diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1421 |
1 files changed, 1187 insertions, 234 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index da80e4f..02a8935 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; |
@@ -44,6 +45,7 @@ using PermissionMask = OpenSim.Framework.PermissionMask; | |||
44 | 45 | ||
45 | namespace OpenSim.Region.Framework.Scenes | 46 | namespace OpenSim.Region.Framework.Scenes |
46 | { | 47 | { |
48 | |||
47 | [Flags] | 49 | [Flags] |
48 | public enum scriptEvents | 50 | public enum scriptEvents |
49 | { | 51 | { |
@@ -78,14 +80,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
78 | object_rez = 4194304 | 80 | object_rez = 4194304 |
79 | } | 81 | } |
80 | 82 | ||
81 | struct scriptPosTarget | 83 | public struct scriptPosTarget |
82 | { | 84 | { |
83 | public Vector3 targetPos; | 85 | public Vector3 targetPos; |
84 | public float tolerance; | 86 | public float tolerance; |
85 | public uint handle; | 87 | public uint handle; |
86 | } | 88 | } |
87 | 89 | ||
88 | struct scriptRotTarget | 90 | public struct scriptRotTarget |
89 | { | 91 | { |
90 | public Quaternion targetRot; | 92 | public Quaternion targetRot; |
91 | public float tolerance; | 93 | public float tolerance; |
@@ -116,8 +118,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
116 | /// since the group's last persistent backup | 118 | /// since the group's last persistent backup |
117 | /// </summary> | 119 | /// </summary> |
118 | private bool m_hasGroupChanged = false; | 120 | private bool m_hasGroupChanged = false; |
119 | private long timeFirstChanged; | 121 | private long timeFirstChanged = 0; |
120 | private long timeLastChanged; | 122 | private long timeLastChanged = 0; |
123 | private long m_maxPersistTime = 0; | ||
124 | private long m_minPersistTime = 0; | ||
125 | // private Random m_rand; | ||
126 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
121 | 127 | ||
122 | /// <summary> | 128 | /// <summary> |
123 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage | 129 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage |
@@ -134,9 +140,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
134 | { | 140 | { |
135 | if (value) | 141 | if (value) |
136 | { | 142 | { |
143 | |||
144 | if (m_isBackedUp) | ||
145 | { | ||
146 | m_scene.SceneGraph.FireChangeBackup(this); | ||
147 | } | ||
137 | timeLastChanged = DateTime.Now.Ticks; | 148 | timeLastChanged = DateTime.Now.Ticks; |
138 | if (!m_hasGroupChanged) | 149 | if (!m_hasGroupChanged) |
139 | timeFirstChanged = DateTime.Now.Ticks; | 150 | timeFirstChanged = DateTime.Now.Ticks; |
151 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
152 | { | ||
153 | /* | ||
154 | if (m_rand == null) | ||
155 | { | ||
156 | byte[] val = new byte[16]; | ||
157 | m_rootPart.UUID.ToBytes(val, 0); | ||
158 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
159 | } | ||
160 | */ | ||
161 | if (m_scene.GetRootAgentCount() == 0) | ||
162 | { | ||
163 | //If the region is empty, this change has been made by an automated process | ||
164 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
165 | |||
166 | // float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
167 | float factor = 2.0f; | ||
168 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
169 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
170 | } | ||
171 | else | ||
172 | { | ||
173 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
174 | //but add a random factor so we stagger the object persistance a little | ||
175 | // m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
176 | // m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
177 | m_maxPersistTime = m_scene.m_persistAfter; | ||
178 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
179 | } | ||
180 | } | ||
140 | } | 181 | } |
141 | m_hasGroupChanged = value; | 182 | m_hasGroupChanged = value; |
142 | 183 | ||
@@ -151,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
151 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 192 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
152 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 193 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
153 | /// </summary> | 194 | /// </summary> |
154 | public bool HasGroupChangedDueToDelink { get; private set; } | 195 | public bool HasGroupChangedDueToDelink { get; set; } |
155 | 196 | ||
156 | private bool isTimeToPersist() | 197 | private bool isTimeToPersist() |
157 | { | 198 | { |
@@ -161,8 +202,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
161 | return false; | 202 | return false; |
162 | if (m_scene.ShuttingDown) | 203 | if (m_scene.ShuttingDown) |
163 | return true; | 204 | return true; |
205 | |||
206 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
207 | { | ||
208 | m_maxPersistTime = m_scene.m_persistAfter; | ||
209 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
210 | } | ||
211 | |||
164 | long currentTime = DateTime.Now.Ticks; | 212 | long currentTime = DateTime.Now.Ticks; |
165 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 213 | |
214 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
215 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
216 | |||
217 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
166 | return true; | 218 | return true; |
167 | return false; | 219 | return false; |
168 | } | 220 | } |
@@ -220,6 +272,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
220 | { | 272 | { |
221 | AttachmentPoint = 0; | 273 | AttachmentPoint = 0; |
222 | 274 | ||
275 | // Don't zap trees | ||
276 | if (RootPart.Shape.PCode == (byte)PCode.Tree || | ||
277 | RootPart.Shape.PCode == (byte)PCode.NewTree) | ||
278 | return; | ||
279 | |||
223 | // Even though we don't use child part state parameters for attachments any more, we still need to set | 280 | // Even though we don't use child part state parameters for attachments any more, we still need to set |
224 | // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if | 281 | // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if |
225 | // we store them correctly, scene objects that we receive from elsewhere might not. | 282 | // we store them correctly, scene objects that we receive from elsewhere might not. |
@@ -265,26 +322,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
265 | get { return RootPart.VolumeDetectActive; } | 322 | get { return RootPart.VolumeDetectActive; } |
266 | } | 323 | } |
267 | 324 | ||
268 | private Vector3 lastPhysGroupPos; | ||
269 | private Quaternion lastPhysGroupRot; | ||
270 | |||
271 | private bool m_isBackedUp; | 325 | private bool m_isBackedUp; |
272 | 326 | ||
327 | public bool IsBackedUp | ||
328 | { | ||
329 | get { return m_isBackedUp; } | ||
330 | } | ||
331 | |||
273 | protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); | 332 | protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); |
274 | 333 | ||
275 | protected ulong m_regionHandle; | 334 | protected ulong m_regionHandle; |
276 | protected SceneObjectPart m_rootPart; | 335 | protected SceneObjectPart m_rootPart; |
277 | // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); | 336 | // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); |
278 | 337 | ||
279 | private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); | 338 | private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>(); |
280 | private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); | 339 | private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>(); |
340 | |||
341 | public SortedDictionary<uint, scriptPosTarget> AtTargets | ||
342 | { | ||
343 | get { return m_targets; } | ||
344 | } | ||
345 | |||
346 | public SortedDictionary<uint, scriptRotTarget> RotTargets | ||
347 | { | ||
348 | get { return m_rotTargets; } | ||
349 | } | ||
281 | 350 | ||
282 | private bool m_scriptListens_atTarget; | 351 | private bool m_scriptListens_atTarget; |
283 | private bool m_scriptListens_notAtTarget; | 352 | private bool m_scriptListens_notAtTarget; |
284 | |||
285 | private bool m_scriptListens_atRotTarget; | 353 | private bool m_scriptListens_atRotTarget; |
286 | private bool m_scriptListens_notAtRotTarget; | 354 | private bool m_scriptListens_notAtRotTarget; |
287 | 355 | ||
356 | public bool m_dupeInProgress = false; | ||
288 | internal Dictionary<UUID, string> m_savedScriptState; | 357 | internal Dictionary<UUID, string> m_savedScriptState; |
289 | 358 | ||
290 | #region Properties | 359 | #region Properties |
@@ -321,6 +390,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
321 | get { return m_parts.Count; } | 390 | get { return m_parts.Count; } |
322 | } | 391 | } |
323 | 392 | ||
393 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
394 | // | ||
395 | // public virtual Quaternion Rotation | ||
396 | // { | ||
397 | // get { return m_rotation; } | ||
398 | // set { | ||
399 | // m_rotation = value; | ||
400 | // } | ||
401 | // } | ||
402 | |||
324 | public Quaternion GroupRotation | 403 | public Quaternion GroupRotation |
325 | { | 404 | { |
326 | get { return m_rootPart.RotationOffset; } | 405 | get { return m_rootPart.RotationOffset; } |
@@ -427,7 +506,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
427 | { | 506 | { |
428 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); | 507 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); |
429 | } | 508 | } |
430 | 509 | ||
510 | |||
511 | |||
512 | private struct avtocrossInfo | ||
513 | { | ||
514 | public ScenePresence av; | ||
515 | public uint ParentID; | ||
516 | } | ||
517 | |||
431 | /// <summary> | 518 | /// <summary> |
432 | /// The absolute position of this scene object in the scene | 519 | /// The absolute position of this scene object in the scene |
433 | /// </summary> | 520 | /// </summary> |
@@ -455,13 +542,129 @@ namespace OpenSim.Region.Framework.Scenes | |||
455 | || Scene.TestBorderCross(val, Cardinals.S)) | 542 | || Scene.TestBorderCross(val, Cardinals.S)) |
456 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | 543 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) |
457 | { | 544 | { |
545 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); | ||
546 | uint x = 0; | ||
547 | uint y = 0; | ||
548 | string version = String.Empty; | ||
549 | Vector3 newpos = Vector3.Zero; | ||
550 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
551 | |||
458 | if (m_rootPart.KeyframeMotion != null) | 552 | if (m_rootPart.KeyframeMotion != null) |
459 | m_rootPart.KeyframeMotion.StartCrossingCheck(); | 553 | m_rootPart.KeyframeMotion.StartCrossingCheck(); |
460 | 554 | ||
461 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 555 | bool canCross = true; |
556 | foreach (ScenePresence av in m_linkedAvatars) | ||
557 | { | ||
558 | // We need to cross these agents. First, let's find | ||
559 | // out if any of them can't cross for some reason. | ||
560 | // We have to deny the crossing entirely if any | ||
561 | // of them are banned. Alternatively, we could | ||
562 | // unsit banned agents.... | ||
563 | |||
564 | |||
565 | // We set the avatar position as being the object | ||
566 | // position to get the region to send to | ||
567 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | ||
568 | { | ||
569 | canCross = false; | ||
570 | break; | ||
571 | } | ||
572 | |||
573 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
574 | } | ||
575 | |||
576 | if (canCross) | ||
577 | { | ||
578 | // We unparent the SP quietly so that it won't | ||
579 | // be made to stand up | ||
580 | |||
581 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); | ||
582 | |||
583 | foreach (ScenePresence av in m_linkedAvatars) | ||
584 | { | ||
585 | avtocrossInfo avinfo = new avtocrossInfo(); | ||
586 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
587 | if (parentPart != null) | ||
588 | av.ParentUUID = parentPart.UUID; | ||
589 | |||
590 | avinfo.av = av; | ||
591 | avinfo.ParentID = av.ParentID; | ||
592 | avsToCross.Add(avinfo); | ||
593 | |||
594 | av.ParentID = 0; | ||
595 | } | ||
596 | |||
597 | // m_linkedAvatars.Clear(); | ||
598 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
599 | |||
600 | // Normalize | ||
601 | if (val.X >= Constants.RegionSize) | ||
602 | val.X -= Constants.RegionSize; | ||
603 | if (val.Y >= Constants.RegionSize) | ||
604 | val.Y -= Constants.RegionSize; | ||
605 | if (val.X < 0) | ||
606 | val.X += Constants.RegionSize; | ||
607 | if (val.Y < 0) | ||
608 | val.Y += Constants.RegionSize; | ||
609 | |||
610 | // If it's deleted, crossing was successful | ||
611 | if (IsDeleted) | ||
612 | { | ||
613 | // foreach (ScenePresence av in m_linkedAvatars) | ||
614 | foreach (avtocrossInfo avinfo in avsToCross) | ||
615 | { | ||
616 | ScenePresence av = avinfo.av; | ||
617 | if (!av.IsInTransit) // just in case... | ||
618 | { | ||
619 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
620 | |||
621 | av.IsInTransit = true; | ||
622 | |||
623 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
624 | d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
625 | } | ||
626 | else | ||
627 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val); | ||
628 | } | ||
629 | avsToCross.Clear(); | ||
630 | return; | ||
631 | } | ||
632 | else // cross failed, put avas back ?? | ||
633 | { | ||
634 | foreach (avtocrossInfo avinfo in avsToCross) | ||
635 | { | ||
636 | ScenePresence av = avinfo.av; | ||
637 | av.ParentUUID = UUID.Zero; | ||
638 | av.ParentID = avinfo.ParentID; | ||
639 | // m_linkedAvatars.Add(av); | ||
640 | } | ||
641 | } | ||
642 | avsToCross.Clear(); | ||
643 | |||
644 | } | ||
645 | else | ||
646 | { | ||
647 | if (m_rootPart.KeyframeMotion != null) | ||
648 | m_rootPart.KeyframeMotion.CrossingFailure(); | ||
649 | |||
650 | if (RootPart.PhysActor != null) | ||
651 | { | ||
652 | RootPart.PhysActor.CrossingFailure(); | ||
653 | } | ||
654 | } | ||
655 | Vector3 oldp = AbsolutePosition; | ||
656 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
657 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
658 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | ||
462 | } | 659 | } |
463 | } | 660 | } |
464 | 661 | ||
662 | /* don't see the need but worse don't see where is restored to false if things stay in | ||
663 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
664 | { | ||
665 | part.IgnoreUndoUpdate = true; | ||
666 | } | ||
667 | */ | ||
465 | if (RootPart.GetStatusSandbox()) | 668 | if (RootPart.GetStatusSandbox()) |
466 | { | 669 | { |
467 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 670 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -479,9 +682,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
479 | // Restuff the new GroupPosition into each SOP of the linkset. | 682 | // Restuff the new GroupPosition into each SOP of the linkset. |
480 | // This has the affect of resetting and tainting the physics actors. | 683 | // This has the affect of resetting and tainting the physics actors. |
481 | SceneObjectPart[] parts = m_parts.GetArray(); | 684 | SceneObjectPart[] parts = m_parts.GetArray(); |
482 | for (int i = 0; i < parts.Length; i++) | 685 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
483 | parts[i].GroupPosition = val; | 686 | if (m_dupeInProgress) |
687 | triggerScriptEvent = false; | ||
688 | foreach (SceneObjectPart part in parts) | ||
689 | { | ||
690 | part.GroupPosition = val; | ||
691 | if (triggerScriptEvent) | ||
692 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
693 | } | ||
484 | 694 | ||
695 | /* | ||
696 | This seems not needed and should not be needed: | ||
697 | sp absolute position depends on sit part absolute position fixed above. | ||
698 | sp ParentPosition is not used anywhere. | ||
699 | Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it | ||
700 | Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature. | ||
701 | |||
702 | if (!m_dupeInProgress) | ||
703 | { | ||
704 | foreach (ScenePresence av in m_linkedAvatars) | ||
705 | { | ||
706 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
707 | if (p != null && m_parts.TryGetValue(p.UUID, out p)) | ||
708 | { | ||
709 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
710 | av.AbsolutePosition += offset; | ||
711 | // av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
712 | av.SendAvatarDataToAllAgents(); | ||
713 | } | ||
714 | } | ||
715 | } | ||
716 | */ | ||
485 | //if (m_rootPart.PhysActor != null) | 717 | //if (m_rootPart.PhysActor != null) |
486 | //{ | 718 | //{ |
487 | //m_rootPart.PhysActor.Position = | 719 | //m_rootPart.PhysActor.Position = |
@@ -495,6 +727,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
495 | } | 727 | } |
496 | } | 728 | } |
497 | 729 | ||
730 | public override Vector3 Velocity | ||
731 | { | ||
732 | get { return RootPart.Velocity; } | ||
733 | set { RootPart.Velocity = value; } | ||
734 | } | ||
735 | |||
736 | private void CrossAgentToNewRegionCompleted(IAsyncResult iar) | ||
737 | { | ||
738 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | ||
739 | ScenePresence agent = icon.EndInvoke(iar); | ||
740 | |||
741 | //// If the cross was successful, this agent is a child agent | ||
742 | if (agent.IsChildAgent) | ||
743 | { | ||
744 | if (agent.ParentUUID != UUID.Zero) | ||
745 | { | ||
746 | agent.ParentPart = null; | ||
747 | // agent.ParentPosition = Vector3.Zero; | ||
748 | // agent.ParentUUID = UUID.Zero; | ||
749 | } | ||
750 | } | ||
751 | |||
752 | agent.ParentUUID = UUID.Zero; | ||
753 | |||
754 | // agent.Reset(); | ||
755 | // else // Not successful | ||
756 | // agent.RestoreInCurrentScene(); | ||
757 | |||
758 | // In any case | ||
759 | agent.IsInTransit = false; | ||
760 | |||
761 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | ||
762 | } | ||
763 | |||
498 | public override uint LocalId | 764 | public override uint LocalId |
499 | { | 765 | { |
500 | get { return m_rootPart.LocalId; } | 766 | get { return m_rootPart.LocalId; } |
@@ -565,6 +831,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
565 | m_isSelected = value; | 831 | m_isSelected = value; |
566 | // Tell physics engine that group is selected | 832 | // Tell physics engine that group is selected |
567 | 833 | ||
834 | // this is not right | ||
835 | // but ode engines should only really need to know about root part | ||
836 | // so they can put entire object simulation on hold and not colliding | ||
837 | // keep as was for now | ||
838 | |||
568 | PhysicsActor pa = m_rootPart.PhysActor; | 839 | PhysicsActor pa = m_rootPart.PhysActor; |
569 | if (pa != null) | 840 | if (pa != null) |
570 | { | 841 | { |
@@ -586,6 +857,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
586 | } | 857 | } |
587 | } | 858 | } |
588 | 859 | ||
860 | public void PartSelectChanged(bool partSelect) | ||
861 | { | ||
862 | // any part selected makes group selected | ||
863 | if (m_isSelected == partSelect) | ||
864 | return; | ||
865 | |||
866 | if (partSelect) | ||
867 | { | ||
868 | IsSelected = partSelect; | ||
869 | // if (!IsAttachment) | ||
870 | // ScheduleGroupForFullUpdate(); | ||
871 | } | ||
872 | else | ||
873 | { | ||
874 | // bad bad bad 2 heavy for large linksets | ||
875 | // since viewer does send lot of (un)selects | ||
876 | // this needs to be replaced by a specific list or count ? | ||
877 | // but that will require extra code in several places | ||
878 | |||
879 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
880 | for (int i = 0; i < parts.Length; i++) | ||
881 | { | ||
882 | SceneObjectPart part = parts[i]; | ||
883 | if (part.IsSelected) | ||
884 | return; | ||
885 | } | ||
886 | IsSelected = partSelect; | ||
887 | if (!IsAttachment) | ||
888 | { | ||
889 | ScheduleGroupForFullUpdate(); | ||
890 | } | ||
891 | } | ||
892 | } | ||
893 | |||
589 | private SceneObjectPart m_PlaySoundMasterPrim = null; | 894 | private SceneObjectPart m_PlaySoundMasterPrim = null; |
590 | public SceneObjectPart PlaySoundMasterPrim | 895 | public SceneObjectPart PlaySoundMasterPrim |
591 | { | 896 | { |
@@ -680,6 +985,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
680 | /// </summary> | 985 | /// </summary> |
681 | public SceneObjectGroup() | 986 | public SceneObjectGroup() |
682 | { | 987 | { |
988 | |||
683 | } | 989 | } |
684 | 990 | ||
685 | /// <summary> | 991 | /// <summary> |
@@ -697,8 +1003,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
697 | /// Constructor. This object is added to the scene later via AttachToScene() | 1003 | /// Constructor. This object is added to the scene later via AttachToScene() |
698 | /// </summary> | 1004 | /// </summary> |
699 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 1005 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
700 | :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) | 1006 | { |
701 | { | 1007 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
702 | } | 1008 | } |
703 | 1009 | ||
704 | /// <summary> | 1010 | /// <summary> |
@@ -733,6 +1039,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
733 | /// </summary> | 1039 | /// </summary> |
734 | public virtual void AttachToBackup() | 1040 | public virtual void AttachToBackup() |
735 | { | 1041 | { |
1042 | if (IsAttachment) return; | ||
1043 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
1044 | |||
736 | if (InSceneBackup) | 1045 | if (InSceneBackup) |
737 | { | 1046 | { |
738 | //m_log.DebugFormat( | 1047 | //m_log.DebugFormat( |
@@ -775,6 +1084,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
775 | 1084 | ||
776 | ApplyPhysics(); | 1085 | ApplyPhysics(); |
777 | 1086 | ||
1087 | if (RootPart.PhysActor != null) | ||
1088 | RootPart.Force = RootPart.Force; | ||
1089 | if (RootPart.PhysActor != null) | ||
1090 | RootPart.Torque = RootPart.Torque; | ||
1091 | if (RootPart.PhysActor != null) | ||
1092 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
1093 | |||
778 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 1094 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
779 | // for the same object with very different properties. The caller must schedule the update. | 1095 | // for the same object with very different properties. The caller must schedule the update. |
780 | //ScheduleGroupForFullUpdate(); | 1096 | //ScheduleGroupForFullUpdate(); |
@@ -790,6 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
790 | EntityIntersection result = new EntityIntersection(); | 1106 | EntityIntersection result = new EntityIntersection(); |
791 | 1107 | ||
792 | SceneObjectPart[] parts = m_parts.GetArray(); | 1108 | SceneObjectPart[] parts = m_parts.GetArray(); |
1109 | |||
1110 | // Find closest hit here | ||
1111 | float idist = float.MaxValue; | ||
1112 | |||
793 | for (int i = 0; i < parts.Length; i++) | 1113 | for (int i = 0; i < parts.Length; i++) |
794 | { | 1114 | { |
795 | SceneObjectPart part = parts[i]; | 1115 | SceneObjectPart part = parts[i]; |
@@ -804,11 +1124,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
804 | 1124 | ||
805 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 1125 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
806 | 1126 | ||
807 | // This may need to be updated to the maximum draw distance possible.. | ||
808 | // We might (and probably will) be checking for prim creation from other sims | ||
809 | // when the camera crosses the border. | ||
810 | float idist = Constants.RegionSize; | ||
811 | |||
812 | if (inter.HitTF) | 1127 | if (inter.HitTF) |
813 | { | 1128 | { |
814 | // We need to find the closest prim to return to the testcaller along the ray | 1129 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -819,10 +1134,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
819 | result.obj = part; | 1134 | result.obj = part; |
820 | result.normal = inter.normal; | 1135 | result.normal = inter.normal; |
821 | result.distance = inter.distance; | 1136 | result.distance = inter.distance; |
1137 | |||
1138 | idist = inter.distance; | ||
822 | } | 1139 | } |
823 | } | 1140 | } |
824 | } | 1141 | } |
825 | |||
826 | return result; | 1142 | return result; |
827 | } | 1143 | } |
828 | 1144 | ||
@@ -834,25 +1150,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
834 | /// <returns></returns> | 1150 | /// <returns></returns> |
835 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 1151 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
836 | { | 1152 | { |
837 | maxX = -256f; | 1153 | maxX = float.MinValue; |
838 | maxY = -256f; | 1154 | maxY = float.MinValue; |
839 | maxZ = -256f; | 1155 | maxZ = float.MinValue; |
840 | minX = 256f; | 1156 | minX = float.MaxValue; |
841 | minY = 256f; | 1157 | minY = float.MaxValue; |
842 | minZ = 8192f; | 1158 | minZ = float.MaxValue; |
843 | 1159 | ||
844 | SceneObjectPart[] parts = m_parts.GetArray(); | 1160 | SceneObjectPart[] parts = m_parts.GetArray(); |
845 | for (int i = 0; i < parts.Length; i++) | 1161 | foreach (SceneObjectPart part in parts) |
846 | { | 1162 | { |
847 | SceneObjectPart part = parts[i]; | ||
848 | |||
849 | Vector3 worldPos = part.GetWorldPosition(); | 1163 | Vector3 worldPos = part.GetWorldPosition(); |
850 | Vector3 offset = worldPos - AbsolutePosition; | 1164 | Vector3 offset = worldPos - AbsolutePosition; |
851 | Quaternion worldRot; | 1165 | Quaternion worldRot; |
852 | if (part.ParentID == 0) | 1166 | if (part.ParentID == 0) |
1167 | { | ||
853 | worldRot = part.RotationOffset; | 1168 | worldRot = part.RotationOffset; |
1169 | } | ||
854 | else | 1170 | else |
1171 | { | ||
855 | worldRot = part.GetWorldRotation(); | 1172 | worldRot = part.GetWorldRotation(); |
1173 | } | ||
856 | 1174 | ||
857 | Vector3 frontTopLeft; | 1175 | Vector3 frontTopLeft; |
858 | Vector3 frontTopRight; | 1176 | Vector3 frontTopRight; |
@@ -864,6 +1182,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
864 | Vector3 backBottomLeft; | 1182 | Vector3 backBottomLeft; |
865 | Vector3 backBottomRight; | 1183 | Vector3 backBottomRight; |
866 | 1184 | ||
1185 | // Vector3[] corners = new Vector3[8]; | ||
1186 | |||
867 | Vector3 orig = Vector3.Zero; | 1187 | Vector3 orig = Vector3.Zero; |
868 | 1188 | ||
869 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 1189 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -898,6 +1218,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
898 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 1218 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
899 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 1219 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
900 | 1220 | ||
1221 | |||
1222 | |||
1223 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1224 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1225 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1226 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1227 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1228 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1229 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1230 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1231 | |||
1232 | //for (int i = 0; i < 8; i++) | ||
1233 | //{ | ||
1234 | // corners[i] = corners[i] * worldRot; | ||
1235 | // corners[i] += offset; | ||
1236 | |||
1237 | // if (corners[i].X > maxX) | ||
1238 | // maxX = corners[i].X; | ||
1239 | // if (corners[i].X < minX) | ||
1240 | // minX = corners[i].X; | ||
1241 | |||
1242 | // if (corners[i].Y > maxY) | ||
1243 | // maxY = corners[i].Y; | ||
1244 | // if (corners[i].Y < minY) | ||
1245 | // minY = corners[i].Y; | ||
1246 | |||
1247 | // if (corners[i].Z > maxZ) | ||
1248 | // maxZ = corners[i].Y; | ||
1249 | // if (corners[i].Z < minZ) | ||
1250 | // minZ = corners[i].Z; | ||
1251 | //} | ||
1252 | |||
901 | frontTopLeft = frontTopLeft * worldRot; | 1253 | frontTopLeft = frontTopLeft * worldRot; |
902 | frontTopRight = frontTopRight * worldRot; | 1254 | frontTopRight = frontTopRight * worldRot; |
903 | frontBottomLeft = frontBottomLeft * worldRot; | 1255 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -919,6 +1271,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
919 | backTopLeft += offset; | 1271 | backTopLeft += offset; |
920 | backTopRight += offset; | 1272 | backTopRight += offset; |
921 | 1273 | ||
1274 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1275 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1276 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1277 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1278 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1279 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1280 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1281 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1282 | |||
922 | if (frontTopRight.X > maxX) | 1283 | if (frontTopRight.X > maxX) |
923 | maxX = frontTopRight.X; | 1284 | maxX = frontTopRight.X; |
924 | if (frontTopLeft.X > maxX) | 1285 | if (frontTopLeft.X > maxX) |
@@ -1062,17 +1423,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
1062 | 1423 | ||
1063 | #endregion | 1424 | #endregion |
1064 | 1425 | ||
1426 | public void GetResourcesCosts(SceneObjectPart apart, | ||
1427 | out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost) | ||
1428 | { | ||
1429 | // this information may need to be cached | ||
1430 | |||
1431 | float cost; | ||
1432 | float tmpcost; | ||
1433 | |||
1434 | bool ComplexCost = false; | ||
1435 | |||
1436 | SceneObjectPart p; | ||
1437 | SceneObjectPart[] parts; | ||
1438 | |||
1439 | lock (m_parts) | ||
1440 | { | ||
1441 | parts = m_parts.GetArray(); | ||
1442 | } | ||
1443 | |||
1444 | int nparts = parts.Length; | ||
1445 | |||
1446 | |||
1447 | for (int i = 0; i < nparts; i++) | ||
1448 | { | ||
1449 | p = parts[i]; | ||
1450 | |||
1451 | if (p.UsesComplexCost) | ||
1452 | { | ||
1453 | ComplexCost = true; | ||
1454 | break; | ||
1455 | } | ||
1456 | } | ||
1457 | |||
1458 | if (ComplexCost) | ||
1459 | { | ||
1460 | linksetResCost = 0; | ||
1461 | linksetPhysCost = 0; | ||
1462 | partCost = 0; | ||
1463 | partPhysCost = 0; | ||
1464 | |||
1465 | for (int i = 0; i < nparts; i++) | ||
1466 | { | ||
1467 | p = parts[i]; | ||
1468 | |||
1469 | cost = p.StreamingCost; | ||
1470 | tmpcost = p.SimulationCost; | ||
1471 | if (tmpcost > cost) | ||
1472 | cost = tmpcost; | ||
1473 | tmpcost = p.PhysicsCost; | ||
1474 | if (tmpcost > cost) | ||
1475 | cost = tmpcost; | ||
1476 | |||
1477 | linksetPhysCost += tmpcost; | ||
1478 | linksetResCost += cost; | ||
1479 | |||
1480 | if (p == apart) | ||
1481 | { | ||
1482 | partCost = cost; | ||
1483 | partPhysCost = tmpcost; | ||
1484 | } | ||
1485 | } | ||
1486 | } | ||
1487 | else | ||
1488 | { | ||
1489 | partPhysCost = 1.0f; | ||
1490 | partCost = 1.0f; | ||
1491 | linksetResCost = (float)nparts; | ||
1492 | linksetPhysCost = linksetResCost; | ||
1493 | } | ||
1494 | } | ||
1495 | |||
1496 | public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost) | ||
1497 | { | ||
1498 | SceneObjectPart p; | ||
1499 | SceneObjectPart[] parts; | ||
1500 | |||
1501 | lock (m_parts) | ||
1502 | { | ||
1503 | parts = m_parts.GetArray(); | ||
1504 | } | ||
1505 | |||
1506 | int nparts = parts.Length; | ||
1507 | |||
1508 | PhysCost = 0; | ||
1509 | StreamCost = 0; | ||
1510 | SimulCost = 0; | ||
1511 | |||
1512 | for (int i = 0; i < nparts; i++) | ||
1513 | { | ||
1514 | p = parts[i]; | ||
1515 | |||
1516 | StreamCost += p.StreamingCost; | ||
1517 | SimulCost += p.SimulationCost; | ||
1518 | PhysCost += p.PhysicsCost; | ||
1519 | } | ||
1520 | } | ||
1521 | |||
1065 | public void SaveScriptedState(XmlTextWriter writer) | 1522 | public void SaveScriptedState(XmlTextWriter writer) |
1066 | { | 1523 | { |
1524 | SaveScriptedState(writer, false); | ||
1525 | } | ||
1526 | |||
1527 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1528 | { | ||
1067 | XmlDocument doc = new XmlDocument(); | 1529 | XmlDocument doc = new XmlDocument(); |
1068 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1530 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
1069 | 1531 | ||
1070 | SceneObjectPart[] parts = m_parts.GetArray(); | 1532 | SceneObjectPart[] parts = m_parts.GetArray(); |
1071 | for (int i = 0; i < parts.Length; i++) | 1533 | for (int i = 0; i < parts.Length; i++) |
1072 | { | 1534 | { |
1073 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1535 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
1074 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1536 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
1075 | states.Add(kvp.Key, kvp.Value); | 1537 | states[kvp.Key] = kvp.Value; |
1076 | } | 1538 | } |
1077 | 1539 | ||
1078 | if (states.Count > 0) | 1540 | if (states.Count > 0) |
@@ -1092,6 +1554,169 @@ namespace OpenSim.Region.Framework.Scenes | |||
1092 | } | 1554 | } |
1093 | 1555 | ||
1094 | /// <summary> | 1556 | /// <summary> |
1557 | /// Add the avatar to this linkset (avatar is sat). | ||
1558 | /// </summary> | ||
1559 | /// <param name="agentID"></param> | ||
1560 | public void AddAvatar(UUID agentID) | ||
1561 | { | ||
1562 | ScenePresence presence; | ||
1563 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1564 | { | ||
1565 | if (!m_linkedAvatars.Contains(presence)) | ||
1566 | { | ||
1567 | m_linkedAvatars.Add(presence); | ||
1568 | } | ||
1569 | } | ||
1570 | } | ||
1571 | |||
1572 | /// <summary> | ||
1573 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1574 | /// </summary> | ||
1575 | /// <param name="agentID"></param> | ||
1576 | public void DeleteAvatar(UUID agentID) | ||
1577 | { | ||
1578 | ScenePresence presence; | ||
1579 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1580 | { | ||
1581 | if (m_linkedAvatars.Contains(presence)) | ||
1582 | { | ||
1583 | m_linkedAvatars.Remove(presence); | ||
1584 | } | ||
1585 | } | ||
1586 | } | ||
1587 | |||
1588 | /// <summary> | ||
1589 | /// Returns the list of linked presences (avatars sat on this group) | ||
1590 | /// </summary> | ||
1591 | /// <param name="agentID"></param> | ||
1592 | public List<ScenePresence> GetLinkedAvatars() | ||
1593 | { | ||
1594 | return m_linkedAvatars; | ||
1595 | } | ||
1596 | |||
1597 | /// <summary> | ||
1598 | /// Attach this scene object to the given avatar. | ||
1599 | /// </summary> | ||
1600 | /// <param name="agentID"></param> | ||
1601 | /// <param name="attachmentpoint"></param> | ||
1602 | /// <param name="AttachOffset"></param> | ||
1603 | private void AttachToAgent( | ||
1604 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1605 | { | ||
1606 | if (avatar != null) | ||
1607 | { | ||
1608 | // don't attach attachments to child agents | ||
1609 | if (avatar.IsChildAgent) return; | ||
1610 | |||
1611 | // Remove from database and parcel prim count | ||
1612 | m_scene.DeleteFromStorage(so.UUID); | ||
1613 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1614 | |||
1615 | so.AttachedAvatar = avatar.UUID; | ||
1616 | |||
1617 | if (so.RootPart.PhysActor != null) | ||
1618 | { | ||
1619 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1620 | so.RootPart.PhysActor = null; | ||
1621 | } | ||
1622 | |||
1623 | so.AbsolutePosition = attachOffset; | ||
1624 | so.RootPart.AttachedPos = attachOffset; | ||
1625 | so.IsAttachment = true; | ||
1626 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1627 | so.AttachmentPoint = attachmentpoint; | ||
1628 | |||
1629 | avatar.AddAttachment(this); | ||
1630 | |||
1631 | if (!silent) | ||
1632 | { | ||
1633 | // Killing it here will cause the client to deselect it | ||
1634 | // It then reappears on the avatar, deselected | ||
1635 | // through the full update below | ||
1636 | // | ||
1637 | if (IsSelected) | ||
1638 | { | ||
1639 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1640 | } | ||
1641 | |||
1642 | IsSelected = false; // fudge.... | ||
1643 | ScheduleGroupForFullUpdate(); | ||
1644 | } | ||
1645 | } | ||
1646 | else | ||
1647 | { | ||
1648 | m_log.WarnFormat( | ||
1649 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1650 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1651 | } | ||
1652 | } | ||
1653 | |||
1654 | public byte GetAttachmentPoint() | ||
1655 | { | ||
1656 | return m_rootPart.Shape.State; | ||
1657 | } | ||
1658 | |||
1659 | public void DetachToGround() | ||
1660 | { | ||
1661 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1662 | if (avatar == null) | ||
1663 | return; | ||
1664 | |||
1665 | avatar.RemoveAttachment(this); | ||
1666 | |||
1667 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1668 | if (avatar == null) | ||
1669 | return; | ||
1670 | |||
1671 | detachedpos = avatar.AbsolutePosition; | ||
1672 | FromItemID = UUID.Zero; | ||
1673 | |||
1674 | AbsolutePosition = detachedpos; | ||
1675 | AttachedAvatar = UUID.Zero; | ||
1676 | |||
1677 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1678 | //for (int i = 0; i < parts.Length; i++) | ||
1679 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1680 | |||
1681 | m_rootPart.SetParentLocalId(0); | ||
1682 | AttachmentPoint = (byte)0; | ||
1683 | // must check if buildind should be true or false here | ||
1684 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); | ||
1685 | HasGroupChanged = true; | ||
1686 | RootPart.Rezzed = DateTime.Now; | ||
1687 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1688 | AttachToBackup(); | ||
1689 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1690 | m_rootPart.ScheduleFullUpdate(); | ||
1691 | m_rootPart.ClearUndoState(); | ||
1692 | } | ||
1693 | |||
1694 | public void DetachToInventoryPrep() | ||
1695 | { | ||
1696 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1697 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1698 | if (avatar != null) | ||
1699 | { | ||
1700 | //detachedpos = avatar.AbsolutePosition; | ||
1701 | avatar.RemoveAttachment(this); | ||
1702 | } | ||
1703 | |||
1704 | AttachedAvatar = UUID.Zero; | ||
1705 | |||
1706 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1707 | for (int i = 0; i < parts.Length; i++) | ||
1708 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1709 | |||
1710 | m_rootPart.SetParentLocalId(0); | ||
1711 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1712 | IsAttachment = false; | ||
1713 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1714 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1715 | //AttachToBackup(); | ||
1716 | //m_rootPart.ScheduleFullUpdate(); | ||
1717 | } | ||
1718 | |||
1719 | /// <summary> | ||
1095 | /// | 1720 | /// |
1096 | /// </summary> | 1721 | /// </summary> |
1097 | /// <param name="part"></param> | 1722 | /// <param name="part"></param> |
@@ -1131,7 +1756,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1131 | public void AddPart(SceneObjectPart part) | 1756 | public void AddPart(SceneObjectPart part) |
1132 | { | 1757 | { |
1133 | part.SetParent(this); | 1758 | part.SetParent(this); |
1134 | part.LinkNum = m_parts.Add(part.UUID, part); | 1759 | m_parts.Add(part.UUID, part); |
1760 | |||
1761 | part.LinkNum = m_parts.Count; | ||
1762 | |||
1135 | if (part.LinkNum == 2) | 1763 | if (part.LinkNum == 2) |
1136 | RootPart.LinkNum = 1; | 1764 | RootPart.LinkNum = 1; |
1137 | } | 1765 | } |
@@ -1157,6 +1785,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1157 | parts[i].UUID = UUID.Random(); | 1785 | parts[i].UUID = UUID.Random(); |
1158 | } | 1786 | } |
1159 | 1787 | ||
1788 | // helper provided for parts. | ||
1789 | public int GetSceneMaxUndo() | ||
1790 | { | ||
1791 | if (m_scene != null) | ||
1792 | return m_scene.MaxUndoCount; | ||
1793 | return 5; | ||
1794 | } | ||
1795 | |||
1160 | // justincc: I don't believe this hack is needed any longer, especially since the physics | 1796 | // justincc: I don't believe this hack is needed any longer, especially since the physics |
1161 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false | 1797 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false |
1162 | // this method was preventing proper reload of scene objects. | 1798 | // this method was preventing proper reload of scene objects. |
@@ -1214,7 +1850,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1214 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", | 1850 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", |
1215 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); | 1851 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); |
1216 | 1852 | ||
1217 | part.StoreUndoState(); | 1853 | // part.StoreUndoState(); |
1218 | part.OnGrab(offsetPos, remoteClient); | 1854 | part.OnGrab(offsetPos, remoteClient); |
1219 | } | 1855 | } |
1220 | 1856 | ||
@@ -1234,6 +1870,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1234 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1870 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1235 | public void DeleteGroupFromScene(bool silent) | 1871 | public void DeleteGroupFromScene(bool silent) |
1236 | { | 1872 | { |
1873 | // We need to keep track of this state in case this group is still queued for backup. | ||
1874 | IsDeleted = true; | ||
1875 | |||
1876 | DetachFromBackup(); | ||
1877 | |||
1237 | SceneObjectPart[] parts = m_parts.GetArray(); | 1878 | SceneObjectPart[] parts = m_parts.GetArray(); |
1238 | for (int i = 0; i < parts.Length; i++) | 1879 | for (int i = 0; i < parts.Length; i++) |
1239 | { | 1880 | { |
@@ -1257,6 +1898,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1257 | } | 1898 | } |
1258 | }); | 1899 | }); |
1259 | } | 1900 | } |
1901 | |||
1260 | } | 1902 | } |
1261 | 1903 | ||
1262 | public void AddScriptLPS(int count) | 1904 | public void AddScriptLPS(int count) |
@@ -1326,28 +1968,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1326 | /// </summary> | 1968 | /// </summary> |
1327 | public void ApplyPhysics() | 1969 | public void ApplyPhysics() |
1328 | { | 1970 | { |
1329 | // Apply physics to the root prim | ||
1330 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1331 | |||
1332 | // Apply physics to child prims | ||
1333 | SceneObjectPart[] parts = m_parts.GetArray(); | 1971 | SceneObjectPart[] parts = m_parts.GetArray(); |
1334 | if (parts.Length > 1) | 1972 | if (parts.Length > 1) |
1335 | { | 1973 | { |
1974 | ResetChildPrimPhysicsPositions(); | ||
1975 | |||
1976 | // Apply physics to the root prim | ||
1977 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true); | ||
1978 | |||
1979 | |||
1336 | for (int i = 0; i < parts.Length; i++) | 1980 | for (int i = 0; i < parts.Length; i++) |
1337 | { | 1981 | { |
1338 | SceneObjectPart part = parts[i]; | 1982 | SceneObjectPart part = parts[i]; |
1339 | if (part.LocalId != m_rootPart.LocalId) | 1983 | if (part.LocalId != m_rootPart.LocalId) |
1340 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); | 1984 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true); |
1341 | } | 1985 | } |
1342 | |||
1343 | // Hack to get the physics scene geometries in the right spot | 1986 | // Hack to get the physics scene geometries in the right spot |
1344 | ResetChildPrimPhysicsPositions(); | 1987 | // ResetChildPrimPhysicsPositions(); |
1988 | if (m_rootPart.PhysActor != null) | ||
1989 | { | ||
1990 | m_rootPart.PhysActor.Building = false; | ||
1991 | } | ||
1992 | } | ||
1993 | else | ||
1994 | { | ||
1995 | // Apply physics to the root prim | ||
1996 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); | ||
1345 | } | 1997 | } |
1346 | } | 1998 | } |
1347 | 1999 | ||
1348 | public void SetOwnerId(UUID userId) | 2000 | public void SetOwnerId(UUID userId) |
1349 | { | 2001 | { |
1350 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 2002 | ForEachPart(delegate(SceneObjectPart part) |
2003 | { | ||
2004 | |||
2005 | part.OwnerID = userId; | ||
2006 | |||
2007 | }); | ||
1351 | } | 2008 | } |
1352 | 2009 | ||
1353 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 2010 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1379,11 +2036,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1379 | return; | 2036 | return; |
1380 | } | 2037 | } |
1381 | 2038 | ||
2039 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
2040 | return; | ||
2041 | |||
1382 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 2042 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1383 | // any exception propogate upwards. | 2043 | // any exception propogate upwards. |
1384 | try | 2044 | try |
1385 | { | 2045 | { |
1386 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 2046 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
2047 | !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things | ||
2048 | m_scene.LoadingPrims) // Land may not be valid yet | ||
2049 | |||
1387 | { | 2050 | { |
1388 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 2051 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1389 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 2052 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1410,6 +2073,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1410 | } | 2073 | } |
1411 | } | 2074 | } |
1412 | } | 2075 | } |
2076 | |||
1413 | } | 2077 | } |
1414 | 2078 | ||
1415 | if (m_scene.UseBackup && HasGroupChanged) | 2079 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1417,10 +2081,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
1417 | // don't backup while it's selected or you're asking for changes mid stream. | 2081 | // don't backup while it's selected or you're asking for changes mid stream. |
1418 | if (isTimeToPersist() || forcedBackup) | 2082 | if (isTimeToPersist() || forcedBackup) |
1419 | { | 2083 | { |
2084 | if (m_rootPart.PhysActor != null && | ||
2085 | (!m_rootPart.PhysActor.IsPhysical)) | ||
2086 | { | ||
2087 | // Possible ghost prim | ||
2088 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
2089 | { | ||
2090 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
2091 | { | ||
2092 | // Re-set physics actor positions and | ||
2093 | // orientations | ||
2094 | part.GroupPosition = m_rootPart.GroupPosition; | ||
2095 | } | ||
2096 | } | ||
2097 | } | ||
1420 | // m_log.DebugFormat( | 2098 | // m_log.DebugFormat( |
1421 | // "[SCENE]: Storing {0}, {1} in {2}", | 2099 | // "[SCENE]: Storing {0}, {1} in {2}", |
1422 | // Name, UUID, m_scene.RegionInfo.RegionName); | 2100 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1423 | 2101 | ||
2102 | if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0) | ||
2103 | { | ||
2104 | RootPart.Shape.State = 0; | ||
2105 | ScheduleGroupForFullUpdate(); | ||
2106 | } | ||
2107 | |||
1424 | SceneObjectGroup backup_group = Copy(false); | 2108 | SceneObjectGroup backup_group = Copy(false); |
1425 | backup_group.RootPart.Velocity = RootPart.Velocity; | 2109 | backup_group.RootPart.Velocity = RootPart.Velocity; |
1426 | backup_group.RootPart.Acceleration = RootPart.Acceleration; | 2110 | backup_group.RootPart.Acceleration = RootPart.Acceleration; |
@@ -1430,6 +2114,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1430 | HasGroupChangedDueToDelink = false; | 2114 | HasGroupChangedDueToDelink = false; |
1431 | 2115 | ||
1432 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); | 2116 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); |
2117 | /* | ||
2118 | backup_group.ForEachPart(delegate(SceneObjectPart part) | ||
2119 | { | ||
2120 | if (part.KeyframeMotion != null) | ||
2121 | { | ||
2122 | part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); | ||
2123 | // part.KeyframeMotion.UpdateSceneObject(this); | ||
2124 | } | ||
2125 | }); | ||
2126 | */ | ||
1433 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); | 2127 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); |
1434 | 2128 | ||
1435 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 2129 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
@@ -1486,10 +2180,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1486 | /// <returns></returns> | 2180 | /// <returns></returns> |
1487 | public SceneObjectGroup Copy(bool userExposed) | 2181 | public SceneObjectGroup Copy(bool userExposed) |
1488 | { | 2182 | { |
2183 | m_dupeInProgress = true; | ||
1489 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 2184 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1490 | dupe.m_isBackedUp = false; | 2185 | dupe.m_isBackedUp = false; |
1491 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 2186 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
1492 | 2187 | ||
2188 | // new group as no sitting avatars | ||
2189 | dupe.m_linkedAvatars = new List<ScenePresence>(); | ||
2190 | |||
1493 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 2191 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1494 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 2192 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1495 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 2193 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
@@ -1500,7 +2198,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1500 | // This is only necessary when userExposed is false! | 2198 | // This is only necessary when userExposed is false! |
1501 | 2199 | ||
1502 | bool previousAttachmentStatus = dupe.IsAttachment; | 2200 | bool previousAttachmentStatus = dupe.IsAttachment; |
1503 | 2201 | ||
1504 | if (!userExposed) | 2202 | if (!userExposed) |
1505 | dupe.IsAttachment = true; | 2203 | dupe.IsAttachment = true; |
1506 | 2204 | ||
@@ -1513,16 +2211,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1513 | 2211 | ||
1514 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 2212 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1515 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 2213 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
2214 | |||
1516 | 2215 | ||
1517 | if (userExposed) | 2216 | if (userExposed) |
1518 | dupe.m_rootPart.TrimPermissions(); | 2217 | dupe.m_rootPart.TrimPermissions(); |
1519 | 2218 | ||
1520 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 2219 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1521 | 2220 | ||
1522 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 2221 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1523 | { | 2222 | { |
1524 | return p1.LinkNum.CompareTo(p2.LinkNum); | 2223 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1525 | } | 2224 | } |
1526 | ); | 2225 | ); |
1527 | 2226 | ||
1528 | foreach (SceneObjectPart part in partList) | 2227 | foreach (SceneObjectPart part in partList) |
@@ -1532,43 +2231,56 @@ namespace OpenSim.Region.Framework.Scenes | |||
1532 | { | 2231 | { |
1533 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 2232 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1534 | newPart.LinkNum = part.LinkNum; | 2233 | newPart.LinkNum = part.LinkNum; |
1535 | } | 2234 | if (userExposed) |
2235 | newPart.ParentID = dupe.m_rootPart.LocalId; | ||
2236 | } | ||
1536 | else | 2237 | else |
1537 | { | 2238 | { |
1538 | newPart = dupe.m_rootPart; | 2239 | newPart = dupe.m_rootPart; |
1539 | } | 2240 | } |
2241 | /* | ||
2242 | bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0); | ||
2243 | bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0); | ||
1540 | 2244 | ||
1541 | // Need to duplicate the physics actor as well | 2245 | // Need to duplicate the physics actor as well |
1542 | PhysicsActor originalPartPa = part.PhysActor; | 2246 | if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive)) |
1543 | if (originalPartPa != null && userExposed) | ||
1544 | { | 2247 | { |
1545 | PrimitiveBaseShape pbs = newPart.Shape; | 2248 | PrimitiveBaseShape pbs = newPart.Shape; |
1546 | |||
1547 | newPart.PhysActor | 2249 | newPart.PhysActor |
1548 | = m_scene.PhysicsScene.AddPrimShape( | 2250 | = m_scene.PhysicsScene.AddPrimShape( |
1549 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 2251 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
1550 | pbs, | 2252 | pbs, |
1551 | newPart.AbsolutePosition, | 2253 | newPart.AbsolutePosition, |
1552 | newPart.Scale, | 2254 | newPart.Scale, |
1553 | newPart.RotationOffset, | 2255 | newPart.GetWorldRotation(), |
1554 | originalPartPa.IsPhysical, | 2256 | isphys, |
2257 | isphan, | ||
1555 | newPart.LocalId); | 2258 | newPart.LocalId); |
1556 | 2259 | ||
1557 | newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); | 2260 | newPart.DoPhysicsPropertyUpdate(isphys, true); |
1558 | } | 2261 | */ |
2262 | if (userExposed) | ||
2263 | newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true); | ||
2264 | // } | ||
2265 | // copy keyframemotion | ||
1559 | if (part.KeyframeMotion != null) | 2266 | if (part.KeyframeMotion != null) |
1560 | newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); | 2267 | newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); |
1561 | } | 2268 | } |
1562 | 2269 | ||
1563 | if (userExposed) | 2270 | if (userExposed) |
1564 | { | 2271 | { |
1565 | dupe.UpdateParentIDs(); | 2272 | // done above dupe.UpdateParentIDs(); |
2273 | |||
2274 | if (dupe.m_rootPart.PhysActor != null) | ||
2275 | dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building | ||
2276 | |||
1566 | dupe.HasGroupChanged = true; | 2277 | dupe.HasGroupChanged = true; |
1567 | dupe.AttachToBackup(); | 2278 | dupe.AttachToBackup(); |
1568 | 2279 | ||
1569 | ScheduleGroupForFullUpdate(); | 2280 | ScheduleGroupForFullUpdate(); |
1570 | } | 2281 | } |
1571 | 2282 | ||
2283 | m_dupeInProgress = false; | ||
1572 | return dupe; | 2284 | return dupe; |
1573 | } | 2285 | } |
1574 | 2286 | ||
@@ -1580,7 +2292,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1580 | /// <param name="cGroupID"></param> | 2292 | /// <param name="cGroupID"></param> |
1581 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2293 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1582 | { | 2294 | { |
1583 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); | 2295 | // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); |
2296 | // give newpart a new local ID lettng old part keep same | ||
2297 | SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed); | ||
2298 | newpart.LocalId = m_scene.AllocateLocalId(); | ||
2299 | |||
2300 | SetRootPart(newpart); | ||
2301 | if (userExposed) | ||
2302 | RootPart.Velocity = Vector3.Zero; // In case source is moving | ||
1584 | } | 2303 | } |
1585 | 2304 | ||
1586 | public void ScriptSetPhysicsStatus(bool usePhysics) | 2305 | public void ScriptSetPhysicsStatus(bool usePhysics) |
@@ -1638,27 +2357,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1638 | 2357 | ||
1639 | if (pa != null) | 2358 | if (pa != null) |
1640 | { | 2359 | { |
1641 | pa.AddForce(impulse, true); | 2360 | // false to be applied as a impulse |
1642 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2361 | pa.AddForce(impulse, false); |
1643 | } | ||
1644 | } | ||
1645 | } | ||
1646 | |||
1647 | public void applyAngularImpulse(Vector3 impulse) | ||
1648 | { | ||
1649 | PhysicsActor pa = RootPart.PhysActor; | ||
1650 | |||
1651 | if (pa != null) | ||
1652 | { | ||
1653 | if (!IsAttachment) | ||
1654 | { | ||
1655 | pa.AddAngularForce(impulse, true); | ||
1656 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2362 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1657 | } | 2363 | } |
1658 | } | 2364 | } |
1659 | } | 2365 | } |
1660 | 2366 | ||
1661 | public void setAngularImpulse(Vector3 impulse) | 2367 | public void ApplyAngularImpulse(Vector3 impulse) |
1662 | { | 2368 | { |
1663 | PhysicsActor pa = RootPart.PhysActor; | 2369 | PhysicsActor pa = RootPart.PhysActor; |
1664 | 2370 | ||
@@ -1666,7 +2372,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1666 | { | 2372 | { |
1667 | if (!IsAttachment) | 2373 | if (!IsAttachment) |
1668 | { | 2374 | { |
1669 | pa.Torque = impulse; | 2375 | // false to be applied as a impulse |
2376 | pa.AddAngularForce(impulse, false); | ||
1670 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2377 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1671 | } | 2378 | } |
1672 | } | 2379 | } |
@@ -1674,20 +2381,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1674 | 2381 | ||
1675 | public Vector3 GetTorque() | 2382 | public Vector3 GetTorque() |
1676 | { | 2383 | { |
1677 | PhysicsActor pa = RootPart.PhysActor; | 2384 | return RootPart.Torque; |
1678 | |||
1679 | if (pa != null) | ||
1680 | { | ||
1681 | if (!IsAttachment) | ||
1682 | { | ||
1683 | Vector3 torque = pa.Torque; | ||
1684 | return torque; | ||
1685 | } | ||
1686 | } | ||
1687 | |||
1688 | return Vector3.Zero; | ||
1689 | } | 2385 | } |
1690 | 2386 | ||
2387 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1691 | public void moveToTarget(Vector3 target, float tau) | 2388 | public void moveToTarget(Vector3 target, float tau) |
1692 | { | 2389 | { |
1693 | if (IsAttachment) | 2390 | if (IsAttachment) |
@@ -1717,8 +2414,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
1717 | 2414 | ||
1718 | if (pa != null) | 2415 | if (pa != null) |
1719 | pa.PIDActive = false; | 2416 | pa.PIDActive = false; |
2417 | |||
2418 | RootPart.ScheduleTerseUpdate(); // send a stop information | ||
2419 | } | ||
2420 | |||
2421 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2422 | { | ||
2423 | SceneObjectPart rootpart = m_rootPart; | ||
2424 | if (rootpart != null) | ||
2425 | { | ||
2426 | if (IsAttachment) | ||
2427 | { | ||
2428 | /* | ||
2429 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2430 | if (avatar != null) | ||
2431 | { | ||
2432 | Rotate the Av? | ||
2433 | } */ | ||
2434 | } | ||
2435 | else | ||
2436 | { | ||
2437 | if (rootpart.PhysActor != null) | ||
2438 | { // APID must be implemented in your physics system for this to function. | ||
2439 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2440 | rootpart.PhysActor.APIDStrength = strength; | ||
2441 | rootpart.PhysActor.APIDDamping = damping; | ||
2442 | rootpart.PhysActor.APIDActive = true; | ||
2443 | } | ||
2444 | } | ||
2445 | } | ||
1720 | } | 2446 | } |
2447 | |||
2448 | public void stopLookAt() | ||
2449 | { | ||
2450 | SceneObjectPart rootpart = m_rootPart; | ||
2451 | if (rootpart != null) | ||
2452 | { | ||
2453 | if (rootpart.PhysActor != null) | ||
2454 | { // APID must be implemented in your physics system for this to function. | ||
2455 | rootpart.PhysActor.APIDActive = false; | ||
2456 | } | ||
2457 | } | ||
1721 | 2458 | ||
2459 | } | ||
2460 | |||
1722 | /// <summary> | 2461 | /// <summary> |
1723 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2462 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1724 | /// </summary> | 2463 | /// </summary> |
@@ -1735,7 +2474,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1735 | { | 2474 | { |
1736 | pa.PIDHoverHeight = height; | 2475 | pa.PIDHoverHeight = height; |
1737 | pa.PIDHoverType = hoverType; | 2476 | pa.PIDHoverType = hoverType; |
1738 | pa.PIDTau = tau; | 2477 | pa.PIDHoverTau = tau; |
1739 | pa.PIDHoverActive = true; | 2478 | pa.PIDHoverActive = true; |
1740 | } | 2479 | } |
1741 | else | 2480 | else |
@@ -1775,7 +2514,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1775 | /// <param name="cGroupID"></param> | 2514 | /// <param name="cGroupID"></param> |
1776 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2515 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1777 | { | 2516 | { |
1778 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2517 | // give new ID to the new part, letting old keep original |
2518 | // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
2519 | SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed); | ||
2520 | newPart.LocalId = m_scene.AllocateLocalId(); | ||
2521 | newPart.SetParent(this); | ||
2522 | |||
1779 | AddPart(newPart); | 2523 | AddPart(newPart); |
1780 | 2524 | ||
1781 | SetPartAsNonRoot(newPart); | 2525 | SetPartAsNonRoot(newPart); |
@@ -1825,6 +2569,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1825 | 2569 | ||
1826 | #endregion | 2570 | #endregion |
1827 | 2571 | ||
2572 | |||
1828 | public override void Update() | 2573 | public override void Update() |
1829 | { | 2574 | { |
1830 | // Check that the group was not deleted before the scheduled update | 2575 | // Check that the group was not deleted before the scheduled update |
@@ -1843,19 +2588,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1843 | // check to see if the physical position or rotation warrant an update. | 2588 | // check to see if the physical position or rotation warrant an update. |
1844 | if (m_rootPart.UpdateFlag == UpdateRequired.NONE) | 2589 | if (m_rootPart.UpdateFlag == UpdateRequired.NONE) |
1845 | { | 2590 | { |
1846 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | 2591 | // rootpart SendScheduledUpdates will check if a update is needed |
1847 | 2592 | m_rootPart.UpdateFlag = UpdateRequired.TERSE; | |
1848 | if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) | ||
1849 | { | ||
1850 | m_rootPart.UpdateFlag = UpdateRequired.TERSE; | ||
1851 | lastPhysGroupPos = AbsolutePosition; | ||
1852 | } | ||
1853 | |||
1854 | if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f)) | ||
1855 | { | ||
1856 | m_rootPart.UpdateFlag = UpdateRequired.TERSE; | ||
1857 | lastPhysGroupRot = GroupRotation; | ||
1858 | } | ||
1859 | } | 2593 | } |
1860 | 2594 | ||
1861 | SceneObjectPart[] parts = m_parts.GetArray(); | 2595 | SceneObjectPart[] parts = m_parts.GetArray(); |
@@ -1914,11 +2648,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1914 | /// Immediately send a full update for this scene object. | 2648 | /// Immediately send a full update for this scene object. |
1915 | /// </summary> | 2649 | /// </summary> |
1916 | public void SendGroupFullUpdate() | 2650 | public void SendGroupFullUpdate() |
1917 | { | 2651 | { |
1918 | if (IsDeleted) | 2652 | if (IsDeleted) |
1919 | return; | 2653 | return; |
1920 | 2654 | ||
1921 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2655 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1922 | 2656 | ||
1923 | RootPart.SendFullUpdateToAllClients(); | 2657 | RootPart.SendFullUpdateToAllClients(); |
1924 | 2658 | ||
@@ -2074,6 +2808,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2074 | // 'linkPart' == the root of the group being linked into this group | 2808 | // 'linkPart' == the root of the group being linked into this group |
2075 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 2809 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
2076 | 2810 | ||
2811 | if (m_rootPart.PhysActor != null) | ||
2812 | m_rootPart.PhysActor.Building = true; | ||
2813 | if (linkPart.PhysActor != null) | ||
2814 | linkPart.PhysActor.Building = true; | ||
2815 | |||
2077 | // physics flags from group to be applied to linked parts | 2816 | // physics flags from group to be applied to linked parts |
2078 | bool grpusephys = UsesPhysics; | 2817 | bool grpusephys = UsesPhysics; |
2079 | bool grptemporary = IsTemporary; | 2818 | bool grptemporary = IsTemporary; |
@@ -2099,12 +2838,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2099 | Vector3 axPos = linkPart.OffsetPosition; | 2838 | Vector3 axPos = linkPart.OffsetPosition; |
2100 | // Rotate the linking root SOP's position to be relative to the new root prim | 2839 | // Rotate the linking root SOP's position to be relative to the new root prim |
2101 | Quaternion parentRot = m_rootPart.RotationOffset; | 2840 | Quaternion parentRot = m_rootPart.RotationOffset; |
2102 | axPos *= Quaternion.Inverse(parentRot); | 2841 | axPos *= Quaternion.Conjugate(parentRot); |
2103 | linkPart.OffsetPosition = axPos; | 2842 | linkPart.OffsetPosition = axPos; |
2104 | 2843 | ||
2105 | // Make the linking root SOP's rotation relative to the new root prim | 2844 | // Make the linking root SOP's rotation relative to the new root prim |
2106 | Quaternion oldRot = linkPart.RotationOffset; | 2845 | Quaternion oldRot = linkPart.RotationOffset; |
2107 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2846 | Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot; |
2108 | linkPart.RotationOffset = newRot; | 2847 | linkPart.RotationOffset = newRot; |
2109 | 2848 | ||
2110 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. | 2849 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. |
@@ -2138,7 +2877,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2138 | linkPart.CreateSelected = true; | 2877 | linkPart.CreateSelected = true; |
2139 | 2878 | ||
2140 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now | 2879 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now |
2141 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); | 2880 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true); |
2142 | 2881 | ||
2143 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 2882 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2144 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2883 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2148,6 +2887,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2148 | } | 2887 | } |
2149 | 2888 | ||
2150 | linkPart.LinkNum = linkNum++; | 2889 | linkPart.LinkNum = linkNum++; |
2890 | linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2151 | 2891 | ||
2152 | // Get a list of the SOP's in the old group in order of their linknum's. | 2892 | // Get a list of the SOP's in the old group in order of their linknum's. |
2153 | SceneObjectPart[] ogParts = objectGroup.Parts; | 2893 | SceneObjectPart[] ogParts = objectGroup.Parts; |
@@ -2166,7 +2906,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2166 | 2906 | ||
2167 | // Update the physics flags for the newly added SOP | 2907 | // Update the physics flags for the newly added SOP |
2168 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) | 2908 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) |
2169 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); | 2909 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true); |
2170 | 2910 | ||
2171 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 2911 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2172 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2912 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2184,7 +2924,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2184 | objectGroup.IsDeleted = true; | 2924 | objectGroup.IsDeleted = true; |
2185 | 2925 | ||
2186 | objectGroup.m_parts.Clear(); | 2926 | objectGroup.m_parts.Clear(); |
2187 | 2927 | ||
2188 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2928 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2189 | // objectGroup.m_rootPart = null; | 2929 | // objectGroup.m_rootPart = null; |
2190 | 2930 | ||
@@ -2198,6 +2938,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2198 | // unmoved prims! | 2938 | // unmoved prims! |
2199 | ResetChildPrimPhysicsPositions(); | 2939 | ResetChildPrimPhysicsPositions(); |
2200 | 2940 | ||
2941 | if (m_rootPart.PhysActor != null) | ||
2942 | m_rootPart.PhysActor.Building = false; | ||
2943 | |||
2201 | //HasGroupChanged = true; | 2944 | //HasGroupChanged = true; |
2202 | //ScheduleGroupForFullUpdate(); | 2945 | //ScheduleGroupForFullUpdate(); |
2203 | } | 2946 | } |
@@ -2265,7 +3008,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2265 | // m_log.DebugFormat( | 3008 | // m_log.DebugFormat( |
2266 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 3009 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2267 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 3010 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2268 | 3011 | ||
3012 | if (m_rootPart.PhysActor != null) | ||
3013 | m_rootPart.PhysActor.Building = true; | ||
3014 | |||
2269 | linkPart.ClearUndoState(); | 3015 | linkPart.ClearUndoState(); |
2270 | 3016 | ||
2271 | Vector3 worldPos = linkPart.GetWorldPosition(); | 3017 | Vector3 worldPos = linkPart.GetWorldPosition(); |
@@ -2336,6 +3082,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2336 | 3082 | ||
2337 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 3083 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
2338 | // (since delete works by deleting all rows which have a given object id) | 3084 | // (since delete works by deleting all rows which have a given object id) |
3085 | |||
3086 | // this is as it seems to be in sl now | ||
3087 | if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none) | ||
3088 | linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now | ||
3089 | |||
3090 | if (m_rootPart.PhysActor != null) | ||
3091 | m_rootPart.PhysActor.Building = false; | ||
3092 | |||
2339 | objectGroup.HasGroupChangedDueToDelink = true; | 3093 | objectGroup.HasGroupChangedDueToDelink = true; |
2340 | 3094 | ||
2341 | return objectGroup; | 3095 | return objectGroup; |
@@ -2347,6 +3101,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2347 | /// <param name="objectGroup"></param> | 3101 | /// <param name="objectGroup"></param> |
2348 | public virtual void DetachFromBackup() | 3102 | public virtual void DetachFromBackup() |
2349 | { | 3103 | { |
3104 | if (m_scene != null) | ||
3105 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2350 | if (m_isBackedUp && Scene != null) | 3106 | if (m_isBackedUp && Scene != null) |
2351 | m_scene.EventManager.OnBackup -= ProcessBackup; | 3107 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2352 | 3108 | ||
@@ -2367,7 +3123,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2367 | Vector3 axPos = part.OffsetPosition; | 3123 | Vector3 axPos = part.OffsetPosition; |
2368 | axPos *= parentRot; | 3124 | axPos *= parentRot; |
2369 | part.OffsetPosition = axPos; | 3125 | part.OffsetPosition = axPos; |
2370 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 3126 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
3127 | part.GroupPosition = newPos; | ||
2371 | part.OffsetPosition = Vector3.Zero; | 3128 | part.OffsetPosition = Vector3.Zero; |
2372 | 3129 | ||
2373 | // Compution our rotation to be not relative to the old parent | 3130 | // Compution our rotation to be not relative to the old parent |
@@ -2382,7 +3139,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2382 | part.LinkNum = linkNum; | 3139 | part.LinkNum = linkNum; |
2383 | 3140 | ||
2384 | // Compute the new position of this SOP relative to the group position | 3141 | // Compute the new position of this SOP relative to the group position |
2385 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 3142 | part.OffsetPosition = newPos - AbsolutePosition; |
2386 | 3143 | ||
2387 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. | 3144 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. |
2388 | // It would have the affect of setting the physics engine position multiple | 3145 | // It would have the affect of setting the physics engine position multiple |
@@ -2392,18 +3149,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2392 | // Rotate the relative position by the rotation of the group | 3149 | // Rotate the relative position by the rotation of the group |
2393 | Quaternion rootRotation = m_rootPart.RotationOffset; | 3150 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2394 | Vector3 pos = part.OffsetPosition; | 3151 | Vector3 pos = part.OffsetPosition; |
2395 | pos *= Quaternion.Inverse(rootRotation); | 3152 | pos *= Quaternion.Conjugate(rootRotation); |
2396 | part.OffsetPosition = pos; | 3153 | part.OffsetPosition = pos; |
2397 | 3154 | ||
2398 | // Compute the SOP's rotation relative to the rotation of the group. | 3155 | // Compute the SOP's rotation relative to the rotation of the group. |
2399 | parentRot = m_rootPart.RotationOffset; | 3156 | parentRot = m_rootPart.RotationOffset; |
2400 | oldRot = part.RotationOffset; | 3157 | oldRot = part.RotationOffset; |
2401 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 3158 | Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot; |
2402 | part.RotationOffset = newRot; | 3159 | part.RotationOffset = newRot; |
2403 | 3160 | ||
2404 | // Since this SOP's state has changed, push those changes into the physics engine | 3161 | // Since this SOP's state has changed, push those changes into the physics engine |
2405 | // and the simulator. | 3162 | // and the simulator. |
2406 | part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 3163 | // done on caller |
3164 | // part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2407 | } | 3165 | } |
2408 | 3166 | ||
2409 | /// <summary> | 3167 | /// <summary> |
@@ -2425,10 +3183,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2425 | { | 3183 | { |
2426 | if (!m_rootPart.BlockGrab) | 3184 | if (!m_rootPart.BlockGrab) |
2427 | { | 3185 | { |
2428 | Vector3 llmoveforce = pos - AbsolutePosition; | 3186 | /* Vector3 llmoveforce = pos - AbsolutePosition; |
2429 | Vector3 grabforce = llmoveforce; | 3187 | Vector3 grabforce = llmoveforce; |
2430 | grabforce = (grabforce / 10) * pa.Mass; | 3188 | grabforce = (grabforce / 10) * pa.Mass; |
2431 | pa.AddForce(grabforce, true); | 3189 | */ |
3190 | // empirically convert distance diference to a impulse | ||
3191 | Vector3 grabforce = pos - AbsolutePosition; | ||
3192 | grabforce = grabforce * (pa.Mass/ 10.0f); | ||
3193 | pa.AddForce(grabforce, false); | ||
2432 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 3194 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
2433 | } | 3195 | } |
2434 | } | 3196 | } |
@@ -2624,6 +3386,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2624 | /// <param name="SetVolumeDetect"></param> | 3386 | /// <param name="SetVolumeDetect"></param> |
2625 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) | 3387 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) |
2626 | { | 3388 | { |
3389 | HasGroupChanged = true; | ||
3390 | |||
2627 | SceneObjectPart selectionPart = GetPart(localID); | 3391 | SceneObjectPart selectionPart = GetPart(localID); |
2628 | 3392 | ||
2629 | if (SetTemporary && Scene != null) | 3393 | if (SetTemporary && Scene != null) |
@@ -2654,8 +3418,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2654 | } | 3418 | } |
2655 | } | 3419 | } |
2656 | 3420 | ||
2657 | for (int i = 0; i < parts.Length; i++) | 3421 | if (parts.Length > 1) |
2658 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 3422 | { |
3423 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3424 | |||
3425 | for (int i = 0; i < parts.Length; i++) | ||
3426 | { | ||
3427 | |||
3428 | if (parts[i].UUID != m_rootPart.UUID) | ||
3429 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3430 | } | ||
3431 | |||
3432 | if (m_rootPart.PhysActor != null) | ||
3433 | m_rootPart.PhysActor.Building = false; | ||
3434 | } | ||
3435 | else | ||
3436 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); | ||
2659 | } | 3437 | } |
2660 | } | 3438 | } |
2661 | 3439 | ||
@@ -2668,6 +3446,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2668 | } | 3446 | } |
2669 | } | 3447 | } |
2670 | 3448 | ||
3449 | |||
3450 | |||
3451 | /// <summary> | ||
3452 | /// Gets the number of parts | ||
3453 | /// </summary> | ||
3454 | /// <returns></returns> | ||
3455 | public int GetPartCount() | ||
3456 | { | ||
3457 | return Parts.Count(); | ||
3458 | } | ||
3459 | |||
2671 | /// <summary> | 3460 | /// <summary> |
2672 | /// Update the texture entry for this part | 3461 | /// Update the texture entry for this part |
2673 | /// </summary> | 3462 | /// </summary> |
@@ -2705,8 +3494,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2705 | { | 3494 | { |
2706 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); | 3495 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); |
2707 | 3496 | ||
3497 | bool god = Scene.Permissions.IsGod(AgentID); | ||
3498 | |||
3499 | if (field == 1 && god) | ||
3500 | { | ||
3501 | ForEachPart(part => | ||
3502 | { | ||
3503 | part.BaseMask = RootPart.BaseMask; | ||
3504 | }); | ||
3505 | } | ||
3506 | |||
2708 | AdjustChildPrimPermissions(); | 3507 | AdjustChildPrimPermissions(); |
2709 | 3508 | ||
3509 | if (field == 1 && god) // Base mask was set. Update all child part inventories | ||
3510 | { | ||
3511 | foreach (SceneObjectPart part in Parts) | ||
3512 | part.Inventory.ApplyGodPermissions(RootPart.BaseMask); | ||
3513 | } | ||
3514 | |||
2710 | HasGroupChanged = true; | 3515 | HasGroupChanged = true; |
2711 | 3516 | ||
2712 | // Send the group's properties to all clients once all parts are updated | 3517 | // Send the group's properties to all clients once all parts are updated |
@@ -2752,8 +3557,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2752 | 3557 | ||
2753 | PhysicsActor pa = m_rootPart.PhysActor; | 3558 | PhysicsActor pa = m_rootPart.PhysActor; |
2754 | 3559 | ||
2755 | RootPart.StoreUndoState(true); | ||
2756 | |||
2757 | if (Scene != null) | 3560 | if (Scene != null) |
2758 | { | 3561 | { |
2759 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); | 3562 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); |
@@ -2781,7 +3584,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2781 | SceneObjectPart obPart = parts[i]; | 3584 | SceneObjectPart obPart = parts[i]; |
2782 | if (obPart.UUID != m_rootPart.UUID) | 3585 | if (obPart.UUID != m_rootPart.UUID) |
2783 | { | 3586 | { |
2784 | // obPart.IgnoreUndoUpdate = true; | ||
2785 | Vector3 oldSize = new Vector3(obPart.Scale); | 3587 | Vector3 oldSize = new Vector3(obPart.Scale); |
2786 | 3588 | ||
2787 | float f = 1.0f; | 3589 | float f = 1.0f; |
@@ -2893,8 +3695,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2893 | z *= a; | 3695 | z *= a; |
2894 | } | 3696 | } |
2895 | } | 3697 | } |
2896 | |||
2897 | // obPart.IgnoreUndoUpdate = false; | ||
2898 | } | 3698 | } |
2899 | } | 3699 | } |
2900 | } | 3700 | } |
@@ -2904,9 +3704,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2904 | prevScale.Y *= y; | 3704 | prevScale.Y *= y; |
2905 | prevScale.Z *= z; | 3705 | prevScale.Z *= z; |
2906 | 3706 | ||
2907 | // RootPart.IgnoreUndoUpdate = true; | ||
2908 | RootPart.Resize(prevScale); | 3707 | RootPart.Resize(prevScale); |
2909 | // RootPart.IgnoreUndoUpdate = false; | ||
2910 | 3708 | ||
2911 | for (int i = 0; i < parts.Length; i++) | 3709 | for (int i = 0; i < parts.Length; i++) |
2912 | { | 3710 | { |
@@ -2914,8 +3712,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2914 | 3712 | ||
2915 | if (obPart.UUID != m_rootPart.UUID) | 3713 | if (obPart.UUID != m_rootPart.UUID) |
2916 | { | 3714 | { |
2917 | obPart.IgnoreUndoUpdate = true; | ||
2918 | |||
2919 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3715 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2920 | currentpos.X *= x; | 3716 | currentpos.X *= x; |
2921 | currentpos.Y *= y; | 3717 | currentpos.Y *= y; |
@@ -2928,16 +3724,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2928 | 3724 | ||
2929 | obPart.Resize(newSize); | 3725 | obPart.Resize(newSize); |
2930 | obPart.UpdateOffSet(currentpos); | 3726 | obPart.UpdateOffSet(currentpos); |
2931 | |||
2932 | obPart.IgnoreUndoUpdate = false; | ||
2933 | } | 3727 | } |
2934 | 3728 | ||
2935 | // obPart.IgnoreUndoUpdate = false; | 3729 | HasGroupChanged = true; |
2936 | // obPart.StoreUndoState(); | 3730 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
3731 | ScheduleGroupForTerseUpdate(); | ||
2937 | } | 3732 | } |
2938 | |||
2939 | // m_log.DebugFormat( | ||
2940 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); | ||
2941 | } | 3733 | } |
2942 | 3734 | ||
2943 | #endregion | 3735 | #endregion |
@@ -2950,14 +3742,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2950 | /// <param name="pos"></param> | 3742 | /// <param name="pos"></param> |
2951 | public void UpdateGroupPosition(Vector3 pos) | 3743 | public void UpdateGroupPosition(Vector3 pos) |
2952 | { | 3744 | { |
2953 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); | ||
2954 | |||
2955 | RootPart.StoreUndoState(true); | ||
2956 | |||
2957 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2958 | // for (int i = 0; i < parts.Length; i++) | ||
2959 | // parts[i].StoreUndoState(); | ||
2960 | |||
2961 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3745 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2962 | { | 3746 | { |
2963 | if (IsAttachment) | 3747 | if (IsAttachment) |
@@ -2990,21 +3774,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2990 | /// </summary> | 3774 | /// </summary> |
2991 | /// <param name="pos"></param> | 3775 | /// <param name="pos"></param> |
2992 | /// <param name="localID"></param> | 3776 | /// <param name="localID"></param> |
3777 | /// | ||
3778 | |||
2993 | public void UpdateSinglePosition(Vector3 pos, uint localID) | 3779 | public void UpdateSinglePosition(Vector3 pos, uint localID) |
2994 | { | 3780 | { |
2995 | SceneObjectPart part = GetPart(localID); | 3781 | SceneObjectPart part = GetPart(localID); |
2996 | 3782 | ||
2997 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2998 | // for (int i = 0; i < parts.Length; i++) | ||
2999 | // parts[i].StoreUndoState(); | ||
3000 | |||
3001 | if (part != null) | 3783 | if (part != null) |
3002 | { | 3784 | { |
3003 | // m_log.DebugFormat( | 3785 | // unlock parts position change |
3004 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); | 3786 | if (m_rootPart.PhysActor != null) |
3005 | 3787 | m_rootPart.PhysActor.Building = true; | |
3006 | part.StoreUndoState(false); | ||
3007 | part.IgnoreUndoUpdate = true; | ||
3008 | 3788 | ||
3009 | if (part.UUID == m_rootPart.UUID) | 3789 | if (part.UUID == m_rootPart.UUID) |
3010 | { | 3790 | { |
@@ -3015,8 +3795,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3015 | part.UpdateOffSet(pos); | 3795 | part.UpdateOffSet(pos); |
3016 | } | 3796 | } |
3017 | 3797 | ||
3798 | if (m_rootPart.PhysActor != null) | ||
3799 | m_rootPart.PhysActor.Building = false; | ||
3800 | |||
3018 | HasGroupChanged = true; | 3801 | HasGroupChanged = true; |
3019 | part.IgnoreUndoUpdate = false; | ||
3020 | } | 3802 | } |
3021 | } | 3803 | } |
3022 | 3804 | ||
@@ -3026,13 +3808,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3026 | /// <param name="pos"></param> | 3808 | /// <param name="pos"></param> |
3027 | public void UpdateRootPosition(Vector3 pos) | 3809 | public void UpdateRootPosition(Vector3 pos) |
3028 | { | 3810 | { |
3029 | // m_log.DebugFormat( | 3811 | // needs to be called with phys building true |
3030 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); | ||
3031 | |||
3032 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3033 | // for (int i = 0; i < parts.Length; i++) | ||
3034 | // parts[i].StoreUndoState(); | ||
3035 | |||
3036 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3812 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
3037 | Vector3 oldPos = | 3813 | Vector3 oldPos = |
3038 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, | 3814 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, |
@@ -3055,7 +3831,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3055 | AbsolutePosition = newPos; | 3831 | AbsolutePosition = newPos; |
3056 | 3832 | ||
3057 | HasGroupChanged = true; | 3833 | HasGroupChanged = true; |
3058 | ScheduleGroupForTerseUpdate(); | 3834 | if (m_rootPart.Undoing) |
3835 | { | ||
3836 | ScheduleGroupForFullUpdate(); | ||
3837 | } | ||
3838 | else | ||
3839 | { | ||
3840 | ScheduleGroupForTerseUpdate(); | ||
3841 | } | ||
3059 | } | 3842 | } |
3060 | 3843 | ||
3061 | #endregion | 3844 | #endregion |
@@ -3068,24 +3851,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3068 | /// <param name="rot"></param> | 3851 | /// <param name="rot"></param> |
3069 | public void UpdateGroupRotationR(Quaternion rot) | 3852 | public void UpdateGroupRotationR(Quaternion rot) |
3070 | { | 3853 | { |
3071 | // m_log.DebugFormat( | ||
3072 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); | ||
3073 | |||
3074 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3075 | // for (int i = 0; i < parts.Length; i++) | ||
3076 | // parts[i].StoreUndoState(); | ||
3077 | |||
3078 | m_rootPart.StoreUndoState(true); | ||
3079 | |||
3080 | m_rootPart.UpdateRotation(rot); | 3854 | m_rootPart.UpdateRotation(rot); |
3081 | 3855 | ||
3856 | /* this is done by rootpart RotationOffset set called by UpdateRotation | ||
3082 | PhysicsActor actor = m_rootPart.PhysActor; | 3857 | PhysicsActor actor = m_rootPart.PhysActor; |
3083 | if (actor != null) | 3858 | if (actor != null) |
3084 | { | 3859 | { |
3085 | actor.Orientation = m_rootPart.RotationOffset; | 3860 | actor.Orientation = m_rootPart.RotationOffset; |
3086 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); | 3861 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); |
3087 | } | 3862 | } |
3088 | 3863 | */ | |
3089 | HasGroupChanged = true; | 3864 | HasGroupChanged = true; |
3090 | ScheduleGroupForTerseUpdate(); | 3865 | ScheduleGroupForTerseUpdate(); |
3091 | } | 3866 | } |
@@ -3097,16 +3872,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3097 | /// <param name="rot"></param> | 3872 | /// <param name="rot"></param> |
3098 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 3873 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
3099 | { | 3874 | { |
3100 | // m_log.DebugFormat( | ||
3101 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); | ||
3102 | |||
3103 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3104 | // for (int i = 0; i < parts.Length; i++) | ||
3105 | // parts[i].StoreUndoState(); | ||
3106 | |||
3107 | RootPart.StoreUndoState(true); | ||
3108 | RootPart.IgnoreUndoUpdate = true; | ||
3109 | |||
3110 | m_rootPart.UpdateRotation(rot); | 3875 | m_rootPart.UpdateRotation(rot); |
3111 | 3876 | ||
3112 | PhysicsActor actor = m_rootPart.PhysActor; | 3877 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -3125,8 +3890,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3125 | 3890 | ||
3126 | HasGroupChanged = true; | 3891 | HasGroupChanged = true; |
3127 | ScheduleGroupForTerseUpdate(); | 3892 | ScheduleGroupForTerseUpdate(); |
3128 | |||
3129 | RootPart.IgnoreUndoUpdate = false; | ||
3130 | } | 3893 | } |
3131 | 3894 | ||
3132 | /// <summary> | 3895 | /// <summary> |
@@ -3139,13 +3902,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3139 | SceneObjectPart part = GetPart(localID); | 3902 | SceneObjectPart part = GetPart(localID); |
3140 | 3903 | ||
3141 | SceneObjectPart[] parts = m_parts.GetArray(); | 3904 | SceneObjectPart[] parts = m_parts.GetArray(); |
3142 | for (int i = 0; i < parts.Length; i++) | ||
3143 | parts[i].StoreUndoState(); | ||
3144 | 3905 | ||
3145 | if (part != null) | 3906 | if (part != null) |
3146 | { | 3907 | { |
3147 | // m_log.DebugFormat( | 3908 | if (m_rootPart.PhysActor != null) |
3148 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 3909 | m_rootPart.PhysActor.Building = true; |
3149 | 3910 | ||
3150 | if (part.UUID == m_rootPart.UUID) | 3911 | if (part.UUID == m_rootPart.UUID) |
3151 | { | 3912 | { |
@@ -3155,6 +3916,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3155 | { | 3916 | { |
3156 | part.UpdateRotation(rot); | 3917 | part.UpdateRotation(rot); |
3157 | } | 3918 | } |
3919 | |||
3920 | if (m_rootPart.PhysActor != null) | ||
3921 | m_rootPart.PhysActor.Building = false; | ||
3158 | } | 3922 | } |
3159 | } | 3923 | } |
3160 | 3924 | ||
@@ -3168,12 +3932,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3168 | SceneObjectPart part = GetPart(localID); | 3932 | SceneObjectPart part = GetPart(localID); |
3169 | if (part != null) | 3933 | if (part != null) |
3170 | { | 3934 | { |
3171 | // m_log.DebugFormat( | 3935 | if (m_rootPart.PhysActor != null) |
3172 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", | 3936 | m_rootPart.PhysActor.Building = true; |
3173 | // part.Name, part.LocalId, rot); | ||
3174 | |||
3175 | part.StoreUndoState(); | ||
3176 | part.IgnoreUndoUpdate = true; | ||
3177 | 3937 | ||
3178 | if (part.UUID == m_rootPart.UUID) | 3938 | if (part.UUID == m_rootPart.UUID) |
3179 | { | 3939 | { |
@@ -3186,7 +3946,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3186 | part.OffsetPosition = pos; | 3946 | part.OffsetPosition = pos; |
3187 | } | 3947 | } |
3188 | 3948 | ||
3189 | part.IgnoreUndoUpdate = false; | 3949 | if (m_rootPart.PhysActor != null) |
3950 | m_rootPart.PhysActor.Building = false; | ||
3190 | } | 3951 | } |
3191 | } | 3952 | } |
3192 | 3953 | ||
@@ -3196,15 +3957,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3196 | /// <param name="rot"></param> | 3957 | /// <param name="rot"></param> |
3197 | public void UpdateRootRotation(Quaternion rot) | 3958 | public void UpdateRootRotation(Quaternion rot) |
3198 | { | 3959 | { |
3199 | // m_log.DebugFormat( | 3960 | // needs to be called with phys building true |
3200 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", | ||
3201 | // Name, LocalId, rot); | ||
3202 | |||
3203 | Quaternion axRot = rot; | 3961 | Quaternion axRot = rot; |
3204 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3962 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3205 | 3963 | ||
3206 | m_rootPart.StoreUndoState(); | 3964 | //Don't use UpdateRotation because it schedules an update prematurely |
3207 | m_rootPart.UpdateRotation(rot); | 3965 | m_rootPart.RotationOffset = rot; |
3208 | 3966 | ||
3209 | PhysicsActor pa = m_rootPart.PhysActor; | 3967 | PhysicsActor pa = m_rootPart.PhysActor; |
3210 | 3968 | ||
@@ -3220,35 +3978,145 @@ namespace OpenSim.Region.Framework.Scenes | |||
3220 | SceneObjectPart prim = parts[i]; | 3978 | SceneObjectPart prim = parts[i]; |
3221 | if (prim.UUID != m_rootPart.UUID) | 3979 | if (prim.UUID != m_rootPart.UUID) |
3222 | { | 3980 | { |
3223 | prim.IgnoreUndoUpdate = true; | 3981 | Quaternion NewRot = oldParentRot * prim.RotationOffset; |
3982 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3983 | prim.RotationOffset = NewRot; | ||
3984 | |||
3224 | Vector3 axPos = prim.OffsetPosition; | 3985 | Vector3 axPos = prim.OffsetPosition; |
3986 | |||
3225 | axPos *= oldParentRot; | 3987 | axPos *= oldParentRot; |
3226 | axPos *= Quaternion.Inverse(axRot); | 3988 | axPos *= Quaternion.Inverse(axRot); |
3227 | prim.OffsetPosition = axPos; | 3989 | prim.OffsetPosition = axPos; |
3228 | Quaternion primsRot = prim.RotationOffset; | 3990 | } |
3229 | Quaternion newRot = oldParentRot * primsRot; | 3991 | } |
3230 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
3231 | prim.RotationOffset = newRot; | ||
3232 | prim.ScheduleTerseUpdate(); | ||
3233 | prim.IgnoreUndoUpdate = false; | ||
3234 | } | ||
3235 | } | ||
3236 | |||
3237 | // for (int i = 0; i < parts.Length; i++) | ||
3238 | // { | ||
3239 | // SceneObjectPart childpart = parts[i]; | ||
3240 | // if (childpart != m_rootPart) | ||
3241 | // { | ||
3242 | //// childpart.IgnoreUndoUpdate = false; | ||
3243 | //// childpart.StoreUndoState(); | ||
3244 | // } | ||
3245 | // } | ||
3246 | 3992 | ||
3247 | m_rootPart.ScheduleTerseUpdate(); | 3993 | HasGroupChanged = true; |
3994 | ScheduleGroupForFullUpdate(); | ||
3995 | } | ||
3248 | 3996 | ||
3249 | // m_log.DebugFormat( | 3997 | private enum updatetype :int |
3250 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3998 | { |
3251 | // Name, LocalId, rot); | 3999 | none = 0, |
4000 | partterse = 1, | ||
4001 | partfull = 2, | ||
4002 | groupterse = 3, | ||
4003 | groupfull = 4 | ||
4004 | } | ||
4005 | |||
4006 | public void doChangeObject(SceneObjectPart part, ObjectChangeData data) | ||
4007 | { | ||
4008 | // TODO this still as excessive *.Schedule*Update()s | ||
4009 | |||
4010 | if (part != null && part.ParentGroup != null) | ||
4011 | { | ||
4012 | ObjectChangeType change = data.change; | ||
4013 | bool togroup = ((change & ObjectChangeType.Group) != 0); | ||
4014 | // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use | ||
4015 | |||
4016 | SceneObjectGroup group = part.ParentGroup; | ||
4017 | PhysicsActor pha = group.RootPart.PhysActor; | ||
4018 | |||
4019 | updatetype updateType = updatetype.none; | ||
4020 | |||
4021 | if (togroup) | ||
4022 | { | ||
4023 | // related to group | ||
4024 | if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0) | ||
4025 | { | ||
4026 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4027 | { | ||
4028 | group.RootPart.UpdateRotation(data.rotation); | ||
4029 | updateType = updatetype.none; | ||
4030 | } | ||
4031 | if ((change & ObjectChangeType.Position) != 0) | ||
4032 | { | ||
4033 | if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position)) | ||
4034 | UpdateGroupPosition(data.position); | ||
4035 | updateType = updatetype.groupterse; | ||
4036 | } | ||
4037 | else | ||
4038 | // ugly rotation update of all parts | ||
4039 | { | ||
4040 | group.ResetChildPrimPhysicsPositions(); | ||
4041 | } | ||
4042 | |||
4043 | } | ||
4044 | if ((change & ObjectChangeType.Scale) != 0) | ||
4045 | { | ||
4046 | if (pha != null) | ||
4047 | pha.Building = true; | ||
4048 | |||
4049 | group.GroupResize(data.scale); | ||
4050 | updateType = updatetype.none; | ||
4051 | |||
4052 | if (pha != null) | ||
4053 | pha.Building = false; | ||
4054 | } | ||
4055 | } | ||
4056 | else | ||
4057 | { | ||
4058 | // related to single prim in a link-set ( ie group) | ||
4059 | if (pha != null) | ||
4060 | pha.Building = true; | ||
4061 | |||
4062 | // root part is special | ||
4063 | // parts offset positions or rotations need to change also | ||
4064 | |||
4065 | if (part == group.RootPart) | ||
4066 | { | ||
4067 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4068 | group.UpdateRootRotation(data.rotation); | ||
4069 | if ((change & ObjectChangeType.Position) != 0) | ||
4070 | group.UpdateRootPosition(data.position); | ||
4071 | if ((change & ObjectChangeType.Scale) != 0) | ||
4072 | part.Resize(data.scale); | ||
4073 | } | ||
4074 | else | ||
4075 | { | ||
4076 | if ((change & ObjectChangeType.Position) != 0) | ||
4077 | { | ||
4078 | part.OffsetPosition = data.position; | ||
4079 | updateType = updatetype.partterse; | ||
4080 | } | ||
4081 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4082 | { | ||
4083 | part.UpdateRotation(data.rotation); | ||
4084 | updateType = updatetype.none; | ||
4085 | } | ||
4086 | if ((change & ObjectChangeType.Scale) != 0) | ||
4087 | { | ||
4088 | part.Resize(data.scale); | ||
4089 | updateType = updatetype.none; | ||
4090 | } | ||
4091 | } | ||
4092 | |||
4093 | if (pha != null) | ||
4094 | pha.Building = false; | ||
4095 | } | ||
4096 | |||
4097 | if (updateType != updatetype.none) | ||
4098 | { | ||
4099 | group.HasGroupChanged = true; | ||
4100 | |||
4101 | switch (updateType) | ||
4102 | { | ||
4103 | case updatetype.partterse: | ||
4104 | part.ScheduleTerseUpdate(); | ||
4105 | break; | ||
4106 | case updatetype.partfull: | ||
4107 | part.ScheduleFullUpdate(); | ||
4108 | break; | ||
4109 | case updatetype.groupterse: | ||
4110 | group.ScheduleGroupForTerseUpdate(); | ||
4111 | break; | ||
4112 | case updatetype.groupfull: | ||
4113 | group.ScheduleGroupForFullUpdate(); | ||
4114 | break; | ||
4115 | default: | ||
4116 | break; | ||
4117 | } | ||
4118 | } | ||
4119 | } | ||
3252 | } | 4120 | } |
3253 | 4121 | ||
3254 | #endregion | 4122 | #endregion |
@@ -3289,6 +4157,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3289 | waypoint.handle = handle; | 4157 | waypoint.handle = handle; |
3290 | lock (m_rotTargets) | 4158 | lock (m_rotTargets) |
3291 | { | 4159 | { |
4160 | if (m_rotTargets.Count >= 8) | ||
4161 | m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key); | ||
3292 | m_rotTargets.Add(handle, waypoint); | 4162 | m_rotTargets.Add(handle, waypoint); |
3293 | } | 4163 | } |
3294 | m_scene.AddGroupTarget(this); | 4164 | m_scene.AddGroupTarget(this); |
@@ -3314,6 +4184,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3314 | waypoint.handle = handle; | 4184 | waypoint.handle = handle; |
3315 | lock (m_targets) | 4185 | lock (m_targets) |
3316 | { | 4186 | { |
4187 | if (m_targets.Count >= 8) | ||
4188 | m_targets.Remove(m_targets.ElementAt(0).Key); | ||
3317 | m_targets.Add(handle, waypoint); | 4189 | m_targets.Add(handle, waypoint); |
3318 | } | 4190 | } |
3319 | m_scene.AddGroupTarget(this); | 4191 | m_scene.AddGroupTarget(this); |
@@ -3347,10 +4219,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3347 | scriptPosTarget target = m_targets[idx]; | 4219 | scriptPosTarget target = m_targets[idx]; |
3348 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) | 4220 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) |
3349 | { | 4221 | { |
4222 | at_target = true; | ||
4223 | |||
3350 | // trigger at_target | 4224 | // trigger at_target |
3351 | if (m_scriptListens_atTarget) | 4225 | if (m_scriptListens_atTarget) |
3352 | { | 4226 | { |
3353 | at_target = true; | ||
3354 | scriptPosTarget att = new scriptPosTarget(); | 4227 | scriptPosTarget att = new scriptPosTarget(); |
3355 | att.targetPos = target.targetPos; | 4228 | att.targetPos = target.targetPos; |
3356 | att.tolerance = target.tolerance; | 4229 | att.tolerance = target.tolerance; |
@@ -3468,11 +4341,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
3468 | } | 4341 | } |
3469 | } | 4342 | } |
3470 | } | 4343 | } |
3471 | 4344 | ||
4345 | public Vector3 GetGeometricCenter() | ||
4346 | { | ||
4347 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
4348 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
4349 | // ignoring tortured prims details since sl also seems to ignore | ||
4350 | // so no real use in doing it on physics | ||
4351 | |||
4352 | Vector3 gc = Vector3.Zero; | ||
4353 | |||
4354 | int nparts = m_parts.Count; | ||
4355 | if (nparts <= 1) | ||
4356 | return gc; | ||
4357 | |||
4358 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4359 | nparts = parts.Length; // just in case it changed | ||
4360 | if (nparts <= 1) | ||
4361 | return gc; | ||
4362 | |||
4363 | Quaternion parentRot = RootPart.RotationOffset; | ||
4364 | Vector3 pPos; | ||
4365 | |||
4366 | // average all parts positions | ||
4367 | for (int i = 0; i < nparts; i++) | ||
4368 | { | ||
4369 | // do it directly | ||
4370 | // gc += parts[i].GetWorldPosition(); | ||
4371 | if (parts[i] != RootPart) | ||
4372 | { | ||
4373 | pPos = parts[i].OffsetPosition; | ||
4374 | gc += pPos; | ||
4375 | } | ||
4376 | |||
4377 | } | ||
4378 | gc /= nparts; | ||
4379 | |||
4380 | // relative to root: | ||
4381 | // gc -= AbsolutePosition; | ||
4382 | return gc; | ||
4383 | } | ||
4384 | |||
3472 | public float GetMass() | 4385 | public float GetMass() |
3473 | { | 4386 | { |
3474 | float retmass = 0f; | 4387 | float retmass = 0f; |
3475 | |||
3476 | SceneObjectPart[] parts = m_parts.GetArray(); | 4388 | SceneObjectPart[] parts = m_parts.GetArray(); |
3477 | for (int i = 0; i < parts.Length; i++) | 4389 | for (int i = 0; i < parts.Length; i++) |
3478 | retmass += parts[i].GetMass(); | 4390 | retmass += parts[i].GetMass(); |
@@ -3480,6 +4392,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3480 | return retmass; | 4392 | return retmass; |
3481 | } | 4393 | } |
3482 | 4394 | ||
4395 | // center of mass of full object | ||
4396 | public Vector3 GetCenterOfMass() | ||
4397 | { | ||
4398 | PhysicsActor pa = RootPart.PhysActor; | ||
4399 | |||
4400 | if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null) | ||
4401 | { | ||
4402 | // physics knows better about center of mass of physical prims | ||
4403 | Vector3 tmp = pa.CenterOfMass; | ||
4404 | return tmp; | ||
4405 | } | ||
4406 | |||
4407 | Vector3 Ptot = Vector3.Zero; | ||
4408 | float totmass = 0f; | ||
4409 | float m; | ||
4410 | |||
4411 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4412 | for (int i = 0; i < parts.Length; i++) | ||
4413 | { | ||
4414 | m = parts[i].GetMass(); | ||
4415 | Ptot += parts[i].GetPartCenterOfMass() * m; | ||
4416 | totmass += m; | ||
4417 | } | ||
4418 | |||
4419 | if (totmass == 0) | ||
4420 | totmass = 0; | ||
4421 | else | ||
4422 | totmass = 1 / totmass; | ||
4423 | Ptot *= totmass; | ||
4424 | |||
4425 | return Ptot; | ||
4426 | } | ||
4427 | |||
3483 | /// <summary> | 4428 | /// <summary> |
3484 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that | 4429 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that |
3485 | /// the physics engine can use it. | 4430 | /// the physics engine can use it. |
@@ -3659,6 +4604,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3659 | FromItemID = uuid; | 4604 | FromItemID = uuid; |
3660 | } | 4605 | } |
3661 | 4606 | ||
4607 | public void ResetOwnerChangeFlag() | ||
4608 | { | ||
4609 | ForEachPart(delegate(SceneObjectPart part) | ||
4610 | { | ||
4611 | part.ResetOwnerChangeFlag(); | ||
4612 | }); | ||
4613 | } | ||
4614 | |||
3662 | #endregion | 4615 | #endregion |
3663 | } | 4616 | } |
3664 | } | 4617 | } |