diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 145 |
1 files changed, 72 insertions, 73 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 71c8018..d174d04 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
147 | 147 | ||
148 | // TODO: This needs to be persisted in next XML version update! | 148 | // TODO: This needs to be persisted in next XML version update! |
149 | [XmlIgnore] | 149 | [XmlIgnore] |
150 | public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; | 150 | public int[] PayPrice = {-2,-2,-2,-2,-2}; |
151 | [XmlIgnore] | 151 | [XmlIgnore] |
152 | public PhysicsActor PhysActor; | 152 | public PhysicsActor PhysActor; |
153 | 153 | ||
@@ -274,6 +274,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
274 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 274 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
275 | private Vector3 m_sitTargetPosition; | 275 | private Vector3 m_sitTargetPosition; |
276 | private string m_sitAnimation = "SIT"; | 276 | private string m_sitAnimation = "SIT"; |
277 | private bool m_occupied; // KF if any av is sitting on this prim | ||
277 | private string m_text = String.Empty; | 278 | private string m_text = String.Empty; |
278 | private string m_touchName = String.Empty; | 279 | private string m_touchName = String.Empty; |
279 | private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); | 280 | private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); |
@@ -452,12 +453,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
452 | } | 453 | } |
453 | 454 | ||
454 | /// <value> | 455 | /// <value> |
455 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 456 | /// Get the inventory list |
456 | /// </value> | 457 | /// </value> |
457 | public TaskInventoryDictionary TaskInventory | 458 | public TaskInventoryDictionary TaskInventory |
458 | { | 459 | { |
459 | get { return m_inventory.Items; } | 460 | get { |
460 | set { m_inventory.Items = value; } | 461 | return m_inventory.Items; |
462 | } | ||
463 | set { | ||
464 | m_inventory.Items = value; | ||
465 | } | ||
461 | } | 466 | } |
462 | 467 | ||
463 | public uint ObjectFlags | 468 | public uint ObjectFlags |
@@ -586,14 +591,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
586 | set { m_LoopSoundSlavePrims = value; } | 591 | set { m_LoopSoundSlavePrims = value; } |
587 | } | 592 | } |
588 | 593 | ||
589 | [XmlIgnore] | ||
590 | public Byte[] TextureAnimation | 594 | public Byte[] TextureAnimation |
591 | { | 595 | { |
592 | get { return m_TextureAnimation; } | 596 | get { return m_TextureAnimation; } |
593 | set { m_TextureAnimation = value; } | 597 | set { m_TextureAnimation = value; } |
594 | } | 598 | } |
595 | 599 | ||
596 | [XmlIgnore] | ||
597 | public Byte[] ParticleSystem | 600 | public Byte[] ParticleSystem |
598 | { | 601 | { |
599 | get { return m_particleSystem; } | 602 | get { return m_particleSystem; } |
@@ -647,7 +650,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
647 | set | 650 | set |
648 | { | 651 | { |
649 | m_groupPosition = value; | 652 | m_groupPosition = value; |
650 | |||
651 | PhysicsActor actor = PhysActor; | 653 | PhysicsActor actor = PhysActor; |
652 | if (actor != null) | 654 | if (actor != null) |
653 | { | 655 | { |
@@ -834,7 +836,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
834 | /// <summary></summary> | 836 | /// <summary></summary> |
835 | public Vector3 Acceleration | 837 | public Vector3 Acceleration |
836 | { | 838 | { |
837 | get { return m_acceleration; } | 839 | get |
840 | { | ||
841 | PhysicsActor actor = PhysActor; | ||
842 | if (actor != null) | ||
843 | { | ||
844 | m_acceleration = actor.Acceleration; | ||
845 | } | ||
846 | return m_acceleration; | ||
847 | } | ||
848 | |||
838 | set { m_acceleration = value; } | 849 | set { m_acceleration = value; } |
839 | } | 850 | } |
840 | 851 | ||
@@ -978,7 +989,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
978 | if (IsAttachment) | 989 | if (IsAttachment) |
979 | return GroupPosition; | 990 | return GroupPosition; |
980 | 991 | ||
981 | return m_offsetPosition + m_groupPosition; } | 992 | // return m_offsetPosition + m_groupPosition; } |
993 | return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored! | ||
982 | } | 994 | } |
983 | 995 | ||
984 | public SceneObjectGroup ParentGroup | 996 | public SceneObjectGroup ParentGroup |
@@ -1129,6 +1141,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1129 | get { return _flags; } | 1141 | get { return _flags; } |
1130 | set { _flags = value; } | 1142 | set { _flags = value; } |
1131 | } | 1143 | } |
1144 | |||
1145 | [XmlIgnore] | ||
1146 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1147 | { | ||
1148 | get { return m_occupied; } | ||
1149 | set { m_occupied = value; } | ||
1150 | } | ||
1132 | 1151 | ||
1133 | [XmlIgnore] | 1152 | [XmlIgnore] |
1134 | public UUID SitTargetAvatar | 1153 | public UUID SitTargetAvatar |
@@ -1204,14 +1223,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1204 | } | 1223 | } |
1205 | } | 1224 | } |
1206 | 1225 | ||
1207 | /// <summary> | ||
1208 | /// Clear all pending updates of parts to clients | ||
1209 | /// </summary> | ||
1210 | private void ClearUpdateSchedule() | ||
1211 | { | ||
1212 | m_updateFlag = 0; | ||
1213 | } | ||
1214 | |||
1215 | private void SendObjectPropertiesToClient(UUID AgentID) | 1226 | private void SendObjectPropertiesToClient(UUID AgentID) |
1216 | { | 1227 | { |
1217 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 1228 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
@@ -1951,12 +1962,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1951 | public Vector3 GetWorldPosition() | 1962 | public Vector3 GetWorldPosition() |
1952 | { | 1963 | { |
1953 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | 1964 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; |
1954 | |||
1955 | Vector3 axPos = OffsetPosition; | 1965 | Vector3 axPos = OffsetPosition; |
1956 | |||
1957 | axPos *= parentRot; | 1966 | axPos *= parentRot; |
1958 | Vector3 translationOffsetPosition = axPos; | 1967 | Vector3 translationOffsetPosition = axPos; |
1959 | return GroupPosition + translationOffsetPosition; | 1968 | if(_parentID == 0) |
1969 | { | ||
1970 | return GroupPosition; | ||
1971 | } | ||
1972 | else | ||
1973 | { | ||
1974 | return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position | ||
1975 | } | ||
1960 | } | 1976 | } |
1961 | 1977 | ||
1962 | /// <summary> | 1978 | /// <summary> |
@@ -1967,7 +1983,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1967 | { | 1983 | { |
1968 | Quaternion newRot; | 1984 | Quaternion newRot; |
1969 | 1985 | ||
1970 | if (this.LinkNum == 0) | 1986 | if (this.LinkNum < 2) //KF Single or root prim |
1971 | { | 1987 | { |
1972 | newRot = RotationOffset; | 1988 | newRot = RotationOffset; |
1973 | } | 1989 | } |
@@ -2613,17 +2629,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2613 | //Trys to fetch sound id from prim's inventory. | 2629 | //Trys to fetch sound id from prim's inventory. |
2614 | //Prim's inventory doesn't support non script items yet | 2630 | //Prim's inventory doesn't support non script items yet |
2615 | 2631 | ||
2616 | lock (TaskInventory) | 2632 | TaskInventory.LockItemsForRead(true); |
2633 | |||
2634 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2617 | { | 2635 | { |
2618 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2636 | if (item.Value.Name == sound) |
2619 | { | 2637 | { |
2620 | if (item.Value.Name == sound) | 2638 | soundID = item.Value.ItemID; |
2621 | { | 2639 | break; |
2622 | soundID = item.Value.ItemID; | ||
2623 | break; | ||
2624 | } | ||
2625 | } | 2640 | } |
2626 | } | 2641 | } |
2642 | |||
2643 | TaskInventory.LockItemsForRead(false); | ||
2627 | } | 2644 | } |
2628 | 2645 | ||
2629 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) | 2646 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) |
@@ -2692,38 +2709,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2692 | 2709 | ||
2693 | public void RotLookAt(Quaternion target, float strength, float damping) | 2710 | public void RotLookAt(Quaternion target, float strength, float damping) |
2694 | { | 2711 | { |
2695 | rotLookAt(target, strength, damping); | 2712 | m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. |
2696 | } | ||
2697 | |||
2698 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2699 | { | ||
2700 | if (IsAttachment) | ||
2701 | { | ||
2702 | /* | ||
2703 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2704 | if (avatar != null) | ||
2705 | { | ||
2706 | Rotate the Av? | ||
2707 | } */ | ||
2708 | } | ||
2709 | else | ||
2710 | { | ||
2711 | APIDDamp = damping; | ||
2712 | APIDStrength = strength; | ||
2713 | APIDTarget = target; | ||
2714 | } | ||
2715 | } | ||
2716 | |||
2717 | public void startLookAt(Quaternion rot, float damp, float strength) | ||
2718 | { | ||
2719 | APIDDamp = damp; | ||
2720 | APIDStrength = strength; | ||
2721 | APIDTarget = rot; | ||
2722 | } | ||
2723 | |||
2724 | public void stopLookAt() | ||
2725 | { | ||
2726 | APIDTarget = Quaternion.Identity; | ||
2727 | } | 2713 | } |
2728 | 2714 | ||
2729 | /// <summary> | 2715 | /// <summary> |
@@ -2952,8 +2938,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2952 | { | 2938 | { |
2953 | const float ROTATION_TOLERANCE = 0.01f; | 2939 | const float ROTATION_TOLERANCE = 0.01f; |
2954 | const float VELOCITY_TOLERANCE = 0.001f; | 2940 | const float VELOCITY_TOLERANCE = 0.001f; |
2955 | const float POSITION_TOLERANCE = 0.05f; | 2941 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2956 | const int TIME_MS_TOLERANCE = 3000; | 2942 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2957 | 2943 | ||
2958 | if (m_updateFlag == 1) | 2944 | if (m_updateFlag == 1) |
2959 | { | 2945 | { |
@@ -2967,7 +2953,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2967 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 2953 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
2968 | { | 2954 | { |
2969 | AddTerseUpdateToAllAvatars(); | 2955 | AddTerseUpdateToAllAvatars(); |
2970 | ClearUpdateSchedule(); | 2956 | |
2971 | 2957 | ||
2972 | // This causes the Scene to 'poll' physical objects every couple of frames | 2958 | // This causes the Scene to 'poll' physical objects every couple of frames |
2973 | // bad, so it's been replaced by an event driven method. | 2959 | // bad, so it's been replaced by an event driven method. |
@@ -2985,16 +2971,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2985 | m_lastAngularVelocity = AngularVelocity; | 2971 | m_lastAngularVelocity = AngularVelocity; |
2986 | m_lastTerseSent = Environment.TickCount; | 2972 | m_lastTerseSent = Environment.TickCount; |
2987 | } | 2973 | } |
2974 | //Moved this outside of the if clause so updates don't get blocked.. *sigh* | ||
2975 | m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams* | ||
2988 | } | 2976 | } |
2989 | else | 2977 | else |
2990 | { | 2978 | { |
2991 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes | 2979 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes |
2992 | { | 2980 | { |
2993 | AddFullUpdateToAllAvatars(); | 2981 | AddFullUpdateToAllAvatars(); |
2994 | ClearUpdateSchedule(); | 2982 | m_updateFlag = 0; //Same here |
2995 | } | 2983 | } |
2996 | } | 2984 | } |
2997 | ClearUpdateSchedule(); | 2985 | m_updateFlag = 0; |
2998 | } | 2986 | } |
2999 | 2987 | ||
3000 | /// <summary> | 2988 | /// <summary> |
@@ -3021,17 +3009,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3021 | if (!UUID.TryParse(sound, out soundID)) | 3009 | if (!UUID.TryParse(sound, out soundID)) |
3022 | { | 3010 | { |
3023 | // search sound file from inventory | 3011 | // search sound file from inventory |
3024 | lock (TaskInventory) | 3012 | TaskInventory.LockItemsForRead(true); |
3013 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
3025 | { | 3014 | { |
3026 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3015 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
3027 | { | 3016 | { |
3028 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3017 | soundID = item.Value.ItemID; |
3029 | { | 3018 | break; |
3030 | soundID = item.Value.ItemID; | ||
3031 | break; | ||
3032 | } | ||
3033 | } | 3019 | } |
3034 | } | 3020 | } |
3021 | TaskInventory.LockItemsForRead(false); | ||
3035 | } | 3022 | } |
3036 | 3023 | ||
3037 | if (soundID == UUID.Zero) | 3024 | if (soundID == UUID.Zero) |
@@ -3466,7 +3453,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3466 | 3453 | ||
3467 | public void StopLookAt() | 3454 | public void StopLookAt() |
3468 | { | 3455 | { |
3469 | m_parentGroup.stopLookAt(); | 3456 | m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup. |
3470 | 3457 | ||
3471 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3458 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3472 | } | 3459 | } |
@@ -4706,5 +4693,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4706 | Color color = Color; | 4693 | Color color = Color; |
4707 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4694 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4708 | } | 4695 | } |
4696 | |||
4697 | public void ResetOwnerChangeFlag() | ||
4698 | { | ||
4699 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4700 | |||
4701 | foreach (UUID itemID in inv) | ||
4702 | { | ||
4703 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4704 | item.OwnerChanged = false; | ||
4705 | Inventory.UpdateInventoryItem(item); | ||
4706 | } | ||
4707 | } | ||
4709 | } | 4708 | } |
4710 | } | 4709 | } |