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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs566
1 files changed, 502 insertions, 64 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index abea788..948dca2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
281 get { return m_parts.Count; } 344 get { return m_parts.Count; }
282 } 345 }
283 346
347// protected Quaternion m_rotation = Quaternion.Identity;
348//
349// public virtual Quaternion Rotation
350// {
351// get { return m_rotation; }
352// set {
353// m_rotation = value;
354// }
355// }
356
284 public Quaternion GroupRotation 357 public Quaternion GroupRotation
285 { 358 {
286 get { return m_rootPart.RotationOffset; } 359 get { return m_rootPart.RotationOffset; }
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
389 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
390 } 463 }
391 } 464 }
392 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
393 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
394 { 471 {
395 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -403,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
403 return; 480 return;
404 } 481 }
405 } 482 }
406
407 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
408 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
409 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
497 if (m_parts.TryGetValue(p.UUID, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
410 506
411 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
412 //{ 508 //{
@@ -565,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
565 /// </summary> 661 /// </summary>
566 public SceneObjectGroup() 662 public SceneObjectGroup()
567 { 663 {
664
568 } 665 }
569 666
570 /// <summary> 667 /// <summary>
@@ -581,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
581 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
582 /// </summary> 679 /// </summary>
583 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
584 { 681 {
585 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
586 } 683 }
587 684
@@ -629,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
629 /// </summary> 726 /// </summary>
630 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
631 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
632 if (InSceneBackup) 732 if (InSceneBackup)
633 { 733 {
634 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -671,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
671 771
672 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
673 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
674 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
675 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
676 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -686,6 +789,10 @@ namespace OpenSim.Region.Framework.Scenes
686 EntityIntersection result = new EntityIntersection(); 789 EntityIntersection result = new EntityIntersection();
687 790
688 SceneObjectPart[] parts = m_parts.GetArray(); 791 SceneObjectPart[] parts = m_parts.GetArray();
792
793 // Find closest hit here
794 float idist = float.MaxValue;
795
689 for (int i = 0; i < parts.Length; i++) 796 for (int i = 0; i < parts.Length; i++)
690 { 797 {
691 SceneObjectPart part = parts[i]; 798 SceneObjectPart part = parts[i];
@@ -700,11 +807,6 @@ namespace OpenSim.Region.Framework.Scenes
700 807
701 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 808 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
702 809
703 // This may need to be updated to the maximum draw distance possible..
704 // We might (and probably will) be checking for prim creation from other sims
705 // when the camera crosses the border.
706 float idist = Constants.RegionSize;
707
708 if (inter.HitTF) 810 if (inter.HitTF)
709 { 811 {
710 // We need to find the closest prim to return to the testcaller along the ray 812 // We need to find the closest prim to return to the testcaller along the ray
@@ -715,10 +817,11 @@ namespace OpenSim.Region.Framework.Scenes
715 result.obj = part; 817 result.obj = part;
716 result.normal = inter.normal; 818 result.normal = inter.normal;
717 result.distance = inter.distance; 819 result.distance = inter.distance;
820
821 idist = inter.distance;
718 } 822 }
719 } 823 }
720 } 824 }
721
722 return result; 825 return result;
723 } 826 }
724 827
@@ -738,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
738 minZ = 8192f; 841 minZ = 8192f;
739 842
740 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
741 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
742 { 845 {
743 SceneObjectPart part = parts[i];
744
745 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
746 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
747 Quaternion worldRot; 848 Quaternion worldRot;
748 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
749 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
750 else 853 else
854 {
751 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
752 857
753 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
754 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -760,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
760 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
761 Vector3 backBottomRight; 866 Vector3 backBottomRight;
762 867
868 // Vector3[] corners = new Vector3[8];
869
763 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
764 871
765 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -794,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
794 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
795 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
796 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
797 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
798 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
799 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -815,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
815 backTopLeft += offset; 954 backTopLeft += offset;
816 backTopRight += offset; 955 backTopRight += offset;
817 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
818 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
819 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
820 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -960,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
960 1108
961 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
962 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
963 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
964 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
965 1118
966 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
967 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
968 { 1121 {
969 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
970 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
971 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
972 } 1125 }
973 1126
974 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -988,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
988 } 1141 }
989 1142
990 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
991 /// 1306 ///
992 /// </summary> 1307 /// </summary>
993 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1037,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1037 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1038 { 1353 {
1039 part.SetParent(this); 1354 part.SetParent(this);
1040 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1041 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1042 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1043 } 1361 }
@@ -1145,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1145 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1463 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1146 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1147 { 1465 {
1466 // We need to keep track of this state in case this group is still queued for backup.
1467 IsDeleted = true;
1468
1469 DetachFromBackup();
1470
1148 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1149 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1150 { 1473 {
@@ -1167,6 +1490,8 @@ namespace OpenSim.Region.Framework.Scenes
1167 } 1490 }
1168 }); 1491 });
1169 } 1492 }
1493
1494
1170 } 1495 }
1171 1496
1172 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1263,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1263 1588
1264 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1265 { 1590 {
1266 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1267 } 1597 }
1268 1598
1269 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1295,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1295 return; 1625 return;
1296 } 1626 }
1297 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1298 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1631 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1299 // any exception propogate upwards. 1632 // any exception propogate upwards.
1300 try 1633 try
1301 { 1634 {
1302 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1635 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1636 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1637 m_scene.LoadingPrims) // Land may not be valid yet
1638
1303 { 1639 {
1304 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1305 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1326,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1326 } 1662 }
1327 } 1663 }
1328 } 1664 }
1665
1329 } 1666 }
1330 1667
1331 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1333,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1333 // don't backup while it's selected or you're asking for changes mid stream. 1670 // don't backup while it's selected or you're asking for changes mid stream.
1334 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1335 { 1672 {
1673 if (m_rootPart.PhysActor != null &&
1674 (!m_rootPart.PhysActor.IsPhysical))
1675 {
1676 // Possible ghost prim
1677 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1678 {
1679 foreach (SceneObjectPart part in m_parts.GetArray())
1680 {
1681 // Re-set physics actor positions and
1682 // orientations
1683 part.GroupPosition = m_rootPart.GroupPosition;
1684 }
1685 }
1686 }
1336// m_log.DebugFormat( 1687// m_log.DebugFormat(
1337// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1338// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1416,7 +1767,7 @@ namespace OpenSim.Region.Framework.Scenes
1416 // This is only necessary when userExposed is false! 1767 // This is only necessary when userExposed is false!
1417 1768
1418 bool previousAttachmentStatus = dupe.IsAttachment; 1769 bool previousAttachmentStatus = dupe.IsAttachment;
1419 1770
1420 if (!userExposed) 1771 if (!userExposed)
1421 dupe.IsAttachment = true; 1772 dupe.IsAttachment = true;
1422 1773
@@ -1434,11 +1785,11 @@ namespace OpenSim.Region.Framework.Scenes
1434 dupe.m_rootPart.TrimPermissions(); 1785 dupe.m_rootPart.TrimPermissions();
1435 1786
1436 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1787 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1437 1788
1438 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1789 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1439 { 1790 {
1440 return p1.LinkNum.CompareTo(p2.LinkNum); 1791 return p1.LinkNum.CompareTo(p2.LinkNum);
1441 } 1792 }
1442 ); 1793 );
1443 1794
1444 foreach (SceneObjectPart part in partList) 1795 foreach (SceneObjectPart part in partList)
@@ -1458,7 +1809,7 @@ namespace OpenSim.Region.Framework.Scenes
1458 if (part.PhysActor != null && userExposed) 1809 if (part.PhysActor != null && userExposed)
1459 { 1810 {
1460 PrimitiveBaseShape pbs = newPart.Shape; 1811 PrimitiveBaseShape pbs = newPart.Shape;
1461 1812
1462 newPart.PhysActor 1813 newPart.PhysActor
1463 = m_scene.PhysicsScene.AddPrimShape( 1814 = m_scene.PhysicsScene.AddPrimShape(
1464 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1815 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1468,11 +1819,11 @@ namespace OpenSim.Region.Framework.Scenes
1468 newPart.RotationOffset, 1819 newPart.RotationOffset,
1469 part.PhysActor.IsPhysical, 1820 part.PhysActor.IsPhysical,
1470 newPart.LocalId); 1821 newPart.LocalId);
1471 1822
1472 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1823 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1473 } 1824 }
1474 } 1825 }
1475 1826
1476 if (userExposed) 1827 if (userExposed)
1477 { 1828 {
1478 dupe.UpdateParentIDs(); 1829 dupe.UpdateParentIDs();
@@ -1587,6 +1938,7 @@ namespace OpenSim.Region.Framework.Scenes
1587 return Vector3.Zero; 1938 return Vector3.Zero;
1588 } 1939 }
1589 1940
1941 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1590 public void moveToTarget(Vector3 target, float tau) 1942 public void moveToTarget(Vector3 target, float tau)
1591 { 1943 {
1592 if (IsAttachment) 1944 if (IsAttachment)
@@ -1614,10 +1966,44 @@ namespace OpenSim.Region.Framework.Scenes
1614 RootPart.PhysActor.PIDActive = false; 1966 RootPart.PhysActor.PIDActive = false;
1615 } 1967 }
1616 1968
1969 public void rotLookAt(Quaternion target, float strength, float damping)
1970 {
1971 SceneObjectPart rootpart = m_rootPart;
1972 if (rootpart != null)
1973 {
1974 if (IsAttachment)
1975 {
1976 /*
1977 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1978 if (avatar != null)
1979 {
1980 Rotate the Av?
1981 } */
1982 }
1983 else
1984 {
1985 if (rootpart.PhysActor != null)
1986 { // APID must be implemented in your physics system for this to function.
1987 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1988 rootpart.PhysActor.APIDStrength = strength;
1989 rootpart.PhysActor.APIDDamping = damping;
1990 rootpart.PhysActor.APIDActive = true;
1991 }
1992 }
1993 }
1994 }
1995
1617 public void stopLookAt() 1996 public void stopLookAt()
1618 { 1997 {
1619 if (RootPart.PhysActor != null) 1998 SceneObjectPart rootpart = m_rootPart;
1620 RootPart.PhysActor.APIDActive = false; 1999 if (rootpart != null)
2000 {
2001 if (rootpart.PhysActor != null)
2002 { // APID must be implemented in your physics system for this to function.
2003 rootpart.PhysActor.APIDActive = false;
2004 }
2005 }
2006
1621 } 2007 }
1622 2008
1623 /// <summary> 2009 /// <summary>
@@ -1675,6 +2061,8 @@ namespace OpenSim.Region.Framework.Scenes
1675 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2061 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1676 { 2062 {
1677 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2063 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2064 newPart.SetParent(this);
2065
1678 AddPart(newPart); 2066 AddPart(newPart);
1679 2067
1680 SetPartAsNonRoot(newPart); 2068 SetPartAsNonRoot(newPart);
@@ -1803,11 +2191,11 @@ namespace OpenSim.Region.Framework.Scenes
1803 /// Immediately send a full update for this scene object. 2191 /// Immediately send a full update for this scene object.
1804 /// </summary> 2192 /// </summary>
1805 public void SendGroupFullUpdate() 2193 public void SendGroupFullUpdate()
1806 { 2194 {
1807 if (IsDeleted) 2195 if (IsDeleted)
1808 return; 2196 return;
1809 2197
1810// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2198// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1811 2199
1812 RootPart.SendFullUpdateToAllClients(); 2200 RootPart.SendFullUpdateToAllClients();
1813 2201
@@ -2008,7 +2396,7 @@ namespace OpenSim.Region.Framework.Scenes
2008 objectGroup.IsDeleted = true; 2396 objectGroup.IsDeleted = true;
2009 2397
2010 objectGroup.m_parts.Clear(); 2398 objectGroup.m_parts.Clear();
2011 2399
2012 // Can't do this yet since backup still makes use of the root part without any synchronization 2400 // Can't do this yet since backup still makes use of the root part without any synchronization
2013// objectGroup.m_rootPart = null; 2401// objectGroup.m_rootPart = null;
2014 2402
@@ -2142,6 +2530,7 @@ namespace OpenSim.Region.Framework.Scenes
2142 /// <param name="objectGroup"></param> 2530 /// <param name="objectGroup"></param>
2143 public virtual void DetachFromBackup() 2531 public virtual void DetachFromBackup()
2144 { 2532 {
2533 m_scene.SceneGraph.FireDetachFromBackup(this);
2145 if (m_isBackedUp && Scene != null) 2534 if (m_isBackedUp && Scene != null)
2146 m_scene.EventManager.OnBackup -= ProcessBackup; 2535 m_scene.EventManager.OnBackup -= ProcessBackup;
2147 2536
@@ -2160,7 +2549,8 @@ namespace OpenSim.Region.Framework.Scenes
2160 2549
2161 axPos *= parentRot; 2550 axPos *= parentRot;
2162 part.OffsetPosition = axPos; 2551 part.OffsetPosition = axPos;
2163 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2552 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2553 part.GroupPosition = newPos;
2164 part.OffsetPosition = Vector3.Zero; 2554 part.OffsetPosition = Vector3.Zero;
2165 part.RotationOffset = worldRot; 2555 part.RotationOffset = worldRot;
2166 2556
@@ -2171,7 +2561,7 @@ namespace OpenSim.Region.Framework.Scenes
2171 2561
2172 part.LinkNum = linkNum; 2562 part.LinkNum = linkNum;
2173 2563
2174 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2564 part.OffsetPosition = newPos - AbsolutePosition;
2175 2565
2176 Quaternion rootRotation = m_rootPart.RotationOffset; 2566 Quaternion rootRotation = m_rootPart.RotationOffset;
2177 2567
@@ -2181,7 +2571,7 @@ namespace OpenSim.Region.Framework.Scenes
2181 2571
2182 parentRot = m_rootPart.RotationOffset; 2572 parentRot = m_rootPart.RotationOffset;
2183 oldRot = part.RotationOffset; 2573 oldRot = part.RotationOffset;
2184 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2574 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2185 part.RotationOffset = newRot; 2575 part.RotationOffset = newRot;
2186 } 2576 }
2187 2577
@@ -2428,8 +2818,12 @@ namespace OpenSim.Region.Framework.Scenes
2428 } 2818 }
2429 } 2819 }
2430 2820
2821 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2431 for (int i = 0; i < parts.Length; i++) 2822 for (int i = 0; i < parts.Length; i++)
2432 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2823 {
2824 if (parts[i] != RootPart)
2825 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2826 }
2433 } 2827 }
2434 } 2828 }
2435 2829
@@ -2442,6 +2836,17 @@ namespace OpenSim.Region.Framework.Scenes
2442 } 2836 }
2443 } 2837 }
2444 2838
2839
2840
2841 /// <summary>
2842 /// Gets the number of parts
2843 /// </summary>
2844 /// <returns></returns>
2845 public int GetPartCount()
2846 {
2847 return Parts.Count();
2848 }
2849
2445 /// <summary> 2850 /// <summary>
2446 /// Update the texture entry for this part 2851 /// Update the texture entry for this part
2447 /// </summary> 2852 /// </summary>
@@ -2503,7 +2908,6 @@ namespace OpenSim.Region.Framework.Scenes
2503 { 2908 {
2504// m_log.DebugFormat( 2909// m_log.DebugFormat(
2505// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2910// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2506
2507 RootPart.StoreUndoState(true); 2911 RootPart.StoreUndoState(true);
2508 2912
2509 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2913 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2604,7 +3008,6 @@ namespace OpenSim.Region.Framework.Scenes
2604 prevScale.X *= x; 3008 prevScale.X *= x;
2605 prevScale.Y *= y; 3009 prevScale.Y *= y;
2606 prevScale.Z *= z; 3010 prevScale.Z *= z;
2607
2608// RootPart.IgnoreUndoUpdate = true; 3011// RootPart.IgnoreUndoUpdate = true;
2609 RootPart.Resize(prevScale); 3012 RootPart.Resize(prevScale);
2610// RootPart.IgnoreUndoUpdate = false; 3013// RootPart.IgnoreUndoUpdate = false;
@@ -2635,7 +3038,9 @@ namespace OpenSim.Region.Framework.Scenes
2635 } 3038 }
2636 3039
2637// obPart.IgnoreUndoUpdate = false; 3040// obPart.IgnoreUndoUpdate = false;
2638// obPart.StoreUndoState(); 3041 HasGroupChanged = true;
3042 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3043 ScheduleGroupForTerseUpdate();
2639 } 3044 }
2640 3045
2641// m_log.DebugFormat( 3046// m_log.DebugFormat(
@@ -2695,9 +3100,9 @@ namespace OpenSim.Region.Framework.Scenes
2695 { 3100 {
2696 SceneObjectPart part = GetChildPart(localID); 3101 SceneObjectPart part = GetChildPart(localID);
2697 3102
2698// SceneObjectPart[] parts = m_parts.GetArray(); 3103 SceneObjectPart[] parts = m_parts.GetArray();
2699// for (int i = 0; i < parts.Length; i++) 3104 for (int i = 0; i < parts.Length; i++)
2700// parts[i].StoreUndoState(); 3105 parts[i].StoreUndoState();
2701 3106
2702 if (part != null) 3107 if (part != null)
2703 { 3108 {
@@ -2753,10 +3158,27 @@ namespace OpenSim.Region.Framework.Scenes
2753 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3158 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2754 } 3159 }
2755 3160
2756 AbsolutePosition = newPos; 3161 //We have to set undoing here because otherwise an undo state will be saved
3162 if (!m_rootPart.Undoing)
3163 {
3164 m_rootPart.Undoing = true;
3165 AbsolutePosition = newPos;
3166 m_rootPart.Undoing = false;
3167 }
3168 else
3169 {
3170 AbsolutePosition = newPos;
3171 }
2757 3172
2758 HasGroupChanged = true; 3173 HasGroupChanged = true;
2759 ScheduleGroupForTerseUpdate(); 3174 if (m_rootPart.Undoing)
3175 {
3176 ScheduleGroupForFullUpdate();
3177 }
3178 else
3179 {
3180 ScheduleGroupForTerseUpdate();
3181 }
2760 } 3182 }
2761 3183
2762 #endregion 3184 #endregion
@@ -2833,10 +3255,7 @@ namespace OpenSim.Region.Framework.Scenes
2833 public void UpdateSingleRotation(Quaternion rot, uint localID) 3255 public void UpdateSingleRotation(Quaternion rot, uint localID)
2834 { 3256 {
2835 SceneObjectPart part = GetChildPart(localID); 3257 SceneObjectPart part = GetChildPart(localID);
2836
2837 SceneObjectPart[] parts = m_parts.GetArray(); 3258 SceneObjectPart[] parts = m_parts.GetArray();
2838 for (int i = 0; i < parts.Length; i++)
2839 parts[i].StoreUndoState();
2840 3259
2841 if (part != null) 3260 if (part != null)
2842 { 3261 {
@@ -2874,7 +3293,16 @@ namespace OpenSim.Region.Framework.Scenes
2874 if (part.UUID == m_rootPart.UUID) 3293 if (part.UUID == m_rootPart.UUID)
2875 { 3294 {
2876 UpdateRootRotation(rot); 3295 UpdateRootRotation(rot);
2877 AbsolutePosition = pos; 3296 if (!m_rootPart.Undoing)
3297 {
3298 m_rootPart.Undoing = true;
3299 AbsolutePosition = pos;
3300 m_rootPart.Undoing = false;
3301 }
3302 else
3303 {
3304 AbsolutePosition = pos;
3305 }
2878 } 3306 }
2879 else 3307 else
2880 { 3308 {
@@ -2898,9 +3326,10 @@ namespace OpenSim.Region.Framework.Scenes
2898 3326
2899 Quaternion axRot = rot; 3327 Quaternion axRot = rot;
2900 Quaternion oldParentRot = m_rootPart.RotationOffset; 3328 Quaternion oldParentRot = m_rootPart.RotationOffset;
2901
2902 m_rootPart.StoreUndoState(); 3329 m_rootPart.StoreUndoState();
2903 m_rootPart.UpdateRotation(rot); 3330
3331 //Don't use UpdateRotation because it schedules an update prematurely
3332 m_rootPart.RotationOffset = rot;
2904 if (m_rootPart.PhysActor != null) 3333 if (m_rootPart.PhysActor != null)
2905 { 3334 {
2906 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3335 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2914,15 +3343,17 @@ namespace OpenSim.Region.Framework.Scenes
2914 if (prim.UUID != m_rootPart.UUID) 3343 if (prim.UUID != m_rootPart.UUID)
2915 { 3344 {
2916 prim.IgnoreUndoUpdate = true; 3345 prim.IgnoreUndoUpdate = true;
3346
3347 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3348 NewRot = Quaternion.Inverse(axRot) * NewRot;
3349 prim.RotationOffset = NewRot;
3350
2917 Vector3 axPos = prim.OffsetPosition; 3351 Vector3 axPos = prim.OffsetPosition;
3352
2918 axPos *= oldParentRot; 3353 axPos *= oldParentRot;
2919 axPos *= Quaternion.Inverse(axRot); 3354 axPos *= Quaternion.Inverse(axRot);
2920 prim.OffsetPosition = axPos; 3355 prim.OffsetPosition = axPos;
2921 Quaternion primsRot = prim.RotationOffset; 3356
2922 Quaternion newRot = oldParentRot * primsRot;
2923 newRot = Quaternion.Inverse(axRot) * newRot;
2924 prim.RotationOffset = newRot;
2925 prim.ScheduleTerseUpdate();
2926 prim.IgnoreUndoUpdate = false; 3357 prim.IgnoreUndoUpdate = false;
2927 } 3358 }
2928 } 3359 }
@@ -2936,8 +3367,8 @@ namespace OpenSim.Region.Framework.Scenes
2936//// childpart.StoreUndoState(); 3367//// childpart.StoreUndoState();
2937// } 3368// }
2938// } 3369// }
2939 3370 HasGroupChanged = true;
2940 m_rootPart.ScheduleTerseUpdate(); 3371 ScheduleGroupForFullUpdate();
2941 3372
2942// m_log.DebugFormat( 3373// m_log.DebugFormat(
2943// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3374// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3165,7 +3596,6 @@ namespace OpenSim.Region.Framework.Scenes
3165 public float GetMass() 3596 public float GetMass()
3166 { 3597 {
3167 float retmass = 0f; 3598 float retmass = 0f;
3168
3169 SceneObjectPart[] parts = m_parts.GetArray(); 3599 SceneObjectPart[] parts = m_parts.GetArray();
3170 for (int i = 0; i < parts.Length; i++) 3600 for (int i = 0; i < parts.Length; i++)
3171 retmass += parts[i].GetMass(); 3601 retmass += parts[i].GetMass();
@@ -3261,6 +3691,14 @@ namespace OpenSim.Region.Framework.Scenes
3261 SetFromItemID(uuid); 3691 SetFromItemID(uuid);
3262 } 3692 }
3263 3693
3694 public void ResetOwnerChangeFlag()
3695 {
3696 ForEachPart(delegate(SceneObjectPart part)
3697 {
3698 part.ResetOwnerChangeFlag();
3699 });
3700 }
3701
3264 #endregion 3702 #endregion
3265 } 3703 }
3266} 3704}