diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 309 |
1 files changed, 174 insertions, 135 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index f3879f0..ff1d520 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -61,7 +61,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
61 | TELEPORT = 512, | 61 | TELEPORT = 512, |
62 | REGION_RESTART = 1024, | 62 | REGION_RESTART = 1024, |
63 | MEDIA = 2048, | 63 | MEDIA = 2048, |
64 | ANIMATION = 16384 | 64 | ANIMATION = 16384, |
65 | POSITION = 32768 | ||
65 | } | 66 | } |
66 | 67 | ||
67 | // I don't really know where to put this except here. | 68 | // I don't really know where to put this except here. |
@@ -189,7 +190,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
189 | 190 | ||
190 | public UUID FromFolderID; | 191 | public UUID FromFolderID; |
191 | 192 | ||
192 | 193 | // The following two are to hold the attachment data | |
194 | // while an object is inworld | ||
195 | [XmlIgnore] | ||
196 | public byte AttachPoint = 0; | ||
197 | |||
198 | [XmlIgnore] | ||
199 | public Vector3 AttachOffset = Vector3.Zero; | ||
200 | |||
201 | [XmlIgnore] | ||
193 | public int STATUS_ROTATE_X; | 202 | public int STATUS_ROTATE_X; |
194 | 203 | ||
195 | 204 | ||
@@ -284,6 +293,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
284 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 293 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
285 | private Vector3 m_sitTargetPosition; | 294 | private Vector3 m_sitTargetPosition; |
286 | private string m_sitAnimation = "SIT"; | 295 | private string m_sitAnimation = "SIT"; |
296 | private bool m_occupied; // KF if any av is sitting on this prim | ||
287 | private string m_text = String.Empty; | 297 | private string m_text = String.Empty; |
288 | private string m_touchName = String.Empty; | 298 | private string m_touchName = String.Empty; |
289 | private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); | 299 | private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); |
@@ -328,6 +338,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
328 | protected Vector3 m_lastAcceleration; | 338 | protected Vector3 m_lastAcceleration; |
329 | protected Vector3 m_lastAngularVelocity; | 339 | protected Vector3 m_lastAngularVelocity; |
330 | protected int m_lastTerseSent; | 340 | protected int m_lastTerseSent; |
341 | protected float m_buoyancy = 0.0f; | ||
331 | 342 | ||
332 | /// <summary> | 343 | /// <summary> |
333 | /// Stores media texture data | 344 | /// Stores media texture data |
@@ -380,7 +391,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
380 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 391 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
381 | Quaternion rotationOffset, Vector3 offsetPosition) | 392 | Quaternion rotationOffset, Vector3 offsetPosition) |
382 | { | 393 | { |
383 | m_name = "Primitive"; | 394 | m_name = "Object"; |
384 | 395 | ||
385 | Rezzed = DateTime.UtcNow; | 396 | Rezzed = DateTime.UtcNow; |
386 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 397 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
@@ -436,7 +447,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
436 | private uint _ownerMask = (uint)PermissionMask.All; | 447 | private uint _ownerMask = (uint)PermissionMask.All; |
437 | private uint _groupMask = (uint)PermissionMask.None; | 448 | private uint _groupMask = (uint)PermissionMask.None; |
438 | private uint _everyoneMask = (uint)PermissionMask.None; | 449 | private uint _everyoneMask = (uint)PermissionMask.None; |
439 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 450 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
440 | private PrimFlags _flags = PrimFlags.None; | 451 | private PrimFlags _flags = PrimFlags.None; |
441 | private DateTime m_expires; | 452 | private DateTime m_expires; |
442 | private DateTime m_rezzed; | 453 | private DateTime m_rezzed; |
@@ -535,12 +546,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
535 | } | 546 | } |
536 | 547 | ||
537 | /// <value> | 548 | /// <value> |
538 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 549 | /// Get the inventory list |
539 | /// </value> | 550 | /// </value> |
540 | public TaskInventoryDictionary TaskInventory | 551 | public TaskInventoryDictionary TaskInventory |
541 | { | 552 | { |
542 | get { return m_inventory.Items; } | 553 | get { |
543 | set { m_inventory.Items = value; } | 554 | return m_inventory.Items; |
555 | } | ||
556 | set { | ||
557 | m_inventory.Items = value; | ||
558 | } | ||
544 | } | 559 | } |
545 | 560 | ||
546 | /// <summary> | 561 | /// <summary> |
@@ -680,14 +695,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
680 | set { m_LoopSoundSlavePrims = value; } | 695 | set { m_LoopSoundSlavePrims = value; } |
681 | } | 696 | } |
682 | 697 | ||
683 | |||
684 | public Byte[] TextureAnimation | 698 | public Byte[] TextureAnimation |
685 | { | 699 | { |
686 | get { return m_TextureAnimation; } | 700 | get { return m_TextureAnimation; } |
687 | set { m_TextureAnimation = value; } | 701 | set { m_TextureAnimation = value; } |
688 | } | 702 | } |
689 | 703 | ||
690 | |||
691 | public Byte[] ParticleSystem | 704 | public Byte[] ParticleSystem |
692 | { | 705 | { |
693 | get { return m_particleSystem; } | 706 | get { return m_particleSystem; } |
@@ -724,9 +737,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
724 | { | 737 | { |
725 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 738 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
726 | PhysicsActor actor = PhysActor; | 739 | PhysicsActor actor = PhysActor; |
727 | if (actor != null && _parentID == 0) | 740 | if (_parentID == 0) |
728 | { | 741 | { |
729 | m_groupPosition = actor.Position; | 742 | if (actor != null) |
743 | m_groupPosition = actor.Position; | ||
744 | return m_groupPosition; | ||
730 | } | 745 | } |
731 | 746 | ||
732 | if (IsAttachment) | 747 | if (IsAttachment) |
@@ -736,12 +751,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
736 | return sp.AbsolutePosition; | 751 | return sp.AbsolutePosition; |
737 | } | 752 | } |
738 | 753 | ||
754 | // use root prim's group position. Physics may have updated it | ||
755 | if (ParentGroup.RootPart != this) | ||
756 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
739 | return m_groupPosition; | 757 | return m_groupPosition; |
740 | } | 758 | } |
741 | set | 759 | set |
742 | { | 760 | { |
743 | m_groupPosition = value; | 761 | m_groupPosition = value; |
744 | |||
745 | PhysicsActor actor = PhysActor; | 762 | PhysicsActor actor = PhysActor; |
746 | if (actor != null) | 763 | if (actor != null) |
747 | { | 764 | { |
@@ -761,25 +778,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
761 | 778 | ||
762 | // Tell the physics engines that this prim changed. | 779 | // Tell the physics engines that this prim changed. |
763 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 780 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
781 | |||
764 | } | 782 | } |
765 | catch (Exception e) | 783 | catch (Exception e) |
766 | { | 784 | { |
767 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 785 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
768 | } | 786 | } |
769 | } | 787 | } |
770 | |||
771 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
772 | if (m_sitTargetAvatar != UUID.Zero) | ||
773 | { | ||
774 | if (m_parentGroup != null) // TODO can there be a SOP without a SOG? | ||
775 | { | ||
776 | ScenePresence avatar; | ||
777 | if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar)) | ||
778 | { | ||
779 | avatar.ParentPosition = GetWorldPosition(); | ||
780 | } | ||
781 | } | ||
782 | } | ||
783 | } | 788 | } |
784 | } | 789 | } |
785 | 790 | ||
@@ -788,7 +793,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
788 | get { return m_offsetPosition; } | 793 | get { return m_offsetPosition; } |
789 | set | 794 | set |
790 | { | 795 | { |
791 | StoreUndoState(); | 796 | Vector3 oldpos = m_offsetPosition; |
797 | StoreUndoState(UndoType.STATE_PRIM_POSITION); | ||
792 | m_offsetPosition = value; | 798 | m_offsetPosition = value; |
793 | 799 | ||
794 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 800 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -803,7 +809,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
803 | if (m_parentGroup.Scene != null) | 809 | if (m_parentGroup.Scene != null) |
804 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 810 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
805 | } | 811 | } |
812 | |||
813 | if (!m_parentGroup.m_dupeInProgress) | ||
814 | { | ||
815 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
816 | foreach (ScenePresence av in avs) | ||
817 | { | ||
818 | if (av.LinkedPrim == m_uuid) | ||
819 | { | ||
820 | Vector3 offset = (m_offsetPosition - oldpos); | ||
821 | av.OffsetPosition += offset; | ||
822 | av.SendAvatarDataToAllAgents(); | ||
823 | } | ||
824 | } | ||
825 | } | ||
806 | } | 826 | } |
827 | TriggerScriptChangedEvent(Changed.POSITION); | ||
807 | } | 828 | } |
808 | } | 829 | } |
809 | 830 | ||
@@ -845,7 +866,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
845 | 866 | ||
846 | set | 867 | set |
847 | { | 868 | { |
848 | StoreUndoState(); | 869 | StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
849 | m_rotationOffset = value; | 870 | m_rotationOffset = value; |
850 | 871 | ||
851 | PhysicsActor actor = PhysActor; | 872 | PhysicsActor actor = PhysActor; |
@@ -929,7 +950,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
929 | /// <summary></summary> | 950 | /// <summary></summary> |
930 | public Vector3 Acceleration | 951 | public Vector3 Acceleration |
931 | { | 952 | { |
932 | get { return m_acceleration; } | 953 | get |
954 | { | ||
955 | PhysicsActor actor = PhysActor; | ||
956 | if (actor != null) | ||
957 | { | ||
958 | m_acceleration = actor.Acceleration; | ||
959 | } | ||
960 | return m_acceleration; | ||
961 | } | ||
962 | |||
933 | set { m_acceleration = value; } | 963 | set { m_acceleration = value; } |
934 | } | 964 | } |
935 | 965 | ||
@@ -1020,7 +1050,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1020 | get { return m_shape.Scale; } | 1050 | get { return m_shape.Scale; } |
1021 | set | 1051 | set |
1022 | { | 1052 | { |
1023 | StoreUndoState(); | 1053 | StoreUndoState(UndoType.STATE_PRIM_SCALE); |
1024 | if (m_shape != null) | 1054 | if (m_shape != null) |
1025 | { | 1055 | { |
1026 | m_shape.Scale = value; | 1056 | m_shape.Scale = value; |
@@ -1091,7 +1121,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1091 | if (IsAttachment) | 1121 | if (IsAttachment) |
1092 | return GroupPosition; | 1122 | return GroupPosition; |
1093 | 1123 | ||
1094 | return m_offsetPosition + m_groupPosition; | 1124 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1095 | } | 1125 | } |
1096 | } | 1126 | } |
1097 | 1127 | ||
@@ -1251,6 +1281,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1251 | _flags = value; | 1281 | _flags = value; |
1252 | } | 1282 | } |
1253 | } | 1283 | } |
1284 | |||
1285 | [XmlIgnore] | ||
1286 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1287 | { | ||
1288 | get { return m_occupied; } | ||
1289 | set { m_occupied = value; } | ||
1290 | } | ||
1254 | 1291 | ||
1255 | 1292 | ||
1256 | public UUID SitTargetAvatar | 1293 | public UUID SitTargetAvatar |
@@ -1310,6 +1347,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1310 | set { m_collisionSoundVolume = value; } | 1347 | set { m_collisionSoundVolume = value; } |
1311 | } | 1348 | } |
1312 | 1349 | ||
1350 | public float Buoyancy | ||
1351 | { | ||
1352 | get { return m_buoyancy; } | ||
1353 | set | ||
1354 | { | ||
1355 | m_buoyancy = value; | ||
1356 | if (PhysActor != null) | ||
1357 | { | ||
1358 | PhysActor.Buoyancy = value; | ||
1359 | } | ||
1360 | } | ||
1361 | } | ||
1362 | |||
1313 | #endregion Public Properties with only Get | 1363 | #endregion Public Properties with only Get |
1314 | 1364 | ||
1315 | #region Private Methods | 1365 | #region Private Methods |
@@ -1326,14 +1376,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1326 | } | 1376 | } |
1327 | } | 1377 | } |
1328 | 1378 | ||
1329 | /// <summary> | ||
1330 | /// Clear all pending updates of parts to clients | ||
1331 | /// </summary> | ||
1332 | private void ClearUpdateSchedule() | ||
1333 | { | ||
1334 | m_updateFlag = 0; | ||
1335 | } | ||
1336 | |||
1337 | private void SendObjectPropertiesToClient(UUID AgentID) | 1379 | private void SendObjectPropertiesToClient(UUID AgentID) |
1338 | { | 1380 | { |
1339 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 1381 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
@@ -1584,15 +1626,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1584 | // or flexible | 1626 | // or flexible |
1585 | if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) | 1627 | if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) |
1586 | { | 1628 | { |
1587 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( | 1629 | try |
1588 | LocalId, | 1630 | { |
1589 | string.Format("{0}/{1}", Name, UUID), | 1631 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
1590 | Shape, | 1632 | string.Format("{0}/{1}", Name, UUID), |
1591 | AbsolutePosition, | 1633 | Shape, |
1592 | Scale, | 1634 | AbsolutePosition, |
1593 | RotationOffset, | 1635 | Scale, |
1594 | RigidBody); | 1636 | RotationOffset, |
1595 | 1637 | RigidBody); | |
1638 | PhysActor.SetMaterial(Material); | ||
1639 | } | ||
1640 | catch | ||
1641 | { | ||
1642 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); | ||
1643 | PhysActor = null; | ||
1644 | } | ||
1596 | // Basic Physics returns null.. joy joy joy. | 1645 | // Basic Physics returns null.. joy joy joy. |
1597 | if (PhysActor != null) | 1646 | if (PhysActor != null) |
1598 | { | 1647 | { |
@@ -1619,7 +1668,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1619 | { | 1668 | { |
1620 | m_redo.Clear(); | 1669 | m_redo.Clear(); |
1621 | } | 1670 | } |
1622 | StoreUndoState(); | 1671 | StoreUndoState(UndoType.STATE_ALL); |
1623 | } | 1672 | } |
1624 | 1673 | ||
1625 | public byte ConvertScriptUintToByte(uint indata) | 1674 | public byte ConvertScriptUintToByte(uint indata) |
@@ -1688,6 +1737,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1688 | 1737 | ||
1689 | // Move afterwards ResetIDs as it clears the localID | 1738 | // Move afterwards ResetIDs as it clears the localID |
1690 | dupe.LocalId = localID; | 1739 | dupe.LocalId = localID; |
1740 | if(dupe.PhysActor != null) | ||
1741 | dupe.PhysActor.LocalID = localID; | ||
1742 | |||
1691 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1743 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1692 | dupe._lastOwnerID = OwnerID; | 1744 | dupe._lastOwnerID = OwnerID; |
1693 | 1745 | ||
@@ -1731,7 +1783,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1731 | PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); | 1783 | PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); |
1732 | part.Shape = shape; | 1784 | part.Shape = shape; |
1733 | 1785 | ||
1734 | part.Name = "Primitive"; | 1786 | part.Name = "Object"; |
1735 | part._ownerID = UUID.Random(); | 1787 | part._ownerID = UUID.Random(); |
1736 | 1788 | ||
1737 | return part; | 1789 | return part; |
@@ -2084,19 +2136,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2084 | public Vector3 GetWorldPosition() | 2136 | public Vector3 GetWorldPosition() |
2085 | { | 2137 | { |
2086 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | 2138 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; |
2087 | |||
2088 | Vector3 axPos = OffsetPosition; | 2139 | Vector3 axPos = OffsetPosition; |
2089 | |||
2090 | axPos *= parentRot; | 2140 | axPos *= parentRot; |
2091 | Vector3 translationOffsetPosition = axPos; | 2141 | Vector3 translationOffsetPosition = axPos; |
2092 | 2142 | if(_parentID == 0) | |
2093 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); | 2143 | { |
2094 | 2144 | return GroupPosition; | |
2095 | Vector3 worldPos = GroupPosition + translationOffsetPosition; | 2145 | } |
2096 | 2146 | else | |
2097 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); | 2147 | { |
2098 | 2148 | return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position | |
2099 | return worldPos; | 2149 | } |
2100 | } | 2150 | } |
2101 | 2151 | ||
2102 | /// <summary> | 2152 | /// <summary> |
@@ -2753,17 +2803,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2753 | //Trys to fetch sound id from prim's inventory. | 2803 | //Trys to fetch sound id from prim's inventory. |
2754 | //Prim's inventory doesn't support non script items yet | 2804 | //Prim's inventory doesn't support non script items yet |
2755 | 2805 | ||
2756 | lock (TaskInventory) | 2806 | TaskInventory.LockItemsForRead(true); |
2807 | |||
2808 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2757 | { | 2809 | { |
2758 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2810 | if (item.Value.Name == sound) |
2759 | { | 2811 | { |
2760 | if (item.Value.Name == sound) | 2812 | soundID = item.Value.ItemID; |
2761 | { | 2813 | break; |
2762 | soundID = item.Value.ItemID; | ||
2763 | break; | ||
2764 | } | ||
2765 | } | 2814 | } |
2766 | } | 2815 | } |
2816 | |||
2817 | TaskInventory.LockItemsForRead(false); | ||
2767 | } | 2818 | } |
2768 | 2819 | ||
2769 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) | 2820 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) |
@@ -2823,7 +2874,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2823 | /// <param name="scale"></param> | 2874 | /// <param name="scale"></param> |
2824 | public void Resize(Vector3 scale) | 2875 | public void Resize(Vector3 scale) |
2825 | { | 2876 | { |
2826 | StoreUndoState(); | 2877 | StoreUndoState(UndoType.STATE_PRIM_SCALE); |
2827 | m_shape.Scale = scale; | 2878 | m_shape.Scale = scale; |
2828 | 2879 | ||
2829 | ParentGroup.HasGroupChanged = true; | 2880 | ParentGroup.HasGroupChanged = true; |
@@ -2832,38 +2883,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2832 | 2883 | ||
2833 | public void RotLookAt(Quaternion target, float strength, float damping) | 2884 | public void RotLookAt(Quaternion target, float strength, float damping) |
2834 | { | 2885 | { |
2835 | rotLookAt(target, strength, damping); | 2886 | m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. |
2836 | } | ||
2837 | |||
2838 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2839 | { | ||
2840 | if (IsAttachment) | ||
2841 | { | ||
2842 | /* | ||
2843 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2844 | if (avatar != null) | ||
2845 | { | ||
2846 | Rotate the Av? | ||
2847 | } */ | ||
2848 | } | ||
2849 | else | ||
2850 | { | ||
2851 | APIDDamp = damping; | ||
2852 | APIDStrength = strength; | ||
2853 | APIDTarget = target; | ||
2854 | } | ||
2855 | } | ||
2856 | |||
2857 | public void startLookAt(Quaternion rot, float damp, float strength) | ||
2858 | { | ||
2859 | APIDDamp = damp; | ||
2860 | APIDStrength = strength; | ||
2861 | APIDTarget = rot; | ||
2862 | } | ||
2863 | |||
2864 | public void stopLookAt() | ||
2865 | { | ||
2866 | APIDTarget = Quaternion.Identity; | ||
2867 | } | 2887 | } |
2868 | 2888 | ||
2869 | /// <summary> | 2889 | /// <summary> |
@@ -2875,7 +2895,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2875 | 2895 | ||
2876 | if (m_parentGroup != null) | 2896 | if (m_parentGroup != null) |
2877 | { | 2897 | { |
2878 | m_parentGroup.QueueForUpdateCheck(); | 2898 | if (!m_parentGroup.areUpdatesSuspended) |
2899 | { | ||
2900 | m_parentGroup.QueueForUpdateCheck(); | ||
2901 | } | ||
2879 | } | 2902 | } |
2880 | 2903 | ||
2881 | int timeNow = Util.UnixTimeSinceEpoch(); | 2904 | int timeNow = Util.UnixTimeSinceEpoch(); |
@@ -3092,8 +3115,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3092 | { | 3115 | { |
3093 | const float ROTATION_TOLERANCE = 0.01f; | 3116 | const float ROTATION_TOLERANCE = 0.01f; |
3094 | const float VELOCITY_TOLERANCE = 0.001f; | 3117 | const float VELOCITY_TOLERANCE = 0.001f; |
3095 | const float POSITION_TOLERANCE = 0.05f; | 3118 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
3096 | const int TIME_MS_TOLERANCE = 3000; | 3119 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
3097 | 3120 | ||
3098 | if (m_updateFlag == 1) | 3121 | if (m_updateFlag == 1) |
3099 | { | 3122 | { |
@@ -3107,7 +3130,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3107 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3130 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
3108 | { | 3131 | { |
3109 | AddTerseUpdateToAllAvatars(); | 3132 | AddTerseUpdateToAllAvatars(); |
3110 | ClearUpdateSchedule(); | 3133 | |
3111 | 3134 | ||
3112 | // This causes the Scene to 'poll' physical objects every couple of frames | 3135 | // This causes the Scene to 'poll' physical objects every couple of frames |
3113 | // bad, so it's been replaced by an event driven method. | 3136 | // bad, so it's been replaced by an event driven method. |
@@ -3125,16 +3148,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3125 | m_lastAngularVelocity = AngularVelocity; | 3148 | m_lastAngularVelocity = AngularVelocity; |
3126 | m_lastTerseSent = Environment.TickCount; | 3149 | m_lastTerseSent = Environment.TickCount; |
3127 | } | 3150 | } |
3151 | //Moved this outside of the if clause so updates don't get blocked.. *sigh* | ||
3152 | m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams* | ||
3128 | } | 3153 | } |
3129 | else | 3154 | else |
3130 | { | 3155 | { |
3131 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes | 3156 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes |
3132 | { | 3157 | { |
3133 | AddFullUpdateToAllAvatars(); | 3158 | AddFullUpdateToAllAvatars(); |
3134 | ClearUpdateSchedule(); | 3159 | m_updateFlag = 0; //Same here |
3135 | } | 3160 | } |
3136 | } | 3161 | } |
3137 | ClearUpdateSchedule(); | 3162 | m_updateFlag = 0; |
3138 | } | 3163 | } |
3139 | 3164 | ||
3140 | /// <summary> | 3165 | /// <summary> |
@@ -3162,17 +3187,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3162 | if (!UUID.TryParse(sound, out soundID)) | 3187 | if (!UUID.TryParse(sound, out soundID)) |
3163 | { | 3188 | { |
3164 | // search sound file from inventory | 3189 | // search sound file from inventory |
3165 | lock (TaskInventory) | 3190 | TaskInventory.LockItemsForRead(true); |
3191 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
3166 | { | 3192 | { |
3167 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3193 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
3168 | { | 3194 | { |
3169 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3195 | soundID = item.Value.ItemID; |
3170 | { | 3196 | break; |
3171 | soundID = item.Value.ItemID; | ||
3172 | break; | ||
3173 | } | ||
3174 | } | 3197 | } |
3175 | } | 3198 | } |
3199 | TaskInventory.LockItemsForRead(false); | ||
3176 | } | 3200 | } |
3177 | 3201 | ||
3178 | if (soundID == UUID.Zero) | 3202 | if (soundID == UUID.Zero) |
@@ -3275,14 +3299,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3275 | STATUS_ROTATE_Z = rotate; | 3299 | STATUS_ROTATE_Z = rotate; |
3276 | } | 3300 | } |
3277 | 3301 | ||
3278 | public void SetBuoyancy(float fvalue) | ||
3279 | { | ||
3280 | if (PhysActor != null) | ||
3281 | { | ||
3282 | PhysActor.Buoyancy = fvalue; | ||
3283 | } | ||
3284 | } | ||
3285 | |||
3286 | public void SetDieAtEdge(bool p) | 3302 | public void SetDieAtEdge(bool p) |
3287 | { | 3303 | { |
3288 | if (m_parentGroup == null) | 3304 | if (m_parentGroup == null) |
@@ -3602,7 +3618,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3602 | 3618 | ||
3603 | public void StopLookAt() | 3619 | public void StopLookAt() |
3604 | { | 3620 | { |
3605 | m_parentGroup.stopLookAt(); | 3621 | m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup. |
3606 | 3622 | ||
3607 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3623 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3608 | } | 3624 | } |
@@ -3629,10 +3645,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3629 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3645 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3630 | //m_parentGroup.ScheduleGroupForFullUpdate(); | 3646 | //m_parentGroup.ScheduleGroupForFullUpdate(); |
3631 | } | 3647 | } |
3632 | 3648 | public void StoreUndoState(UndoType type) | |
3633 | public void StoreUndoState() | ||
3634 | { | 3649 | { |
3635 | if (!Undoing) | 3650 | if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing)) |
3636 | { | 3651 | { |
3637 | if (!IgnoreUndoUpdate) | 3652 | if (!IgnoreUndoUpdate) |
3638 | { | 3653 | { |
@@ -3643,17 +3658,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3643 | if (m_undo.Count > 0) | 3658 | if (m_undo.Count > 0) |
3644 | { | 3659 | { |
3645 | UndoState last = m_undo.Peek(); | 3660 | UndoState last = m_undo.Peek(); |
3646 | if (last != null) | 3661 | |
3647 | { | ||
3648 | if (last.Compare(this)) | ||
3649 | return; | ||
3650 | } | ||
3651 | } | 3662 | } |
3652 | 3663 | ||
3653 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 3664 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
3654 | { | 3665 | { |
3655 | UndoState nUndo = new UndoState(this); | 3666 | UndoState lastUndo = m_undo.Peek(); |
3656 | 3667 | ||
3668 | UndoState nUndo = new UndoState(this, type); | ||
3669 | |||
3670 | if (lastUndo != null) | ||
3671 | { | ||
3672 | TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated); | ||
3673 | if (ts.TotalMilliseconds < 500) | ||
3674 | { | ||
3675 | //Delete the last entry since it was less than 500 milliseconds ago | ||
3676 | nUndo.Merge(lastUndo); | ||
3677 | m_undo.Pop(); | ||
3678 | } | ||
3679 | } | ||
3657 | m_undo.Push(nUndo); | 3680 | m_undo.Push(nUndo); |
3658 | } | 3681 | } |
3659 | 3682 | ||
@@ -4130,11 +4153,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
4130 | if (m_undo.Count > 0) | 4153 | if (m_undo.Count > 0) |
4131 | { | 4154 | { |
4132 | UndoState nUndo = null; | 4155 | UndoState nUndo = null; |
4156 | UndoState goback = m_undo.Pop(); | ||
4133 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 4157 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
4134 | { | 4158 | { |
4135 | nUndo = new UndoState(this); | 4159 | nUndo = new UndoState(this, goback.Type); |
4136 | } | 4160 | } |
4137 | UndoState goback = m_undo.Pop(); | 4161 | |
4162 | |||
4138 | if (goback != null) | 4163 | if (goback != null) |
4139 | { | 4164 | { |
4140 | goback.PlaybackState(this); | 4165 | goback.PlaybackState(this); |
@@ -4149,13 +4174,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
4149 | { | 4174 | { |
4150 | lock (m_redo) | 4175 | lock (m_redo) |
4151 | { | 4176 | { |
4177 | UndoState gofwd = m_redo.Pop(); | ||
4152 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 4178 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
4153 | { | 4179 | { |
4154 | UndoState nUndo = new UndoState(this); | 4180 | UndoState nUndo = new UndoState(this, gofwd.Type); |
4155 | 4181 | ||
4156 | m_undo.Push(nUndo); | 4182 | m_undo.Push(nUndo); |
4157 | } | 4183 | } |
4158 | UndoState gofwd = m_redo.Pop(); | ||
4159 | if (gofwd != null) | 4184 | if (gofwd != null) |
4160 | gofwd.PlayfwdState(this); | 4185 | gofwd.PlayfwdState(this); |
4161 | } | 4186 | } |
@@ -4420,6 +4445,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4420 | Scale, | 4445 | Scale, |
4421 | RotationOffset, | 4446 | RotationOffset, |
4422 | UsePhysics); | 4447 | UsePhysics); |
4448 | PhysActor.SetMaterial(Material); | ||
4423 | 4449 | ||
4424 | pa = PhysActor; | 4450 | pa = PhysActor; |
4425 | if (pa != null) | 4451 | if (pa != null) |
@@ -4604,8 +4630,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4604 | { | 4630 | { |
4605 | m_shape.TextureEntry = textureEntry; | 4631 | m_shape.TextureEntry = textureEntry; |
4606 | TriggerScriptChangedEvent(Changed.TEXTURE); | 4632 | TriggerScriptChangedEvent(Changed.TEXTURE); |
4607 | 4633 | m_updateFlag = 1; | |
4608 | ParentGroup.HasGroupChanged = true; | 4634 | ParentGroup.HasGroupChanged = true; |
4635 | |||
4609 | //This is madness.. | 4636 | //This is madness.. |
4610 | //ParentGroup.ScheduleGroupForFullUpdate(); | 4637 | //ParentGroup.ScheduleGroupForFullUpdate(); |
4611 | //This is sparta | 4638 | //This is sparta |
@@ -4838,5 +4865,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4838 | Color color = Color; | 4865 | Color color = Color; |
4839 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4866 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4840 | } | 4867 | } |
4868 | |||
4869 | public void ResetOwnerChangeFlag() | ||
4870 | { | ||
4871 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4872 | |||
4873 | foreach (UUID itemID in inv) | ||
4874 | { | ||
4875 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4876 | item.OwnerChanged = false; | ||
4877 | Inventory.UpdateInventoryItem(item, false, false); | ||
4878 | } | ||
4879 | } | ||
4841 | } | 4880 | } |
4842 | } | 4881 | } |