diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1349 |
1 files changed, 1128 insertions, 221 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 05bea8d..72d96d1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -24,11 +24,12 @@ | |||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Drawing; | 30 | using System.Drawing; |
31 | using System.IO; | 31 | using System.IO; |
32 | using System.Diagnostics; | ||
32 | using System.Linq; | 33 | using System.Linq; |
33 | using System.Threading; | 34 | using System.Threading; |
34 | using System.Xml; | 35 | using System.Xml; |
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization; | |||
42 | 43 | ||
43 | namespace OpenSim.Region.Framework.Scenes | 44 | namespace OpenSim.Region.Framework.Scenes |
44 | { | 45 | { |
46 | |||
45 | [Flags] | 47 | [Flags] |
46 | public enum scriptEvents | 48 | public enum scriptEvents |
47 | { | 49 | { |
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
105 | /// since the group's last persistent backup | 107 | /// since the group's last persistent backup |
106 | /// </summary> | 108 | /// </summary> |
107 | private bool m_hasGroupChanged = false; | 109 | private bool m_hasGroupChanged = false; |
108 | private long timeFirstChanged; | 110 | private long timeFirstChanged = 0; |
109 | private long timeLastChanged; | 111 | private long timeLastChanged = 0; |
112 | private long m_maxPersistTime = 0; | ||
113 | private long m_minPersistTime = 0; | ||
114 | private Random m_rand; | ||
115 | private bool m_suspendUpdates; | ||
116 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
117 | |||
118 | public bool areUpdatesSuspended | ||
119 | { | ||
120 | get | ||
121 | { | ||
122 | return m_suspendUpdates; | ||
123 | } | ||
124 | set | ||
125 | { | ||
126 | m_suspendUpdates = value; | ||
127 | if (!value) | ||
128 | { | ||
129 | QueueForUpdateCheck(); | ||
130 | } | ||
131 | } | ||
132 | } | ||
110 | 133 | ||
111 | public bool HasGroupChanged | 134 | public bool HasGroupChanged |
112 | { | 135 | { |
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
114 | { | 137 | { |
115 | if (value) | 138 | if (value) |
116 | { | 139 | { |
140 | if (m_isBackedUp) | ||
141 | { | ||
142 | m_scene.SceneGraph.FireChangeBackup(this); | ||
143 | } | ||
117 | timeLastChanged = DateTime.Now.Ticks; | 144 | timeLastChanged = DateTime.Now.Ticks; |
118 | if (!m_hasGroupChanged) | 145 | if (!m_hasGroupChanged) |
119 | timeFirstChanged = DateTime.Now.Ticks; | 146 | timeFirstChanged = DateTime.Now.Ticks; |
147 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
148 | { | ||
149 | if (m_rand == null) | ||
150 | { | ||
151 | byte[] val = new byte[16]; | ||
152 | m_rootPart.UUID.ToBytes(val, 0); | ||
153 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
154 | } | ||
155 | |||
156 | if (m_scene.GetRootAgentCount() == 0) | ||
157 | { | ||
158 | //If the region is empty, this change has been made by an automated process | ||
159 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
160 | |||
161 | float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
162 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
163 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
164 | } | ||
165 | else | ||
166 | { | ||
167 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
168 | //but add a random factor so we stagger the object persistance a little | ||
169 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
170 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
171 | } | ||
172 | } | ||
120 | } | 173 | } |
121 | m_hasGroupChanged = value; | 174 | m_hasGroupChanged = value; |
122 | 175 | ||
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 184 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
132 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 185 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
133 | /// </summary> | 186 | /// </summary> |
134 | public bool HasGroupChangedDueToDelink { get; private set; } | 187 | public bool HasGroupChangedDueToDelink { get; set; } |
135 | 188 | ||
136 | private bool isTimeToPersist() | 189 | private bool isTimeToPersist() |
137 | { | 190 | { |
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
141 | return false; | 194 | return false; |
142 | if (m_scene.ShuttingDown) | 195 | if (m_scene.ShuttingDown) |
143 | return true; | 196 | return true; |
197 | |||
198 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
199 | { | ||
200 | m_maxPersistTime = m_scene.m_persistAfter; | ||
201 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
202 | } | ||
203 | |||
144 | long currentTime = DateTime.Now.Ticks; | 204 | long currentTime = DateTime.Now.Ticks; |
145 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 205 | |
206 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
207 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
208 | |||
209 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
146 | return true; | 210 | return true; |
147 | return false; | 211 | return false; |
148 | } | 212 | } |
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
245 | 309 | ||
246 | private bool m_scriptListens_atTarget; | 310 | private bool m_scriptListens_atTarget; |
247 | private bool m_scriptListens_notAtTarget; | 311 | private bool m_scriptListens_notAtTarget; |
248 | |||
249 | private bool m_scriptListens_atRotTarget; | 312 | private bool m_scriptListens_atRotTarget; |
250 | private bool m_scriptListens_notAtRotTarget; | 313 | private bool m_scriptListens_notAtRotTarget; |
251 | 314 | ||
315 | public bool m_dupeInProgress = false; | ||
252 | internal Dictionary<UUID, string> m_savedScriptState; | 316 | internal Dictionary<UUID, string> m_savedScriptState; |
253 | 317 | ||
254 | #region Properties | 318 | #region Properties |
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
285 | get { return m_parts.Count; } | 349 | get { return m_parts.Count; } |
286 | } | 350 | } |
287 | 351 | ||
352 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
353 | // | ||
354 | // public virtual Quaternion Rotation | ||
355 | // { | ||
356 | // get { return m_rotation; } | ||
357 | // set { | ||
358 | // m_rotation = value; | ||
359 | // } | ||
360 | // } | ||
361 | |||
288 | public Quaternion GroupRotation | 362 | public Quaternion GroupRotation |
289 | { | 363 | { |
290 | get { return m_rootPart.RotationOffset; } | 364 | get { return m_rootPart.RotationOffset; } |
@@ -391,7 +465,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
391 | { | 465 | { |
392 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); | 466 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); |
393 | } | 467 | } |
394 | 468 | ||
469 | |||
470 | |||
471 | private struct avtocrossInfo | ||
472 | { | ||
473 | public ScenePresence av; | ||
474 | public uint ParentID; | ||
475 | } | ||
476 | |||
395 | /// <summary> | 477 | /// <summary> |
396 | /// The absolute position of this scene object in the scene | 478 | /// The absolute position of this scene object in the scene |
397 | /// </summary> | 479 | /// </summary> |
@@ -404,14 +486,128 @@ namespace OpenSim.Region.Framework.Scenes | |||
404 | 486 | ||
405 | if (Scene != null) | 487 | if (Scene != null) |
406 | { | 488 | { |
407 | if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) | 489 | // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) |
408 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) | 490 | // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) |
491 | // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | ||
492 | if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W) | ||
493 | || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S)) | ||
409 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | 494 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) |
410 | { | 495 | { |
411 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 496 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); |
497 | uint x = 0; | ||
498 | uint y = 0; | ||
499 | string version = String.Empty; | ||
500 | Vector3 newpos = Vector3.Zero; | ||
501 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
502 | |||
503 | bool canCross = true; | ||
504 | foreach (ScenePresence av in m_linkedAvatars) | ||
505 | { | ||
506 | // We need to cross these agents. First, let's find | ||
507 | // out if any of them can't cross for some reason. | ||
508 | // We have to deny the crossing entirely if any | ||
509 | // of them are banned. Alternatively, we could | ||
510 | // unsit banned agents.... | ||
511 | |||
512 | |||
513 | // We set the avatar position as being the object | ||
514 | // position to get the region to send to | ||
515 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | ||
516 | { | ||
517 | canCross = false; | ||
518 | break; | ||
519 | } | ||
520 | |||
521 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
522 | } | ||
523 | |||
524 | if (canCross) | ||
525 | { | ||
526 | // We unparent the SP quietly so that it won't | ||
527 | // be made to stand up | ||
528 | |||
529 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); | ||
530 | |||
531 | foreach (ScenePresence av in m_linkedAvatars) | ||
532 | { | ||
533 | avtocrossInfo avinfo = new avtocrossInfo(); | ||
534 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
535 | if (parentPart != null) | ||
536 | av.ParentUUID = parentPart.UUID; | ||
537 | |||
538 | avinfo.av = av; | ||
539 | avinfo.ParentID = av.ParentID; | ||
540 | avsToCross.Add(avinfo); | ||
541 | |||
542 | av.ParentID = 0; | ||
543 | } | ||
544 | |||
545 | // m_linkedAvatars.Clear(); | ||
546 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
547 | |||
548 | // Normalize | ||
549 | if (val.X >= Constants.RegionSize) | ||
550 | val.X -= Constants.RegionSize; | ||
551 | if (val.Y >= Constants.RegionSize) | ||
552 | val.Y -= Constants.RegionSize; | ||
553 | if (val.X < 0) | ||
554 | val.X += Constants.RegionSize; | ||
555 | if (val.Y < 0) | ||
556 | val.Y += Constants.RegionSize; | ||
557 | |||
558 | // If it's deleted, crossing was successful | ||
559 | if (IsDeleted) | ||
560 | { | ||
561 | // foreach (ScenePresence av in m_linkedAvatars) | ||
562 | foreach (avtocrossInfo avinfo in avsToCross) | ||
563 | { | ||
564 | ScenePresence av = avinfo.av; | ||
565 | if (!av.IsInTransit) // just in case... | ||
566 | { | ||
567 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
568 | |||
569 | av.IsInTransit = true; | ||
570 | |||
571 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
572 | d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
573 | } | ||
574 | else | ||
575 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val); | ||
576 | } | ||
577 | avsToCross.Clear(); | ||
578 | return; | ||
579 | } | ||
580 | else // cross failed, put avas back ?? | ||
581 | { | ||
582 | foreach (avtocrossInfo avinfo in avsToCross) | ||
583 | { | ||
584 | ScenePresence av = avinfo.av; | ||
585 | av.ParentUUID = UUID.Zero; | ||
586 | av.ParentID = avinfo.ParentID; | ||
587 | // m_linkedAvatars.Add(av); | ||
588 | } | ||
589 | } | ||
590 | avsToCross.Clear(); | ||
591 | |||
592 | } | ||
593 | else if (RootPart.PhysActor != null) | ||
594 | { | ||
595 | RootPart.PhysActor.CrossingFailure(); | ||
596 | } | ||
597 | |||
598 | Vector3 oldp = AbsolutePosition; | ||
599 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
600 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
601 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | ||
412 | } | 602 | } |
413 | } | 603 | } |
414 | 604 | ||
605 | /* don't see the need but worse don't see where is restored to false if things stay in | ||
606 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
607 | { | ||
608 | part.IgnoreUndoUpdate = true; | ||
609 | } | ||
610 | */ | ||
415 | if (RootPart.GetStatusSandbox()) | 611 | if (RootPart.GetStatusSandbox()) |
416 | { | 612 | { |
417 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 613 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -425,10 +621,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
425 | return; | 621 | return; |
426 | } | 622 | } |
427 | } | 623 | } |
428 | |||
429 | SceneObjectPart[] parts = m_parts.GetArray(); | 624 | SceneObjectPart[] parts = m_parts.GetArray(); |
430 | for (int i = 0; i < parts.Length; i++) | 625 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
431 | parts[i].GroupPosition = val; | 626 | if (m_dupeInProgress) |
627 | triggerScriptEvent = false; | ||
628 | foreach (SceneObjectPart part in parts) | ||
629 | { | ||
630 | part.GroupPosition = val; | ||
631 | if (triggerScriptEvent) | ||
632 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
633 | } | ||
634 | if (!m_dupeInProgress) | ||
635 | { | ||
636 | foreach (ScenePresence av in m_linkedAvatars) | ||
637 | { | ||
638 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
639 | if (p != null && m_parts.TryGetValue(p.UUID, out p)) | ||
640 | { | ||
641 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
642 | av.AbsolutePosition += offset; | ||
643 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
644 | av.SendAvatarDataToAllAgents(); | ||
645 | } | ||
646 | } | ||
647 | } | ||
432 | 648 | ||
433 | //if (m_rootPart.PhysActor != null) | 649 | //if (m_rootPart.PhysActor != null) |
434 | //{ | 650 | //{ |
@@ -443,6 +659,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
443 | } | 659 | } |
444 | } | 660 | } |
445 | 661 | ||
662 | public override Vector3 Velocity | ||
663 | { | ||
664 | get { return RootPart.Velocity; } | ||
665 | set { RootPart.Velocity = value; } | ||
666 | } | ||
667 | |||
668 | private void CrossAgentToNewRegionCompleted(IAsyncResult iar) | ||
669 | { | ||
670 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | ||
671 | ScenePresence agent = icon.EndInvoke(iar); | ||
672 | |||
673 | //// If the cross was successful, this agent is a child agent | ||
674 | if (agent.IsChildAgent) | ||
675 | { | ||
676 | if (agent.ParentUUID != UUID.Zero) | ||
677 | { | ||
678 | agent.ParentPart = null; | ||
679 | agent.ParentPosition = Vector3.Zero; | ||
680 | // agent.ParentUUID = UUID.Zero; | ||
681 | } | ||
682 | } | ||
683 | |||
684 | agent.ParentUUID = UUID.Zero; | ||
685 | |||
686 | // agent.Reset(); | ||
687 | // else // Not successful | ||
688 | // agent.RestoreInCurrentScene(); | ||
689 | |||
690 | // In any case | ||
691 | agent.IsInTransit = false; | ||
692 | |||
693 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | ||
694 | } | ||
695 | |||
446 | public override uint LocalId | 696 | public override uint LocalId |
447 | { | 697 | { |
448 | get { return m_rootPart.LocalId; } | 698 | get { return m_rootPart.LocalId; } |
@@ -524,6 +774,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
524 | m_isSelected = value; | 774 | m_isSelected = value; |
525 | // Tell physics engine that group is selected | 775 | // Tell physics engine that group is selected |
526 | 776 | ||
777 | // this is not right | ||
778 | // but ode engines should only really need to know about root part | ||
779 | // so they can put entire object simulation on hold and not colliding | ||
780 | // keep as was for now | ||
781 | |||
527 | PhysicsActor pa = m_rootPart.PhysActor; | 782 | PhysicsActor pa = m_rootPart.PhysActor; |
528 | if (pa != null) | 783 | if (pa != null) |
529 | { | 784 | { |
@@ -540,6 +795,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
540 | childPa.Selected = value; | 795 | childPa.Selected = value; |
541 | } | 796 | } |
542 | } | 797 | } |
798 | if (RootPart.KeyframeMotion != null) | ||
799 | RootPart.KeyframeMotion.Selected = value; | ||
800 | } | ||
801 | } | ||
802 | |||
803 | public void PartSelectChanged(bool partSelect) | ||
804 | { | ||
805 | // any part selected makes group selected | ||
806 | if (m_isSelected == partSelect) | ||
807 | return; | ||
808 | |||
809 | if (partSelect) | ||
810 | { | ||
811 | IsSelected = partSelect; | ||
812 | // if (!IsAttachment) | ||
813 | // ScheduleGroupForFullUpdate(); | ||
814 | } | ||
815 | else | ||
816 | { | ||
817 | // bad bad bad 2 heavy for large linksets | ||
818 | // since viewer does send lot of (un)selects | ||
819 | // this needs to be replaced by a specific list or count ? | ||
820 | // but that will require extra code in several places | ||
821 | |||
822 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
823 | for (int i = 0; i < parts.Length; i++) | ||
824 | { | ||
825 | SceneObjectPart part = parts[i]; | ||
826 | if (part.IsSelected) | ||
827 | return; | ||
828 | } | ||
829 | IsSelected = partSelect; | ||
830 | if (!IsAttachment) | ||
831 | { | ||
832 | ScheduleGroupForFullUpdate(); | ||
833 | } | ||
543 | } | 834 | } |
544 | } | 835 | } |
545 | 836 | ||
@@ -617,6 +908,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
617 | /// </summary> | 908 | /// </summary> |
618 | public SceneObjectGroup() | 909 | public SceneObjectGroup() |
619 | { | 910 | { |
911 | |||
620 | } | 912 | } |
621 | 913 | ||
622 | /// <summary> | 914 | /// <summary> |
@@ -633,7 +925,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
633 | /// Constructor. This object is added to the scene later via AttachToScene() | 925 | /// Constructor. This object is added to the scene later via AttachToScene() |
634 | /// </summary> | 926 | /// </summary> |
635 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 927 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
636 | { | 928 | { |
637 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 929 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
638 | } | 930 | } |
639 | 931 | ||
@@ -669,6 +961,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
669 | /// </summary> | 961 | /// </summary> |
670 | public virtual void AttachToBackup() | 962 | public virtual void AttachToBackup() |
671 | { | 963 | { |
964 | if (IsAttachment) return; | ||
965 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
966 | |||
672 | if (InSceneBackup) | 967 | if (InSceneBackup) |
673 | { | 968 | { |
674 | //m_log.DebugFormat( | 969 | //m_log.DebugFormat( |
@@ -711,6 +1006,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
711 | 1006 | ||
712 | ApplyPhysics(); | 1007 | ApplyPhysics(); |
713 | 1008 | ||
1009 | if (RootPart.PhysActor != null) | ||
1010 | RootPart.Force = RootPart.Force; | ||
1011 | if (RootPart.PhysActor != null) | ||
1012 | RootPart.Torque = RootPart.Torque; | ||
1013 | if (RootPart.PhysActor != null) | ||
1014 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
1015 | |||
714 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 1016 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
715 | // for the same object with very different properties. The caller must schedule the update. | 1017 | // for the same object with very different properties. The caller must schedule the update. |
716 | //ScheduleGroupForFullUpdate(); | 1018 | //ScheduleGroupForFullUpdate(); |
@@ -726,6 +1028,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
726 | EntityIntersection result = new EntityIntersection(); | 1028 | EntityIntersection result = new EntityIntersection(); |
727 | 1029 | ||
728 | SceneObjectPart[] parts = m_parts.GetArray(); | 1030 | SceneObjectPart[] parts = m_parts.GetArray(); |
1031 | |||
1032 | // Find closest hit here | ||
1033 | float idist = float.MaxValue; | ||
1034 | |||
729 | for (int i = 0; i < parts.Length; i++) | 1035 | for (int i = 0; i < parts.Length; i++) |
730 | { | 1036 | { |
731 | SceneObjectPart part = parts[i]; | 1037 | SceneObjectPart part = parts[i]; |
@@ -740,11 +1046,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
740 | 1046 | ||
741 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 1047 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
742 | 1048 | ||
743 | // This may need to be updated to the maximum draw distance possible.. | ||
744 | // We might (and probably will) be checking for prim creation from other sims | ||
745 | // when the camera crosses the border. | ||
746 | float idist = Constants.RegionSize; | ||
747 | |||
748 | if (inter.HitTF) | 1049 | if (inter.HitTF) |
749 | { | 1050 | { |
750 | // We need to find the closest prim to return to the testcaller along the ray | 1051 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -755,10 +1056,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
755 | result.obj = part; | 1056 | result.obj = part; |
756 | result.normal = inter.normal; | 1057 | result.normal = inter.normal; |
757 | result.distance = inter.distance; | 1058 | result.distance = inter.distance; |
1059 | |||
1060 | idist = inter.distance; | ||
758 | } | 1061 | } |
759 | } | 1062 | } |
760 | } | 1063 | } |
761 | |||
762 | return result; | 1064 | return result; |
763 | } | 1065 | } |
764 | 1066 | ||
@@ -770,25 +1072,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
770 | /// <returns></returns> | 1072 | /// <returns></returns> |
771 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 1073 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
772 | { | 1074 | { |
773 | maxX = -256f; | 1075 | maxX = float.MinValue; |
774 | maxY = -256f; | 1076 | maxY = float.MinValue; |
775 | maxZ = -256f; | 1077 | maxZ = float.MinValue; |
776 | minX = 256f; | 1078 | minX = float.MaxValue; |
777 | minY = 256f; | 1079 | minY = float.MaxValue; |
778 | minZ = 8192f; | 1080 | minZ = float.MaxValue; |
779 | 1081 | ||
780 | SceneObjectPart[] parts = m_parts.GetArray(); | 1082 | SceneObjectPart[] parts = m_parts.GetArray(); |
781 | for (int i = 0; i < parts.Length; i++) | 1083 | foreach (SceneObjectPart part in parts) |
782 | { | 1084 | { |
783 | SceneObjectPart part = parts[i]; | ||
784 | |||
785 | Vector3 worldPos = part.GetWorldPosition(); | 1085 | Vector3 worldPos = part.GetWorldPosition(); |
786 | Vector3 offset = worldPos - AbsolutePosition; | 1086 | Vector3 offset = worldPos - AbsolutePosition; |
787 | Quaternion worldRot; | 1087 | Quaternion worldRot; |
788 | if (part.ParentID == 0) | 1088 | if (part.ParentID == 0) |
1089 | { | ||
789 | worldRot = part.RotationOffset; | 1090 | worldRot = part.RotationOffset; |
1091 | } | ||
790 | else | 1092 | else |
1093 | { | ||
791 | worldRot = part.GetWorldRotation(); | 1094 | worldRot = part.GetWorldRotation(); |
1095 | } | ||
792 | 1096 | ||
793 | Vector3 frontTopLeft; | 1097 | Vector3 frontTopLeft; |
794 | Vector3 frontTopRight; | 1098 | Vector3 frontTopRight; |
@@ -800,6 +1104,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
800 | Vector3 backBottomLeft; | 1104 | Vector3 backBottomLeft; |
801 | Vector3 backBottomRight; | 1105 | Vector3 backBottomRight; |
802 | 1106 | ||
1107 | // Vector3[] corners = new Vector3[8]; | ||
1108 | |||
803 | Vector3 orig = Vector3.Zero; | 1109 | Vector3 orig = Vector3.Zero; |
804 | 1110 | ||
805 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 1111 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -834,6 +1140,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
834 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 1140 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
835 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 1141 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
836 | 1142 | ||
1143 | |||
1144 | |||
1145 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1146 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1147 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1148 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1149 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1150 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1151 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1152 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1153 | |||
1154 | //for (int i = 0; i < 8; i++) | ||
1155 | //{ | ||
1156 | // corners[i] = corners[i] * worldRot; | ||
1157 | // corners[i] += offset; | ||
1158 | |||
1159 | // if (corners[i].X > maxX) | ||
1160 | // maxX = corners[i].X; | ||
1161 | // if (corners[i].X < minX) | ||
1162 | // minX = corners[i].X; | ||
1163 | |||
1164 | // if (corners[i].Y > maxY) | ||
1165 | // maxY = corners[i].Y; | ||
1166 | // if (corners[i].Y < minY) | ||
1167 | // minY = corners[i].Y; | ||
1168 | |||
1169 | // if (corners[i].Z > maxZ) | ||
1170 | // maxZ = corners[i].Y; | ||
1171 | // if (corners[i].Z < minZ) | ||
1172 | // minZ = corners[i].Z; | ||
1173 | //} | ||
1174 | |||
837 | frontTopLeft = frontTopLeft * worldRot; | 1175 | frontTopLeft = frontTopLeft * worldRot; |
838 | frontTopRight = frontTopRight * worldRot; | 1176 | frontTopRight = frontTopRight * worldRot; |
839 | frontBottomLeft = frontBottomLeft * worldRot; | 1177 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -855,6 +1193,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
855 | backTopLeft += offset; | 1193 | backTopLeft += offset; |
856 | backTopRight += offset; | 1194 | backTopRight += offset; |
857 | 1195 | ||
1196 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1197 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1198 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1199 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1200 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1201 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1202 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1203 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1204 | |||
858 | if (frontTopRight.X > maxX) | 1205 | if (frontTopRight.X > maxX) |
859 | maxX = frontTopRight.X; | 1206 | maxX = frontTopRight.X; |
860 | if (frontTopLeft.X > maxX) | 1207 | if (frontTopLeft.X > maxX) |
@@ -998,17 +1345,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
998 | 1345 | ||
999 | #endregion | 1346 | #endregion |
1000 | 1347 | ||
1348 | public void GetResourcesCosts(SceneObjectPart apart, | ||
1349 | out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost) | ||
1350 | { | ||
1351 | // this information may need to be cached | ||
1352 | |||
1353 | float cost; | ||
1354 | float tmpcost; | ||
1355 | |||
1356 | bool ComplexCost = false; | ||
1357 | |||
1358 | SceneObjectPart p; | ||
1359 | SceneObjectPart[] parts; | ||
1360 | |||
1361 | lock (m_parts) | ||
1362 | { | ||
1363 | parts = m_parts.GetArray(); | ||
1364 | } | ||
1365 | |||
1366 | int nparts = parts.Length; | ||
1367 | |||
1368 | |||
1369 | for (int i = 0; i < nparts; i++) | ||
1370 | { | ||
1371 | p = parts[i]; | ||
1372 | |||
1373 | if (p.UsesComplexCost) | ||
1374 | { | ||
1375 | ComplexCost = true; | ||
1376 | break; | ||
1377 | } | ||
1378 | } | ||
1379 | |||
1380 | if (ComplexCost) | ||
1381 | { | ||
1382 | linksetResCost = 0; | ||
1383 | linksetPhysCost = 0; | ||
1384 | partCost = 0; | ||
1385 | partPhysCost = 0; | ||
1386 | |||
1387 | for (int i = 0; i < nparts; i++) | ||
1388 | { | ||
1389 | p = parts[i]; | ||
1390 | |||
1391 | cost = p.StreamingCost; | ||
1392 | tmpcost = p.SimulationCost; | ||
1393 | if (tmpcost > cost) | ||
1394 | cost = tmpcost; | ||
1395 | tmpcost = p.PhysicsCost; | ||
1396 | if (tmpcost > cost) | ||
1397 | cost = tmpcost; | ||
1398 | |||
1399 | linksetPhysCost += tmpcost; | ||
1400 | linksetResCost += cost; | ||
1401 | |||
1402 | if (p == apart) | ||
1403 | { | ||
1404 | partCost = cost; | ||
1405 | partPhysCost = tmpcost; | ||
1406 | } | ||
1407 | } | ||
1408 | } | ||
1409 | else | ||
1410 | { | ||
1411 | partPhysCost = 1.0f; | ||
1412 | partCost = 1.0f; | ||
1413 | linksetResCost = (float)nparts; | ||
1414 | linksetPhysCost = linksetResCost; | ||
1415 | } | ||
1416 | } | ||
1417 | |||
1418 | public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost) | ||
1419 | { | ||
1420 | SceneObjectPart p; | ||
1421 | SceneObjectPart[] parts; | ||
1422 | |||
1423 | lock (m_parts) | ||
1424 | { | ||
1425 | parts = m_parts.GetArray(); | ||
1426 | } | ||
1427 | |||
1428 | int nparts = parts.Length; | ||
1429 | |||
1430 | PhysCost = 0; | ||
1431 | StreamCost = 0; | ||
1432 | SimulCost = 0; | ||
1433 | |||
1434 | for (int i = 0; i < nparts; i++) | ||
1435 | { | ||
1436 | p = parts[i]; | ||
1437 | |||
1438 | StreamCost += p.StreamingCost; | ||
1439 | SimulCost += p.SimulationCost; | ||
1440 | PhysCost += p.PhysicsCost; | ||
1441 | } | ||
1442 | } | ||
1443 | |||
1001 | public void SaveScriptedState(XmlTextWriter writer) | 1444 | public void SaveScriptedState(XmlTextWriter writer) |
1002 | { | 1445 | { |
1446 | SaveScriptedState(writer, false); | ||
1447 | } | ||
1448 | |||
1449 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1450 | { | ||
1003 | XmlDocument doc = new XmlDocument(); | 1451 | XmlDocument doc = new XmlDocument(); |
1004 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1452 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
1005 | 1453 | ||
1006 | SceneObjectPart[] parts = m_parts.GetArray(); | 1454 | SceneObjectPart[] parts = m_parts.GetArray(); |
1007 | for (int i = 0; i < parts.Length; i++) | 1455 | for (int i = 0; i < parts.Length; i++) |
1008 | { | 1456 | { |
1009 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1457 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
1010 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1458 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
1011 | states.Add(kvp.Key, kvp.Value); | 1459 | states[kvp.Key] = kvp.Value; |
1012 | } | 1460 | } |
1013 | 1461 | ||
1014 | if (states.Count > 0) | 1462 | if (states.Count > 0) |
@@ -1028,6 +1476,169 @@ namespace OpenSim.Region.Framework.Scenes | |||
1028 | } | 1476 | } |
1029 | 1477 | ||
1030 | /// <summary> | 1478 | /// <summary> |
1479 | /// Add the avatar to this linkset (avatar is sat). | ||
1480 | /// </summary> | ||
1481 | /// <param name="agentID"></param> | ||
1482 | public void AddAvatar(UUID agentID) | ||
1483 | { | ||
1484 | ScenePresence presence; | ||
1485 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1486 | { | ||
1487 | if (!m_linkedAvatars.Contains(presence)) | ||
1488 | { | ||
1489 | m_linkedAvatars.Add(presence); | ||
1490 | } | ||
1491 | } | ||
1492 | } | ||
1493 | |||
1494 | /// <summary> | ||
1495 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1496 | /// </summary> | ||
1497 | /// <param name="agentID"></param> | ||
1498 | public void DeleteAvatar(UUID agentID) | ||
1499 | { | ||
1500 | ScenePresence presence; | ||
1501 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1502 | { | ||
1503 | if (m_linkedAvatars.Contains(presence)) | ||
1504 | { | ||
1505 | m_linkedAvatars.Remove(presence); | ||
1506 | } | ||
1507 | } | ||
1508 | } | ||
1509 | |||
1510 | /// <summary> | ||
1511 | /// Returns the list of linked presences (avatars sat on this group) | ||
1512 | /// </summary> | ||
1513 | /// <param name="agentID"></param> | ||
1514 | public List<ScenePresence> GetLinkedAvatars() | ||
1515 | { | ||
1516 | return m_linkedAvatars; | ||
1517 | } | ||
1518 | |||
1519 | /// <summary> | ||
1520 | /// Attach this scene object to the given avatar. | ||
1521 | /// </summary> | ||
1522 | /// <param name="agentID"></param> | ||
1523 | /// <param name="attachmentpoint"></param> | ||
1524 | /// <param name="AttachOffset"></param> | ||
1525 | private void AttachToAgent( | ||
1526 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1527 | { | ||
1528 | if (avatar != null) | ||
1529 | { | ||
1530 | // don't attach attachments to child agents | ||
1531 | if (avatar.IsChildAgent) return; | ||
1532 | |||
1533 | // Remove from database and parcel prim count | ||
1534 | m_scene.DeleteFromStorage(so.UUID); | ||
1535 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1536 | |||
1537 | so.AttachedAvatar = avatar.UUID; | ||
1538 | |||
1539 | if (so.RootPart.PhysActor != null) | ||
1540 | { | ||
1541 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1542 | so.RootPart.PhysActor = null; | ||
1543 | } | ||
1544 | |||
1545 | so.AbsolutePosition = attachOffset; | ||
1546 | so.RootPart.AttachedPos = attachOffset; | ||
1547 | so.IsAttachment = true; | ||
1548 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1549 | so.AttachmentPoint = attachmentpoint; | ||
1550 | |||
1551 | avatar.AddAttachment(this); | ||
1552 | |||
1553 | if (!silent) | ||
1554 | { | ||
1555 | // Killing it here will cause the client to deselect it | ||
1556 | // It then reappears on the avatar, deselected | ||
1557 | // through the full update below | ||
1558 | // | ||
1559 | if (IsSelected) | ||
1560 | { | ||
1561 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1562 | } | ||
1563 | |||
1564 | IsSelected = false; // fudge.... | ||
1565 | ScheduleGroupForFullUpdate(); | ||
1566 | } | ||
1567 | } | ||
1568 | else | ||
1569 | { | ||
1570 | m_log.WarnFormat( | ||
1571 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1572 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1573 | } | ||
1574 | } | ||
1575 | |||
1576 | public byte GetAttachmentPoint() | ||
1577 | { | ||
1578 | return m_rootPart.Shape.State; | ||
1579 | } | ||
1580 | |||
1581 | public void DetachToGround() | ||
1582 | { | ||
1583 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1584 | if (avatar == null) | ||
1585 | return; | ||
1586 | |||
1587 | avatar.RemoveAttachment(this); | ||
1588 | |||
1589 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1590 | if (avatar == null) | ||
1591 | return; | ||
1592 | |||
1593 | detachedpos = avatar.AbsolutePosition; | ||
1594 | FromItemID = UUID.Zero; | ||
1595 | |||
1596 | AbsolutePosition = detachedpos; | ||
1597 | AttachedAvatar = UUID.Zero; | ||
1598 | |||
1599 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1600 | //for (int i = 0; i < parts.Length; i++) | ||
1601 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1602 | |||
1603 | m_rootPart.SetParentLocalId(0); | ||
1604 | AttachmentPoint = (byte)0; | ||
1605 | // must check if buildind should be true or false here | ||
1606 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); | ||
1607 | HasGroupChanged = true; | ||
1608 | RootPart.Rezzed = DateTime.Now; | ||
1609 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1610 | AttachToBackup(); | ||
1611 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1612 | m_rootPart.ScheduleFullUpdate(); | ||
1613 | m_rootPart.ClearUndoState(); | ||
1614 | } | ||
1615 | |||
1616 | public void DetachToInventoryPrep() | ||
1617 | { | ||
1618 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1619 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1620 | if (avatar != null) | ||
1621 | { | ||
1622 | //detachedpos = avatar.AbsolutePosition; | ||
1623 | avatar.RemoveAttachment(this); | ||
1624 | } | ||
1625 | |||
1626 | AttachedAvatar = UUID.Zero; | ||
1627 | |||
1628 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1629 | for (int i = 0; i < parts.Length; i++) | ||
1630 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1631 | |||
1632 | m_rootPart.SetParentLocalId(0); | ||
1633 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1634 | IsAttachment = false; | ||
1635 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1636 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1637 | //AttachToBackup(); | ||
1638 | //m_rootPart.ScheduleFullUpdate(); | ||
1639 | } | ||
1640 | |||
1641 | /// <summary> | ||
1031 | /// | 1642 | /// |
1032 | /// </summary> | 1643 | /// </summary> |
1033 | /// <param name="part"></param> | 1644 | /// <param name="part"></param> |
@@ -1077,7 +1688,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1077 | public void AddPart(SceneObjectPart part) | 1688 | public void AddPart(SceneObjectPart part) |
1078 | { | 1689 | { |
1079 | part.SetParent(this); | 1690 | part.SetParent(this); |
1080 | part.LinkNum = m_parts.Add(part.UUID, part); | 1691 | m_parts.Add(part.UUID, part); |
1692 | |||
1693 | part.LinkNum = m_parts.Count; | ||
1694 | |||
1081 | if (part.LinkNum == 2) | 1695 | if (part.LinkNum == 2) |
1082 | RootPart.LinkNum = 1; | 1696 | RootPart.LinkNum = 1; |
1083 | } | 1697 | } |
@@ -1165,7 +1779,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1165 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", | 1779 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", |
1166 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); | 1780 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); |
1167 | 1781 | ||
1168 | part.StoreUndoState(); | 1782 | // part.StoreUndoState(); |
1169 | part.OnGrab(offsetPos, remoteClient); | 1783 | part.OnGrab(offsetPos, remoteClient); |
1170 | } | 1784 | } |
1171 | 1785 | ||
@@ -1185,6 +1799,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1185 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1799 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1186 | public void DeleteGroupFromScene(bool silent) | 1800 | public void DeleteGroupFromScene(bool silent) |
1187 | { | 1801 | { |
1802 | // We need to keep track of this state in case this group is still queued for backup. | ||
1803 | IsDeleted = true; | ||
1804 | |||
1805 | DetachFromBackup(); | ||
1806 | |||
1188 | SceneObjectPart[] parts = m_parts.GetArray(); | 1807 | SceneObjectPart[] parts = m_parts.GetArray(); |
1189 | for (int i = 0; i < parts.Length; i++) | 1808 | for (int i = 0; i < parts.Length; i++) |
1190 | { | 1809 | { |
@@ -1200,13 +1819,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1200 | part.ClearUpdateSchedule(); | 1819 | part.ClearUpdateSchedule(); |
1201 | if (part == m_rootPart) | 1820 | if (part == m_rootPart) |
1202 | { | 1821 | { |
1203 | if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || | 1822 | if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || |
1204 | (AttachmentPoint < 31) || (AttachmentPoint > 38)) | 1823 | (AttachmentPoint < 31) || (AttachmentPoint > 38)) |
1205 | avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId }); | 1824 | avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId }); |
1206 | } | 1825 | } |
1207 | } | 1826 | } |
1208 | }); | 1827 | }); |
1209 | } | 1828 | } |
1829 | |||
1210 | } | 1830 | } |
1211 | 1831 | ||
1212 | public void AddScriptLPS(int count) | 1832 | public void AddScriptLPS(int count) |
@@ -1276,28 +1896,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1276 | /// </summary> | 1896 | /// </summary> |
1277 | public void ApplyPhysics() | 1897 | public void ApplyPhysics() |
1278 | { | 1898 | { |
1279 | // Apply physics to the root prim | ||
1280 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1281 | |||
1282 | // Apply physics to child prims | ||
1283 | SceneObjectPart[] parts = m_parts.GetArray(); | 1899 | SceneObjectPart[] parts = m_parts.GetArray(); |
1284 | if (parts.Length > 1) | 1900 | if (parts.Length > 1) |
1285 | { | 1901 | { |
1902 | ResetChildPrimPhysicsPositions(); | ||
1903 | |||
1904 | // Apply physics to the root prim | ||
1905 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true); | ||
1906 | |||
1907 | |||
1286 | for (int i = 0; i < parts.Length; i++) | 1908 | for (int i = 0; i < parts.Length; i++) |
1287 | { | 1909 | { |
1288 | SceneObjectPart part = parts[i]; | 1910 | SceneObjectPart part = parts[i]; |
1289 | if (part.LocalId != m_rootPart.LocalId) | 1911 | if (part.LocalId != m_rootPart.LocalId) |
1290 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); | 1912 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true); |
1291 | } | 1913 | } |
1292 | |||
1293 | // Hack to get the physics scene geometries in the right spot | 1914 | // Hack to get the physics scene geometries in the right spot |
1294 | ResetChildPrimPhysicsPositions(); | 1915 | // ResetChildPrimPhysicsPositions(); |
1916 | if (m_rootPart.PhysActor != null) | ||
1917 | { | ||
1918 | m_rootPart.PhysActor.Building = false; | ||
1919 | } | ||
1920 | } | ||
1921 | else | ||
1922 | { | ||
1923 | // Apply physics to the root prim | ||
1924 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); | ||
1295 | } | 1925 | } |
1296 | } | 1926 | } |
1297 | 1927 | ||
1298 | public void SetOwnerId(UUID userId) | 1928 | public void SetOwnerId(UUID userId) |
1299 | { | 1929 | { |
1300 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1930 | ForEachPart(delegate(SceneObjectPart part) |
1931 | { | ||
1932 | |||
1933 | part.OwnerID = userId; | ||
1934 | |||
1935 | }); | ||
1301 | } | 1936 | } |
1302 | 1937 | ||
1303 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1938 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1329,11 +1964,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1329 | return; | 1964 | return; |
1330 | } | 1965 | } |
1331 | 1966 | ||
1967 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1968 | return; | ||
1969 | |||
1332 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1970 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1333 | // any exception propogate upwards. | 1971 | // any exception propogate upwards. |
1334 | try | 1972 | try |
1335 | { | 1973 | { |
1336 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1974 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1975 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1976 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1977 | |||
1337 | { | 1978 | { |
1338 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1979 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1339 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1980 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1360,6 +2001,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1360 | } | 2001 | } |
1361 | } | 2002 | } |
1362 | } | 2003 | } |
2004 | |||
1363 | } | 2005 | } |
1364 | 2006 | ||
1365 | if (m_scene.UseBackup && HasGroupChanged) | 2007 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1367,10 +2009,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
1367 | // don't backup while it's selected or you're asking for changes mid stream. | 2009 | // don't backup while it's selected or you're asking for changes mid stream. |
1368 | if (isTimeToPersist() || forcedBackup) | 2010 | if (isTimeToPersist() || forcedBackup) |
1369 | { | 2011 | { |
2012 | if (m_rootPart.PhysActor != null && | ||
2013 | (!m_rootPart.PhysActor.IsPhysical)) | ||
2014 | { | ||
2015 | // Possible ghost prim | ||
2016 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
2017 | { | ||
2018 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
2019 | { | ||
2020 | // Re-set physics actor positions and | ||
2021 | // orientations | ||
2022 | part.GroupPosition = m_rootPart.GroupPosition; | ||
2023 | } | ||
2024 | } | ||
2025 | } | ||
1370 | // m_log.DebugFormat( | 2026 | // m_log.DebugFormat( |
1371 | // "[SCENE]: Storing {0}, {1} in {2}", | 2027 | // "[SCENE]: Storing {0}, {1} in {2}", |
1372 | // Name, UUID, m_scene.RegionInfo.RegionName); | 2028 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1373 | 2029 | ||
2030 | if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0) | ||
2031 | { | ||
2032 | RootPart.Shape.State = 0; | ||
2033 | ScheduleGroupForFullUpdate(); | ||
2034 | } | ||
2035 | |||
1374 | SceneObjectGroup backup_group = Copy(false); | 2036 | SceneObjectGroup backup_group = Copy(false); |
1375 | backup_group.RootPart.Velocity = RootPart.Velocity; | 2037 | backup_group.RootPart.Velocity = RootPart.Velocity; |
1376 | backup_group.RootPart.Acceleration = RootPart.Acceleration; | 2038 | backup_group.RootPart.Acceleration = RootPart.Acceleration; |
@@ -1384,6 +2046,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1384 | 2046 | ||
1385 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 2047 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
1386 | { | 2048 | { |
2049 | if (part.KeyframeMotion != null) | ||
2050 | { | ||
2051 | part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); | ||
2052 | part.KeyframeMotion.UpdateSceneObject(this); | ||
2053 | } | ||
1387 | part.Inventory.ProcessInventoryBackup(datastore); | 2054 | part.Inventory.ProcessInventoryBackup(datastore); |
1388 | }); | 2055 | }); |
1389 | 2056 | ||
@@ -1436,10 +2103,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1436 | /// <returns></returns> | 2103 | /// <returns></returns> |
1437 | public SceneObjectGroup Copy(bool userExposed) | 2104 | public SceneObjectGroup Copy(bool userExposed) |
1438 | { | 2105 | { |
2106 | m_dupeInProgress = true; | ||
1439 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 2107 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1440 | dupe.m_isBackedUp = false; | 2108 | dupe.m_isBackedUp = false; |
1441 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 2109 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
1442 | 2110 | ||
2111 | // new group as no sitting avatars | ||
2112 | dupe.m_linkedAvatars = new List<ScenePresence>(); | ||
2113 | |||
1443 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 2114 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1444 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 2115 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1445 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 2116 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
@@ -1450,7 +2121,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1450 | // This is only necessary when userExposed is false! | 2121 | // This is only necessary when userExposed is false! |
1451 | 2122 | ||
1452 | bool previousAttachmentStatus = dupe.IsAttachment; | 2123 | bool previousAttachmentStatus = dupe.IsAttachment; |
1453 | 2124 | ||
1454 | if (!userExposed) | 2125 | if (!userExposed) |
1455 | dupe.IsAttachment = true; | 2126 | dupe.IsAttachment = true; |
1456 | 2127 | ||
@@ -1468,11 +2139,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1468 | dupe.m_rootPart.TrimPermissions(); | 2139 | dupe.m_rootPart.TrimPermissions(); |
1469 | 2140 | ||
1470 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 2141 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1471 | 2142 | ||
1472 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 2143 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1473 | { | 2144 | { |
1474 | return p1.LinkNum.CompareTo(p2.LinkNum); | 2145 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1475 | } | 2146 | } |
1476 | ); | 2147 | ); |
1477 | 2148 | ||
1478 | foreach (SceneObjectPart part in partList) | 2149 | foreach (SceneObjectPart part in partList) |
@@ -1482,41 +2153,53 @@ namespace OpenSim.Region.Framework.Scenes | |||
1482 | { | 2153 | { |
1483 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 2154 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1484 | newPart.LinkNum = part.LinkNum; | 2155 | newPart.LinkNum = part.LinkNum; |
1485 | } | 2156 | if (userExposed) |
2157 | newPart.ParentID = dupe.m_rootPart.LocalId; | ||
2158 | } | ||
1486 | else | 2159 | else |
1487 | { | 2160 | { |
1488 | newPart = dupe.m_rootPart; | 2161 | newPart = dupe.m_rootPart; |
1489 | } | 2162 | } |
2163 | /* | ||
2164 | bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0); | ||
2165 | bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0); | ||
1490 | 2166 | ||
1491 | // Need to duplicate the physics actor as well | 2167 | // Need to duplicate the physics actor as well |
1492 | PhysicsActor originalPartPa = part.PhysActor; | 2168 | if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive)) |
1493 | if (originalPartPa != null && userExposed) | ||
1494 | { | 2169 | { |
1495 | PrimitiveBaseShape pbs = newPart.Shape; | 2170 | PrimitiveBaseShape pbs = newPart.Shape; |
1496 | |||
1497 | newPart.PhysActor | 2171 | newPart.PhysActor |
1498 | = m_scene.PhysicsScene.AddPrimShape( | 2172 | = m_scene.PhysicsScene.AddPrimShape( |
1499 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 2173 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
1500 | pbs, | 2174 | pbs, |
1501 | newPart.AbsolutePosition, | 2175 | newPart.AbsolutePosition, |
1502 | newPart.Scale, | 2176 | newPart.Scale, |
1503 | newPart.RotationOffset, | 2177 | newPart.GetWorldRotation(), |
1504 | originalPartPa.IsPhysical, | 2178 | isphys, |
2179 | isphan, | ||
1505 | newPart.LocalId); | 2180 | newPart.LocalId); |
1506 | 2181 | ||
1507 | newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); | 2182 | newPart.DoPhysicsPropertyUpdate(isphys, true); |
1508 | } | 2183 | */ |
2184 | if (userExposed) | ||
2185 | newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true); | ||
2186 | // } | ||
1509 | } | 2187 | } |
1510 | 2188 | ||
1511 | if (userExposed) | 2189 | if (userExposed) |
1512 | { | 2190 | { |
1513 | dupe.UpdateParentIDs(); | 2191 | // done above dupe.UpdateParentIDs(); |
2192 | |||
2193 | if (dupe.m_rootPart.PhysActor != null) | ||
2194 | dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building | ||
2195 | |||
1514 | dupe.HasGroupChanged = true; | 2196 | dupe.HasGroupChanged = true; |
1515 | dupe.AttachToBackup(); | 2197 | dupe.AttachToBackup(); |
1516 | 2198 | ||
1517 | ScheduleGroupForFullUpdate(); | 2199 | ScheduleGroupForFullUpdate(); |
1518 | } | 2200 | } |
1519 | 2201 | ||
2202 | m_dupeInProgress = false; | ||
1520 | return dupe; | 2203 | return dupe; |
1521 | } | 2204 | } |
1522 | 2205 | ||
@@ -1528,11 +2211,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1528 | /// <param name="cGroupID"></param> | 2211 | /// <param name="cGroupID"></param> |
1529 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2212 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1530 | { | 2213 | { |
1531 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); | 2214 | // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); |
2215 | // give newpart a new local ID lettng old part keep same | ||
2216 | SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed); | ||
2217 | newpart.LocalId = m_scene.AllocateLocalId(); | ||
2218 | |||
2219 | SetRootPart(newpart); | ||
2220 | if (userExposed) | ||
2221 | RootPart.Velocity = Vector3.Zero; // In case source is moving | ||
1532 | } | 2222 | } |
1533 | 2223 | ||
1534 | public void ScriptSetPhysicsStatus(bool usePhysics) | 2224 | public void ScriptSetPhysicsStatus(bool usePhysics) |
1535 | { | 2225 | { |
2226 | if (usePhysics) | ||
2227 | { | ||
2228 | if (RootPart.KeyframeMotion != null) | ||
2229 | RootPart.KeyframeMotion.Stop(); | ||
2230 | RootPart.KeyframeMotion = null; | ||
2231 | } | ||
1536 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2232 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); |
1537 | } | 2233 | } |
1538 | 2234 | ||
@@ -1580,13 +2276,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1580 | 2276 | ||
1581 | if (pa != null) | 2277 | if (pa != null) |
1582 | { | 2278 | { |
1583 | pa.AddForce(impulse, true); | 2279 | // false to be applied as a impulse |
2280 | pa.AddForce(impulse, false); | ||
1584 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2281 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1585 | } | 2282 | } |
1586 | } | 2283 | } |
1587 | } | 2284 | } |
1588 | 2285 | ||
1589 | public void applyAngularImpulse(Vector3 impulse) | 2286 | public void ApplyAngularImpulse(Vector3 impulse) |
1590 | { | 2287 | { |
1591 | PhysicsActor pa = RootPart.PhysActor; | 2288 | PhysicsActor pa = RootPart.PhysActor; |
1592 | 2289 | ||
@@ -1594,21 +2291,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1594 | { | 2291 | { |
1595 | if (!IsAttachment) | 2292 | if (!IsAttachment) |
1596 | { | 2293 | { |
1597 | pa.AddAngularForce(impulse, true); | 2294 | // false to be applied as a impulse |
1598 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2295 | pa.AddAngularForce(impulse, false); |
1599 | } | ||
1600 | } | ||
1601 | } | ||
1602 | |||
1603 | public void setAngularImpulse(Vector3 impulse) | ||
1604 | { | ||
1605 | PhysicsActor pa = RootPart.PhysActor; | ||
1606 | |||
1607 | if (pa != null) | ||
1608 | { | ||
1609 | if (!IsAttachment) | ||
1610 | { | ||
1611 | pa.Torque = impulse; | ||
1612 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2296 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1613 | } | 2297 | } |
1614 | } | 2298 | } |
@@ -1616,20 +2300,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1616 | 2300 | ||
1617 | public Vector3 GetTorque() | 2301 | public Vector3 GetTorque() |
1618 | { | 2302 | { |
1619 | PhysicsActor pa = RootPart.PhysActor; | 2303 | return RootPart.Torque; |
1620 | |||
1621 | if (pa != null) | ||
1622 | { | ||
1623 | if (!IsAttachment) | ||
1624 | { | ||
1625 | Vector3 torque = pa.Torque; | ||
1626 | return torque; | ||
1627 | } | ||
1628 | } | ||
1629 | |||
1630 | return Vector3.Zero; | ||
1631 | } | 2304 | } |
1632 | 2305 | ||
2306 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1633 | public void moveToTarget(Vector3 target, float tau) | 2307 | public void moveToTarget(Vector3 target, float tau) |
1634 | { | 2308 | { |
1635 | if (IsAttachment) | 2309 | if (IsAttachment) |
@@ -1661,6 +2335,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
1661 | pa.PIDActive = false; | 2335 | pa.PIDActive = false; |
1662 | } | 2336 | } |
1663 | 2337 | ||
2338 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2339 | { | ||
2340 | SceneObjectPart rootpart = m_rootPart; | ||
2341 | if (rootpart != null) | ||
2342 | { | ||
2343 | if (IsAttachment) | ||
2344 | { | ||
2345 | /* | ||
2346 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2347 | if (avatar != null) | ||
2348 | { | ||
2349 | Rotate the Av? | ||
2350 | } */ | ||
2351 | } | ||
2352 | else | ||
2353 | { | ||
2354 | if (rootpart.PhysActor != null) | ||
2355 | { // APID must be implemented in your physics system for this to function. | ||
2356 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2357 | rootpart.PhysActor.APIDStrength = strength; | ||
2358 | rootpart.PhysActor.APIDDamping = damping; | ||
2359 | rootpart.PhysActor.APIDActive = true; | ||
2360 | } | ||
2361 | } | ||
2362 | } | ||
2363 | } | ||
2364 | |||
2365 | public void stopLookAt() | ||
2366 | { | ||
2367 | SceneObjectPart rootpart = m_rootPart; | ||
2368 | if (rootpart != null) | ||
2369 | { | ||
2370 | if (rootpart.PhysActor != null) | ||
2371 | { // APID must be implemented in your physics system for this to function. | ||
2372 | rootpart.PhysActor.APIDActive = false; | ||
2373 | } | ||
2374 | } | ||
2375 | |||
2376 | } | ||
2377 | |||
1664 | /// <summary> | 2378 | /// <summary> |
1665 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2379 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1666 | /// </summary> | 2380 | /// </summary> |
@@ -1677,7 +2391,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1677 | { | 2391 | { |
1678 | pa.PIDHoverHeight = height; | 2392 | pa.PIDHoverHeight = height; |
1679 | pa.PIDHoverType = hoverType; | 2393 | pa.PIDHoverType = hoverType; |
1680 | pa.PIDTau = tau; | 2394 | pa.PIDHoverTau = tau; |
1681 | pa.PIDHoverActive = true; | 2395 | pa.PIDHoverActive = true; |
1682 | } | 2396 | } |
1683 | else | 2397 | else |
@@ -1717,7 +2431,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1717 | /// <param name="cGroupID"></param> | 2431 | /// <param name="cGroupID"></param> |
1718 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2432 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1719 | { | 2433 | { |
1720 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2434 | // give new ID to the new part, letting old keep original |
2435 | // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
2436 | SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed); | ||
2437 | newPart.LocalId = m_scene.AllocateLocalId(); | ||
2438 | newPart.SetParent(this); | ||
2439 | |||
1721 | AddPart(newPart); | 2440 | AddPart(newPart); |
1722 | 2441 | ||
1723 | SetPartAsNonRoot(newPart); | 2442 | SetPartAsNonRoot(newPart); |
@@ -1846,11 +2565,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1846 | /// Immediately send a full update for this scene object. | 2565 | /// Immediately send a full update for this scene object. |
1847 | /// </summary> | 2566 | /// </summary> |
1848 | public void SendGroupFullUpdate() | 2567 | public void SendGroupFullUpdate() |
1849 | { | 2568 | { |
1850 | if (IsDeleted) | 2569 | if (IsDeleted) |
1851 | return; | 2570 | return; |
1852 | 2571 | ||
1853 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2572 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1854 | 2573 | ||
1855 | RootPart.SendFullUpdateToAllClients(); | 2574 | RootPart.SendFullUpdateToAllClients(); |
1856 | 2575 | ||
@@ -1984,6 +2703,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1984 | 2703 | ||
1985 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 2704 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
1986 | 2705 | ||
2706 | if (m_rootPart.PhysActor != null) | ||
2707 | m_rootPart.PhysActor.Building = true; | ||
2708 | if (linkPart.PhysActor != null) | ||
2709 | linkPart.PhysActor.Building = true; | ||
2710 | |||
1987 | // physics flags from group to be applied to linked parts | 2711 | // physics flags from group to be applied to linked parts |
1988 | bool grpusephys = UsesPhysics; | 2712 | bool grpusephys = UsesPhysics; |
1989 | bool grptemporary = IsTemporary; | 2713 | bool grptemporary = IsTemporary; |
@@ -1992,19 +2716,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
1992 | Quaternion oldRootRotation = linkPart.RotationOffset; | 2716 | Quaternion oldRootRotation = linkPart.RotationOffset; |
1993 | 2717 | ||
1994 | linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; | 2718 | linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; |
2719 | |||
1995 | linkPart.ParentID = m_rootPart.LocalId; | 2720 | linkPart.ParentID = m_rootPart.LocalId; |
1996 | linkPart.GroupPosition = AbsolutePosition; | 2721 | |
1997 | Vector3 axPos = linkPart.OffsetPosition; | 2722 | linkPart.GroupPosition = AbsolutePosition; |
1998 | 2723 | ||
2724 | Vector3 axPos = linkPart.OffsetPosition; | ||
1999 | Quaternion parentRot = m_rootPart.RotationOffset; | 2725 | Quaternion parentRot = m_rootPart.RotationOffset; |
2000 | axPos *= Quaternion.Inverse(parentRot); | 2726 | axPos *= Quaternion.Conjugate(parentRot); |
2001 | |||
2002 | linkPart.OffsetPosition = axPos; | 2727 | linkPart.OffsetPosition = axPos; |
2728 | |||
2003 | Quaternion oldRot = linkPart.RotationOffset; | 2729 | Quaternion oldRot = linkPart.RotationOffset; |
2004 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2730 | Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot; |
2005 | linkPart.RotationOffset = newRot; | 2731 | linkPart.RotationOffset = newRot; |
2006 | 2732 | ||
2007 | linkPart.ParentID = m_rootPart.LocalId; | 2733 | // linkPart.ParentID = m_rootPart.LocalId; done above |
2008 | 2734 | ||
2009 | if (m_rootPart.LinkNum == 0) | 2735 | if (m_rootPart.LinkNum == 0) |
2010 | m_rootPart.LinkNum = 1; | 2736 | m_rootPart.LinkNum = 1; |
@@ -2032,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2032 | linkPart.CreateSelected = true; | 2758 | linkPart.CreateSelected = true; |
2033 | 2759 | ||
2034 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now | 2760 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now |
2035 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); | 2761 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true); |
2036 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2762 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
2037 | { | 2763 | { |
2038 | linkPart.PhysActor.link(m_rootPart.PhysActor); | 2764 | linkPart.PhysActor.link(m_rootPart.PhysActor); |
@@ -2040,6 +2766,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2040 | } | 2766 | } |
2041 | 2767 | ||
2042 | linkPart.LinkNum = linkNum++; | 2768 | linkPart.LinkNum = linkNum++; |
2769 | linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2043 | 2770 | ||
2044 | SceneObjectPart[] ogParts = objectGroup.Parts; | 2771 | SceneObjectPart[] ogParts = objectGroup.Parts; |
2045 | Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) | 2772 | Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) |
@@ -2054,7 +2781,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2054 | { | 2781 | { |
2055 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); | 2782 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); |
2056 | // let physics know | 2783 | // let physics know |
2057 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); | 2784 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true); |
2058 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2785 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
2059 | { | 2786 | { |
2060 | part.PhysActor.link(m_rootPart.PhysActor); | 2787 | part.PhysActor.link(m_rootPart.PhysActor); |
@@ -2069,7 +2796,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2069 | objectGroup.IsDeleted = true; | 2796 | objectGroup.IsDeleted = true; |
2070 | 2797 | ||
2071 | objectGroup.m_parts.Clear(); | 2798 | objectGroup.m_parts.Clear(); |
2072 | 2799 | ||
2073 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2800 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2074 | // objectGroup.m_rootPart = null; | 2801 | // objectGroup.m_rootPart = null; |
2075 | 2802 | ||
@@ -2080,6 +2807,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2080 | // unmoved prims! | 2807 | // unmoved prims! |
2081 | ResetChildPrimPhysicsPositions(); | 2808 | ResetChildPrimPhysicsPositions(); |
2082 | 2809 | ||
2810 | if (m_rootPart.PhysActor != null) | ||
2811 | m_rootPart.PhysActor.Building = false; | ||
2812 | |||
2083 | //HasGroupChanged = true; | 2813 | //HasGroupChanged = true; |
2084 | //ScheduleGroupForFullUpdate(); | 2814 | //ScheduleGroupForFullUpdate(); |
2085 | } | 2815 | } |
@@ -2147,7 +2877,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2147 | // m_log.DebugFormat( | 2877 | // m_log.DebugFormat( |
2148 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 2878 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2149 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 2879 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2150 | 2880 | ||
2881 | if (m_rootPart.PhysActor != null) | ||
2882 | m_rootPart.PhysActor.Building = true; | ||
2883 | |||
2151 | linkPart.ClearUndoState(); | 2884 | linkPart.ClearUndoState(); |
2152 | 2885 | ||
2153 | Quaternion worldRot = linkPart.GetWorldRotation(); | 2886 | Quaternion worldRot = linkPart.GetWorldRotation(); |
@@ -2207,6 +2940,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2207 | 2940 | ||
2208 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 2941 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
2209 | // (since delete works by deleting all rows which have a given object id) | 2942 | // (since delete works by deleting all rows which have a given object id) |
2943 | |||
2944 | // this is as it seems to be in sl now | ||
2945 | if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none) | ||
2946 | linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now | ||
2947 | |||
2948 | if (m_rootPart.PhysActor != null) | ||
2949 | m_rootPart.PhysActor.Building = false; | ||
2950 | |||
2210 | objectGroup.HasGroupChangedDueToDelink = true; | 2951 | objectGroup.HasGroupChangedDueToDelink = true; |
2211 | 2952 | ||
2212 | return objectGroup; | 2953 | return objectGroup; |
@@ -2218,6 +2959,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2218 | /// <param name="objectGroup"></param> | 2959 | /// <param name="objectGroup"></param> |
2219 | public virtual void DetachFromBackup() | 2960 | public virtual void DetachFromBackup() |
2220 | { | 2961 | { |
2962 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2221 | if (m_isBackedUp && Scene != null) | 2963 | if (m_isBackedUp && Scene != null) |
2222 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2964 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2223 | 2965 | ||
@@ -2236,7 +2978,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2236 | 2978 | ||
2237 | axPos *= parentRot; | 2979 | axPos *= parentRot; |
2238 | part.OffsetPosition = axPos; | 2980 | part.OffsetPosition = axPos; |
2239 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2981 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2982 | part.GroupPosition = newPos; | ||
2240 | part.OffsetPosition = Vector3.Zero; | 2983 | part.OffsetPosition = Vector3.Zero; |
2241 | part.RotationOffset = worldRot; | 2984 | part.RotationOffset = worldRot; |
2242 | 2985 | ||
@@ -2247,20 +2990,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
2247 | 2990 | ||
2248 | part.LinkNum = linkNum; | 2991 | part.LinkNum = linkNum; |
2249 | 2992 | ||
2250 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2993 | part.OffsetPosition = newPos - AbsolutePosition; |
2251 | 2994 | ||
2252 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2995 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2253 | 2996 | ||
2254 | Vector3 pos = part.OffsetPosition; | 2997 | Vector3 pos = part.OffsetPosition; |
2255 | pos *= Quaternion.Inverse(rootRotation); | 2998 | pos *= Quaternion.Conjugate(rootRotation); |
2256 | part.OffsetPosition = pos; | 2999 | part.OffsetPosition = pos; |
2257 | 3000 | ||
2258 | parentRot = m_rootPart.RotationOffset; | 3001 | parentRot = m_rootPart.RotationOffset; |
2259 | oldRot = part.RotationOffset; | 3002 | oldRot = part.RotationOffset; |
2260 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 3003 | Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot; |
2261 | part.RotationOffset = newRot; | 3004 | part.RotationOffset = newRot; |
2262 | 3005 | ||
2263 | part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 3006 | part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); |
2264 | } | 3007 | } |
2265 | 3008 | ||
2266 | /// <summary> | 3009 | /// <summary> |
@@ -2511,8 +3254,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2511 | } | 3254 | } |
2512 | } | 3255 | } |
2513 | 3256 | ||
2514 | for (int i = 0; i < parts.Length; i++) | 3257 | if (parts.Length > 1) |
2515 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 3258 | { |
3259 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3260 | |||
3261 | for (int i = 0; i < parts.Length; i++) | ||
3262 | { | ||
3263 | |||
3264 | if (parts[i].UUID != m_rootPart.UUID) | ||
3265 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3266 | } | ||
3267 | |||
3268 | if (m_rootPart.PhysActor != null) | ||
3269 | m_rootPart.PhysActor.Building = false; | ||
3270 | } | ||
3271 | else | ||
3272 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); | ||
2516 | } | 3273 | } |
2517 | } | 3274 | } |
2518 | 3275 | ||
@@ -2525,6 +3282,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2525 | } | 3282 | } |
2526 | } | 3283 | } |
2527 | 3284 | ||
3285 | |||
3286 | |||
3287 | /// <summary> | ||
3288 | /// Gets the number of parts | ||
3289 | /// </summary> | ||
3290 | /// <returns></returns> | ||
3291 | public int GetPartCount() | ||
3292 | { | ||
3293 | return Parts.Count(); | ||
3294 | } | ||
3295 | |||
2528 | /// <summary> | 3296 | /// <summary> |
2529 | /// Update the texture entry for this part | 3297 | /// Update the texture entry for this part |
2530 | /// </summary> | 3298 | /// </summary> |
@@ -2586,11 +3354,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2586 | /// <param name="scale"></param> | 3354 | /// <param name="scale"></param> |
2587 | public void GroupResize(Vector3 scale) | 3355 | public void GroupResize(Vector3 scale) |
2588 | { | 3356 | { |
2589 | // m_log.DebugFormat( | ||
2590 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); | ||
2591 | |||
2592 | RootPart.StoreUndoState(true); | ||
2593 | |||
2594 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 3357 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); |
2595 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); | 3358 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); |
2596 | scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); | 3359 | scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); |
@@ -2617,7 +3380,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2617 | SceneObjectPart obPart = parts[i]; | 3380 | SceneObjectPart obPart = parts[i]; |
2618 | if (obPart.UUID != m_rootPart.UUID) | 3381 | if (obPart.UUID != m_rootPart.UUID) |
2619 | { | 3382 | { |
2620 | // obPart.IgnoreUndoUpdate = true; | ||
2621 | Vector3 oldSize = new Vector3(obPart.Scale); | 3383 | Vector3 oldSize = new Vector3(obPart.Scale); |
2622 | 3384 | ||
2623 | float f = 1.0f; | 3385 | float f = 1.0f; |
@@ -2681,8 +3443,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2681 | z *= a; | 3443 | z *= a; |
2682 | } | 3444 | } |
2683 | } | 3445 | } |
2684 | |||
2685 | // obPart.IgnoreUndoUpdate = false; | ||
2686 | } | 3446 | } |
2687 | } | 3447 | } |
2688 | } | 3448 | } |
@@ -2692,9 +3452,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2692 | prevScale.Y *= y; | 3452 | prevScale.Y *= y; |
2693 | prevScale.Z *= z; | 3453 | prevScale.Z *= z; |
2694 | 3454 | ||
2695 | // RootPart.IgnoreUndoUpdate = true; | ||
2696 | RootPart.Resize(prevScale); | 3455 | RootPart.Resize(prevScale); |
2697 | // RootPart.IgnoreUndoUpdate = false; | ||
2698 | 3456 | ||
2699 | parts = m_parts.GetArray(); | 3457 | parts = m_parts.GetArray(); |
2700 | for (int i = 0; i < parts.Length; i++) | 3458 | for (int i = 0; i < parts.Length; i++) |
@@ -2703,8 +3461,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2703 | 3461 | ||
2704 | if (obPart.UUID != m_rootPart.UUID) | 3462 | if (obPart.UUID != m_rootPart.UUID) |
2705 | { | 3463 | { |
2706 | obPart.IgnoreUndoUpdate = true; | ||
2707 | |||
2708 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3464 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2709 | currentpos.X *= x; | 3465 | currentpos.X *= x; |
2710 | currentpos.Y *= y; | 3466 | currentpos.Y *= y; |
@@ -2717,16 +3473,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2717 | 3473 | ||
2718 | obPart.Resize(newSize); | 3474 | obPart.Resize(newSize); |
2719 | obPart.UpdateOffSet(currentpos); | 3475 | obPart.UpdateOffSet(currentpos); |
2720 | |||
2721 | obPart.IgnoreUndoUpdate = false; | ||
2722 | } | 3476 | } |
2723 | 3477 | ||
2724 | // obPart.IgnoreUndoUpdate = false; | 3478 | HasGroupChanged = true; |
2725 | // obPart.StoreUndoState(); | 3479 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
3480 | ScheduleGroupForTerseUpdate(); | ||
2726 | } | 3481 | } |
2727 | |||
2728 | // m_log.DebugFormat( | ||
2729 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); | ||
2730 | } | 3482 | } |
2731 | 3483 | ||
2732 | #endregion | 3484 | #endregion |
@@ -2739,14 +3491,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2739 | /// <param name="pos"></param> | 3491 | /// <param name="pos"></param> |
2740 | public void UpdateGroupPosition(Vector3 pos) | 3492 | public void UpdateGroupPosition(Vector3 pos) |
2741 | { | 3493 | { |
2742 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); | ||
2743 | |||
2744 | RootPart.StoreUndoState(true); | ||
2745 | |||
2746 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2747 | // for (int i = 0; i < parts.Length; i++) | ||
2748 | // parts[i].StoreUndoState(); | ||
2749 | |||
2750 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3494 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2751 | { | 3495 | { |
2752 | if (IsAttachment) | 3496 | if (IsAttachment) |
@@ -2779,21 +3523,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2779 | /// </summary> | 3523 | /// </summary> |
2780 | /// <param name="pos"></param> | 3524 | /// <param name="pos"></param> |
2781 | /// <param name="localID"></param> | 3525 | /// <param name="localID"></param> |
3526 | /// | ||
3527 | |||
2782 | public void UpdateSinglePosition(Vector3 pos, uint localID) | 3528 | public void UpdateSinglePosition(Vector3 pos, uint localID) |
2783 | { | 3529 | { |
2784 | SceneObjectPart part = GetPart(localID); | 3530 | SceneObjectPart part = GetPart(localID); |
2785 | 3531 | ||
2786 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2787 | // for (int i = 0; i < parts.Length; i++) | ||
2788 | // parts[i].StoreUndoState(); | ||
2789 | |||
2790 | if (part != null) | 3532 | if (part != null) |
2791 | { | 3533 | { |
2792 | // m_log.DebugFormat( | 3534 | // unlock parts position change |
2793 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); | 3535 | if (m_rootPart.PhysActor != null) |
2794 | 3536 | m_rootPart.PhysActor.Building = true; | |
2795 | part.StoreUndoState(false); | ||
2796 | part.IgnoreUndoUpdate = true; | ||
2797 | 3537 | ||
2798 | if (part.UUID == m_rootPart.UUID) | 3538 | if (part.UUID == m_rootPart.UUID) |
2799 | { | 3539 | { |
@@ -2804,8 +3544,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2804 | part.UpdateOffSet(pos); | 3544 | part.UpdateOffSet(pos); |
2805 | } | 3545 | } |
2806 | 3546 | ||
3547 | if (m_rootPart.PhysActor != null) | ||
3548 | m_rootPart.PhysActor.Building = false; | ||
3549 | |||
2807 | HasGroupChanged = true; | 3550 | HasGroupChanged = true; |
2808 | part.IgnoreUndoUpdate = false; | ||
2809 | } | 3551 | } |
2810 | } | 3552 | } |
2811 | 3553 | ||
@@ -2815,13 +3557,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2815 | /// <param name="pos"></param> | 3557 | /// <param name="pos"></param> |
2816 | public void UpdateRootPosition(Vector3 pos) | 3558 | public void UpdateRootPosition(Vector3 pos) |
2817 | { | 3559 | { |
2818 | // m_log.DebugFormat( | 3560 | // needs to be called with phys building true |
2819 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); | ||
2820 | |||
2821 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2822 | // for (int i = 0; i < parts.Length; i++) | ||
2823 | // parts[i].StoreUndoState(); | ||
2824 | |||
2825 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3561 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
2826 | Vector3 oldPos = | 3562 | Vector3 oldPos = |
2827 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, | 3563 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, |
@@ -2844,7 +3580,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2844 | AbsolutePosition = newPos; | 3580 | AbsolutePosition = newPos; |
2845 | 3581 | ||
2846 | HasGroupChanged = true; | 3582 | HasGroupChanged = true; |
2847 | ScheduleGroupForTerseUpdate(); | 3583 | if (m_rootPart.Undoing) |
3584 | { | ||
3585 | ScheduleGroupForFullUpdate(); | ||
3586 | } | ||
3587 | else | ||
3588 | { | ||
3589 | ScheduleGroupForTerseUpdate(); | ||
3590 | } | ||
2848 | } | 3591 | } |
2849 | 3592 | ||
2850 | #endregion | 3593 | #endregion |
@@ -2857,24 +3600,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2857 | /// <param name="rot"></param> | 3600 | /// <param name="rot"></param> |
2858 | public void UpdateGroupRotationR(Quaternion rot) | 3601 | public void UpdateGroupRotationR(Quaternion rot) |
2859 | { | 3602 | { |
2860 | // m_log.DebugFormat( | ||
2861 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); | ||
2862 | |||
2863 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2864 | // for (int i = 0; i < parts.Length; i++) | ||
2865 | // parts[i].StoreUndoState(); | ||
2866 | |||
2867 | m_rootPart.StoreUndoState(true); | ||
2868 | |||
2869 | m_rootPart.UpdateRotation(rot); | 3603 | m_rootPart.UpdateRotation(rot); |
2870 | 3604 | ||
3605 | /* this is done by rootpart RotationOffset set called by UpdateRotation | ||
2871 | PhysicsActor actor = m_rootPart.PhysActor; | 3606 | PhysicsActor actor = m_rootPart.PhysActor; |
2872 | if (actor != null) | 3607 | if (actor != null) |
2873 | { | 3608 | { |
2874 | actor.Orientation = m_rootPart.RotationOffset; | 3609 | actor.Orientation = m_rootPart.RotationOffset; |
2875 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); | 3610 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); |
2876 | } | 3611 | } |
2877 | 3612 | */ | |
2878 | HasGroupChanged = true; | 3613 | HasGroupChanged = true; |
2879 | ScheduleGroupForTerseUpdate(); | 3614 | ScheduleGroupForTerseUpdate(); |
2880 | } | 3615 | } |
@@ -2886,16 +3621,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2886 | /// <param name="rot"></param> | 3621 | /// <param name="rot"></param> |
2887 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 3622 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
2888 | { | 3623 | { |
2889 | // m_log.DebugFormat( | ||
2890 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); | ||
2891 | |||
2892 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2893 | // for (int i = 0; i < parts.Length; i++) | ||
2894 | // parts[i].StoreUndoState(); | ||
2895 | |||
2896 | RootPart.StoreUndoState(true); | ||
2897 | RootPart.IgnoreUndoUpdate = true; | ||
2898 | |||
2899 | m_rootPart.UpdateRotation(rot); | 3624 | m_rootPart.UpdateRotation(rot); |
2900 | 3625 | ||
2901 | PhysicsActor actor = m_rootPart.PhysActor; | 3626 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -2909,8 +3634,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2909 | 3634 | ||
2910 | HasGroupChanged = true; | 3635 | HasGroupChanged = true; |
2911 | ScheduleGroupForTerseUpdate(); | 3636 | ScheduleGroupForTerseUpdate(); |
2912 | |||
2913 | RootPart.IgnoreUndoUpdate = false; | ||
2914 | } | 3637 | } |
2915 | 3638 | ||
2916 | /// <summary> | 3639 | /// <summary> |
@@ -2923,13 +3646,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2923 | SceneObjectPart part = GetPart(localID); | 3646 | SceneObjectPart part = GetPart(localID); |
2924 | 3647 | ||
2925 | SceneObjectPart[] parts = m_parts.GetArray(); | 3648 | SceneObjectPart[] parts = m_parts.GetArray(); |
2926 | for (int i = 0; i < parts.Length; i++) | ||
2927 | parts[i].StoreUndoState(); | ||
2928 | 3649 | ||
2929 | if (part != null) | 3650 | if (part != null) |
2930 | { | 3651 | { |
2931 | // m_log.DebugFormat( | 3652 | if (m_rootPart.PhysActor != null) |
2932 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 3653 | m_rootPart.PhysActor.Building = true; |
2933 | 3654 | ||
2934 | if (part.UUID == m_rootPart.UUID) | 3655 | if (part.UUID == m_rootPart.UUID) |
2935 | { | 3656 | { |
@@ -2939,6 +3660,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2939 | { | 3660 | { |
2940 | part.UpdateRotation(rot); | 3661 | part.UpdateRotation(rot); |
2941 | } | 3662 | } |
3663 | |||
3664 | if (m_rootPart.PhysActor != null) | ||
3665 | m_rootPart.PhysActor.Building = false; | ||
2942 | } | 3666 | } |
2943 | } | 3667 | } |
2944 | 3668 | ||
@@ -2952,12 +3676,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2952 | SceneObjectPart part = GetPart(localID); | 3676 | SceneObjectPart part = GetPart(localID); |
2953 | if (part != null) | 3677 | if (part != null) |
2954 | { | 3678 | { |
2955 | // m_log.DebugFormat( | 3679 | if (m_rootPart.PhysActor != null) |
2956 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", | 3680 | m_rootPart.PhysActor.Building = true; |
2957 | // part.Name, part.LocalId, rot); | ||
2958 | |||
2959 | part.StoreUndoState(); | ||
2960 | part.IgnoreUndoUpdate = true; | ||
2961 | 3681 | ||
2962 | if (part.UUID == m_rootPart.UUID) | 3682 | if (part.UUID == m_rootPart.UUID) |
2963 | { | 3683 | { |
@@ -2970,7 +3690,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2970 | part.OffsetPosition = pos; | 3690 | part.OffsetPosition = pos; |
2971 | } | 3691 | } |
2972 | 3692 | ||
2973 | part.IgnoreUndoUpdate = false; | 3693 | if (m_rootPart.PhysActor != null) |
3694 | m_rootPart.PhysActor.Building = false; | ||
2974 | } | 3695 | } |
2975 | } | 3696 | } |
2976 | 3697 | ||
@@ -2980,15 +3701,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2980 | /// <param name="rot"></param> | 3701 | /// <param name="rot"></param> |
2981 | public void UpdateRootRotation(Quaternion rot) | 3702 | public void UpdateRootRotation(Quaternion rot) |
2982 | { | 3703 | { |
2983 | // m_log.DebugFormat( | 3704 | // needs to be called with phys building true |
2984 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", | ||
2985 | // Name, LocalId, rot); | ||
2986 | |||
2987 | Quaternion axRot = rot; | 3705 | Quaternion axRot = rot; |
2988 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3706 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
2989 | 3707 | ||
2990 | m_rootPart.StoreUndoState(); | 3708 | //Don't use UpdateRotation because it schedules an update prematurely |
2991 | m_rootPart.UpdateRotation(rot); | 3709 | m_rootPart.RotationOffset = rot; |
2992 | 3710 | ||
2993 | PhysicsActor pa = m_rootPart.PhysActor; | 3711 | PhysicsActor pa = m_rootPart.PhysActor; |
2994 | 3712 | ||
@@ -3004,35 +3722,144 @@ namespace OpenSim.Region.Framework.Scenes | |||
3004 | SceneObjectPart prim = parts[i]; | 3722 | SceneObjectPart prim = parts[i]; |
3005 | if (prim.UUID != m_rootPart.UUID) | 3723 | if (prim.UUID != m_rootPart.UUID) |
3006 | { | 3724 | { |
3007 | prim.IgnoreUndoUpdate = true; | 3725 | Quaternion NewRot = oldParentRot * prim.RotationOffset; |
3726 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3727 | prim.RotationOffset = NewRot; | ||
3728 | |||
3008 | Vector3 axPos = prim.OffsetPosition; | 3729 | Vector3 axPos = prim.OffsetPosition; |
3730 | |||
3009 | axPos *= oldParentRot; | 3731 | axPos *= oldParentRot; |
3010 | axPos *= Quaternion.Inverse(axRot); | 3732 | axPos *= Quaternion.Inverse(axRot); |
3011 | prim.OffsetPosition = axPos; | 3733 | prim.OffsetPosition = axPos; |
3012 | Quaternion primsRot = prim.RotationOffset; | 3734 | } |
3013 | Quaternion newRot = oldParentRot * primsRot; | 3735 | } |
3014 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
3015 | prim.RotationOffset = newRot; | ||
3016 | prim.ScheduleTerseUpdate(); | ||
3017 | prim.IgnoreUndoUpdate = false; | ||
3018 | } | ||
3019 | } | ||
3020 | |||
3021 | // for (int i = 0; i < parts.Length; i++) | ||
3022 | // { | ||
3023 | // SceneObjectPart childpart = parts[i]; | ||
3024 | // if (childpart != m_rootPart) | ||
3025 | // { | ||
3026 | //// childpart.IgnoreUndoUpdate = false; | ||
3027 | //// childpart.StoreUndoState(); | ||
3028 | // } | ||
3029 | // } | ||
3030 | 3736 | ||
3031 | m_rootPart.ScheduleTerseUpdate(); | 3737 | HasGroupChanged = true; |
3738 | ScheduleGroupForFullUpdate(); | ||
3739 | } | ||
3032 | 3740 | ||
3033 | // m_log.DebugFormat( | 3741 | private enum updatetype :int |
3034 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3742 | { |
3035 | // Name, LocalId, rot); | 3743 | none = 0, |
3744 | partterse = 1, | ||
3745 | partfull = 2, | ||
3746 | groupterse = 3, | ||
3747 | groupfull = 4 | ||
3748 | } | ||
3749 | |||
3750 | public void doChangeObject(SceneObjectPart part, ObjectChangeData data) | ||
3751 | { | ||
3752 | // TODO this still as excessive *.Schedule*Update()s | ||
3753 | |||
3754 | if (part != null && part.ParentGroup != null) | ||
3755 | { | ||
3756 | ObjectChangeType change = data.change; | ||
3757 | bool togroup = ((change & ObjectChangeType.Group) != 0); | ||
3758 | // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use | ||
3759 | |||
3760 | SceneObjectGroup group = part.ParentGroup; | ||
3761 | PhysicsActor pha = group.RootPart.PhysActor; | ||
3762 | |||
3763 | updatetype updateType = updatetype.none; | ||
3764 | |||
3765 | if (togroup) | ||
3766 | { | ||
3767 | // related to group | ||
3768 | if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0) | ||
3769 | { | ||
3770 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3771 | { | ||
3772 | group.RootPart.UpdateRotation(data.rotation); | ||
3773 | updateType = updatetype.none; | ||
3774 | } | ||
3775 | if ((change & ObjectChangeType.Position) != 0) | ||
3776 | { | ||
3777 | UpdateGroupPosition(data.position); | ||
3778 | updateType = updatetype.groupterse; | ||
3779 | } | ||
3780 | else | ||
3781 | // ugly rotation update of all parts | ||
3782 | { | ||
3783 | group.AbsolutePosition = AbsolutePosition; | ||
3784 | } | ||
3785 | |||
3786 | } | ||
3787 | if ((change & ObjectChangeType.Scale) != 0) | ||
3788 | { | ||
3789 | if (pha != null) | ||
3790 | pha.Building = true; | ||
3791 | |||
3792 | group.GroupResize(data.scale); | ||
3793 | updateType = updatetype.none; | ||
3794 | |||
3795 | if (pha != null) | ||
3796 | pha.Building = false; | ||
3797 | } | ||
3798 | } | ||
3799 | else | ||
3800 | { | ||
3801 | // related to single prim in a link-set ( ie group) | ||
3802 | if (pha != null) | ||
3803 | pha.Building = true; | ||
3804 | |||
3805 | // root part is special | ||
3806 | // parts offset positions or rotations need to change also | ||
3807 | |||
3808 | if (part == group.RootPart) | ||
3809 | { | ||
3810 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3811 | group.UpdateRootRotation(data.rotation); | ||
3812 | if ((change & ObjectChangeType.Position) != 0) | ||
3813 | group.UpdateRootPosition(data.position); | ||
3814 | if ((change & ObjectChangeType.Scale) != 0) | ||
3815 | part.Resize(data.scale); | ||
3816 | } | ||
3817 | else | ||
3818 | { | ||
3819 | if ((change & ObjectChangeType.Position) != 0) | ||
3820 | { | ||
3821 | part.OffsetPosition = data.position; | ||
3822 | updateType = updatetype.partterse; | ||
3823 | } | ||
3824 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3825 | { | ||
3826 | part.UpdateRotation(data.rotation); | ||
3827 | updateType = updatetype.none; | ||
3828 | } | ||
3829 | if ((change & ObjectChangeType.Scale) != 0) | ||
3830 | { | ||
3831 | part.Resize(data.scale); | ||
3832 | updateType = updatetype.none; | ||
3833 | } | ||
3834 | } | ||
3835 | |||
3836 | if (pha != null) | ||
3837 | pha.Building = false; | ||
3838 | } | ||
3839 | |||
3840 | if (updateType != updatetype.none) | ||
3841 | { | ||
3842 | group.HasGroupChanged = true; | ||
3843 | |||
3844 | switch (updateType) | ||
3845 | { | ||
3846 | case updatetype.partterse: | ||
3847 | part.ScheduleTerseUpdate(); | ||
3848 | break; | ||
3849 | case updatetype.partfull: | ||
3850 | part.ScheduleFullUpdate(); | ||
3851 | break; | ||
3852 | case updatetype.groupterse: | ||
3853 | group.ScheduleGroupForTerseUpdate(); | ||
3854 | break; | ||
3855 | case updatetype.groupfull: | ||
3856 | group.ScheduleGroupForFullUpdate(); | ||
3857 | break; | ||
3858 | default: | ||
3859 | break; | ||
3860 | } | ||
3861 | } | ||
3862 | } | ||
3036 | } | 3863 | } |
3037 | 3864 | ||
3038 | #endregion | 3865 | #endregion |
@@ -3252,11 +4079,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
3252 | } | 4079 | } |
3253 | } | 4080 | } |
3254 | } | 4081 | } |
3255 | 4082 | ||
4083 | public Vector3 GetGeometricCenter() | ||
4084 | { | ||
4085 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
4086 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
4087 | // ignoring tortured prims details since sl also seems to ignore | ||
4088 | // so no real use in doing it on physics | ||
4089 | |||
4090 | Vector3 gc = Vector3.Zero; | ||
4091 | |||
4092 | int nparts = m_parts.Count; | ||
4093 | if (nparts <= 1) | ||
4094 | return gc; | ||
4095 | |||
4096 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4097 | nparts = parts.Length; // just in case it changed | ||
4098 | if (nparts <= 1) | ||
4099 | return gc; | ||
4100 | |||
4101 | Quaternion parentRot = RootPart.RotationOffset; | ||
4102 | Vector3 pPos; | ||
4103 | |||
4104 | // average all parts positions | ||
4105 | for (int i = 0; i < nparts; i++) | ||
4106 | { | ||
4107 | // do it directly | ||
4108 | // gc += parts[i].GetWorldPosition(); | ||
4109 | if (parts[i] != RootPart) | ||
4110 | { | ||
4111 | pPos = parts[i].OffsetPosition; | ||
4112 | gc += pPos; | ||
4113 | } | ||
4114 | |||
4115 | } | ||
4116 | gc /= nparts; | ||
4117 | |||
4118 | // relative to root: | ||
4119 | // gc -= AbsolutePosition; | ||
4120 | return gc; | ||
4121 | } | ||
4122 | |||
3256 | public float GetMass() | 4123 | public float GetMass() |
3257 | { | 4124 | { |
3258 | float retmass = 0f; | 4125 | float retmass = 0f; |
3259 | |||
3260 | SceneObjectPart[] parts = m_parts.GetArray(); | 4126 | SceneObjectPart[] parts = m_parts.GetArray(); |
3261 | for (int i = 0; i < parts.Length; i++) | 4127 | for (int i = 0; i < parts.Length; i++) |
3262 | retmass += parts[i].GetMass(); | 4128 | retmass += parts[i].GetMass(); |
@@ -3264,6 +4130,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3264 | return retmass; | 4130 | return retmass; |
3265 | } | 4131 | } |
3266 | 4132 | ||
4133 | // center of mass of full object | ||
4134 | public Vector3 GetCenterOfMass() | ||
4135 | { | ||
4136 | PhysicsActor pa = RootPart.PhysActor; | ||
4137 | |||
4138 | if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null) | ||
4139 | { | ||
4140 | // physics knows better about center of mass of physical prims | ||
4141 | Vector3 tmp = pa.CenterOfMass; | ||
4142 | return tmp; | ||
4143 | } | ||
4144 | |||
4145 | Vector3 Ptot = Vector3.Zero; | ||
4146 | float totmass = 0f; | ||
4147 | float m; | ||
4148 | |||
4149 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4150 | for (int i = 0; i < parts.Length; i++) | ||
4151 | { | ||
4152 | m = parts[i].GetMass(); | ||
4153 | Ptot += parts[i].GetPartCenterOfMass() * m; | ||
4154 | totmass += m; | ||
4155 | } | ||
4156 | |||
4157 | if (totmass == 0) | ||
4158 | totmass = 0; | ||
4159 | else | ||
4160 | totmass = 1 / totmass; | ||
4161 | Ptot *= totmass; | ||
4162 | |||
4163 | return Ptot; | ||
4164 | } | ||
4165 | |||
3267 | /// <summary> | 4166 | /// <summary> |
3268 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that | 4167 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that |
3269 | /// the physics engine can use it. | 4168 | /// the physics engine can use it. |
@@ -3417,6 +4316,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3417 | FromItemID = uuid; | 4316 | FromItemID = uuid; |
3418 | } | 4317 | } |
3419 | 4318 | ||
4319 | public void ResetOwnerChangeFlag() | ||
4320 | { | ||
4321 | ForEachPart(delegate(SceneObjectPart part) | ||
4322 | { | ||
4323 | part.ResetOwnerChangeFlag(); | ||
4324 | }); | ||
4325 | } | ||
4326 | |||
3420 | #endregion | 4327 | #endregion |
3421 | } | 4328 | } |
3422 | } | 4329 | } |