diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 563 |
1 files changed, 499 insertions, 64 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 2d6d4ec..5381f63 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; |
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
105 | /// since the group's last persistent backup | 106 | /// since the group's last persistent backup |
106 | /// </summary> | 107 | /// </summary> |
107 | private bool m_hasGroupChanged = false; | 108 | private bool m_hasGroupChanged = false; |
108 | private long timeFirstChanged; | 109 | private long timeFirstChanged = 0; |
109 | private long timeLastChanged; | 110 | private long timeLastChanged = 0; |
111 | private long m_maxPersistTime = 0; | ||
112 | private long m_minPersistTime = 0; | ||
113 | private Random m_rand; | ||
114 | private bool m_suspendUpdates; | ||
115 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
116 | |||
117 | public bool areUpdatesSuspended | ||
118 | { | ||
119 | get | ||
120 | { | ||
121 | return m_suspendUpdates; | ||
122 | } | ||
123 | set | ||
124 | { | ||
125 | m_suspendUpdates = value; | ||
126 | if (!value) | ||
127 | { | ||
128 | QueueForUpdateCheck(); | ||
129 | } | ||
130 | } | ||
131 | } | ||
110 | 132 | ||
111 | public bool HasGroupChanged | 133 | public bool HasGroupChanged |
112 | { | 134 | { |
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
114 | { | 136 | { |
115 | if (value) | 137 | if (value) |
116 | { | 138 | { |
139 | if (m_isBackedUp) | ||
140 | { | ||
141 | m_scene.SceneGraph.FireChangeBackup(this); | ||
142 | } | ||
117 | timeLastChanged = DateTime.Now.Ticks; | 143 | timeLastChanged = DateTime.Now.Ticks; |
118 | if (!m_hasGroupChanged) | 144 | if (!m_hasGroupChanged) |
119 | timeFirstChanged = DateTime.Now.Ticks; | 145 | timeFirstChanged = DateTime.Now.Ticks; |
146 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
147 | { | ||
148 | if (m_rand == null) | ||
149 | { | ||
150 | byte[] val = new byte[16]; | ||
151 | m_rootPart.UUID.ToBytes(val, 0); | ||
152 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
153 | } | ||
154 | |||
155 | if (m_scene.GetRootAgentCount() == 0) | ||
156 | { | ||
157 | //If the region is empty, this change has been made by an automated process | ||
158 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
159 | |||
160 | float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
161 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
162 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
163 | } | ||
164 | else | ||
165 | { | ||
166 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
167 | //but add a random factor so we stagger the object persistance a little | ||
168 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
169 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
170 | } | ||
171 | } | ||
120 | } | 172 | } |
121 | m_hasGroupChanged = value; | 173 | m_hasGroupChanged = value; |
122 | 174 | ||
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 183 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
132 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 184 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
133 | /// </summary> | 185 | /// </summary> |
134 | public bool HasGroupChangedDueToDelink { get; private set; } | 186 | public bool HasGroupChangedDueToDelink { get; set; } |
135 | 187 | ||
136 | private bool isTimeToPersist() | 188 | private bool isTimeToPersist() |
137 | { | 189 | { |
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
141 | return false; | 193 | return false; |
142 | if (m_scene.ShuttingDown) | 194 | if (m_scene.ShuttingDown) |
143 | return true; | 195 | return true; |
196 | |||
197 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
198 | { | ||
199 | m_maxPersistTime = m_scene.m_persistAfter; | ||
200 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
201 | } | ||
202 | |||
144 | long currentTime = DateTime.Now.Ticks; | 203 | long currentTime = DateTime.Now.Ticks; |
145 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 204 | |
205 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
206 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
207 | |||
208 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
146 | return true; | 209 | return true; |
147 | return false; | 210 | return false; |
148 | } | 211 | } |
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
247 | 310 | ||
248 | private bool m_scriptListens_atTarget; | 311 | private bool m_scriptListens_atTarget; |
249 | private bool m_scriptListens_notAtTarget; | 312 | private bool m_scriptListens_notAtTarget; |
250 | |||
251 | private bool m_scriptListens_atRotTarget; | 313 | private bool m_scriptListens_atRotTarget; |
252 | private bool m_scriptListens_notAtRotTarget; | 314 | private bool m_scriptListens_notAtRotTarget; |
253 | 315 | ||
316 | public bool m_dupeInProgress = false; | ||
254 | internal Dictionary<UUID, string> m_savedScriptState; | 317 | internal Dictionary<UUID, string> m_savedScriptState; |
255 | 318 | ||
256 | #region Properties | 319 | #region Properties |
@@ -286,7 +349,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
286 | public virtual Quaternion Rotation | 349 | public virtual Quaternion Rotation |
287 | { | 350 | { |
288 | get { return m_rotation; } | 351 | get { return m_rotation; } |
289 | set { m_rotation = value; } | 352 | set { |
353 | m_rotation = value; | ||
354 | } | ||
290 | } | 355 | } |
291 | 356 | ||
292 | public Quaternion GroupRotation | 357 | public Quaternion GroupRotation |
@@ -397,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
397 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 462 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
398 | } | 463 | } |
399 | } | 464 | } |
400 | 465 | ||
466 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
467 | { | ||
468 | part.IgnoreUndoUpdate = true; | ||
469 | } | ||
401 | if (RootPart.GetStatusSandbox()) | 470 | if (RootPart.GetStatusSandbox()) |
402 | { | 471 | { |
403 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 472 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -411,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
411 | return; | 480 | return; |
412 | } | 481 | } |
413 | } | 482 | } |
414 | |||
415 | SceneObjectPart[] parts = m_parts.GetArray(); | 483 | SceneObjectPart[] parts = m_parts.GetArray(); |
416 | for (int i = 0; i < parts.Length; i++) | 484 | foreach (SceneObjectPart part in parts) |
417 | parts[i].GroupPosition = val; | 485 | { |
486 | part.GroupPosition = val; | ||
487 | if (!m_dupeInProgress) | ||
488 | { | ||
489 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
490 | } | ||
491 | } | ||
492 | if (!m_dupeInProgress) | ||
493 | { | ||
494 | foreach (ScenePresence av in m_linkedAvatars) | ||
495 | { | ||
496 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
497 | if (m_parts.TryGetValue(p.UUID, out p)) | ||
498 | { | ||
499 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
500 | av.AbsolutePosition += offset; | ||
501 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
502 | av.SendAvatarDataToAllAgents(); | ||
503 | } | ||
504 | } | ||
505 | } | ||
418 | 506 | ||
419 | //if (m_rootPart.PhysActor != null) | 507 | //if (m_rootPart.PhysActor != null) |
420 | //{ | 508 | //{ |
@@ -573,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
573 | /// </summary> | 661 | /// </summary> |
574 | public SceneObjectGroup() | 662 | public SceneObjectGroup() |
575 | { | 663 | { |
664 | |||
576 | } | 665 | } |
577 | 666 | ||
578 | /// <summary> | 667 | /// <summary> |
@@ -589,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
589 | /// Constructor. This object is added to the scene later via AttachToScene() | 678 | /// Constructor. This object is added to the scene later via AttachToScene() |
590 | /// </summary> | 679 | /// </summary> |
591 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 680 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
592 | { | 681 | { |
593 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 682 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
594 | } | 683 | } |
595 | 684 | ||
@@ -637,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
637 | /// </summary> | 726 | /// </summary> |
638 | public virtual void AttachToBackup() | 727 | public virtual void AttachToBackup() |
639 | { | 728 | { |
729 | if (IsAttachment) return; | ||
730 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
731 | |||
640 | if (InSceneBackup) | 732 | if (InSceneBackup) |
641 | { | 733 | { |
642 | //m_log.DebugFormat( | 734 | //m_log.DebugFormat( |
@@ -679,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
679 | 771 | ||
680 | ApplyPhysics(m_scene.m_physicalPrim); | 772 | ApplyPhysics(m_scene.m_physicalPrim); |
681 | 773 | ||
774 | if (RootPart.PhysActor != null) | ||
775 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
776 | |||
682 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 777 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
683 | // for the same object with very different properties. The caller must schedule the update. | 778 | // for the same object with very different properties. The caller must schedule the update. |
684 | //ScheduleGroupForFullUpdate(); | 779 | //ScheduleGroupForFullUpdate(); |
@@ -724,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
724 | result.normal = inter.normal; | 819 | result.normal = inter.normal; |
725 | result.distance = inter.distance; | 820 | result.distance = inter.distance; |
726 | } | 821 | } |
822 | |||
727 | } | 823 | } |
728 | } | 824 | } |
729 | |||
730 | return result; | 825 | return result; |
731 | } | 826 | } |
732 | 827 | ||
@@ -746,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
746 | minZ = 8192f; | 841 | minZ = 8192f; |
747 | 842 | ||
748 | SceneObjectPart[] parts = m_parts.GetArray(); | 843 | SceneObjectPart[] parts = m_parts.GetArray(); |
749 | for (int i = 0; i < parts.Length; i++) | 844 | foreach (SceneObjectPart part in parts) |
750 | { | 845 | { |
751 | SceneObjectPart part = parts[i]; | ||
752 | |||
753 | Vector3 worldPos = part.GetWorldPosition(); | 846 | Vector3 worldPos = part.GetWorldPosition(); |
754 | Vector3 offset = worldPos - AbsolutePosition; | 847 | Vector3 offset = worldPos - AbsolutePosition; |
755 | Quaternion worldRot; | 848 | Quaternion worldRot; |
756 | if (part.ParentID == 0) | 849 | if (part.ParentID == 0) |
850 | { | ||
757 | worldRot = part.RotationOffset; | 851 | worldRot = part.RotationOffset; |
852 | } | ||
758 | else | 853 | else |
854 | { | ||
759 | worldRot = part.GetWorldRotation(); | 855 | worldRot = part.GetWorldRotation(); |
856 | } | ||
760 | 857 | ||
761 | Vector3 frontTopLeft; | 858 | Vector3 frontTopLeft; |
762 | Vector3 frontTopRight; | 859 | Vector3 frontTopRight; |
@@ -768,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
768 | Vector3 backBottomLeft; | 865 | Vector3 backBottomLeft; |
769 | Vector3 backBottomRight; | 866 | Vector3 backBottomRight; |
770 | 867 | ||
868 | // Vector3[] corners = new Vector3[8]; | ||
869 | |||
771 | Vector3 orig = Vector3.Zero; | 870 | Vector3 orig = Vector3.Zero; |
772 | 871 | ||
773 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 872 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -802,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
802 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 901 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
803 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 902 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
804 | 903 | ||
904 | |||
905 | |||
906 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
907 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
908 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
909 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
910 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
911 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
912 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
913 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
914 | |||
915 | //for (int i = 0; i < 8; i++) | ||
916 | //{ | ||
917 | // corners[i] = corners[i] * worldRot; | ||
918 | // corners[i] += offset; | ||
919 | |||
920 | // if (corners[i].X > maxX) | ||
921 | // maxX = corners[i].X; | ||
922 | // if (corners[i].X < minX) | ||
923 | // minX = corners[i].X; | ||
924 | |||
925 | // if (corners[i].Y > maxY) | ||
926 | // maxY = corners[i].Y; | ||
927 | // if (corners[i].Y < minY) | ||
928 | // minY = corners[i].Y; | ||
929 | |||
930 | // if (corners[i].Z > maxZ) | ||
931 | // maxZ = corners[i].Y; | ||
932 | // if (corners[i].Z < minZ) | ||
933 | // minZ = corners[i].Z; | ||
934 | //} | ||
935 | |||
805 | frontTopLeft = frontTopLeft * worldRot; | 936 | frontTopLeft = frontTopLeft * worldRot; |
806 | frontTopRight = frontTopRight * worldRot; | 937 | frontTopRight = frontTopRight * worldRot; |
807 | frontBottomLeft = frontBottomLeft * worldRot; | 938 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -823,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
823 | backTopLeft += offset; | 954 | backTopLeft += offset; |
824 | backTopRight += offset; | 955 | backTopRight += offset; |
825 | 956 | ||
957 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
958 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
959 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
960 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
961 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
962 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
963 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
964 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
965 | |||
826 | if (frontTopRight.X > maxX) | 966 | if (frontTopRight.X > maxX) |
827 | maxX = frontTopRight.X; | 967 | maxX = frontTopRight.X; |
828 | if (frontTopLeft.X > maxX) | 968 | if (frontTopLeft.X > maxX) |
@@ -968,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
968 | 1108 | ||
969 | public void SaveScriptedState(XmlTextWriter writer) | 1109 | public void SaveScriptedState(XmlTextWriter writer) |
970 | { | 1110 | { |
1111 | SaveScriptedState(writer, false); | ||
1112 | } | ||
1113 | |||
1114 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1115 | { | ||
971 | XmlDocument doc = new XmlDocument(); | 1116 | XmlDocument doc = new XmlDocument(); |
972 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1117 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
973 | 1118 | ||
974 | SceneObjectPart[] parts = m_parts.GetArray(); | 1119 | SceneObjectPart[] parts = m_parts.GetArray(); |
975 | for (int i = 0; i < parts.Length; i++) | 1120 | for (int i = 0; i < parts.Length; i++) |
976 | { | 1121 | { |
977 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1122 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
978 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1123 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
979 | states.Add(kvp.Key, kvp.Value); | 1124 | states[kvp.Key] = kvp.Value; |
980 | } | 1125 | } |
981 | 1126 | ||
982 | if (states.Count > 0) | 1127 | if (states.Count > 0) |
@@ -996,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
996 | } | 1141 | } |
997 | 1142 | ||
998 | /// <summary> | 1143 | /// <summary> |
1144 | /// Add the avatar to this linkset (avatar is sat). | ||
1145 | /// </summary> | ||
1146 | /// <param name="agentID"></param> | ||
1147 | public void AddAvatar(UUID agentID) | ||
1148 | { | ||
1149 | ScenePresence presence; | ||
1150 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1151 | { | ||
1152 | if (!m_linkedAvatars.Contains(presence)) | ||
1153 | { | ||
1154 | m_linkedAvatars.Add(presence); | ||
1155 | } | ||
1156 | } | ||
1157 | } | ||
1158 | |||
1159 | /// <summary> | ||
1160 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1161 | /// </summary> | ||
1162 | /// <param name="agentID"></param> | ||
1163 | public void DeleteAvatar(UUID agentID) | ||
1164 | { | ||
1165 | ScenePresence presence; | ||
1166 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1167 | { | ||
1168 | if (m_linkedAvatars.Contains(presence)) | ||
1169 | { | ||
1170 | m_linkedAvatars.Remove(presence); | ||
1171 | } | ||
1172 | } | ||
1173 | } | ||
1174 | |||
1175 | /// <summary> | ||
1176 | /// Returns the list of linked presences (avatars sat on this group) | ||
1177 | /// </summary> | ||
1178 | /// <param name="agentID"></param> | ||
1179 | public List<ScenePresence> GetLinkedAvatars() | ||
1180 | { | ||
1181 | return m_linkedAvatars; | ||
1182 | } | ||
1183 | |||
1184 | /// <summary> | ||
1185 | /// Attach this scene object to the given avatar. | ||
1186 | /// </summary> | ||
1187 | /// <param name="agentID"></param> | ||
1188 | /// <param name="attachmentpoint"></param> | ||
1189 | /// <param name="AttachOffset"></param> | ||
1190 | private void AttachToAgent( | ||
1191 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1192 | { | ||
1193 | if (avatar != null) | ||
1194 | { | ||
1195 | // don't attach attachments to child agents | ||
1196 | if (avatar.IsChildAgent) return; | ||
1197 | |||
1198 | // Remove from database and parcel prim count | ||
1199 | m_scene.DeleteFromStorage(so.UUID); | ||
1200 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1201 | |||
1202 | so.AttachedAvatar = avatar.UUID; | ||
1203 | |||
1204 | if (so.RootPart.PhysActor != null) | ||
1205 | { | ||
1206 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1207 | so.RootPart.PhysActor = null; | ||
1208 | } | ||
1209 | |||
1210 | so.AbsolutePosition = attachOffset; | ||
1211 | so.RootPart.AttachedPos = attachOffset; | ||
1212 | so.IsAttachment = true; | ||
1213 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1214 | so.AttachmentPoint = attachmentpoint; | ||
1215 | |||
1216 | avatar.AddAttachment(this); | ||
1217 | |||
1218 | if (!silent) | ||
1219 | { | ||
1220 | // Killing it here will cause the client to deselect it | ||
1221 | // It then reappears on the avatar, deselected | ||
1222 | // through the full update below | ||
1223 | // | ||
1224 | if (IsSelected) | ||
1225 | { | ||
1226 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1227 | } | ||
1228 | |||
1229 | IsSelected = false; // fudge.... | ||
1230 | ScheduleGroupForFullUpdate(); | ||
1231 | } | ||
1232 | } | ||
1233 | else | ||
1234 | { | ||
1235 | m_log.WarnFormat( | ||
1236 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1237 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1238 | } | ||
1239 | } | ||
1240 | |||
1241 | public byte GetAttachmentPoint() | ||
1242 | { | ||
1243 | return m_rootPart.Shape.State; | ||
1244 | } | ||
1245 | |||
1246 | public void DetachToGround() | ||
1247 | { | ||
1248 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1249 | if (avatar == null) | ||
1250 | return; | ||
1251 | |||
1252 | avatar.RemoveAttachment(this); | ||
1253 | |||
1254 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1255 | if (avatar == null) | ||
1256 | return; | ||
1257 | |||
1258 | detachedpos = avatar.AbsolutePosition; | ||
1259 | RootPart.FromItemID = UUID.Zero; | ||
1260 | |||
1261 | AbsolutePosition = detachedpos; | ||
1262 | AttachedAvatar = UUID.Zero; | ||
1263 | |||
1264 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1265 | //for (int i = 0; i < parts.Length; i++) | ||
1266 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1267 | |||
1268 | m_rootPart.SetParentLocalId(0); | ||
1269 | AttachmentPoint = (byte)0; | ||
1270 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1271 | HasGroupChanged = true; | ||
1272 | RootPart.Rezzed = DateTime.Now; | ||
1273 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1274 | AttachToBackup(); | ||
1275 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1276 | m_rootPart.ScheduleFullUpdate(); | ||
1277 | m_rootPart.ClearUndoState(); | ||
1278 | } | ||
1279 | |||
1280 | public void DetachToInventoryPrep() | ||
1281 | { | ||
1282 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1283 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1284 | if (avatar != null) | ||
1285 | { | ||
1286 | //detachedpos = avatar.AbsolutePosition; | ||
1287 | avatar.RemoveAttachment(this); | ||
1288 | } | ||
1289 | |||
1290 | AttachedAvatar = UUID.Zero; | ||
1291 | |||
1292 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1293 | for (int i = 0; i < parts.Length; i++) | ||
1294 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1295 | |||
1296 | m_rootPart.SetParentLocalId(0); | ||
1297 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1298 | IsAttachment = false; | ||
1299 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1300 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1301 | //AttachToBackup(); | ||
1302 | //m_rootPart.ScheduleFullUpdate(); | ||
1303 | } | ||
1304 | |||
1305 | /// <summary> | ||
999 | /// | 1306 | /// |
1000 | /// </summary> | 1307 | /// </summary> |
1001 | /// <param name="part"></param> | 1308 | /// <param name="part"></param> |
@@ -1045,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1045 | public void AddPart(SceneObjectPart part) | 1352 | public void AddPart(SceneObjectPart part) |
1046 | { | 1353 | { |
1047 | part.SetParent(this); | 1354 | part.SetParent(this); |
1048 | part.LinkNum = m_parts.Add(part.UUID, part); | 1355 | m_parts.Add(part.UUID, part); |
1356 | |||
1357 | part.LinkNum = m_parts.Count; | ||
1358 | |||
1049 | if (part.LinkNum == 2) | 1359 | if (part.LinkNum == 2) |
1050 | RootPart.LinkNum = 1; | 1360 | RootPart.LinkNum = 1; |
1051 | } | 1361 | } |
@@ -1153,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1153 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1463 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1154 | public void DeleteGroupFromScene(bool silent) | 1464 | public void DeleteGroupFromScene(bool silent) |
1155 | { | 1465 | { |
1466 | // We need to keep track of this state in case this group is still queued for backup. | ||
1467 | IsDeleted = true; | ||
1468 | |||
1469 | DetachFromBackup(); | ||
1470 | |||
1156 | SceneObjectPart[] parts = m_parts.GetArray(); | 1471 | SceneObjectPart[] parts = m_parts.GetArray(); |
1157 | for (int i = 0; i < parts.Length; i++) | 1472 | for (int i = 0; i < parts.Length; i++) |
1158 | { | 1473 | { |
@@ -1164,17 +1479,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1164 | avatar.StandUp(); | 1479 | avatar.StandUp(); |
1165 | 1480 | ||
1166 | if (!silent) | 1481 | if (!silent) |
1167 | { | 1482 | { |
1168 | part.UpdateFlag = 0; | 1483 | part.UpdateFlag = 0; |
1169 | if (part == m_rootPart) | 1484 | if (part == m_rootPart) |
1170 | { | 1485 | { |
1171 | if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || | 1486 | if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || |
1172 | (AttachmentPoint < 31) || (AttachmentPoint > 38)) | 1487 | (AttachmentPoint < 31) || (AttachmentPoint > 38)) |
1173 | avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); | 1488 | avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint>() {part.LocalId}); |
1174 | } | 1489 | } |
1175 | } | 1490 | } |
1176 | }); | 1491 | }); |
1177 | } | 1492 | } |
1493 | |||
1494 | |||
1178 | } | 1495 | } |
1179 | 1496 | ||
1180 | public void AddScriptLPS(int count) | 1497 | public void AddScriptLPS(int count) |
@@ -1271,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1271 | 1588 | ||
1272 | public void SetOwnerId(UUID userId) | 1589 | public void SetOwnerId(UUID userId) |
1273 | { | 1590 | { |
1274 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1591 | ForEachPart(delegate(SceneObjectPart part) |
1592 | { | ||
1593 | |||
1594 | part.OwnerID = userId; | ||
1595 | |||
1596 | }); | ||
1275 | } | 1597 | } |
1276 | 1598 | ||
1277 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1599 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1303,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1303 | return; | 1625 | return; |
1304 | } | 1626 | } |
1305 | 1627 | ||
1628 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1629 | return; | ||
1630 | |||
1306 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1631 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1307 | // any exception propogate upwards. | 1632 | // any exception propogate upwards. |
1308 | try | 1633 | try |
1309 | { | 1634 | { |
1310 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1635 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1636 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1637 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1638 | |||
1311 | { | 1639 | { |
1312 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1640 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1313 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1641 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1334,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1334 | } | 1662 | } |
1335 | } | 1663 | } |
1336 | } | 1664 | } |
1665 | |||
1337 | } | 1666 | } |
1338 | 1667 | ||
1339 | if (m_scene.UseBackup && HasGroupChanged) | 1668 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1341,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1341 | // don't backup while it's selected or you're asking for changes mid stream. | 1670 | // don't backup while it's selected or you're asking for changes mid stream. |
1342 | if (isTimeToPersist() || forcedBackup) | 1671 | if (isTimeToPersist() || forcedBackup) |
1343 | { | 1672 | { |
1673 | if (m_rootPart.PhysActor != null && | ||
1674 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1675 | { | ||
1676 | // Possible ghost prim | ||
1677 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1678 | { | ||
1679 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1680 | { | ||
1681 | // Re-set physics actor positions and | ||
1682 | // orientations | ||
1683 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1684 | } | ||
1685 | } | ||
1686 | } | ||
1344 | // m_log.DebugFormat( | 1687 | // m_log.DebugFormat( |
1345 | // "[SCENE]: Storing {0}, {1} in {2}", | 1688 | // "[SCENE]: Storing {0}, {1} in {2}", |
1346 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1689 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1418,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1418 | // This is only necessary when userExposed is false! | 1761 | // This is only necessary when userExposed is false! |
1419 | 1762 | ||
1420 | bool previousAttachmentStatus = dupe.IsAttachment; | 1763 | bool previousAttachmentStatus = dupe.IsAttachment; |
1421 | 1764 | ||
1422 | if (!userExposed) | 1765 | if (!userExposed) |
1423 | dupe.IsAttachment = true; | 1766 | dupe.IsAttachment = true; |
1424 | 1767 | ||
@@ -1436,11 +1779,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1436 | dupe.m_rootPart.TrimPermissions(); | 1779 | dupe.m_rootPart.TrimPermissions(); |
1437 | 1780 | ||
1438 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 1781 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1439 | 1782 | ||
1440 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 1783 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1441 | { | 1784 | { |
1442 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1785 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1443 | } | 1786 | } |
1444 | ); | 1787 | ); |
1445 | 1788 | ||
1446 | foreach (SceneObjectPart part in partList) | 1789 | foreach (SceneObjectPart part in partList) |
@@ -1460,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1460 | if (part.PhysActor != null && userExposed) | 1803 | if (part.PhysActor != null && userExposed) |
1461 | { | 1804 | { |
1462 | PrimitiveBaseShape pbs = newPart.Shape; | 1805 | PrimitiveBaseShape pbs = newPart.Shape; |
1463 | 1806 | ||
1464 | newPart.PhysActor | 1807 | newPart.PhysActor |
1465 | = m_scene.PhysicsScene.AddPrimShape( | 1808 | = m_scene.PhysicsScene.AddPrimShape( |
1466 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 1809 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
@@ -1470,11 +1813,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1470 | newPart.RotationOffset, | 1813 | newPart.RotationOffset, |
1471 | part.PhysActor.IsPhysical, | 1814 | part.PhysActor.IsPhysical, |
1472 | newPart.LocalId); | 1815 | newPart.LocalId); |
1473 | 1816 | ||
1474 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | 1817 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); |
1475 | } | 1818 | } |
1476 | } | 1819 | } |
1477 | 1820 | ||
1478 | if (userExposed) | 1821 | if (userExposed) |
1479 | { | 1822 | { |
1480 | dupe.UpdateParentIDs(); | 1823 | dupe.UpdateParentIDs(); |
@@ -1589,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1589 | return Vector3.Zero; | 1932 | return Vector3.Zero; |
1590 | } | 1933 | } |
1591 | 1934 | ||
1935 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1592 | public void moveToTarget(Vector3 target, float tau) | 1936 | public void moveToTarget(Vector3 target, float tau) |
1593 | { | 1937 | { |
1594 | if (IsAttachment) | 1938 | if (IsAttachment) |
@@ -1616,10 +1960,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
1616 | RootPart.PhysActor.PIDActive = false; | 1960 | RootPart.PhysActor.PIDActive = false; |
1617 | } | 1961 | } |
1618 | 1962 | ||
1963 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1964 | { | ||
1965 | SceneObjectPart rootpart = m_rootPart; | ||
1966 | if (rootpart != null) | ||
1967 | { | ||
1968 | if (IsAttachment) | ||
1969 | { | ||
1970 | /* | ||
1971 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1972 | if (avatar != null) | ||
1973 | { | ||
1974 | Rotate the Av? | ||
1975 | } */ | ||
1976 | } | ||
1977 | else | ||
1978 | { | ||
1979 | if (rootpart.PhysActor != null) | ||
1980 | { // APID must be implemented in your physics system for this to function. | ||
1981 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
1982 | rootpart.PhysActor.APIDStrength = strength; | ||
1983 | rootpart.PhysActor.APIDDamping = damping; | ||
1984 | rootpart.PhysActor.APIDActive = true; | ||
1985 | } | ||
1986 | } | ||
1987 | } | ||
1988 | } | ||
1989 | |||
1619 | public void stopLookAt() | 1990 | public void stopLookAt() |
1620 | { | 1991 | { |
1621 | if (RootPart.PhysActor != null) | 1992 | SceneObjectPart rootpart = m_rootPart; |
1622 | RootPart.PhysActor.APIDActive = false; | 1993 | if (rootpart != null) |
1994 | { | ||
1995 | if (rootpart.PhysActor != null) | ||
1996 | { // APID must be implemented in your physics system for this to function. | ||
1997 | rootpart.PhysActor.APIDActive = false; | ||
1998 | } | ||
1999 | } | ||
2000 | |||
1623 | } | 2001 | } |
1624 | 2002 | ||
1625 | /// <summary> | 2003 | /// <summary> |
@@ -1677,6 +2055,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1677 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2055 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1678 | { | 2056 | { |
1679 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2057 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
2058 | newPart.SetParent(this); | ||
2059 | |||
1680 | AddPart(newPart); | 2060 | AddPart(newPart); |
1681 | 2061 | ||
1682 | SetPartAsNonRoot(newPart); | 2062 | SetPartAsNonRoot(newPart); |
@@ -1823,11 +2203,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1823 | /// Immediately send a full update for this scene object. | 2203 | /// Immediately send a full update for this scene object. |
1824 | /// </summary> | 2204 | /// </summary> |
1825 | public void SendGroupFullUpdate() | 2205 | public void SendGroupFullUpdate() |
1826 | { | 2206 | { |
1827 | if (IsDeleted) | 2207 | if (IsDeleted) |
1828 | return; | 2208 | return; |
1829 | 2209 | ||
1830 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2210 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1831 | 2211 | ||
1832 | RootPart.SendFullUpdateToAllClients(); | 2212 | RootPart.SendFullUpdateToAllClients(); |
1833 | 2213 | ||
@@ -1991,6 +2371,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1991 | Quaternion oldRootRotation = linkPart.RotationOffset; | 2371 | Quaternion oldRootRotation = linkPart.RotationOffset; |
1992 | 2372 | ||
1993 | linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; | 2373 | linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; |
2374 | linkPart.ParentID = m_rootPart.LocalId; | ||
1994 | linkPart.GroupPosition = AbsolutePosition; | 2375 | linkPart.GroupPosition = AbsolutePosition; |
1995 | Vector3 axPos = linkPart.OffsetPosition; | 2376 | Vector3 axPos = linkPart.OffsetPosition; |
1996 | 2377 | ||
@@ -2023,12 +2404,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2023 | part.LinkNum += objectGroup.PrimCount; | 2404 | part.LinkNum += objectGroup.PrimCount; |
2024 | } | 2405 | } |
2025 | } | 2406 | } |
2407 | } | ||
2026 | 2408 | ||
2027 | linkPart.LinkNum = 2; | 2409 | linkPart.LinkNum = 2; |
2028 | 2410 | ||
2029 | linkPart.SetParent(this); | 2411 | linkPart.SetParent(this); |
2030 | linkPart.CreateSelected = true; | 2412 | linkPart.CreateSelected = true; |
2031 | 2413 | ||
2414 | lock (m_parts.SyncRoot) | ||
2415 | { | ||
2032 | //if (linkPart.PhysActor != null) | 2416 | //if (linkPart.PhysActor != null) |
2033 | //{ | 2417 | //{ |
2034 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | 2418 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); |
@@ -2186,6 +2570,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2186 | /// <param name="objectGroup"></param> | 2570 | /// <param name="objectGroup"></param> |
2187 | public virtual void DetachFromBackup() | 2571 | public virtual void DetachFromBackup() |
2188 | { | 2572 | { |
2573 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2189 | if (m_isBackedUp && Scene != null) | 2574 | if (m_isBackedUp && Scene != null) |
2190 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2575 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2191 | 2576 | ||
@@ -2204,7 +2589,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2204 | 2589 | ||
2205 | axPos *= parentRot; | 2590 | axPos *= parentRot; |
2206 | part.OffsetPosition = axPos; | 2591 | part.OffsetPosition = axPos; |
2207 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2592 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2593 | part.GroupPosition = newPos; | ||
2208 | part.OffsetPosition = Vector3.Zero; | 2594 | part.OffsetPosition = Vector3.Zero; |
2209 | part.RotationOffset = worldRot; | 2595 | part.RotationOffset = worldRot; |
2210 | 2596 | ||
@@ -2215,7 +2601,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2215 | 2601 | ||
2216 | part.LinkNum = linkNum; | 2602 | part.LinkNum = linkNum; |
2217 | 2603 | ||
2218 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2604 | part.OffsetPosition = newPos - AbsolutePosition; |
2219 | 2605 | ||
2220 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2606 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2221 | 2607 | ||
@@ -2225,7 +2611,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2225 | 2611 | ||
2226 | parentRot = m_rootPart.RotationOffset; | 2612 | parentRot = m_rootPart.RotationOffset; |
2227 | oldRot = part.RotationOffset; | 2613 | oldRot = part.RotationOffset; |
2228 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2614 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; |
2229 | part.RotationOffset = newRot; | 2615 | part.RotationOffset = newRot; |
2230 | } | 2616 | } |
2231 | 2617 | ||
@@ -2472,8 +2858,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2472 | } | 2858 | } |
2473 | } | 2859 | } |
2474 | 2860 | ||
2861 | RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect); | ||
2475 | for (int i = 0; i < parts.Length; i++) | 2862 | for (int i = 0; i < parts.Length; i++) |
2476 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 2863 | { |
2864 | if (parts[i] != RootPart) | ||
2865 | parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect); | ||
2866 | } | ||
2477 | } | 2867 | } |
2478 | } | 2868 | } |
2479 | 2869 | ||
@@ -2486,6 +2876,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2486 | } | 2876 | } |
2487 | } | 2877 | } |
2488 | 2878 | ||
2879 | |||
2880 | |||
2881 | /// <summary> | ||
2882 | /// Gets the number of parts | ||
2883 | /// </summary> | ||
2884 | /// <returns></returns> | ||
2885 | public int GetPartCount() | ||
2886 | { | ||
2887 | return Parts.Count(); | ||
2888 | } | ||
2889 | |||
2489 | /// <summary> | 2890 | /// <summary> |
2490 | /// Update the texture entry for this part | 2891 | /// Update the texture entry for this part |
2491 | /// </summary> | 2892 | /// </summary> |
@@ -2542,7 +2943,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2542 | { | 2943 | { |
2543 | // m_log.DebugFormat( | 2944 | // m_log.DebugFormat( |
2544 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); | 2945 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); |
2545 | |||
2546 | RootPart.StoreUndoState(true); | 2946 | RootPart.StoreUndoState(true); |
2547 | 2947 | ||
2548 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 2948 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); |
@@ -2643,7 +3043,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2643 | prevScale.X *= x; | 3043 | prevScale.X *= x; |
2644 | prevScale.Y *= y; | 3044 | prevScale.Y *= y; |
2645 | prevScale.Z *= z; | 3045 | prevScale.Z *= z; |
2646 | |||
2647 | // RootPart.IgnoreUndoUpdate = true; | 3046 | // RootPart.IgnoreUndoUpdate = true; |
2648 | RootPart.Resize(prevScale); | 3047 | RootPart.Resize(prevScale); |
2649 | // RootPart.IgnoreUndoUpdate = false; | 3048 | // RootPart.IgnoreUndoUpdate = false; |
@@ -2674,7 +3073,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2674 | } | 3073 | } |
2675 | 3074 | ||
2676 | // obPart.IgnoreUndoUpdate = false; | 3075 | // obPart.IgnoreUndoUpdate = false; |
2677 | // obPart.StoreUndoState(); | 3076 | HasGroupChanged = true; |
3077 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); | ||
3078 | ScheduleGroupForTerseUpdate(); | ||
2678 | } | 3079 | } |
2679 | 3080 | ||
2680 | // m_log.DebugFormat( | 3081 | // m_log.DebugFormat( |
@@ -2734,9 +3135,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2734 | { | 3135 | { |
2735 | SceneObjectPart part = GetChildPart(localID); | 3136 | SceneObjectPart part = GetChildPart(localID); |
2736 | 3137 | ||
2737 | // SceneObjectPart[] parts = m_parts.GetArray(); | 3138 | SceneObjectPart[] parts = m_parts.GetArray(); |
2738 | // for (int i = 0; i < parts.Length; i++) | 3139 | for (int i = 0; i < parts.Length; i++) |
2739 | // parts[i].StoreUndoState(); | 3140 | parts[i].StoreUndoState(); |
2740 | 3141 | ||
2741 | if (part != null) | 3142 | if (part != null) |
2742 | { | 3143 | { |
@@ -2792,10 +3193,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
2792 | obPart.OffsetPosition = obPart.OffsetPosition + diff; | 3193 | obPart.OffsetPosition = obPart.OffsetPosition + diff; |
2793 | } | 3194 | } |
2794 | 3195 | ||
2795 | AbsolutePosition = newPos; | 3196 | //We have to set undoing here because otherwise an undo state will be saved |
3197 | if (!m_rootPart.Undoing) | ||
3198 | { | ||
3199 | m_rootPart.Undoing = true; | ||
3200 | AbsolutePosition = newPos; | ||
3201 | m_rootPart.Undoing = false; | ||
3202 | } | ||
3203 | else | ||
3204 | { | ||
3205 | AbsolutePosition = newPos; | ||
3206 | } | ||
2796 | 3207 | ||
2797 | HasGroupChanged = true; | 3208 | HasGroupChanged = true; |
2798 | ScheduleGroupForTerseUpdate(); | 3209 | if (m_rootPart.Undoing) |
3210 | { | ||
3211 | ScheduleGroupForFullUpdate(); | ||
3212 | } | ||
3213 | else | ||
3214 | { | ||
3215 | ScheduleGroupForTerseUpdate(); | ||
3216 | } | ||
2799 | } | 3217 | } |
2800 | 3218 | ||
2801 | public void OffsetForNewRegion(Vector3 offset) | 3219 | public void OffsetForNewRegion(Vector3 offset) |
@@ -2877,10 +3295,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2877 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 3295 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
2878 | { | 3296 | { |
2879 | SceneObjectPart part = GetChildPart(localID); | 3297 | SceneObjectPart part = GetChildPart(localID); |
2880 | |||
2881 | SceneObjectPart[] parts = m_parts.GetArray(); | 3298 | SceneObjectPart[] parts = m_parts.GetArray(); |
2882 | for (int i = 0; i < parts.Length; i++) | ||
2883 | parts[i].StoreUndoState(); | ||
2884 | 3299 | ||
2885 | if (part != null) | 3300 | if (part != null) |
2886 | { | 3301 | { |
@@ -2918,7 +3333,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2918 | if (part.UUID == m_rootPart.UUID) | 3333 | if (part.UUID == m_rootPart.UUID) |
2919 | { | 3334 | { |
2920 | UpdateRootRotation(rot); | 3335 | UpdateRootRotation(rot); |
2921 | AbsolutePosition = pos; | 3336 | if (!m_rootPart.Undoing) |
3337 | { | ||
3338 | m_rootPart.Undoing = true; | ||
3339 | AbsolutePosition = pos; | ||
3340 | m_rootPart.Undoing = false; | ||
3341 | } | ||
3342 | else | ||
3343 | { | ||
3344 | AbsolutePosition = pos; | ||
3345 | } | ||
2922 | } | 3346 | } |
2923 | else | 3347 | else |
2924 | { | 3348 | { |
@@ -2942,9 +3366,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2942 | 3366 | ||
2943 | Quaternion axRot = rot; | 3367 | Quaternion axRot = rot; |
2944 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3368 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
2945 | |||
2946 | m_rootPart.StoreUndoState(); | 3369 | m_rootPart.StoreUndoState(); |
2947 | m_rootPart.UpdateRotation(rot); | 3370 | |
3371 | //Don't use UpdateRotation because it schedules an update prematurely | ||
3372 | m_rootPart.RotationOffset = rot; | ||
2948 | if (m_rootPart.PhysActor != null) | 3373 | if (m_rootPart.PhysActor != null) |
2949 | { | 3374 | { |
2950 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | 3375 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; |
@@ -2958,15 +3383,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2958 | if (prim.UUID != m_rootPart.UUID) | 3383 | if (prim.UUID != m_rootPart.UUID) |
2959 | { | 3384 | { |
2960 | prim.IgnoreUndoUpdate = true; | 3385 | prim.IgnoreUndoUpdate = true; |
3386 | |||
3387 | Quaternion NewRot = oldParentRot * prim.RotationOffset; | ||
3388 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3389 | prim.RotationOffset = NewRot; | ||
3390 | |||
2961 | Vector3 axPos = prim.OffsetPosition; | 3391 | Vector3 axPos = prim.OffsetPosition; |
3392 | |||
2962 | axPos *= oldParentRot; | 3393 | axPos *= oldParentRot; |
2963 | axPos *= Quaternion.Inverse(axRot); | 3394 | axPos *= Quaternion.Inverse(axRot); |
2964 | prim.OffsetPosition = axPos; | 3395 | prim.OffsetPosition = axPos; |
2965 | Quaternion primsRot = prim.RotationOffset; | 3396 | |
2966 | Quaternion newRot = primsRot * oldParentRot; | 3397 | prim.IgnoreUndoUpdate = false; |
2967 | newRot *= Quaternion.Inverse(axRot); | ||
2968 | prim.RotationOffset = newRot; | ||
2969 | prim.ScheduleTerseUpdate(); | ||
2970 | prim.IgnoreUndoUpdate = false; | 3398 | prim.IgnoreUndoUpdate = false; |
2971 | } | 3399 | } |
2972 | } | 3400 | } |
@@ -2980,8 +3408,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2980 | //// childpart.StoreUndoState(); | 3408 | //// childpart.StoreUndoState(); |
2981 | // } | 3409 | // } |
2982 | // } | 3410 | // } |
2983 | 3411 | HasGroupChanged = true; | |
2984 | m_rootPart.ScheduleTerseUpdate(); | 3412 | ScheduleGroupForFullUpdate(); |
2985 | 3413 | ||
2986 | // m_log.DebugFormat( | 3414 | // m_log.DebugFormat( |
2987 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3415 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", |
@@ -3209,7 +3637,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3209 | public float GetMass() | 3637 | public float GetMass() |
3210 | { | 3638 | { |
3211 | float retmass = 0f; | 3639 | float retmass = 0f; |
3212 | |||
3213 | SceneObjectPart[] parts = m_parts.GetArray(); | 3640 | SceneObjectPart[] parts = m_parts.GetArray(); |
3214 | for (int i = 0; i < parts.Length; i++) | 3641 | for (int i = 0; i < parts.Length; i++) |
3215 | retmass += parts[i].GetMass(); | 3642 | retmass += parts[i].GetMass(); |
@@ -3303,6 +3730,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3303 | SetFromItemID(uuid); | 3730 | SetFromItemID(uuid); |
3304 | } | 3731 | } |
3305 | 3732 | ||
3733 | public void ResetOwnerChangeFlag() | ||
3734 | { | ||
3735 | ForEachPart(delegate(SceneObjectPart part) | ||
3736 | { | ||
3737 | part.ResetOwnerChangeFlag(); | ||
3738 | }); | ||
3739 | } | ||
3740 | |||
3306 | #endregion | 3741 | #endregion |
3307 | } | 3742 | } |
3308 | } | 3743 | } |