootPart.GetStatusSandbox()) | 574 | if (RootPart.GetStatusSandbox()) |
416 | { | 575 | { |
417 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 576 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -425,10 +584,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
425 | return; | 584 | return; |
426 | } | 585 | } |
427 | } | 586 | } |
428 | |||
429 | SceneObjectPart[] parts = m_parts.GetArray(); | 587 | SceneObjectPart[] parts = m_parts.GetArray(); |
430 | for (int i = 0; i < parts.Length; i++) | 588 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
431 | parts[i].GroupPosition = val; | 589 | if (m_dupeInProgress) |
590 | triggerScriptEvent = false; | ||
591 | foreach (SceneObjectPart part in parts) | ||
592 | { | ||
593 | part.GroupPosition = val; | ||
594 | if (triggerScriptEvent) | ||
595 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
596 | } | ||
597 | if (!m_dupeInProgress) | ||
598 | { | ||
599 | foreach (ScenePresence av in m_linkedAvatars) | ||
600 | { | ||
601 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
602 | if (p != null && m_parts.TryGetValue(p.UUID, out p)) | ||
603 | { | ||
604 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
605 | av.AbsolutePosition += offset; | ||
606 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
607 | av.SendAvatarDataToAllAgents(); | ||
608 | } | ||
609 | } | ||
610 | } | ||
432 | 611 | ||
433 | //if (m_rootPart.PhysActor != null) | 612 | //if (m_rootPart.PhysActor != null) |
434 | //{ | 613 | //{ |
@@ -443,6 +622,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
443 | } | 622 | } |
444 | } | 623 | } |
445 | 624 | ||
625 | public override Vector3 Velocity | ||
626 | { | ||
627 | get { return RootPart.Velocity; } | ||
628 | set { RootPart.Velocity = value; } | ||
629 | } | ||
630 | |||
631 | private void CrossAgentToNewRegionCompleted(IAsyncResult iar) | ||
632 | { | ||
633 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | ||
634 | ScenePresence agent = icon.EndInvoke(iar); | ||
635 | |||
636 | //// If the cross was successful, this agent is a child agent | ||
637 | //if (agent.IsChildAgent) | ||
638 | // agent.Reset(); | ||
639 | //else // Not successful | ||
640 | // agent.RestoreInCurrentScene(); | ||
641 | |||
642 | // In any case | ||
643 | agent.IsInTransit = false; | ||
644 | |||
645 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | ||
646 | } | ||
647 | |||
446 | public override uint LocalId | 648 | public override uint LocalId |
447 | { | 649 | { |
448 | get { return m_rootPart.LocalId; } | 650 | get { return m_rootPart.LocalId; } |
@@ -524,6 +726,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
524 | m_isSelected = value; | 726 | m_isSelected = value; |
525 | // Tell physics engine that group is selected | 727 | // Tell physics engine that group is selected |
526 | 728 | ||
729 | // this is not right | ||
730 | // but ode engines should only really need to know about root part | ||
731 | // so they can put entire object simulation on hold and not colliding | ||
732 | // keep as was for now | ||
733 | |||
527 | PhysicsActor pa = m_rootPart.PhysActor; | 734 | PhysicsActor pa = m_rootPart.PhysActor; |
528 | if (pa != null) | 735 | if (pa != null) |
529 | { | 736 | { |
@@ -540,6 +747,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
540 | childPa.Selected = value; | 747 | childPa.Selected = value; |
541 | } | 748 | } |
542 | } | 749 | } |
750 | if (RootPart.KeyframeMotion != null) | ||
751 | RootPart.KeyframeMotion.Selected = value; | ||
752 | } | ||
753 | } | ||
754 | |||
755 | public void PartSelectChanged(bool partSelect) | ||
756 | { | ||
757 | // any part selected makes group selected | ||
758 | if (m_isSelected == partSelect) | ||
759 | return; | ||
760 | |||
761 | if (partSelect) | ||
762 | { | ||
763 | IsSelected = partSelect; | ||
764 | // if (!IsAttachment) | ||
765 | // ScheduleGroupForFullUpdate(); | ||
766 | } | ||
767 | else | ||
768 | { | ||
769 | // bad bad bad 2 heavy for large linksets | ||
770 | // since viewer does send lot of (un)selects | ||
771 | // this needs to be replaced by a specific list or count ? | ||
772 | // but that will require extra code in several places | ||
773 | |||
774 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
775 | for (int i = 0; i < parts.Length; i++) | ||
776 | { | ||
777 | SceneObjectPart part = parts[i]; | ||
778 | if (part.IsSelected) | ||
779 | return; | ||
780 | } | ||
781 | IsSelected = partSelect; | ||
782 | if (!IsAttachment) | ||
783 | { | ||
784 | ScheduleGroupForFullUpdate(); | ||
785 | } | ||
543 | } | 786 | } |
544 | } | 787 | } |
545 | 788 | ||
@@ -617,6 +860,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
617 | /// </summary> | 860 | /// </summary> |
618 | public SceneObjectGroup() | 861 | public SceneObjectGroup() |
619 | { | 862 | { |
863 | |||
620 | } | 864 | } |
621 | 865 | ||
622 | /// <summary> | 866 | /// <summary> |
@@ -633,7 +877,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
633 | /// Constructor. This object is added to the scene later via AttachToScene() | 877 | /// Constructor. This object is added to the scene later via AttachToScene() |
634 | /// </summary> | 878 | /// </summary> |
635 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 879 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
636 | { | 880 | { |
637 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 881 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
638 | } | 882 | } |
639 | 883 | ||
@@ -669,6 +913,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
669 | /// </summary> | 913 | /// </summary> |
670 | public virtual void AttachToBackup() | 914 | public virtual void AttachToBackup() |
671 | { | 915 | { |
916 | if (IsAttachment) return; | ||
917 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
918 | |||
672 | if (InSceneBackup) | 919 | if (InSceneBackup) |
673 | { | 920 | { |
674 | //m_log.DebugFormat( | 921 | //m_log.DebugFormat( |
@@ -711,6 +958,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
711 | 958 | ||
712 | ApplyPhysics(); | 959 | ApplyPhysics(); |
713 | 960 | ||
961 | if (RootPart.PhysActor != null) | ||
962 | RootPart.Force = RootPart.Force; | ||
963 | if (RootPart.PhysActor != null) | ||
964 | RootPart.Torque = RootPart.Torque; | ||
965 | if (RootPart.PhysActor != null) | ||
966 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
967 | |||
714 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 968 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
715 | // for the same object with very different properties. The caller must schedule the update. | 969 | // for the same object with very different properties. The caller must schedule the update. |
716 | //ScheduleGroupForFullUpdate(); | 970 | //ScheduleGroupForFullUpdate(); |
@@ -726,6 +980,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
726 | EntityIntersection result = new EntityIntersection(); | 980 | EntityIntersection result = new EntityIntersection(); |
727 | 981 | ||
728 | SceneObjectPart[] parts = m_parts.GetArray(); | 982 | SceneObjectPart[] parts = m_parts.GetArray(); |
983 | |||
984 | // Find closest hit here | ||
985 | float idist = float.MaxValue; | ||
986 | |||
729 | for (int i = 0; i < parts.Length; i++) | 987 | for (int i = 0; i < parts.Length; i++) |
730 | { | 988 | { |
731 | SceneObjectPart part = parts[i]; | 989 | SceneObjectPart part = parts[i]; |
@@ -740,11 +998,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
740 | 998 | ||
741 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 999 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
742 | 1000 | ||
743 | // This may need to be updated to the maximum draw distance possible.. | ||
744 | // We might (and probably will) be checking for prim creation from other sims | ||
745 | // when the camera crosses the border. | ||
746 | float idist = Constants.RegionSize; | ||
747 | |||
748 | if (inter.HitTF) | 1001 | if (inter.HitTF) |
749 | { | 1002 | { |
750 | // We need to find the closest prim to return to the testcaller along the ray | 1003 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -755,10 +1008,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
755 | result.obj = part; | 1008 | result.obj = part; |
756 | result.normal = inter.normal; | 1009 | result.normal = inter.normal; |
757 | result.distance = inter.distance; | 1010 | result.distance = inter.distance; |
1011 | |||
1012 | idist = inter.distance; | ||
758 | } | 1013 | } |
759 | } | 1014 | } |
760 | } | 1015 | } |
761 | |||
762 | return result; | 1016 | return result; |
763 | } | 1017 | } |
764 | 1018 | ||
@@ -770,25 +1024,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
770 | /// <returns></returns> | 1024 | /// <returns></returns> |
771 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 1025 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
772 | { | 1026 | { |
773 | maxX = -256f; | 1027 | maxX = float.MinValue; |
774 | maxY = -256f; | 1028 | maxY = float.MinValue; |
775 | maxZ = -256f; | 1029 | maxZ = float.MinValue; |
776 | minX = 256f; | 1030 | minX = float.MaxValue; |
777 | minY = 256f; | 1031 | minY = float.MaxValue; |
778 | minZ = 8192f; | 1032 | minZ = float.MaxValue; |
779 | 1033 | ||
780 | SceneObjectPart[] parts = m_parts.GetArray(); | 1034 | SceneObjectPart[] parts = m_parts.GetArray(); |
781 | for (int i = 0; i < parts.Length; i++) | 1035 | foreach (SceneObjectPart part in parts) |
782 | { | 1036 | { |
783 | SceneObjectPart part = parts[i]; | ||
784 | |||
785 | Vector3 worldPos = part.GetWorldPosition(); | 1037 | Vector3 worldPos = part.GetWorldPosition(); |
786 | Vector3 offset = worldPos - AbsolutePosition; | 1038 | Vector3 offset = worldPos - AbsolutePosition; |
787 | Quaternion worldRot; | 1039 | Quaternion worldRot; |
788 | if (part.ParentID == 0) | 1040 | if (part.ParentID == 0) |
1041 | { | ||
789 | worldRot = part.RotationOffset; | 1042 | worldRot = part.RotationOffset; |
1043 | } | ||
790 | else | 1044 | else |
1045 | { | ||
791 | worldRot = part.GetWorldRotation(); | 1046 | worldRot = part.GetWorldRotation(); |
1047 | } | ||
792 | 1048 | ||
793 | Vector3 frontTopLeft; | 1049 | Vector3 frontTopLeft; |
794 | Vector3 frontTopRight; | 1050 | Vector3 frontTopRight; |
@@ -800,6 +1056,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
800 | Vector3 backBottomLeft; | 1056 | Vector3 backBottomLeft; |
801 | Vector3 backBottomRight; | 1057 | Vector3 backBottomRight; |
802 | 1058 | ||
1059 | // Vector3[] corners = new Vector3[8]; | ||
1060 | |||
803 | Vector3 orig = Vector3.Zero; | 1061 | Vector3 orig = Vector3.Zero; |
804 | 1062 | ||
805 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 1063 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -834,6 +1092,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
834 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 1092 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
835 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 1093 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
836 | 1094 | ||
1095 | |||
1096 | |||
1097 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1098 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1099 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1100 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1101 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1102 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1103 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1104 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1105 | |||
1106 | //for (int i = 0; i < 8; i++) | ||
1107 | //{ | ||
1108 | // corners[i] = corners[i] * worldRot; | ||
1109 | // corners[i] += offset; | ||
1110 | |||
1111 | // if (corners[i].X > maxX) | ||
1112 | // maxX = corners[i].X; | ||
1113 | // if (corners[i].X < minX) | ||
1114 | // minX = corners[i].X; | ||
1115 | |||
1116 | // if (corners[i].Y > maxY) | ||
1117 | // maxY = corners[i].Y; | ||
1118 | // if (corners[i].Y < minY) | ||
1119 | // minY = corners[i].Y; | ||
1120 | |||
1121 | // if (corners[i].Z > maxZ) | ||
1122 | // maxZ = corners[i].Y; | ||
1123 | // if (corners[i].Z < minZ) | ||
1124 | // minZ = corners[i].Z; | ||
1125 | //} | ||
1126 | |||
837 | frontTopLeft = frontTopLeft * worldRot; | 1127 | frontTopLeft = frontTopLeft * worldRot; |
838 | frontTopRight = frontTopRight * worldRot; | 1128 | frontTopRight = frontTopRight * worldRot; |
839 | frontBottomLeft = frontBottomLeft * worldRot; | 1129 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -855,6 +1145,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
855 | backTopLeft += offset; | 1145 | backTopLeft += offset; |
856 | backTopRight += offset; | 1146 | backTopRight += offset; |
857 | 1147 | ||
1148 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1149 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1150 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1151 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1152 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1153 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1154 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1155 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1156 | |||
858 | if (frontTopRight.X > maxX) | 1157 | if (frontTopRight.X > maxX) |
859 | maxX = frontTopRight.X; | 1158 | maxX = frontTopRight.X; |
860 | if (frontTopLeft.X > maxX) | 1159 | if (frontTopLeft.X > maxX) |
@@ -998,17 +1297,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
998 | 1297 | ||
999 | #endregion | 1298 | #endregion |
1000 | 1299 | ||
1300 | public void GetResourcesCosts(SceneObjectPart apart, | ||
1301 | out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost) | ||
1302 | { | ||
1303 | // this information may need to be cached | ||
1304 | |||
1305 | float cost; | ||
1306 | float tmpcost; | ||
1307 | |||
1308 | bool ComplexCost = false; | ||
1309 | |||
1310 | SceneObjectPart p; | ||
1311 | SceneObjectPart[] parts; | ||
1312 | |||
1313 | lock (m_parts) | ||
1314 | { | ||
1315 | parts = m_parts.GetArray(); | ||
1316 | } | ||
1317 | |||
1318 | int nparts = parts.Length; | ||
1319 | |||
1320 | |||
1321 | for (int i = 0; i < nparts; i++) | ||
1322 | { | ||
1323 | p = parts[i]; | ||
1324 | |||
1325 | if (p.UsesComplexCost) | ||
1326 | { | ||
1327 | ComplexCost = true; | ||
1328 | break; | ||
1329 | } | ||
1330 | } | ||
1331 | |||
1332 | if (ComplexCost) | ||
1333 | { | ||
1334 | linksetResCost = 0; | ||
1335 | linksetPhysCost = 0; | ||
1336 | partCost = 0; | ||
1337 | partPhysCost = 0; | ||
1338 | |||
1339 | for (int i = 0; i < nparts; i++) | ||
1340 | { | ||
1341 | p = parts[i]; | ||
1342 | |||
1343 | cost = p.StreamingCost; | ||
1344 | tmpcost = p.SimulationCost; | ||
1345 | if (tmpcost > cost) | ||
1346 | cost = tmpcost; | ||
1347 | tmpcost = p.PhysicsCost; | ||
1348 | if (tmpcost > cost) | ||
1349 | cost = tmpcost; | ||
1350 | |||
1351 | linksetPhysCost += tmpcost; | ||
1352 | linksetResCost += cost; | ||
1353 | |||
1354 | if (p == apart) | ||
1355 | { | ||
1356 | partCost = cost; | ||
1357 | partPhysCost = tmpcost; | ||
1358 | } | ||
1359 | } | ||
1360 | } | ||
1361 | else | ||
1362 | { | ||
1363 | partPhysCost = 1.0f; | ||
1364 | partCost = 1.0f; | ||
1365 | linksetResCost = (float)nparts; | ||
1366 | linksetPhysCost = linksetResCost; | ||
1367 | } | ||
1368 | } | ||
1369 | |||
1370 | public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost) | ||
1371 | { | ||
1372 | SceneObjectPart p; | ||
1373 | SceneObjectPart[] parts; | ||
1374 | |||
1375 | lock (m_parts) | ||
1376 | { | ||
1377 | parts = m_parts.GetArray(); | ||
1378 | } | ||
1379 | |||
1380 | int nparts = parts.Length; | ||
1381 | |||
1382 | PhysCost = 0; | ||
1383 | StreamCost = 0; | ||
1384 | SimulCost = 0; | ||
1385 | |||
1386 | for (int i = 0; i < nparts; i++) | ||
1387 | { | ||
1388 | p = parts[i]; | ||
1389 | |||
1390 | StreamCost += p.StreamingCost; | ||
1391 | SimulCost += p.SimulationCost; | ||
1392 | PhysCost += p.PhysicsCost; | ||
1393 | } | ||
1394 | } | ||
1395 | |||
1001 | public void SaveScriptedState(XmlTextWriter writer) | 1396 | public void SaveScriptedState(XmlTextWriter writer) |
1002 | { | 1397 | { |
1398 | SaveScriptedState(writer, false); | ||
1399 | } | ||
1400 | |||
1401 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1402 | { | ||
1003 | XmlDocument doc = new XmlDocument(); | 1403 | XmlDocument doc = new XmlDocument(); |
1004 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1404 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
1005 | 1405 | ||
1006 | SceneObjectPart[] parts = m_parts.GetArray(); | 1406 | SceneObjectPart[] parts = m_parts.GetArray(); |
1007 | for (int i = 0; i < parts.Length; i++) | 1407 | for (int i = 0; i < parts.Length; i++) |
1008 | { | 1408 | { |
1009 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1409 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
1010 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1410 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
1011 | states.Add(kvp.Key, kvp.Value); | 1411 | states[kvp.Key] = kvp.Value; |
1012 | } | 1412 | } |
1013 | 1413 | ||
1014 | if (states.Count > 0) | 1414 | if (states.Count > 0) |
@@ -1028,6 +1428,169 @@ namespace OpenSim.Region.Framework.Scenes | |||
1028 | } | 1428 | } |
1029 | 1429 | ||
1030 | /// <summary> | 1430 | /// <summary> |
1431 | /// Add the avatar to this linkset (avatar is sat). | ||
1432 | /// </summary> | ||
1433 | /// <param name="agentID"></param> | ||
1434 | public void AddAvatar(UUID agentID) | ||
1435 | { | ||
1436 | ScenePresence presence; | ||
1437 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1438 | { | ||
1439 | if (!m_linkedAvatars.Contains(presence)) | ||
1440 | { | ||
1441 | m_linkedAvatars.Add(presence); | ||
1442 | } | ||
1443 | } | ||
1444 | } | ||
1445 | |||
1446 | /// <summary> | ||
1447 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1448 | /// </summary> | ||
1449 | /// <param name="agentID"></param> | ||
1450 | public void DeleteAvatar(UUID agentID) | ||
1451 | { | ||
1452 | ScenePresence presence; | ||
1453 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1454 | { | ||
1455 | if (m_linkedAvatars.Contains(presence)) | ||
1456 | { | ||
1457 | m_linkedAvatars.Remove(presence); | ||
1458 | } | ||
1459 | } | ||
1460 | } | ||
1461 | |||
1462 | /// <summary> | ||
1463 | /// Returns the list of linked presences (avatars sat on this group) | ||
1464 | /// </summary> | ||
1465 | /// <param name="agentID"></param> | ||
1466 | public List<ScenePresence> GetLinkedAvatars() | ||
1467 | { | ||
1468 | return m_linkedAvatars; | ||
1469 | } | ||
1470 | |||
1471 | /// <summary> | ||
1472 | /// Attach this scene object to the given avatar. | ||
1473 | /// </summary> | ||
1474 | /// <param name="agentID"></param> | ||
1475 | /// <param name="attachmentpoint"></param> | ||
1476 | /// <param name="AttachOffset"></param> | ||
1477 | private void AttachToAgent( | ||
1478 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1479 | { | ||
1480 | if (avatar != null) | ||
1481 | { | ||
1482 | // don't attach attachments to child agents | ||
1483 | if (avatar.IsChildAgent) return; | ||
1484 | |||
1485 | // Remove from database and parcel prim count | ||
1486 | m_scene.DeleteFromStorage(so.UUID); | ||
1487 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1488 | |||
1489 | so.AttachedAvatar = avatar.UUID; | ||
1490 | |||
1491 | if (so.RootPart.PhysActor != null) | ||
1492 | { | ||
1493 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1494 | so.RootPart.PhysActor = null; | ||
1495 | } | ||
1496 | |||
1497 | so.AbsolutePosition = attachOffset; | ||
1498 | so.RootPart.AttachedPos = attachOffset; | ||
1499 | so.IsAttachment = true; | ||
1500 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1501 | so.AttachmentPoint = attachmentpoint; | ||
1502 | |||
1503 | avatar.AddAttachment(this); | ||
1504 | |||
1505 | if (!silent) | ||
1506 | { | ||
1507 | // Killing it here will cause the client to deselect it | ||
1508 | // It then reappears on the avatar, deselected | ||
1509 | // through the full update below | ||
1510 | // | ||
1511 | if (IsSelected) | ||
1512 | { | ||
1513 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1514 | } | ||
1515 | |||
1516 | IsSelected = false; // fudge.... | ||
1517 | ScheduleGroupForFullUpdate(); | ||
1518 | } | ||
1519 | } | ||
1520 | else | ||
1521 | { | ||
1522 | m_log.WarnFormat( | ||
1523 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1524 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1525 | } | ||
1526 | } | ||
1527 | |||
1528 | public byte GetAttachmentPoint() | ||
1529 | { | ||
1530 | return m_rootPart.Shape.State; | ||
1531 | } | ||
1532 | |||
1533 | public void DetachToGround() | ||
1534 | { | ||
1535 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1536 | if (avatar == null) | ||
1537 | return; | ||
1538 | |||
1539 | avatar.RemoveAttachment(this); | ||
1540 | |||
1541 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1542 | if (avatar == null) | ||
1543 | return; | ||
1544 | |||
1545 | detachedpos = avatar.AbsolutePosition; | ||
1546 | FromItemID = UUID.Zero; | ||
1547 | |||
1548 | AbsolutePosition = detachedpos; | ||
1549 | AttachedAvatar = UUID.Zero; | ||
1550 | |||
1551 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1552 | //for (int i = 0; i < parts.Length; i++) | ||
1553 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1554 | |||
1555 | m_rootPart.SetParentLocalId(0); | ||
1556 | AttachmentPoint = (byte)0; | ||
1557 | // must check if buildind should be true or false here | ||
1558 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); | ||
1559 | HasGroupChanged = true; | ||
1560 | RootPart.Rezzed = DateTime.Now; | ||
1561 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1562 | AttachToBackup(); | ||
1563 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1564 | m_rootPart.ScheduleFullUpdate(); | ||
1565 | m_rootPart.ClearUndoState(); | ||
1566 | } | ||
1567 | |||
1568 | public void DetachToInventoryPrep() | ||
1569 | { | ||
1570 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1571 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1572 | if (avatar != null) | ||
1573 | { | ||
1574 | //detachedpos = avatar.AbsolutePosition; | ||
1575 | avatar.RemoveAttachment(this); | ||
1576 | } | ||
1577 | |||
1578 | AttachedAvatar = UUID.Zero; | ||
1579 | |||
1580 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1581 | for (int i = 0; i < parts.Length; i++) | ||
1582 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1583 | |||
1584 | m_rootPart.SetParentLocalId(0); | ||
1585 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1586 | IsAttachment = false; | ||
1587 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1588 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1589 | //AttachToBackup(); | ||
1590 | //m_rootPart.ScheduleFullUpdate(); | ||
1591 | } | ||
1592 | |||
1593 | /// <summary> | ||
1031 | /// | 1594 | /// |
1032 | /// </summary> | 1595 | /// </summary> |
1033 | /// <param name="part"></param> | 1596 | /// <param name="part"></param> |
@@ -1077,7 +1640,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1077 | public void AddPart(SceneObjectPart part) | 1640 | public void AddPart(SceneObjectPart part) |
1078 | { | 1641 | { |
1079 | part.SetParent(this); | 1642 | part.SetParent(this); |
1080 | part.LinkNum = m_parts.Add(part.UUID, part); | 1643 | m_parts.Add(part.UUID, part); |
1644 | |||
1645 | part.LinkNum = m_parts.Count; | ||
1646 | |||
1081 | if (part.LinkNum == 2) | 1647 | if (part.LinkNum == 2) |
1082 | RootPart.LinkNum = 1; | 1648 | RootPart.LinkNum = 1; |
1083 | } | 1649 | } |
@@ -1165,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1165 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", | 1731 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", |
1166 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); | 1732 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); |
1167 | 1733 | ||
1168 | part.StoreUndoState(); | 1734 | // part.StoreUndoState(); |
1169 | part.OnGrab(offsetPos, remoteClient); | 1735 | part.OnGrab(offsetPos, remoteClient); |
1170 | } | 1736 | } |
1171 | 1737 | ||
@@ -1185,6 +1751,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1185 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1751 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1186 | public void DeleteGroupFromScene(bool silent) | 1752 | public void DeleteGroupFromScene(bool silent) |
1187 | { | 1753 | { |
1754 | // We need to keep track of this state in case this group is still queued for backup. | ||
1755 | IsDeleted = true; | ||
1756 | |||
1757 | DetachFromBackup(); | ||
1758 | |||
1188 | SceneObjectPart[] parts = m_parts.GetArray(); | 1759 | SceneObjectPart[] parts = m_parts.GetArray(); |
1189 | for (int i = 0; i < parts.Length; i++) | 1760 | for (int i = 0; i < parts.Length; i++) |
1190 | { | 1761 | { |
@@ -1207,6 +1778,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1207 | } | 1778 | } |
1208 | }); | 1779 | }); |
1209 | } | 1780 | } |
1781 | |||
1782 | |||
1210 | } | 1783 | } |
1211 | 1784 | ||
1212 | public void AddScriptLPS(int count) | 1785 | public void AddScriptLPS(int count) |
@@ -1276,28 +1849,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1276 | /// </summary> | 1849 | /// </summary> |
1277 | public void ApplyPhysics() | 1850 | public void ApplyPhysics() |
1278 | { | 1851 | { |
1279 | // Apply physics to the root prim | ||
1280 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1281 | |||
1282 | // Apply physics to child prims | ||
1283 | SceneObjectPart[] parts = m_parts.GetArray(); | 1852 | SceneObjectPart[] parts = m_parts.GetArray(); |
1284 | if (parts.Length > 1) | 1853 | if (parts.Length > 1) |
1285 | { | 1854 | { |
1855 | ResetChildPrimPhysicsPositions(); | ||
1856 | |||
1857 | // Apply physics to the root prim | ||
1858 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true); | ||
1859 | |||
1860 | |||
1286 | for (int i = 0; i < parts.Length; i++) | 1861 | for (int i = 0; i < parts.Length; i++) |
1287 | { | 1862 | { |
1288 | SceneObjectPart part = parts[i]; | 1863 | SceneObjectPart part = parts[i]; |
1289 | if (part.LocalId != m_rootPart.LocalId) | 1864 | if (part.LocalId != m_rootPart.LocalId) |
1290 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); | 1865 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true); |
1291 | } | 1866 | } |
1292 | |||
1293 | // Hack to get the physics scene geometries in the right spot | 1867 | // Hack to get the physics scene geometries in the right spot |
1294 | ResetChildPrimPhysicsPositions(); | 1868 | // ResetChildPrimPhysicsPositions(); |
1869 | if (m_rootPart.PhysActor != null) | ||
1870 | { | ||
1871 | m_rootPart.PhysActor.Building = false; | ||
1872 | } | ||
1873 | } | ||
1874 | else | ||
1875 | { | ||
1876 | // Apply physics to the root prim | ||
1877 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); | ||
1295 | } | 1878 | } |
1296 | } | 1879 | } |
1297 | 1880 | ||
1298 | public void SetOwnerId(UUID userId) | 1881 | public void SetOwnerId(UUID userId) |
1299 | { | 1882 | { |
1300 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1883 | ForEachPart(delegate(SceneObjectPart part) |
1884 | { | ||
1885 | |||
1886 | part.OwnerID = userId; | ||
1887 | |||
1888 | }); | ||
1301 | } | 1889 | } |
1302 | 1890 | ||
1303 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1891 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1329,11 +1917,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1329 | return; | 1917 | return; |
1330 | } | 1918 | } |
1331 | 1919 | ||
1920 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1921 | return; | ||
1922 | |||
1332 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1923 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1333 | // any exception propogate upwards. | 1924 | // any exception propogate upwards. |
1334 | try | 1925 | try |
1335 | { | 1926 | { |
1336 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1927 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1928 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1929 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1930 | |||
1337 | { | 1931 | { |
1338 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1932 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1339 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1933 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1360,6 +1954,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1360 | } | 1954 | } |
1361 | } | 1955 | } |
1362 | } | 1956 | } |
1957 | |||
1363 | } | 1958 | } |
1364 | 1959 | ||
1365 | if (m_scene.UseBackup && HasGroupChanged) | 1960 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1367,10 +1962,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
1367 | // don't backup while it's selected or you're asking for changes mid stream. | 1962 | // don't backup while it's selected or you're asking for changes mid stream. |
1368 | if (isTimeToPersist() || forcedBackup) | 1963 | if (isTimeToPersist() || forcedBackup) |
1369 | { | 1964 | { |
1965 | if (m_rootPart.PhysActor != null && | ||
1966 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1967 | { | ||
1968 | // Possible ghost prim | ||
1969 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1970 | { | ||
1971 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1972 | { | ||
1973 | // Re-set physics actor positions and | ||
1974 | // orientations | ||
1975 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1976 | } | ||
1977 | } | ||
1978 | } | ||
1370 | // m_log.DebugFormat( | 1979 | // m_log.DebugFormat( |
1371 | // "[SCENE]: Storing {0}, {1} in {2}", | 1980 | // "[SCENE]: Storing {0}, {1} in {2}", |
1372 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1981 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1373 | 1982 | ||
1983 | if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0) | ||
1984 | { | ||
1985 | RootPart.Shape.State = 0; | ||
1986 | ScheduleGroupForFullUpdate(); | ||
1987 | } | ||
1988 | |||
1374 | SceneObjectGroup backup_group = Copy(false); | 1989 | SceneObjectGroup backup_group = Copy(false); |
1375 | backup_group.RootPart.Velocity = RootPart.Velocity; | 1990 | backup_group.RootPart.Velocity = RootPart.Velocity; |
1376 | backup_group.RootPart.Acceleration = RootPart.Acceleration; | 1991 | backup_group.RootPart.Acceleration = RootPart.Acceleration; |
@@ -1384,6 +1999,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1384 | 1999 | ||
1385 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 2000 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
1386 | { | 2001 | { |
2002 | if (part.KeyframeMotion != null) | ||
2003 | { | ||
2004 | part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); | ||
2005 | part.KeyframeMotion.UpdateSceneObject(this); | ||
2006 | } | ||
1387 | part.Inventory.ProcessInventoryBackup(datastore); | 2007 | part.Inventory.ProcessInventoryBackup(datastore); |
1388 | }); | 2008 | }); |
1389 | 2009 | ||
@@ -1436,6 +2056,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1436 | /// <returns></returns> | 2056 | /// <returns></returns> |
1437 | public SceneObjectGroup Copy(bool userExposed) | 2057 | public SceneObjectGroup Copy(bool userExposed) |
1438 | { | 2058 | { |
2059 | m_dupeInProgress = true; | ||
1439 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 2060 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1440 | dupe.m_isBackedUp = false; | 2061 | dupe.m_isBackedUp = false; |
1441 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 2062 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
@@ -1450,7 +2071,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1450 | // This is only necessary when userExposed is false! | 2071 | // This is only necessary when userExposed is false! |
1451 | 2072 | ||
1452 | bool previousAttachmentStatus = dupe.IsAttachment; | 2073 | bool previousAttachmentStatus = dupe.IsAttachment; |
1453 | 2074 | ||
1454 | if (!userExposed) | 2075 | if (!userExposed) |
1455 | dupe.IsAttachment = true; | 2076 | dupe.IsAttachment = true; |
1456 | 2077 | ||
@@ -1468,11 +2089,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1468 | dupe.m_rootPart.TrimPermissions(); | 2089 | dupe.m_rootPart.TrimPermissions(); |
1469 | 2090 | ||
1470 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 2091 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1471 | 2092 | ||
1472 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 2093 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1473 | { | 2094 | { |
1474 | return p1.LinkNum.CompareTo(p2.LinkNum); | 2095 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1475 | } | 2096 | } |
1476 | ); | 2097 | ); |
1477 | 2098 | ||
1478 | foreach (SceneObjectPart part in partList) | 2099 | foreach (SceneObjectPart part in partList) |
@@ -1482,41 +2103,53 @@ namespace OpenSim.Region.Framework.Scenes | |||
1482 | { | 2103 | { |
1483 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 2104 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1484 | newPart.LinkNum = part.LinkNum; | 2105 | newPart.LinkNum = part.LinkNum; |
1485 | } | 2106 | if (userExposed) |
2107 | newPart.ParentID = dupe.m_rootPart.LocalId; | ||
2108 | } | ||
1486 | else | 2109 | else |
1487 | { | 2110 | { |
1488 | newPart = dupe.m_rootPart; | 2111 | newPart = dupe.m_rootPart; |
1489 | } | 2112 | } |
2113 | /* | ||
2114 | bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0); | ||
2115 | bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0); | ||
1490 | 2116 | ||
1491 | // Need to duplicate the physics actor as well | 2117 | // Need to duplicate the physics actor as well |
1492 | PhysicsActor originalPartPa = part.PhysActor; | 2118 | if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive)) |
1493 | if (originalPartPa != null && userExposed) | ||
1494 | { | 2119 | { |
1495 | PrimitiveBaseShape pbs = newPart.Shape; | 2120 | PrimitiveBaseShape pbs = newPart.Shape; |
1496 | |||
1497 | newPart.PhysActor | 2121 | newPart.PhysActor |
1498 | = m_scene.PhysicsScene.AddPrimShape( | 2122 | = m_scene.PhysicsScene.AddPrimShape( |
1499 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 2123 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
1500 | pbs, | 2124 | pbs, |
1501 | newPart.AbsolutePosition, | 2125 | newPart.AbsolutePosition, |
1502 | newPart.Scale, | 2126 | newPart.Scale, |
1503 | newPart.RotationOffset, | 2127 | newPart.GetWorldRotation(), |
1504 | originalPartPa.IsPhysical, | 2128 | isphys, |
2129 | isphan, | ||
1505 | newPart.LocalId); | 2130 | newPart.LocalId); |
1506 | 2131 | ||
1507 | newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); | 2132 | newPart.DoPhysicsPropertyUpdate(isphys, true); |
1508 | } | 2133 | */ |
2134 | if (userExposed) | ||
2135 | newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true); | ||
2136 | // } | ||
1509 | } | 2137 | } |
1510 | 2138 | ||
1511 | if (userExposed) | 2139 | if (userExposed) |
1512 | { | 2140 | { |
1513 | dupe.UpdateParentIDs(); | 2141 | // done above dupe.UpdateParentIDs(); |
2142 | |||
2143 | if (dupe.m_rootPart.PhysActor != null) | ||
2144 | dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building | ||
2145 | |||
1514 | dupe.HasGroupChanged = true; | 2146 | dupe.HasGroupChanged = true; |
1515 | dupe.AttachToBackup(); | 2147 | dupe.AttachToBackup(); |
1516 | 2148 | ||
1517 | ScheduleGroupForFullUpdate(); | 2149 | ScheduleGroupForFullUpdate(); |
1518 | } | 2150 | } |
1519 | 2151 | ||
2152 | m_dupeInProgress = false; | ||
1520 | return dupe; | 2153 | return dupe; |
1521 | } | 2154 | } |
1522 | 2155 | ||
@@ -1528,11 +2161,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1528 | /// <param name="cGroupID"></param> | 2161 | /// <param name="cGroupID"></param> |
1529 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2162 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1530 | { | 2163 | { |
1531 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); | 2164 | // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); |
2165 | // give newpart a new local ID lettng old part keep same | ||
2166 | SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed); | ||
2167 | newpart.LocalId = m_scene.AllocateLocalId(); | ||
2168 | |||
2169 | SetRootPart(newpart); | ||
2170 | if (userExposed) | ||
2171 | RootPart.Velocity = Vector3.Zero; // In case source is moving | ||
1532 | } | 2172 | } |
1533 | 2173 | ||
1534 | public void ScriptSetPhysicsStatus(bool usePhysics) | 2174 | public void ScriptSetPhysicsStatus(bool usePhysics) |
1535 | { | 2175 | { |
2176 | if (usePhysics) | ||
2177 | { | ||
2178 | if (RootPart.KeyframeMotion != null) | ||
2179 | RootPart.KeyframeMotion.Stop(); | ||
2180 | RootPart.KeyframeMotion = null; | ||
2181 | } | ||
1536 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2182 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); |
1537 | } | 2183 | } |
1538 | 2184 | ||
@@ -1586,7 +2232,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1586 | } | 2232 | } |
1587 | } | 2233 | } |
1588 | 2234 | ||
1589 | public void applyAngularImpulse(Vector3 impulse) | 2235 | public void ApplyAngularImpulse(Vector3 impulse) |
1590 | { | 2236 | { |
1591 | PhysicsActor pa = RootPart.PhysActor; | 2237 | PhysicsActor pa = RootPart.PhysActor; |
1592 | 2238 | ||
@@ -1600,36 +2246,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1600 | } | 2246 | } |
1601 | } | 2247 | } |
1602 | 2248 | ||
1603 | public void setAngularImpulse(Vector3 impulse) | ||
1604 | { | ||
1605 | PhysicsActor pa = RootPart.PhysActor; | ||
1606 | |||
1607 | if (pa != null) | ||
1608 | { | ||
1609 | if (!IsAttachment) | ||
1610 | { | ||
1611 | pa.Torque = impulse; | ||
1612 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | ||
1613 | } | ||
1614 | } | ||
1615 | } | ||
1616 | |||
1617 | public Vector3 GetTorque() | 2249 | public Vector3 GetTorque() |
1618 | { | 2250 | { |
1619 | PhysicsActor pa = RootPart.PhysActor; | 2251 | return RootPart.Torque; |
1620 | |||
1621 | if (pa != null) | ||
1622 | { | ||
1623 | if (!IsAttachment) | ||
1624 | { | ||
1625 | Vector3 torque = pa.Torque; | ||
1626 | return torque; | ||
1627 | } | ||
1628 | } | ||
1629 | |||
1630 | return Vector3.Zero; | ||
1631 | } | 2252 | } |
1632 | 2253 | ||
2254 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1633 | public void moveToTarget(Vector3 target, float tau) | 2255 | public void moveToTarget(Vector3 target, float tau) |
1634 | { | 2256 | { |
1635 | if (IsAttachment) | 2257 | if (IsAttachment) |
@@ -1661,6 +2283,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
1661 | pa.PIDActive = false; | 2283 | pa.PIDActive = false; |
1662 | } | 2284 | } |
1663 | 2285 | ||
2286 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2287 | { | ||
2288 | SceneObjectPart rootpart = m_rootPart; | ||
2289 | if (rootpart != null) | ||
2290 | { | ||
2291 | if (IsAttachment) | ||
2292 | { | ||
2293 | /* | ||
2294 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2295 | if (avatar != null) | ||
2296 | { | ||
2297 | Rotate the Av? | ||
2298 | } */ | ||
2299 | } | ||
2300 | else | ||
2301 | { | ||
2302 | if (rootpart.PhysActor != null) | ||
2303 | { // APID must be implemented in your physics system for this to function. | ||
2304 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2305 | rootpart.PhysActor.APIDStrength = strength; | ||
2306 | rootpart.PhysActor.APIDDamping = damping; | ||
2307 | rootpart.PhysActor.APIDActive = true; | ||
2308 | } | ||
2309 | } | ||
2310 | } | ||
2311 | } | ||
2312 | |||
2313 | public void stopLookAt() | ||
2314 | { | ||
2315 | SceneObjectPart rootpart = m_rootPart; | ||
2316 | if (rootpart != null) | ||
2317 | { | ||
2318 | if (rootpart.PhysActor != null) | ||
2319 | { // APID must be implemented in your physics system for this to function. | ||
2320 | rootpart.PhysActor.APIDActive = false; | ||
2321 | } | ||
2322 | } | ||
2323 | |||
2324 | } | ||
2325 | |||
1664 | /// <summary> | 2326 | /// <summary> |
1665 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2327 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1666 | /// </summary> | 2328 | /// </summary> |
@@ -1717,7 +2379,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1717 | /// <param name="cGroupID"></param> | 2379 | /// <param name="cGroupID"></param> |
1718 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2380 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1719 | { | 2381 | { |
1720 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2382 | // give new ID to the new part, letting old keep original |
2383 | // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
2384 | SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed); | ||
2385 | newPart.LocalId = m_scene.AllocateLocalId(); | ||
2386 | newPart.SetParent(this); | ||
2387 | |||
1721 | AddPart(newPart); | 2388 | AddPart(newPart); |
1722 | 2389 | ||
1723 | SetPartAsNonRoot(newPart); | 2390 | SetPartAsNonRoot(newPart); |
@@ -1846,11 +2513,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1846 | /// Immediately send a full update for this scene object. | 2513 | /// Immediately send a full update for this scene object. |
1847 | /// </summary> | 2514 | /// </summary> |
1848 | public void SendGroupFullUpdate() | 2515 | public void SendGroupFullUpdate() |
1849 | { | 2516 | { |
1850 | if (IsDeleted) | 2517 | if (IsDeleted) |
1851 | return; | 2518 | return; |
1852 | 2519 | ||
1853 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2520 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1854 | 2521 | ||
1855 | RootPart.SendFullUpdateToAllClients(); | 2522 | RootPart.SendFullUpdateToAllClients(); |
1856 | 2523 | ||
@@ -1969,6 +2636,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1969 | /// <param name="objectGroup">The group of prims which should be linked to this group</param> | 2636 | /// <param name="objectGroup">The group of prims which should be linked to this group</param> |
1970 | public void LinkToGroup(SceneObjectGroup objectGroup) | 2637 | public void LinkToGroup(SceneObjectGroup objectGroup) |
1971 | { | 2638 | { |
2639 | LinkToGroup(objectGroup, false); | ||
2640 | } | ||
2641 | |||
2642 | public void LinkToGroup(SceneObjectGroup objectGroup, bool insert) | ||
2643 | { | ||
1972 | // m_log.DebugFormat( | 2644 | // m_log.DebugFormat( |
1973 | // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", | 2645 | // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", |
1974 | // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); | 2646 | // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); |
@@ -1979,6 +2651,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1979 | 2651 | ||
1980 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 2652 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
1981 | 2653 | ||
2654 | if (m_rootPart.PhysActor != null) | ||
2655 | m_rootPart.PhysActor.Building = true; | ||
2656 | if (linkPart.PhysActor != null) | ||
2657 | linkPart.PhysActor.Building = true; | ||
2658 | |||
2659 | // physics flags from group to be applied to linked parts | ||
2660 | bool grpusephys = UsesPhysics; | ||
2661 | bool grptemporary = IsTemporary; | ||
2662 | |||
1982 | Vector3 oldGroupPosition = linkPart.GroupPosition; | 2663 | Vector3 oldGroupPosition = linkPart.GroupPosition; |
1983 | Quaternion oldRootRotation = linkPart.RotationOffset; | 2664 | Quaternion oldRootRotation = linkPart.RotationOffset; |
1984 | 2665 | ||
@@ -2002,15 +2683,36 @@ namespace OpenSim.Region.Framework.Scenes | |||
2002 | 2683 | ||
2003 | lock (m_parts.SyncRoot) | 2684 | lock (m_parts.SyncRoot) |
2004 | { | 2685 | { |
2005 | int linkNum = PrimCount + 1; | 2686 | int linkNum; |
2687 | if (insert) | ||
2688 | { | ||
2689 | linkNum = 2; | ||
2690 | foreach (SceneObjectPart part in Parts) | ||
2691 | { | ||
2692 | if (part.LinkNum > 1) | ||
2693 | part.LinkNum++; | ||
2694 | } | ||
2695 | } | ||
2696 | else | ||
2697 | { | ||
2698 | linkNum = PrimCount + 1; | ||
2699 | } | ||
2006 | 2700 | ||
2007 | m_parts.Add(linkPart.UUID, linkPart); | 2701 | m_parts.Add(linkPart.UUID, linkPart); |
2008 | 2702 | ||
2009 | linkPart.SetParent(this); | 2703 | linkPart.SetParent(this); |
2010 | linkPart.CreateSelected = true; | 2704 | linkPart.CreateSelected = true; |
2011 | 2705 | ||
2706 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now | ||
2707 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true); | ||
2708 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | ||
2709 | { | ||
2710 | linkPart.PhysActor.link(m_rootPart.PhysActor); | ||
2711 | this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor); | ||
2712 | } | ||
2713 | |||
2012 | linkPart.LinkNum = linkNum++; | 2714 | linkPart.LinkNum = linkNum++; |
2013 | linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2715 | linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); |
2014 | 2716 | ||
2015 | SceneObjectPart[] ogParts = objectGroup.Parts; | 2717 | SceneObjectPart[] ogParts = objectGroup.Parts; |
2016 | Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) | 2718 | Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) |
@@ -2022,7 +2724,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2022 | { | 2724 | { |
2023 | SceneObjectPart part = ogParts[i]; | 2725 | SceneObjectPart part = ogParts[i]; |
2024 | if (part.UUID != objectGroup.m_rootPart.UUID) | 2726 | if (part.UUID != objectGroup.m_rootPart.UUID) |
2727 | { | ||
2025 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); | 2728 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); |
2729 | // let physics know | ||
2730 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true); | ||
2731 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | ||
2732 | { | ||
2733 | part.PhysActor.link(m_rootPart.PhysActor); | ||
2734 | this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | ||
2735 | } | ||
2736 | } | ||
2026 | part.ClearUndoState(); | 2737 | part.ClearUndoState(); |
2027 | } | 2738 | } |
2028 | } | 2739 | } |
@@ -2031,7 +2742,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2031 | objectGroup.IsDeleted = true; | 2742 | objectGroup.IsDeleted = true; |
2032 | 2743 | ||
2033 | objectGroup.m_parts.Clear(); | 2744 | objectGroup.m_parts.Clear(); |
2034 | 2745 | ||
2035 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2746 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2036 | // objectGroup.m_rootPart = null; | 2747 | // objectGroup.m_rootPart = null; |
2037 | 2748 | ||
@@ -2042,6 +2753,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2042 | // unmoved prims! | 2753 | // unmoved prims! |
2043 | ResetChildPrimPhysicsPositions(); | 2754 | ResetChildPrimPhysicsPositions(); |
2044 | 2755 | ||
2756 | if (m_rootPart.PhysActor != null) | ||
2757 | m_rootPart.PhysActor.Building = false; | ||
2758 | |||
2045 | //HasGroupChanged = true; | 2759 | //HasGroupChanged = true; |
2046 | //ScheduleGroupForFullUpdate(); | 2760 | //ScheduleGroupForFullUpdate(); |
2047 | } | 2761 | } |
@@ -2109,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2109 | // m_log.DebugFormat( | 2823 | // m_log.DebugFormat( |
2110 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 2824 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2111 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 2825 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2112 | 2826 | ||
2827 | if (m_rootPart.PhysActor != null) | ||
2828 | m_rootPart.PhysActor.Building = true; | ||
2829 | |||
2113 | linkPart.ClearUndoState(); | 2830 | linkPart.ClearUndoState(); |
2114 | 2831 | ||
2115 | Quaternion worldRot = linkPart.GetWorldRotation(); | 2832 | Quaternion worldRot = linkPart.GetWorldRotation(); |
@@ -2169,6 +2886,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2169 | 2886 | ||
2170 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 2887 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
2171 | // (since delete works by deleting all rows which have a given object id) | 2888 | // (since delete works by deleting all rows which have a given object id) |
2889 | |||
2890 | // this is as it seems to be in sl now | ||
2891 | if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none) | ||
2892 | linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now | ||
2893 | |||
2894 | if (m_rootPart.PhysActor != null) | ||
2895 | m_rootPart.PhysActor.Building = false; | ||
2896 | |||
2172 | objectGroup.HasGroupChangedDueToDelink = true; | 2897 | objectGroup.HasGroupChangedDueToDelink = true; |
2173 | 2898 | ||
2174 | return objectGroup; | 2899 | return objectGroup; |
@@ -2180,6 +2905,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2180 | /// <param name="objectGroup"></param> | 2905 | /// <param name="objectGroup"></param> |
2181 | public virtual void DetachFromBackup() | 2906 | public virtual void DetachFromBackup() |
2182 | { | 2907 | { |
2908 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2183 | if (m_isBackedUp && Scene != null) | 2909 | if (m_isBackedUp && Scene != null) |
2184 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2910 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2185 | 2911 | ||
@@ -2198,7 +2924,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2198 | 2924 | ||
2199 | axPos *= parentRot; | 2925 | axPos *= parentRot; |
2200 | part.OffsetPosition = axPos; | 2926 | part.OffsetPosition = axPos; |
2201 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2927 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2928 | part.GroupPosition = newPos; | ||
2202 | part.OffsetPosition = Vector3.Zero; | 2929 | part.OffsetPosition = Vector3.Zero; |
2203 | part.RotationOffset = worldRot; | 2930 | part.RotationOffset = worldRot; |
2204 | 2931 | ||
@@ -2209,7 +2936,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2209 | 2936 | ||
2210 | part.LinkNum = linkNum; | 2937 | part.LinkNum = linkNum; |
2211 | 2938 | ||
2212 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2939 | part.OffsetPosition = newPos - AbsolutePosition; |
2213 | 2940 | ||
2214 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2941 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2215 | 2942 | ||
@@ -2219,10 +2946,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2219 | 2946 | ||
2220 | parentRot = m_rootPart.RotationOffset; | 2947 | parentRot = m_rootPart.RotationOffset; |
2221 | oldRot = part.RotationOffset; | 2948 | oldRot = part.RotationOffset; |
2222 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2949 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; |
2223 | part.RotationOffset = newRot; | 2950 | part.RotationOffset = newRot; |
2224 | 2951 | ||
2225 | part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2952 | part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); |
2226 | } | 2953 | } |
2227 | 2954 | ||
2228 | /// <summary> | 2955 | /// <summary> |
@@ -2473,8 +3200,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2473 | } | 3200 | } |
2474 | } | 3201 | } |
2475 | 3202 | ||
2476 | for (int i = 0; i < parts.Length; i++) | 3203 | if (parts.Length > 1) |
2477 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 3204 | { |
3205 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3206 | |||
3207 | for (int i = 0; i < parts.Length; i++) | ||
3208 | { | ||
3209 | |||
3210 | if (parts[i].UUID != m_rootPart.UUID) | ||
3211 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3212 | } | ||
3213 | |||
3214 | if (m_rootPart.PhysActor != null) | ||
3215 | m_rootPart.PhysActor.Building = false; | ||
3216 | } | ||
3217 | else | ||
3218 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); | ||
2478 | } | 3219 | } |
2479 | } | 3220 | } |
2480 | 3221 | ||
@@ -2487,6 +3228,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2487 | } | 3228 | } |
2488 | } | 3229 | } |
2489 | 3230 | ||
3231 | |||
3232 | |||
3233 | /// <summary> | ||
3234 | /// Gets the number of parts | ||
3235 | /// </summary> | ||
3236 | /// <returns></returns> | ||
3237 | public int GetPartCount() | ||
3238 | { | ||
3239 | return Parts.Count(); | ||
3240 | } | ||
3241 | |||
2490 | /// <summary> | 3242 | /// <summary> |
2491 | /// Update the texture entry for this part | 3243 | /// Update the texture entry for this part |
2492 | /// </summary> | 3244 | /// </summary> |
@@ -2548,11 +3300,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2548 | /// <param name="scale"></param> | 3300 | /// <param name="scale"></param> |
2549 | public void GroupResize(Vector3 scale) | 3301 | public void GroupResize(Vector3 scale) |
2550 | { | 3302 | { |
2551 | // m_log.DebugFormat( | ||
2552 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); | ||
2553 | |||
2554 | RootPart.StoreUndoState(true); | ||
2555 | |||
2556 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 3303 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); |
2557 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); | 3304 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); |
2558 | scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); | 3305 | scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); |
@@ -2579,7 +3326,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2579 | SceneObjectPart obPart = parts[i]; | 3326 | SceneObjectPart obPart = parts[i]; |
2580 | if (obPart.UUID != m_rootPart.UUID) | 3327 | if (obPart.UUID != m_rootPart.UUID) |
2581 | { | 3328 | { |
2582 | // obPart.IgnoreUndoUpdate = true; | ||
2583 | Vector3 oldSize = new Vector3(obPart.Scale); | 3329 | Vector3 oldSize = new Vector3(obPart.Scale); |
2584 | 3330 | ||
2585 | float f = 1.0f; | 3331 | float f = 1.0f; |
@@ -2643,8 +3389,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2643 | z *= a; | 3389 | z *= a; |
2644 | } | 3390 | } |
2645 | } | 3391 | } |
2646 | |||
2647 | // obPart.IgnoreUndoUpdate = false; | ||
2648 | } | 3392 | } |
2649 | } | 3393 | } |
2650 | } | 3394 | } |
@@ -2654,9 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2654 | prevScale.Y *= y; | 3398 | prevScale.Y *= y; |
2655 | prevScale.Z *= z; | 3399 | prevScale.Z *= z; |
2656 | 3400 | ||
2657 | // RootPart.IgnoreUndoUpdate = true; | ||
2658 | RootPart.Resize(prevScale); | 3401 | RootPart.Resize(prevScale); |
2659 | // RootPart.IgnoreUndoUpdate = false; | ||
2660 | 3402 | ||
2661 | parts = m_parts.GetArray(); | 3403 | parts = m_parts.GetArray(); |
2662 | for (int i = 0; i < parts.Length; i++) | 3404 | for (int i = 0; i < parts.Length; i++) |
@@ -2665,8 +3407,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2665 | 3407 | ||
2666 | if (obPart.UUID != m_rootPart.UUID) | 3408 | if (obPart.UUID != m_rootPart.UUID) |
2667 | { | 3409 | { |
2668 | obPart.IgnoreUndoUpdate = true; | ||
2669 | |||
2670 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3410 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2671 | currentpos.X *= x; | 3411 | currentpos.X *= x; |
2672 | currentpos.Y *= y; | 3412 | currentpos.Y *= y; |
@@ -2679,16 +3419,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2679 | 3419 | ||
2680 | obPart.Resize(newSize); | 3420 | obPart.Resize(newSize); |
2681 | obPart.UpdateOffSet(currentpos); | 3421 | obPart.UpdateOffSet(currentpos); |
2682 | |||
2683 | obPart.IgnoreUndoUpdate = false; | ||
2684 | } | 3422 | } |
2685 | 3423 | ||
2686 | // obPart.IgnoreUndoUpdate = false; | 3424 | HasGroupChanged = true; |
2687 | // obPart.StoreUndoState(); | 3425 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
3426 | ScheduleGroupForTerseUpdate(); | ||
2688 | } | 3427 | } |
2689 | |||
2690 | // m_log.DebugFormat( | ||
2691 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); | ||
2692 | } | 3428 | } |
2693 | 3429 | ||
2694 | #endregion | 3430 | #endregion |
@@ -2701,14 +3437,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2701 | /// <param name="pos"></param> | 3437 | /// <param name="pos"></param> |
2702 | public void UpdateGroupPosition(Vector3 pos) | 3438 | public void UpdateGroupPosition(Vector3 pos) |
2703 | { | 3439 | { |
2704 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); | ||
2705 | |||
2706 | RootPart.StoreUndoState(true); | ||
2707 | |||
2708 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2709 | // for (int i = 0; i < parts.Length; i++) | ||
2710 | // parts[i].StoreUndoState(); | ||
2711 | |||
2712 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3440 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2713 | { | 3441 | { |
2714 | if (IsAttachment) | 3442 | if (IsAttachment) |
@@ -2741,21 +3469,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2741 | /// </summary> | 3469 | /// </summary> |
2742 | /// <param name="pos"></param> | 3470 | /// <param name="pos"></param> |
2743 | /// <param name="localID"></param> | 3471 | /// <param name="localID"></param> |
3472 | /// | ||
3473 | |||
2744 | public void UpdateSinglePosition(Vector3 pos, uint localID) | 3474 | public void UpdateSinglePosition(Vector3 pos, uint localID) |
2745 | { | 3475 | { |
2746 | SceneObjectPart part = GetPart(localID); | 3476 | SceneObjectPart part = GetPart(localID); |
2747 | 3477 | ||
2748 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2749 | // for (int i = 0; i < parts.Length; i++) | ||
2750 | // parts[i].StoreUndoState(); | ||
2751 | |||
2752 | if (part != null) | 3478 | if (part != null) |
2753 | { | 3479 | { |
2754 | // m_log.DebugFormat( | 3480 | // unlock parts position change |
2755 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); | 3481 | if (m_rootPart.PhysActor != null) |
2756 | 3482 | m_rootPart.PhysActor.Building = true; | |
2757 | part.StoreUndoState(false); | ||
2758 | part.IgnoreUndoUpdate = true; | ||
2759 | 3483 | ||
2760 | if (part.UUID == m_rootPart.UUID) | 3484 | if (part.UUID == m_rootPart.UUID) |
2761 | { | 3485 | { |
@@ -2766,8 +3490,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2766 | part.UpdateOffSet(pos); | 3490 | part.UpdateOffSet(pos); |
2767 | } | 3491 | } |
2768 | 3492 | ||
3493 | if (m_rootPart.PhysActor != null) | ||
3494 | m_rootPart.PhysActor.Building = false; | ||
3495 | |||
2769 | HasGroupChanged = true; | 3496 | HasGroupChanged = true; |
2770 | part.IgnoreUndoUpdate = false; | ||
2771 | } | 3497 | } |
2772 | } | 3498 | } |
2773 | 3499 | ||
@@ -2777,13 +3503,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2777 | /// <param name="pos"></param> | 3503 | /// <param name="pos"></param> |
2778 | public void UpdateRootPosition(Vector3 pos) | 3504 | public void UpdateRootPosition(Vector3 pos) |
2779 | { | 3505 | { |
2780 | // m_log.DebugFormat( | 3506 | // needs to be called with phys building true |
2781 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); | ||
2782 | |||
2783 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2784 | // for (int i = 0; i < parts.Length; i++) | ||
2785 | // parts[i].StoreUndoState(); | ||
2786 | |||
2787 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3507 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
2788 | Vector3 oldPos = | 3508 | Vector3 oldPos = |
2789 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, | 3509 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, |
@@ -2806,7 +3526,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2806 | AbsolutePosition = newPos; | 3526 | AbsolutePosition = newPos; |
2807 | 3527 | ||
2808 | HasGroupChanged = true; | 3528 | HasGroupChanged = true; |
2809 | ScheduleGroupForTerseUpdate(); | 3529 | if (m_rootPart.Undoing) |
3530 | { | ||
3531 | ScheduleGroupForFullUpdate(); | ||
3532 | } | ||
3533 | else | ||
3534 | { | ||
3535 | ScheduleGroupForTerseUpdate(); | ||
3536 | } | ||
2810 | } | 3537 | } |
2811 | 3538 | ||
2812 | #endregion | 3539 | #endregion |
@@ -2819,17 +3546,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2819 | /// <param name="rot"></param> | 3546 | /// <param name="rot"></param> |
2820 | public void UpdateGroupRotationR(Quaternion rot) | 3547 | public void UpdateGroupRotationR(Quaternion rot) |
2821 | { | 3548 | { |
2822 | // m_log.DebugFormat( | ||
2823 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); | ||
2824 | |||
2825 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2826 | // for (int i = 0; i < parts.Length; i++) | ||
2827 | // parts[i].StoreUndoState(); | ||
2828 | |||
2829 | m_rootPart.StoreUndoState(true); | ||
2830 | |||
2831 | m_rootPart.UpdateRotation(rot); | ||
2832 | |||
2833 | PhysicsActor actor = m_rootPart.PhysActor; | 3549 | PhysicsActor actor = m_rootPart.PhysActor; |
2834 | if (actor != null) | 3550 | if (actor != null) |
2835 | { | 3551 | { |
@@ -2848,16 +3564,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2848 | /// <param name="rot"></param> | 3564 | /// <param name="rot"></param> |
2849 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 3565 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
2850 | { | 3566 | { |
2851 | // m_log.DebugFormat( | ||
2852 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); | ||
2853 | |||
2854 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2855 | // for (int i = 0; i < parts.Length; i++) | ||
2856 | // parts[i].StoreUndoState(); | ||
2857 | |||
2858 | RootPart.StoreUndoState(true); | ||
2859 | RootPart.IgnoreUndoUpdate = true; | ||
2860 | |||
2861 | m_rootPart.UpdateRotation(rot); | 3567 | m_rootPart.UpdateRotation(rot); |
2862 | 3568 | ||
2863 | PhysicsActor actor = m_rootPart.PhysActor; | 3569 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -2871,8 +3577,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2871 | 3577 | ||
2872 | HasGroupChanged = true; | 3578 | HasGroupChanged = true; |
2873 | ScheduleGroupForTerseUpdate(); | 3579 | ScheduleGroupForTerseUpdate(); |
2874 | |||
2875 | RootPart.IgnoreUndoUpdate = false; | ||
2876 | } | 3580 | } |
2877 | 3581 | ||
2878 | /// <summary> | 3582 | /// <summary> |
@@ -2885,13 +3589,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2885 | SceneObjectPart part = GetPart(localID); | 3589 | SceneObjectPart part = GetPart(localID); |
2886 | 3590 | ||
2887 | SceneObjectPart[] parts = m_parts.GetArray(); | 3591 | SceneObjectPart[] parts = m_parts.GetArray(); |
2888 | for (int i = 0; i < parts.Length; i++) | ||
2889 | parts[i].StoreUndoState(); | ||
2890 | 3592 | ||
2891 | if (part != null) | 3593 | if (part != null) |
2892 | { | 3594 | { |
2893 | // m_log.DebugFormat( | 3595 | if (m_rootPart.PhysActor != null) |
2894 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 3596 | m_rootPart.PhysActor.Building = true; |
2895 | 3597 | ||
2896 | if (part.UUID == m_rootPart.UUID) | 3598 | if (part.UUID == m_rootPart.UUID) |
2897 | { | 3599 | { |
@@ -2901,6 +3603,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2901 | { | 3603 | { |
2902 | part.UpdateRotation(rot); | 3604 | part.UpdateRotation(rot); |
2903 | } | 3605 | } |
3606 | |||
3607 | if (m_rootPart.PhysActor != null) | ||
3608 | m_rootPart.PhysActor.Building = false; | ||
2904 | } | 3609 | } |
2905 | } | 3610 | } |
2906 | 3611 | ||
@@ -2914,12 +3619,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2914 | SceneObjectPart part = GetPart(localID); | 3619 | SceneObjectPart part = GetPart(localID); |
2915 | if (part != null) | 3620 | if (part != null) |
2916 | { | 3621 | { |
2917 | // m_log.DebugFormat( | 3622 | if (m_rootPart.PhysActor != null) |
2918 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", | 3623 | m_rootPart.PhysActor.Building = true; |
2919 | // part.Name, part.LocalId, rot); | ||
2920 | |||
2921 | part.StoreUndoState(); | ||
2922 | part.IgnoreUndoUpdate = true; | ||
2923 | 3624 | ||
2924 | if (part.UUID == m_rootPart.UUID) | 3625 | if (part.UUID == m_rootPart.UUID) |
2925 | { | 3626 | { |
@@ -2932,7 +3633,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2932 | part.OffsetPosition = pos; | 3633 | part.OffsetPosition = pos; |
2933 | } | 3634 | } |
2934 | 3635 | ||
2935 | part.IgnoreUndoUpdate = false; | 3636 | if (m_rootPart.PhysActor != null) |
3637 | m_rootPart.PhysActor.Building = false; | ||
2936 | } | 3638 | } |
2937 | } | 3639 | } |
2938 | 3640 | ||
@@ -2942,15 +3644,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2942 | /// <param name="rot"></param> | 3644 | /// <param name="rot"></param> |
2943 | public void UpdateRootRotation(Quaternion rot) | 3645 | public void UpdateRootRotation(Quaternion rot) |
2944 | { | 3646 | { |
2945 | // m_log.DebugFormat( | 3647 | // needs to be called with phys building true |
2946 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", | ||
2947 | // Name, LocalId, rot); | ||
2948 | |||
2949 | Quaternion axRot = rot; | 3648 | Quaternion axRot = rot; |
2950 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3649 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
2951 | 3650 | ||
2952 | m_rootPart.StoreUndoState(); | 3651 | //Don't use UpdateRotation because it schedules an update prematurely |
2953 | m_rootPart.UpdateRotation(rot); | 3652 | m_rootPart.RotationOffset = rot; |
2954 | 3653 | ||
2955 | PhysicsActor pa = m_rootPart.PhysActor; | 3654 | PhysicsActor pa = m_rootPart.PhysActor; |
2956 | 3655 | ||
@@ -2966,35 +3665,135 @@ namespace OpenSim.Region.Framework.Scenes | |||
2966 | SceneObjectPart prim = parts[i]; | 3665 | SceneObjectPart prim = parts[i]; |
2967 | if (prim.UUID != m_rootPart.UUID) | 3666 | if (prim.UUID != m_rootPart.UUID) |
2968 | { | 3667 | { |
2969 | prim.IgnoreUndoUpdate = true; | 3668 | Quaternion NewRot = oldParentRot * prim.RotationOffset; |
3669 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3670 | prim.RotationOffset = NewRot; | ||
3671 | |||
2970 | Vector3 axPos = prim.OffsetPosition; | 3672 | Vector3 axPos = prim.OffsetPosition; |
3673 | |||
2971 | axPos *= oldParentRot; | 3674 | axPos *= oldParentRot; |
2972 | axPos *= Quaternion.Inverse(axRot); | 3675 | axPos *= Quaternion.Inverse(axRot); |
2973 | prim.OffsetPosition = axPos; | 3676 | prim.OffsetPosition = axPos; |
2974 | Quaternion primsRot = prim.RotationOffset; | 3677 | } |
2975 | Quaternion newRot = oldParentRot * primsRot; | 3678 | } |
2976 | newRot = Quaternion.Inverse(axRot) * newRot; | 3679 | |
2977 | prim.RotationOffset = newRot; | 3680 | HasGroupChanged = true; |
2978 | prim.ScheduleTerseUpdate(); | 3681 | ScheduleGroupForFullUpdate(); |
2979 | prim.IgnoreUndoUpdate = false; | 3682 | } |
2980 | } | ||
2981 | } | ||
2982 | |||
2983 | // for (int i = 0; i < parts.Length; i++) | ||
2984 | // { | ||
2985 | // SceneObjectPart childpart = parts[i]; | ||
2986 | // if (childpart != m_rootPart) | ||
2987 | // { | ||
2988 | //// childpart.IgnoreUndoUpdate = false; | ||
2989 | //// childpart.StoreUndoState(); | ||
2990 | // } | ||
2991 | // } | ||
2992 | 3683 | ||
2993 | m_rootPart.ScheduleTerseUpdate(); | 3684 | private enum updatetype :int |
3685 | { | ||
3686 | none = 0, | ||
3687 | partterse = 1, | ||
3688 | partfull = 2, | ||
3689 | groupterse = 3, | ||
3690 | groupfull = 4 | ||
3691 | } | ||
2994 | 3692 | ||
2995 | // m_log.DebugFormat( | 3693 | public void doChangeObject(SceneObjectPart part, ObjectChangeData data) |
2996 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3694 | { |
2997 | // Name, LocalId, rot); | 3695 | // TODO this still as excessive *.Schedule*Update()s |
3696 | |||
3697 | if (part != null && part.ParentGroup != null) | ||
3698 | { | ||
3699 | ObjectChangeType change = data.change; | ||
3700 | bool togroup = ((change & ObjectChangeType.Group) != 0); | ||
3701 | // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use | ||
3702 | |||
3703 | SceneObjectGroup group = part.ParentGroup; | ||
3704 | PhysicsActor pha = group.RootPart.PhysActor; | ||
3705 | |||
3706 | updatetype updateType = updatetype.none; | ||
3707 | |||
3708 | if (togroup) | ||
3709 | { | ||
3710 | // related to group | ||
3711 | if ((change & ObjectChangeType.Position) != 0) | ||
3712 | { | ||
3713 | group.AbsolutePosition = data.position; | ||
3714 | updateType = updatetype.groupterse; | ||
3715 | } | ||
3716 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3717 | { | ||
3718 | group.RootPart.UpdateRotation(data.rotation); | ||
3719 | updateType = updatetype.none; | ||
3720 | } | ||
3721 | if ((change & ObjectChangeType.Scale) != 0) | ||
3722 | { | ||
3723 | if (pha != null) | ||
3724 | pha.Building = true; | ||
3725 | |||
3726 | group.GroupResize(data.scale); | ||
3727 | updateType = updatetype.none; | ||
3728 | |||
3729 | if (pha != null) | ||
3730 | pha.Building = false; | ||
3731 | } | ||
3732 | } | ||
3733 | else | ||
3734 | { | ||
3735 | // related to single prim in a link-set ( ie group) | ||
3736 | if (pha != null) | ||
3737 | pha.Building = true; | ||
3738 | |||
3739 | // root part is special | ||
3740 | // parts offset positions or rotations need to change also | ||
3741 | |||
3742 | if (part == group.RootPart) | ||
3743 | { | ||
3744 | if ((change & ObjectChangeType.Position) != 0) | ||
3745 | group.UpdateRootPosition(data.position); | ||
3746 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3747 | group.UpdateRootRotation(data.rotation); | ||
3748 | if ((change & ObjectChangeType.Scale) != 0) | ||
3749 | part.Resize(data.scale); | ||
3750 | } | ||
3751 | else | ||
3752 | { | ||
3753 | if ((change & ObjectChangeType.Position) != 0) | ||
3754 | { | ||
3755 | part.OffsetPosition = data.position; | ||
3756 | updateType = updatetype.partterse; | ||
3757 | } | ||
3758 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3759 | { | ||
3760 | part.UpdateRotation(data.rotation); | ||
3761 | updateType = updatetype.none; | ||
3762 | } | ||
3763 | if ((change & ObjectChangeType.Scale) != 0) | ||
3764 | { | ||
3765 | part.Resize(data.scale); | ||
3766 | updateType = updatetype.none; | ||
3767 | } | ||
3768 | } | ||
3769 | |||
3770 | if (pha != null) | ||
3771 | pha.Building = false; | ||
3772 | } | ||
3773 | |||
3774 | if (updateType != updatetype.none) | ||
3775 | { | ||
3776 | group.HasGroupChanged = true; | ||
3777 | |||
3778 | switch (updateType) | ||
3779 | { | ||
3780 | case updatetype.partterse: | ||
3781 | part.ScheduleTerseUpdate(); | ||
3782 | break; | ||
3783 | case updatetype.partfull: | ||
3784 | part.ScheduleFullUpdate(); | ||
3785 | break; | ||
3786 | case updatetype.groupterse: | ||
3787 | group.ScheduleGroupForTerseUpdate(); | ||
3788 | break; | ||
3789 | case updatetype.groupfull: | ||
3790 | group.ScheduleGroupForFullUpdate(); | ||
3791 | break; | ||
3792 | default: | ||
3793 | break; | ||
3794 | } | ||
3795 | } | ||
3796 | } | ||
2998 | } | 3797 | } |
2999 | 3798 | ||
3000 | #endregion | 3799 | #endregion |
@@ -3214,11 +4013,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
3214 | } | 4013 | } |
3215 | } | 4014 | } |
3216 | } | 4015 | } |
3217 | 4016 | ||
4017 | public Vector3 GetGeometricCenter() | ||
4018 | { | ||
4019 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
4020 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
4021 | // ignoring tortured prims details since sl also seems to ignore | ||
4022 | // so no real use in doing it on physics | ||
4023 | |||
4024 | Vector3 gc = Vector3.Zero; | ||
4025 | |||
4026 | int nparts = m_parts.Count; | ||
4027 | if (nparts <= 1) | ||
4028 | return gc; | ||
4029 | |||
4030 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4031 | nparts = parts.Length; // just in case it changed | ||
4032 | if (nparts <= 1) | ||
4033 | return gc; | ||
4034 | |||
4035 | // average all parts positions | ||
4036 | for (int i = 0; i < nparts; i++) | ||
4037 | gc += parts[i].GetWorldPosition(); | ||
4038 | gc /= nparts; | ||
4039 | |||
4040 | // relative to root: | ||
4041 | gc -= AbsolutePosition; | ||
4042 | return gc; | ||
4043 | } | ||
4044 | |||
3218 | public float GetMass() | 4045 | public float GetMass() |
3219 | { | 4046 | { |
3220 | float retmass = 0f; | 4047 | float retmass = 0f; |
3221 | |||
3222 | SceneObjectPart[] parts = m_parts.GetArray(); | 4048 | SceneObjectPart[] parts = m_parts.GetArray(); |
3223 | for (int i = 0; i < parts.Length; i++) | 4049 | for (int i = 0; i < parts.Length; i++) |
3224 | retmass += parts[i].GetMass(); | 4050 | retmass += parts[i].GetMass(); |
@@ -3379,6 +4205,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3379 | FromItemID = uuid; | 4205 | FromItemID = uuid; |
3380 | } | 4206 | } |
3381 | 4207 | ||
4208 | public void ResetOwnerChangeFlag() | ||
4209 | { | ||
4210 | ForEachPart(delegate(SceneObjectPart part) | ||
4211 | { | ||
4212 | part.ResetOwnerChangeFlag(); | ||
4213 | }); | ||
4214 | } | ||
4215 | |||
3382 | #endregion | 4216 | #endregion |
3383 | } | 4217 | } |
3384 | } | 4218 | } |