diff options
author | Tom | 2011-09-04 07:38:25 -0700 |
---|---|---|
committer | Tom | 2011-09-04 07:38:25 -0700 |
commit | 9ab951a954ff85371dc3dd92563d7c8cdefb7c20 (patch) | |
tree | c7e533bee1f871cdf391919c817779e942fe758c | |
parent | Resolve merge commits, stage 1 (diff) | |
download | opensim-SC_OLD-9ab951a954ff85371dc3dd92563d7c8cdefb7c20.zip opensim-SC_OLD-9ab951a954ff85371dc3dd92563d7c8cdefb7c20.tar.gz opensim-SC_OLD-9ab951a954ff85371dc3dd92563d7c8cdefb7c20.tar.bz2 opensim-SC_OLD-9ab951a954ff85371dc3dd92563d7c8cdefb7c20.tar.xz |
I fucked up the merge for SOG, so reverting back to OpenSim Core's version...
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1260 |
1 files changed, 255 insertions, 1005 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index b1b76dd..5762717 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -24,12 +24,11 @@ | |||
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; | ||
33 | using System.Linq; | 32 | using System.Linq; |
34 | using System.Threading; | 33 | using System.Threading; |
35 | using System.Xml; | 34 | using System.Xml; |
@@ -106,29 +105,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
106 | /// since the group's last persistent backup | 105 | /// since the group's last persistent backup |
107 | /// </summary> | 106 | /// </summary> |
108 | private bool m_hasGroupChanged = false; | 107 | private bool m_hasGroupChanged = false; |
109 | private long timeFirstChanged = 0; | 108 | private long timeFirstChanged; |
110 | private long timeLastChanged = 0; | 109 | private long timeLastChanged; |
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 | } | ||
132 | 110 | ||
133 | public bool HasGroupChanged | 111 | public bool HasGroupChanged |
134 | { | 112 | { |
@@ -136,54 +114,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
136 | { | 114 | { |
137 | if (value) | 115 | if (value) |
138 | { | 116 | { |
139 | if (m_isBackedUp) | ||
140 | { | ||
141 | m_scene.SceneGraph.FireChangeBackup(this); | ||
142 | } | ||
143 | timeLastChanged = DateTime.Now.Ticks; | 117 | timeLastChanged = DateTime.Now.Ticks; |
144 | if (!m_hasGroupChanged) | 118 | if (!m_hasGroupChanged) |
145 | timeFirstChanged = DateTime.Now.Ticks; | 119 | 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 | } | ||
172 | } | 120 | } |
173 | m_hasGroupChanged = value; | 121 | m_hasGroupChanged = value; |
174 | 122 | ||
175 | // m_log.DebugFormat( | 123 | // m_log.DebugFormat( |
176 | // "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId); | 124 | // "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId); |
177 | } | 125 | } |
178 | 126 | ||
179 | get { return m_hasGroupChanged; } | 127 | get { return m_hasGroupChanged; } |
180 | } | 128 | } |
181 | 129 | ||
182 | /// <summary> | 130 | /// <summary> |
183 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 131 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
184 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 132 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
185 | /// </summary> | 133 | /// </summary> |
186 | public bool HasGroupChangedDueToDelink { get; set; } | 134 | public bool HasGroupChangedDueToDelink { get; private set; } |
187 | 135 | ||
188 | private bool isTimeToPersist() | 136 | private bool isTimeToPersist() |
189 | { | 137 | { |
@@ -193,19 +141,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
193 | return false; | 141 | return false; |
194 | if (m_scene.ShuttingDown) | 142 | if (m_scene.ShuttingDown) |
195 | return true; | 143 | 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 | |||
203 | long currentTime = DateTime.Now.Ticks; | 144 | long currentTime = DateTime.Now.Ticks; |
204 | 145 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | |
205 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
206 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
207 | |||
208 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
209 | return true; | 146 | return true; |
210 | return false; | 147 | return false; |
211 | } | 148 | } |
@@ -310,10 +247,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
310 | 247 | ||
311 | private bool m_scriptListens_atTarget; | 248 | private bool m_scriptListens_atTarget; |
312 | private bool m_scriptListens_notAtTarget; | 249 | private bool m_scriptListens_notAtTarget; |
250 | |||
313 | private bool m_scriptListens_atRotTarget; | 251 | private bool m_scriptListens_atRotTarget; |
314 | private bool m_scriptListens_notAtRotTarget; | 252 | private bool m_scriptListens_notAtRotTarget; |
315 | 253 | ||
316 | public bool m_dupeInProgress = false; | ||
317 | internal Dictionary<UUID, string> m_savedScriptState; | 254 | internal Dictionary<UUID, string> m_savedScriptState; |
318 | 255 | ||
319 | #region Properties | 256 | #region Properties |
@@ -349,13 +286,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
349 | public virtual Quaternion Rotation | 286 | public virtual Quaternion Rotation |
350 | { | 287 | { |
351 | get { return m_rotation; } | 288 | get { return m_rotation; } |
352 | set { | 289 | set { m_rotation = value; } |
353 | foreach(SceneObjectPart p in m_parts.GetArray()) | ||
354 | { | ||
355 | p.StoreUndoState(UndoType.STATE_GROUP_ROTATION); | ||
356 | } | ||
357 | m_rotation = value; | ||
358 | } | ||
359 | } | 290 | } |
360 | 291 | ||
361 | public Quaternion GroupRotation | 292 | public Quaternion GroupRotation |
@@ -370,27 +301,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
370 | Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize); | 301 | Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize); |
371 | Vector3 maxScale = Vector3.Zero; | 302 | Vector3 maxScale = Vector3.Zero; |
372 | Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); | 303 | Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); |
373 | 304 | ||
374 | SceneObjectPart[] parts = m_parts.GetArray(); | 305 | SceneObjectPart[] parts = m_parts.GetArray(); |
375 | for (int i = 0; i < parts.Length; i++) | 306 | for (int i = 0; i < parts.Length; i++) |
376 | { | 307 | { |
377 | SceneObjectPart part = parts[i]; | 308 | SceneObjectPart part = parts[i]; |
378 | Vector3 partscale = part.Scale; | 309 | Vector3 partscale = part.Scale; |
379 | Vector3 partoffset = part.OffsetPosition; | 310 | Vector3 partoffset = part.OffsetPosition; |
380 | 311 | ||
381 | minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X; | 312 | minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X; |
382 | minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y; | 313 | minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y; |
383 | minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z; | 314 | minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z; |
384 | 315 | ||
385 | maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; | 316 | maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; |
386 | maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; | 317 | maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; |
387 | maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; | 318 | maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; |
388 | } | 319 | } |
389 | 320 | ||
390 | finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; | 321 | finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; |
391 | finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; | 322 | finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; |
392 | finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; | 323 | finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; |
393 | 324 | ||
394 | return finalScale; | 325 | return finalScale; |
395 | } | 326 | } |
396 | } | 327 | } |
@@ -446,7 +377,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
446 | { | 377 | { |
447 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); | 378 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); |
448 | } | 379 | } |
449 | 380 | ||
450 | /// <summary> | 381 | /// <summary> |
451 | /// The absolute position of this scene object in the scene | 382 | /// The absolute position of this scene object in the scene |
452 | /// </summary> | 383 | /// </summary> |
@@ -460,55 +391,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
460 | if (Scene != null) | 391 | if (Scene != null) |
461 | { | 392 | { |
462 | if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) | 393 | if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) |
463 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) | 394 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) |
464 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | 395 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) |
465 | { | 396 | { |
466 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 397 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
467 | } | 398 | } |
468 | } | 399 | } |
469 | 400 | ||
470 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
471 | { | ||
472 | part.IgnoreUndoUpdate = true; | ||
473 | } | ||
474 | if (RootPart.GetStatusSandbox()) | 401 | if (RootPart.GetStatusSandbox()) |
475 | { | 402 | { |
476 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 403 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
477 | { | 404 | { |
478 | RootPart.ScriptSetPhysicsStatus(false); | 405 | RootPart.ScriptSetPhysicsStatus(false); |
479 | 406 | ||
480 | if (Scene != null) | 407 | if (Scene != null) |
481 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), | 408 | Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), |
482 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); | 409 | ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); |
483 | 410 | ||
484 | return; | 411 | return; |
485 | } | 412 | } |
486 | } | 413 | } |
414 | |||
487 | SceneObjectPart[] parts = m_parts.GetArray(); | 415 | SceneObjectPart[] parts = m_parts.GetArray(); |
488 | foreach (SceneObjectPart part in parts) | 416 | for (int i = 0; i < parts.Length; i++) |
489 | { | 417 | parts[i].GroupPosition = val; |
490 | part.IgnoreUndoUpdate = false; | ||
491 | part.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
492 | part.GroupPosition = val; | ||
493 | if (!m_dupeInProgress) | ||
494 | { | ||
495 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
496 | } | ||
497 | } | ||
498 | if (!m_dupeInProgress) | ||
499 | { | ||
500 | foreach (ScenePresence av in m_linkedAvatars) | ||
501 | { | ||
502 | SceneObjectPart p; | ||
503 | if (m_parts.TryGetValue(av.LinkedPrim, out p)) | ||
504 | { | ||
505 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
506 | av.AbsolutePosition += offset; | ||
507 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
508 | av.SendAvatarDataToAllAgents(); | ||
509 | } | ||
510 | } | ||
511 | } | ||
512 | 418 | ||
513 | //if (m_rootPart.PhysActor != null) | 419 | //if (m_rootPart.PhysActor != null) |
514 | //{ | 420 | //{ |
@@ -517,7 +423,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
517 | //m_rootPart.GroupPosition.Z); | 423 | //m_rootPart.GroupPosition.Z); |
518 | //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | 424 | //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); |
519 | //} | 425 | //} |
520 | 426 | ||
521 | if (Scene != null) | 427 | if (Scene != null) |
522 | Scene.EventManager.TriggerParcelPrimCountTainted(); | 428 | Scene.EventManager.TriggerParcelPrimCountTainted(); |
523 | } | 429 | } |
@@ -532,7 +438,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
532 | public override UUID UUID | 438 | public override UUID UUID |
533 | { | 439 | { |
534 | get { return m_rootPart.UUID; } | 440 | get { return m_rootPart.UUID; } |
535 | set | 441 | set |
536 | { | 442 | { |
537 | lock (m_parts.SyncRoot) | 443 | lock (m_parts.SyncRoot) |
538 | { | 444 | { |
@@ -563,9 +469,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
563 | 469 | ||
564 | public string Text | 470 | public string Text |
565 | { | 471 | { |
566 | get { | 472 | get |
473 | { | ||
567 | string returnstr = m_rootPart.Text; | 474 | string returnstr = m_rootPart.Text; |
568 | if (returnstr.Length > 255) | 475 | if (returnstr.Length > 255) |
569 | { | 476 | { |
570 | returnstr = returnstr.Substring(0, 255); | 477 | returnstr = returnstr.Substring(0, 255); |
571 | } | 478 | } |
@@ -578,7 +485,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
578 | { | 485 | { |
579 | get { return true; } | 486 | get { return true; } |
580 | } | 487 | } |
581 | 488 | ||
582 | private bool m_passCollision; | 489 | private bool m_passCollision; |
583 | public bool PassCollision | 490 | public bool PassCollision |
584 | { | 491 | { |
@@ -655,10 +562,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
655 | 562 | ||
656 | #endregion | 563 | #endregion |
657 | 564 | ||
658 | // ~SceneObjectGroup() | 565 | // ~SceneObjectGroup() |
659 | // { | 566 | // { |
660 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Destructor called for {0}, local id {1}", Name, LocalId); | 567 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Destructor called for {0}, local id {1}", Name, LocalId); |
661 | // } | 568 | // } |
662 | 569 | ||
663 | #region Constructors | 570 | #region Constructors |
664 | 571 | ||
@@ -667,7 +574,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
667 | /// </summary> | 574 | /// </summary> |
668 | public SceneObjectGroup() | 575 | public SceneObjectGroup() |
669 | { | 576 | { |
670 | |||
671 | } | 577 | } |
672 | 578 | ||
673 | /// <summary> | 579 | /// <summary> |
@@ -711,7 +617,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
711 | if (itemid != UUID.Zero) | 617 | if (itemid != UUID.Zero) |
712 | m_savedScriptState[itemid] = node.InnerXml; | 618 | m_savedScriptState[itemid] = node.InnerXml; |
713 | } | 619 | } |
714 | } | 620 | } |
715 | } | 621 | } |
716 | } | 622 | } |
717 | 623 | ||
@@ -732,9 +638,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
732 | /// </summary> | 638 | /// </summary> |
733 | public virtual void AttachToBackup() | 639 | public virtual void AttachToBackup() |
734 | { | 640 | { |
735 | if (IsAttachment) return; | ||
736 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
737 | |||
738 | if (InSceneBackup) | 641 | if (InSceneBackup) |
739 | { | 642 | { |
740 | //m_log.DebugFormat( | 643 | //m_log.DebugFormat( |
@@ -742,11 +645,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
742 | 645 | ||
743 | if (!m_isBackedUp) | 646 | if (!m_isBackedUp) |
744 | m_scene.EventManager.OnBackup += ProcessBackup; | 647 | m_scene.EventManager.OnBackup += ProcessBackup; |
745 | 648 | ||
746 | m_isBackedUp = true; | 649 | m_isBackedUp = true; |
747 | } | 650 | } |
748 | } | 651 | } |
749 | 652 | ||
750 | /// <summary> | 653 | /// <summary> |
751 | /// Attach this object to a scene. It will also now appear to agents. | 654 | /// Attach this object to a scene. It will also now appear to agents. |
752 | /// </summary> | 655 | /// </summary> |
@@ -777,9 +680,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
777 | 680 | ||
778 | ApplyPhysics(m_scene.m_physicalPrim); | 681 | ApplyPhysics(m_scene.m_physicalPrim); |
779 | 682 | ||
780 | if (RootPart.PhysActor != null) | ||
781 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
782 | |||
783 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 683 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
784 | // for the same object with very different properties. The caller must schedule the update. | 684 | // for the same object with very different properties. The caller must schedule the update. |
785 | //ScheduleGroupForFullUpdate(); | 685 | //ScheduleGroupForFullUpdate(); |
@@ -825,9 +725,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
825 | result.normal = inter.normal; | 725 | result.normal = inter.normal; |
826 | result.distance = inter.distance; | 726 | result.distance = inter.distance; |
827 | } | 727 | } |
828 | |||
829 | } | 728 | } |
830 | } | 729 | } |
730 | |||
831 | return result; | 731 | return result; |
832 | } | 732 | } |
833 | 733 | ||
@@ -847,19 +747,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
847 | minZ = 8192f; | 747 | minZ = 8192f; |
848 | 748 | ||
849 | SceneObjectPart[] parts = m_parts.GetArray(); | 749 | SceneObjectPart[] parts = m_parts.GetArray(); |
850 | foreach (SceneObjectPart part in parts) | 750 | for (int i = 0; i < parts.Length; i++) |
851 | { | 751 | { |
752 | SceneObjectPart part = parts[i]; | ||
753 | |||
852 | Vector3 worldPos = part.GetWorldPosition(); | 754 | Vector3 worldPos = part.GetWorldPosition(); |
853 | Vector3 offset = worldPos - AbsolutePosition; | 755 | Vector3 offset = worldPos - AbsolutePosition; |
854 | Quaternion worldRot; | 756 | Quaternion worldRot; |
855 | if (part.ParentID == 0) | 757 | if (part.ParentID == 0) |
856 | { | ||
857 | worldRot = part.RotationOffset; | 758 | worldRot = part.RotationOffset; |
858 | } | ||
859 | else | 759 | else |
860 | { | ||
861 | worldRot = part.GetWorldRotation(); | 760 | worldRot = part.GetWorldRotation(); |
862 | } | ||
863 | 761 | ||
864 | Vector3 frontTopLeft; | 762 | Vector3 frontTopLeft; |
865 | Vector3 frontTopRight; | 763 | Vector3 frontTopRight; |
@@ -871,8 +769,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
871 | Vector3 backBottomLeft; | 769 | Vector3 backBottomLeft; |
872 | Vector3 backBottomRight; | 770 | Vector3 backBottomRight; |
873 | 771 | ||
874 | // Vector3[] corners = new Vector3[8]; | ||
875 | |||
876 | Vector3 orig = Vector3.Zero; | 772 | Vector3 orig = Vector3.Zero; |
877 | 773 | ||
878 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 774 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -907,38 +803,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
907 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 803 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
908 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 804 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
909 | 805 | ||
910 | |||
911 | |||
912 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
913 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
914 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
915 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
916 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
917 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
918 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
919 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
920 | |||
921 | //for (int i = 0; i < 8; i++) | ||
922 | //{ | ||
923 | // corners[i] = corners[i] * worldRot; | ||
924 | // corners[i] += offset; | ||
925 | |||
926 | // if (corners[i].X > maxX) | ||
927 | // maxX = corners[i].X; | ||
928 | // if (corners[i].X < minX) | ||
929 | // minX = corners[i].X; | ||
930 | |||
931 | // if (corners[i].Y > maxY) | ||
932 | // maxY = corners[i].Y; | ||
933 | // if (corners[i].Y < minY) | ||
934 | // minY = corners[i].Y; | ||
935 | |||
936 | // if (corners[i].Z > maxZ) | ||
937 | // maxZ = corners[i].Y; | ||
938 | // if (corners[i].Z < minZ) | ||
939 | // minZ = corners[i].Z; | ||
940 | //} | ||
941 | |||
942 | frontTopLeft = frontTopLeft * worldRot; | 806 | frontTopLeft = frontTopLeft * worldRot; |
943 | frontTopRight = frontTopRight * worldRot; | 807 | frontTopRight = frontTopRight * worldRot; |
944 | frontBottomLeft = frontBottomLeft * worldRot; | 808 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -960,15 +824,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
960 | backTopLeft += offset; | 824 | backTopLeft += offset; |
961 | backTopRight += offset; | 825 | backTopRight += offset; |
962 | 826 | ||
963 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
964 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
965 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
966 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
967 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
968 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
969 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
970 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
971 | |||
972 | if (frontTopRight.X > maxX) | 827 | if (frontTopRight.X > maxX) |
973 | maxX = frontTopRight.X; | 828 | maxX = frontTopRight.X; |
974 | if (frontTopLeft.X > maxX) | 829 | if (frontTopLeft.X > maxX) |
@@ -1106,7 +961,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1106 | offsetHeight *= -1; | 961 | offsetHeight *= -1; |
1107 | } | 962 | } |
1108 | 963 | ||
1109 | // m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z); | 964 | // m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z); |
1110 | return boundingBox; | 965 | return boundingBox; |
1111 | } | 966 | } |
1112 | 967 | ||
@@ -1114,20 +969,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1114 | 969 | ||
1115 | public void SaveScriptedState(XmlTextWriter writer) | 970 | public void SaveScriptedState(XmlTextWriter writer) |
1116 | { | 971 | { |
1117 | SaveScriptedState(writer, false); | ||
1118 | } | ||
1119 | |||
1120 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1121 | { | ||
1122 | XmlDocument doc = new XmlDocument(); | 972 | XmlDocument doc = new XmlDocument(); |
1123 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 973 | Dictionary<UUID, string> states = new Dictionary<UUID, string>(); |
1124 | 974 | ||
1125 | SceneObjectPart[] parts = m_parts.GetArray(); | 975 | SceneObjectPart[] parts = m_parts.GetArray(); |
1126 | for (int i = 0; i < parts.Length; i++) | 976 | for (int i = 0; i < parts.Length; i++) |
1127 | { | 977 | { |
1128 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); | 978 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); |
1129 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 979 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
1130 | states[kvp.Key] = kvp.Value; | 980 | states.Add(kvp.Key, kvp.Value); |
1131 | } | 981 | } |
1132 | 982 | ||
1133 | if (states.Count > 0) | 983 | if (states.Count > 0) |
@@ -1146,190 +996,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1146 | } | 996 | } |
1147 | } | 997 | } |
1148 | 998 | ||
1149 | <<<<<<< HEAD | ||
1150 | /// <summary> | ||
1151 | /// Add the avatar to this linkset (avatar is sat). | ||
1152 | /// </summary> | ||
1153 | /// <param name="agentID"></param> | ||
1154 | public void AddAvatar(UUID agentID) | ||
1155 | { | ||
1156 | ScenePresence presence; | ||
1157 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1158 | { | ||
1159 | if (!m_linkedAvatars.Contains(presence)) | ||
1160 | { | ||
1161 | m_linkedAvatars.Add(presence); | ||
1162 | } | ||
1163 | } | ||
1164 | } | ||
1165 | |||
1166 | /// <summary> | ||
1167 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1168 | /// </summary> | ||
1169 | /// <param name="agentID"></param> | ||
1170 | public void DeleteAvatar(UUID agentID) | ||
1171 | { | ||
1172 | ScenePresence presence; | ||
1173 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1174 | { | ||
1175 | if (m_linkedAvatars.Contains(presence)) | ||
1176 | { | ||
1177 | m_linkedAvatars.Remove(presence); | ||
1178 | } | ||
1179 | } | ||
1180 | } | ||
1181 | |||
1182 | /// <summary> | ||
1183 | /// Returns the list of linked presences (avatars sat on this group) | ||
1184 | /// </summary> | ||
1185 | /// <param name="agentID"></param> | ||
1186 | public List<ScenePresence> GetLinkedAvatars() | ||
1187 | { | ||
1188 | return m_linkedAvatars; | ||
1189 | } | ||
1190 | |||
1191 | /// <summary> | ||
1192 | /// Attach this scene object to the given avatar. | ||
1193 | /// </summary> | ||
1194 | /// <param name="agentID"></param> | ||
1195 | /// <param name="attachmentpoint"></param> | ||
1196 | /// <param name="AttachOffset"></param> | ||
1197 | public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent) | ||
1198 | { | ||
1199 | ScenePresence avatar = m_scene.GetScenePresence(agentID); | ||
1200 | if (avatar != null) | ||
1201 | { | ||
1202 | // don't attach attachments to child agents | ||
1203 | if (avatar.IsChildAgent) return; | ||
1204 | |||
1205 | // m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name); | ||
1206 | |||
1207 | DetachFromBackup(); | ||
1208 | |||
1209 | // Remove from database and parcel prim count | ||
1210 | m_scene.DeleteFromStorage(UUID); | ||
1211 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1212 | |||
1213 | m_rootPart.AttachedAvatar = agentID; | ||
1214 | |||
1215 | //Anakin Lohner bug #3839 | ||
1216 | lock (m_parts) | ||
1217 | { | ||
1218 | foreach (SceneObjectPart p in m_parts.GetArray()) | ||
1219 | { | ||
1220 | p.AttachedAvatar = agentID; | ||
1221 | } | ||
1222 | } | ||
1223 | |||
1224 | if (m_rootPart.PhysActor != null) | ||
1225 | { | ||
1226 | m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor); | ||
1227 | m_rootPart.PhysActor = null; | ||
1228 | } | ||
1229 | |||
1230 | AbsolutePosition = AttachOffset; | ||
1231 | m_rootPart.AttachedPos = AttachOffset; | ||
1232 | m_rootPart.IsAttachment = true; | ||
1233 | |||
1234 | m_rootPart.SetParentLocalId(avatar.LocalId); | ||
1235 | SetAttachmentPoint(Convert.ToByte(attachmentpoint)); | ||
1236 | |||
1237 | avatar.AddAttachment(this); | ||
1238 | |||
1239 | if (!silent) | ||
1240 | { | ||
1241 | // Killing it here will cause the client to deselect it | ||
1242 | // It then reappears on the avatar, deselected | ||
1243 | // through the full update below | ||
1244 | // | ||
1245 | if (IsSelected) | ||
1246 | { | ||
1247 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1248 | } | ||
1249 | |||
1250 | IsSelected = false; // fudge.... | ||
1251 | ScheduleGroupForFullUpdate(); | ||
1252 | } | ||
1253 | } | ||
1254 | else | ||
1255 | { | ||
1256 | m_log.WarnFormat( | ||
1257 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1258 | UUID, agentID, Scene.RegionInfo.RegionName); | ||
1259 | } | ||
1260 | } | ||
1261 | |||
1262 | public byte GetAttachmentPoint() | ||
1263 | { | ||
1264 | return m_rootPart.Shape.State; | ||
1265 | } | ||
1266 | |||
1267 | public void ClearPartAttachmentData() | ||
1268 | { | ||
1269 | SetAttachmentPoint((Byte)0); | ||
1270 | } | ||
1271 | |||
1272 | public void DetachToGround() | ||
1273 | { | ||
1274 | ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); | ||
1275 | if (avatar == null) | ||
1276 | return; | ||
1277 | |||
1278 | avatar.RemoveAttachment(this); | ||
1279 | |||
1280 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1281 | if (avatar == null) | ||
1282 | return; | ||
1283 | |||
1284 | detachedpos = avatar.AbsolutePosition; | ||
1285 | RootPart.FromItemID = UUID.Zero; | ||
1286 | |||
1287 | AbsolutePosition = detachedpos; | ||
1288 | m_rootPart.AttachedAvatar = UUID.Zero; | ||
1289 | |||
1290 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
1291 | for (int i = 0; i < parts.Length; i++) | ||
1292 | parts[i].AttachedAvatar = UUID.Zero; | ||
1293 | |||
1294 | m_rootPart.SetParentLocalId(0); | ||
1295 | SetAttachmentPoint((byte)0); | ||
1296 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim); | ||
1297 | HasGroupChanged = true; | ||
1298 | RootPart.Rezzed = DateTime.Now; | ||
1299 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1300 | AttachToBackup(); | ||
1301 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1302 | m_rootPart.ScheduleFullUpdate(); | ||
1303 | m_rootPart.ClearUndoState(); | ||
1304 | } | ||
1305 | |||
1306 | public void DetachToInventoryPrep() | ||
1307 | { | ||
1308 | ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); | ||
1309 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1310 | if (avatar != null) | ||
1311 | { | ||
1312 | //detachedpos = avatar.AbsolutePosition; | ||
1313 | avatar.RemoveAttachment(this); | ||
1314 | } | ||
1315 | |||
1316 | m_rootPart.AttachedAvatar = UUID.Zero; | ||
1317 | |||
1318 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
1319 | for (int i = 0; i < parts.Length; i++) | ||
1320 | parts[i].AttachedAvatar = UUID.Zero; | ||
1321 | |||
1322 | m_rootPart.SetParentLocalId(0); | ||
1323 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1324 | m_rootPart.IsAttachment = false; | ||
1325 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1326 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1327 | //AttachToBackup(); | ||
1328 | //m_rootPart.ScheduleFullUpdate(); | ||
1329 | } | ||
1330 | |||
1331 | ======= | ||
1332 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
1333 | /// <summary> | 999 | /// <summary> |
1334 | /// | 1000 | /// |
1335 | /// </summary> | 1001 | /// </summary> |
@@ -1361,7 +1027,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1361 | { | 1027 | { |
1362 | m_scene = scene; | 1028 | m_scene = scene; |
1363 | } | 1029 | } |
1364 | 1030 | ||
1365 | /// <summary> | 1031 | /// <summary> |
1366 | /// Set a part to act as the root part for this scene object | 1032 | /// Set a part to act as the root part for this scene object |
1367 | /// </summary> | 1033 | /// </summary> |
@@ -1376,7 +1042,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1376 | if (!IsAttachment) | 1042 | if (!IsAttachment) |
1377 | part.ParentID = 0; | 1043 | part.ParentID = 0; |
1378 | part.LinkNum = 0; | 1044 | part.LinkNum = 0; |
1379 | 1045 | ||
1380 | m_parts.Add(m_rootPart.UUID, m_rootPart); | 1046 | m_parts.Add(m_rootPart.UUID, m_rootPart); |
1381 | } | 1047 | } |
1382 | 1048 | ||
@@ -1387,16 +1053,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1387 | public void AddPart(SceneObjectPart part) | 1053 | public void AddPart(SceneObjectPart part) |
1388 | { | 1054 | { |
1389 | part.SetParent(this); | 1055 | part.SetParent(this); |
1390 | <<<<<<< HEAD | ||
1391 | m_parts.Add(part.UUID, part); | ||
1392 | |||
1393 | part.LinkNum = m_parts.Count; | ||
1394 | |||
1395 | if (part.LinkNum == 2 && RootPart != null) | ||
1396 | ======= | ||
1397 | part.LinkNum = m_parts.Add(part.UUID, part); | 1056 | part.LinkNum = m_parts.Add(part.UUID, part); |
1398 | if (part.LinkNum == 2) | 1057 | if (part.LinkNum == 2) |
1399 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
1400 | RootPart.LinkNum = 1; | 1058 | RootPart.LinkNum = 1; |
1401 | } | 1059 | } |
1402 | 1060 | ||
@@ -1432,19 +1090,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1432 | // justincc: I don't believe this hack is needed any longer, especially since the physics | 1090 | // justincc: I don't believe this hack is needed any longer, especially since the physics |
1433 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false | 1091 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false |
1434 | // this method was preventing proper reload of scene objects. | 1092 | // this method was preventing proper reload of scene objects. |
1435 | 1093 | ||
1436 | // dahlia: I had to uncomment it, without it meshing was failing on some prims and objects | 1094 | // dahlia: I had to uncomment it, without it meshing was failing on some prims and objects |
1437 | // at region startup | 1095 | // at region startup |
1438 | 1096 | ||
1439 | // teravus: After this was removed from the linking algorithm, Linked prims no longer collided | 1097 | // teravus: After this was removed from the linking algorithm, Linked prims no longer collided |
1440 | // properly when non-physical if they havn't been moved. This breaks ALL builds. | 1098 | // properly when non-physical if they havn't been moved. This breaks ALL builds. |
1441 | // see: http://opensimulator.org/mantis/view.php?id=3108 | 1099 | // see: http://opensimulator.org/mantis/view.php?id=3108 |
1442 | 1100 | ||
1443 | // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the | 1101 | // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the |
1444 | // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and | 1102 | // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and |
1445 | // unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute | 1103 | // unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute |
1446 | // Position has been set! | 1104 | // Position has been set! |
1447 | 1105 | ||
1448 | public void ResetChildPrimPhysicsPositions() | 1106 | public void ResetChildPrimPhysicsPositions() |
1449 | { | 1107 | { |
1450 | AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works? | 1108 | AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works? |
@@ -1479,15 +1137,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1479 | 1137 | ||
1480 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) | 1138 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) |
1481 | { | 1139 | { |
1482 | <<<<<<< HEAD | 1140 | // m_log.DebugFormat( |
1483 | part.StoreUndoState(UndoType.STATE_PRIM_ALL); | 1141 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", |
1484 | ======= | 1142 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); |
1485 | // m_log.DebugFormat( | ||
1486 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", | ||
1487 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); | ||
1488 | 1143 | ||
1489 | part.StoreUndoState(); | 1144 | part.StoreUndoState(); |
1490 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
1491 | part.OnGrab(offsetPos, remoteClient); | 1145 | part.OnGrab(offsetPos, remoteClient); |
1492 | } | 1146 | } |
1493 | 1147 | ||
@@ -1507,11 +1161,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1507 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1161 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1508 | public void DeleteGroupFromScene(bool silent) | 1162 | public void DeleteGroupFromScene(bool silent) |
1509 | { | 1163 | { |
1510 | // We need to keep track of this state in case this group is still queued for backup. | ||
1511 | m_isDeleted = true; | ||
1512 | |||
1513 | DetachFromBackup(); | ||
1514 | |||
1515 | SceneObjectPart[] parts = m_parts.GetArray(); | 1164 | SceneObjectPart[] parts = m_parts.GetArray(); |
1516 | for (int i = 0; i < parts.Length; i++) | 1165 | for (int i = 0; i < parts.Length; i++) |
1517 | { | 1166 | { |
@@ -1523,11 +1172,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1523 | avatar.StandUp(); | 1172 | avatar.StandUp(); |
1524 | 1173 | ||
1525 | if (!silent) | 1174 | if (!silent) |
1175 | { | ||
1526 | part.UpdateFlag = 0; | 1176 | part.UpdateFlag = 0; |
1177 | if (part == m_rootPart) | ||
1178 | avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); | ||
1179 | } | ||
1527 | }); | 1180 | }); |
1528 | } | 1181 | } |
1529 | |||
1530 | |||
1531 | } | 1182 | } |
1532 | 1183 | ||
1533 | public void AddScriptLPS(int count) | 1184 | public void AddScriptLPS(int count) |
@@ -1587,10 +1238,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1587 | 1238 | ||
1588 | public void SetText(string text, Vector3 color, double alpha) | 1239 | public void SetText(string text, Vector3 color, double alpha) |
1589 | { | 1240 | { |
1590 | Color = Color.FromArgb(0xff - (int) (alpha * 0xff), | 1241 | Color = Color.FromArgb(0xff - (int)(alpha * 0xff), |
1591 | (int) (color.X * 0xff), | 1242 | (int)(color.X * 0xff), |
1592 | (int) (color.Y * 0xff), | 1243 | (int)(color.Y * 0xff), |
1593 | (int) (color.Z * 0xff)); | 1244 | (int)(color.Z * 0xff)); |
1594 | Text = text; | 1245 | Text = text; |
1595 | 1246 | ||
1596 | HasGroupChanged = true; | 1247 | HasGroupChanged = true; |
@@ -1605,7 +1256,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1605 | { | 1256 | { |
1606 | // Apply physics to the root prim | 1257 | // Apply physics to the root prim |
1607 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | 1258 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); |
1608 | 1259 | ||
1609 | // Apply physics to child prims | 1260 | // Apply physics to child prims |
1610 | SceneObjectPart[] parts = m_parts.GetArray(); | 1261 | SceneObjectPart[] parts = m_parts.GetArray(); |
1611 | if (parts.Length > 1) | 1262 | if (parts.Length > 1) |
@@ -1624,12 +1275,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1624 | 1275 | ||
1625 | public void SetOwnerId(UUID userId) | 1276 | public void SetOwnerId(UUID userId) |
1626 | { | 1277 | { |
1627 | ForEachPart(delegate(SceneObjectPart part) | 1278 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); |
1628 | { | ||
1629 | |||
1630 | part.OwnerID = userId; | ||
1631 | |||
1632 | }); | ||
1633 | } | 1279 | } |
1634 | 1280 | ||
1635 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1281 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1649,29 +1295,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
1649 | { | 1295 | { |
1650 | if (!m_isBackedUp) | 1296 | if (!m_isBackedUp) |
1651 | { | 1297 | { |
1652 | // m_log.DebugFormat( | 1298 | // m_log.DebugFormat( |
1653 | // "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID); | 1299 | // "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID); |
1654 | return; | 1300 | return; |
1655 | } | 1301 | } |
1656 | 1302 | ||
1657 | if (IsDeleted || UUID == UUID.Zero) | 1303 | if (IsDeleted || UUID == UUID.Zero) |
1658 | { | 1304 | { |
1659 | // m_log.DebugFormat( | 1305 | // m_log.DebugFormat( |
1660 | // "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID); | 1306 | // "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID); |
1661 | return; | 1307 | return; |
1662 | } | 1308 | } |
1663 | 1309 | ||
1664 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1665 | return; | ||
1666 | |||
1667 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1310 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1668 | // any exception propogate upwards. | 1311 | // any exception propogate upwards. |
1669 | try | 1312 | try |
1670 | { | 1313 | { |
1671 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart | 1314 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart |
1672 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1673 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1674 | |||
1675 | { | 1315 | { |
1676 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1316 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1677 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1317 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1688,7 +1328,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1688 | { | 1328 | { |
1689 | DetachFromBackup(); | 1329 | DetachFromBackup(); |
1690 | m_log.DebugFormat( | 1330 | m_log.DebugFormat( |
1691 | "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn", | 1331 | "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn", |
1692 | RootPart.UUID); | 1332 | RootPart.UUID); |
1693 | m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel autoreturn"); | 1333 | m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel autoreturn"); |
1694 | m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero, | 1334 | m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero, |
@@ -1698,7 +1338,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1698 | } | 1338 | } |
1699 | } | 1339 | } |
1700 | } | 1340 | } |
1701 | |||
1702 | } | 1341 | } |
1703 | 1342 | ||
1704 | if (m_scene.UseBackup && HasGroupChanged) | 1343 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1706,23 +1345,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1706 | // don't backup while it's selected or you're asking for changes mid stream. | 1345 | // don't backup while it's selected or you're asking for changes mid stream. |
1707 | if (isTimeToPersist() || forcedBackup) | 1346 | if (isTimeToPersist() || forcedBackup) |
1708 | { | 1347 | { |
1709 | if (m_rootPart.PhysActor != null && | 1348 | // m_log.DebugFormat( |
1710 | (!m_rootPart.PhysActor.IsPhysical)) | 1349 | // "[SCENE]: Storing {0}, {1} in {2}", |
1711 | { | 1350 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1712 | // Possible ghost prim | ||
1713 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1714 | { | ||
1715 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1716 | { | ||
1717 | // Re-set physics actor positions and | ||
1718 | // orientations | ||
1719 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1720 | } | ||
1721 | } | ||
1722 | } | ||
1723 | // m_log.DebugFormat( | ||
1724 | // "[SCENE]: Storing {0}, {1} in {2}", | ||
1725 | // Name, UUID, m_scene.RegionInfo.RegionName); | ||
1726 | 1351 | ||
1727 | SceneObjectGroup backup_group = Copy(false); | 1352 | SceneObjectGroup backup_group = Copy(false); |
1728 | backup_group.RootPart.Velocity = RootPart.Velocity; | 1353 | backup_group.RootPart.Velocity = RootPart.Velocity; |
@@ -1735,25 +1360,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
1735 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); | 1360 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); |
1736 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); | 1361 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); |
1737 | 1362 | ||
1738 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 1363 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
1739 | { | 1364 | { |
1740 | part.Inventory.ProcessInventoryBackup(datastore); | 1365 | part.Inventory.ProcessInventoryBackup(datastore); |
1741 | }); | 1366 | }); |
1742 | 1367 | ||
1743 | backup_group = null; | 1368 | backup_group = null; |
1744 | } | 1369 | } |
1745 | // else | 1370 | // else |
1746 | // { | 1371 | // { |
1747 | // m_log.DebugFormat( | 1372 | // m_log.DebugFormat( |
1748 | // "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}", | 1373 | // "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}", |
1749 | // Name, UUID, IsSelected); | 1374 | // Name, UUID, IsSelected); |
1750 | // } | 1375 | // } |
1751 | } | 1376 | } |
1752 | } | 1377 | } |
1753 | catch (Exception e) | 1378 | catch (Exception e) |
1754 | { | 1379 | { |
1755 | m_log.ErrorFormat( | 1380 | m_log.ErrorFormat( |
1756 | "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}", | 1381 | "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}", |
1757 | Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace); | 1382 | Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace); |
1758 | } | 1383 | } |
1759 | } | 1384 | } |
@@ -1783,106 +1408,63 @@ namespace OpenSim.Region.Framework.Scenes | |||
1783 | /// <returns></returns> | 1408 | /// <returns></returns> |
1784 | public SceneObjectGroup Copy(bool userExposed) | 1409 | public SceneObjectGroup Copy(bool userExposed) |
1785 | { | 1410 | { |
1786 | SceneObjectGroup dupe; | 1411 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1787 | try | 1412 | dupe.m_isBackedUp = false; |
1788 | { | 1413 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
1789 | m_dupeInProgress = true; | 1414 | |
1790 | dupe = (SceneObjectGroup)MemberwiseClone(); | 1415 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1791 | dupe.m_isBackedUp = false; | 1416 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1792 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 1417 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
1793 | 1418 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state | |
1794 | <<<<<<< HEAD | 1419 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, |
1795 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 1420 | // then restore it's attachment state |
1796 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 1421 | |
1797 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 1422 | // This is only necessary when userExposed is false! |
1798 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state | 1423 | |
1799 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, | ||
1800 | // then restore it's attachment state | ||
1801 | ======= | ||
1802 | bool previousAttachmentStatus = dupe.IsAttachment; | 1424 | bool previousAttachmentStatus = dupe.IsAttachment; |
1803 | 1425 | ||
1804 | if (!userExposed) | 1426 | if (!userExposed) |
1805 | dupe.IsAttachment = true; | 1427 | dupe.IsAttachment = true; |
1806 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
1807 | 1428 | ||
1808 | // This is only necessary when userExposed is false! | 1429 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); |
1809 | 1430 | ||
1810 | <<<<<<< HEAD | ||
1811 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; | ||
1812 | ======= | ||
1813 | if (!userExposed) | 1431 | if (!userExposed) |
1814 | { | 1432 | { |
1815 | dupe.IsAttachment = previousAttachmentStatus; | 1433 | dupe.IsAttachment = previousAttachmentStatus; |
1816 | } | 1434 | } |
1817 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
1818 | |||
1819 | if (!userExposed) | ||
1820 | dupe.RootPart.IsAttachment = true; | ||
1821 | |||
1822 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); | ||
1823 | |||
1824 | if (!userExposed) | ||
1825 | { | ||
1826 | dupe.RootPart.IsAttachment = previousAttachmentStatus; | ||
1827 | } | ||
1828 | 1435 | ||
1829 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 1436 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1830 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 1437 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
1831 | 1438 | ||
1832 | if (userExposed) | 1439 | if (userExposed) |
1833 | dupe.m_rootPart.TrimPermissions(); | 1440 | dupe.m_rootPart.TrimPermissions(); |
1834 | 1441 | ||
1835 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 1442 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1836 | 1443 | ||
1837 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 1444 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1838 | { | 1445 | { |
1839 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1446 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1840 | } | 1447 | } |
1841 | ); | 1448 | ); |
1842 | 1449 | ||
1843 | foreach (SceneObjectPart part in partList) | 1450 | foreach (SceneObjectPart part in partList) |
1451 | { | ||
1452 | SceneObjectPart newPart; | ||
1453 | if (part.UUID != m_rootPart.UUID) | ||
1844 | { | 1454 | { |
1845 | if (part.UUID != m_rootPart.UUID) | 1455 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1846 | { | 1456 | newPart.LinkNum = part.LinkNum; |
1847 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | ||
1848 | |||
1849 | newPart.LinkNum = part.LinkNum; | ||
1850 | } | ||
1851 | |||
1852 | // Need to duplicate the physics actor as well | ||
1853 | if (part.PhysActor != null && userExposed) | ||
1854 | { | ||
1855 | PrimitiveBaseShape pbs = part.Shape; | ||
1856 | |||
1857 | part.PhysActor | ||
1858 | = m_scene.PhysicsScene.AddPrimShape( | ||
1859 | string.Format("{0}/{1}", part.Name, part.UUID), | ||
1860 | pbs, | ||
1861 | part.AbsolutePosition, | ||
1862 | part.Scale, | ||
1863 | part.RotationOffset, | ||
1864 | part.PhysActor.IsPhysical, | ||
1865 | m_localId); | ||
1866 | part.PhysActor.SetMaterial((int)part.Material); | ||
1867 | |||
1868 | part.PhysActor.LocalID = part.LocalId; | ||
1869 | part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | ||
1870 | } | ||
1871 | } | 1457 | } |
1872 | if (userExposed) | 1458 | else |
1873 | { | 1459 | { |
1874 | dupe.UpdateParentIDs(); | 1460 | newPart = dupe.m_rootPart; |
1875 | dupe.HasGroupChanged = true; | 1461 | } |
1876 | dupe.AttachToBackup(); | ||
1877 | 1462 | ||
1878 | <<<<<<< HEAD | ||
1879 | ScheduleGroupForFullUpdate(); | ||
1880 | ======= | ||
1881 | // Need to duplicate the physics actor as well | 1463 | // Need to duplicate the physics actor as well |
1882 | if (part.PhysActor != null && userExposed) | 1464 | if (part.PhysActor != null && userExposed) |
1883 | { | 1465 | { |
1884 | PrimitiveBaseShape pbs = newPart.Shape; | 1466 | PrimitiveBaseShape pbs = newPart.Shape; |
1885 | 1467 | ||
1886 | newPart.PhysActor | 1468 | newPart.PhysActor |
1887 | = m_scene.PhysicsScene.AddPrimShape( | 1469 | = m_scene.PhysicsScene.AddPrimShape( |
1888 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 1470 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
@@ -1892,15 +1474,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1892 | newPart.RotationOffset, | 1474 | newPart.RotationOffset, |
1893 | part.PhysActor.IsPhysical, | 1475 | part.PhysActor.IsPhysical, |
1894 | newPart.LocalId); | 1476 | newPart.LocalId); |
1895 | 1477 | ||
1896 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | 1478 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); |
1897 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
1898 | } | 1479 | } |
1899 | } | 1480 | } |
1900 | finally | 1481 | |
1482 | if (userExposed) | ||
1901 | { | 1483 | { |
1902 | m_dupeInProgress = false; | 1484 | dupe.UpdateParentIDs(); |
1485 | dupe.HasGroupChanged = true; | ||
1486 | dupe.AttachToBackup(); | ||
1487 | |||
1488 | ScheduleGroupForFullUpdate(); | ||
1903 | } | 1489 | } |
1490 | |||
1904 | return dupe; | 1491 | return dupe; |
1905 | } | 1492 | } |
1906 | 1493 | ||
@@ -2006,7 +1593,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2006 | return Vector3.Zero; | 1593 | return Vector3.Zero; |
2007 | } | 1594 | } |
2008 | 1595 | ||
2009 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
2010 | public void moveToTarget(Vector3 target, float tau) | 1596 | public void moveToTarget(Vector3 target, float tau) |
2011 | { | 1597 | { |
2012 | if (IsAttachment) | 1598 | if (IsAttachment) |
@@ -2030,72 +1616,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2030 | 1616 | ||
2031 | public void stopMoveToTarget() | 1617 | public void stopMoveToTarget() |
2032 | { | 1618 | { |
2033 | <<<<<<< HEAD | ||
2034 | SceneObjectPart rootpart = m_rootPart; | ||
2035 | if (rootpart != null) | ||
2036 | { | ||
2037 | if (IsAttachment) | ||
2038 | { | ||
2039 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2040 | if (avatar != null) avatar.StopMoveToPosition(); | ||
2041 | } | ||
2042 | else | ||
2043 | { | ||
2044 | if (rootpart.PhysActor != null) | ||
2045 | { | ||
2046 | rootpart.PhysActor.PIDActive = false; | ||
2047 | } | ||
2048 | } | ||
2049 | } | ||
2050 | ======= | ||
2051 | if (RootPart.PhysActor != null) | 1619 | if (RootPart.PhysActor != null) |
2052 | RootPart.PhysActor.PIDActive = false; | 1620 | RootPart.PhysActor.PIDActive = false; |
2053 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
2054 | } | ||
2055 | |||
2056 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2057 | { | ||
2058 | SceneObjectPart rootpart = m_rootPart; | ||
2059 | if (rootpart != null) | ||
2060 | { | ||
2061 | if (IsAttachment) | ||
2062 | { | ||
2063 | /* | ||
2064 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2065 | if (avatar != null) | ||
2066 | { | ||
2067 | Rotate the Av? | ||
2068 | } */ | ||
2069 | } | ||
2070 | else | ||
2071 | { | ||
2072 | if (rootpart.PhysActor != null) | ||
2073 | { // APID must be implemented in your physics system for this to function. | ||
2074 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2075 | rootpart.PhysActor.APIDStrength = strength; | ||
2076 | rootpart.PhysActor.APIDDamping = damping; | ||
2077 | rootpart.PhysActor.APIDActive = true; | ||
2078 | } | ||
2079 | } | ||
2080 | } | ||
2081 | } | 1621 | } |
2082 | 1622 | ||
2083 | public void stopLookAt() | 1623 | public void stopLookAt() |
2084 | { | 1624 | { |
2085 | <<<<<<< HEAD | ||
2086 | SceneObjectPart rootpart = m_rootPart; | ||
2087 | if (rootpart != null) | ||
2088 | { | ||
2089 | if (rootpart.PhysActor != null) | ||
2090 | { // APID must be implemented in your physics system for this to function. | ||
2091 | rootpart.PhysActor.APIDActive = false; | ||
2092 | } | ||
2093 | } | ||
2094 | |||
2095 | ======= | ||
2096 | if (RootPart.PhysActor != null) | 1625 | if (RootPart.PhysActor != null) |
2097 | RootPart.PhysActor.APIDActive = false; | 1626 | RootPart.PhysActor.APIDActive = false; |
2098 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
2099 | } | 1627 | } |
2100 | 1628 | ||
2101 | /// <summary> | 1629 | /// <summary> |
@@ -2153,8 +1681,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2153 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 1681 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
2154 | { | 1682 | { |
2155 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 1683 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
2156 | newPart.SetParent(this); | ||
2157 | |||
2158 | AddPart(newPart); | 1684 | AddPart(newPart); |
2159 | 1685 | ||
2160 | SetPartAsNonRoot(newPart); | 1686 | SetPartAsNonRoot(newPart); |
@@ -2188,11 +1714,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2188 | public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags) | 1714 | public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags) |
2189 | { | 1715 | { |
2190 | remoteClient.SendObjectPropertiesFamilyData(RootPart, RequestFlags); | 1716 | remoteClient.SendObjectPropertiesFamilyData(RootPart, RequestFlags); |
2191 | 1717 | ||
2192 | // remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask, | 1718 | // remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask, |
2193 | // RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask, | 1719 | // RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask, |
2194 | // RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category, | 1720 | // RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category, |
2195 | // RootPart.CreatorID, RootPart.Name, RootPart.Description); | 1721 | // RootPart.CreatorID, RootPart.Name, RootPart.Description); |
2196 | } | 1722 | } |
2197 | 1723 | ||
2198 | public void SetPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID) | 1724 | public void SetPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID) |
@@ -2245,8 +1771,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2245 | 1771 | ||
2246 | public void ScheduleFullUpdateToAvatar(ScenePresence presence) | 1772 | public void ScheduleFullUpdateToAvatar(ScenePresence presence) |
2247 | { | 1773 | { |
2248 | // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); | 1774 | // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); |
2249 | 1775 | ||
2250 | RootPart.AddFullUpdateToAvatar(presence); | 1776 | RootPart.AddFullUpdateToAvatar(presence); |
2251 | 1777 | ||
2252 | SceneObjectPart[] parts = m_parts.GetArray(); | 1778 | SceneObjectPart[] parts = m_parts.GetArray(); |
@@ -2260,7 +1786,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2260 | 1786 | ||
2261 | public void ScheduleTerseUpdateToAvatar(ScenePresence presence) | 1787 | public void ScheduleTerseUpdateToAvatar(ScenePresence presence) |
2262 | { | 1788 | { |
2263 | // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); | 1789 | // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); |
2264 | 1790 | ||
2265 | SceneObjectPart[] parts = m_parts.GetArray(); | 1791 | SceneObjectPart[] parts = m_parts.GetArray(); |
2266 | for (int i = 0; i < parts.Length; i++) | 1792 | for (int i = 0; i < parts.Length; i++) |
@@ -2272,9 +1798,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2272 | /// </summary> | 1798 | /// </summary> |
2273 | public void ScheduleGroupForFullUpdate() | 1799 | public void ScheduleGroupForFullUpdate() |
2274 | { | 1800 | { |
2275 | // if (IsAttachment) | 1801 | // if (IsAttachment) |
2276 | // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); | 1802 | // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); |
2277 | 1803 | ||
2278 | checkAtTargets(); | 1804 | checkAtTargets(); |
2279 | RootPart.ScheduleFullUpdate(); | 1805 | RootPart.ScheduleFullUpdate(); |
2280 | 1806 | ||
@@ -2292,7 +1818,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2292 | /// </summary> | 1818 | /// </summary> |
2293 | public void ScheduleGroupForTerseUpdate() | 1819 | public void ScheduleGroupForTerseUpdate() |
2294 | { | 1820 | { |
2295 | // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); | 1821 | // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); |
2296 | 1822 | ||
2297 | SceneObjectPart[] parts = m_parts.GetArray(); | 1823 | SceneObjectPart[] parts = m_parts.GetArray(); |
2298 | for (int i = 0; i < parts.Length; i++) | 1824 | for (int i = 0; i < parts.Length; i++) |
@@ -2303,12 +1829,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2303 | /// Immediately send a full update for this scene object. | 1829 | /// Immediately send a full update for this scene object. |
2304 | /// </summary> | 1830 | /// </summary> |
2305 | public void SendGroupFullUpdate() | 1831 | public void SendGroupFullUpdate() |
2306 | { | 1832 | { |
2307 | if (IsDeleted) | 1833 | if (IsDeleted) |
2308 | return; | 1834 | return; |
2309 | 1835 | ||
2310 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 1836 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
2311 | 1837 | ||
2312 | RootPart.SendFullUpdateToAllClients(); | 1838 | RootPart.SendFullUpdateToAllClients(); |
2313 | 1839 | ||
2314 | SceneObjectPart[] parts = m_parts.GetArray(); | 1840 | SceneObjectPart[] parts = m_parts.GetArray(); |
@@ -2338,7 +1864,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2338 | { | 1864 | { |
2339 | if (m_scene == null) // Need to check here as it's null during object creation | 1865 | if (m_scene == null) // Need to check here as it's null during object creation |
2340 | return; | 1866 | return; |
2341 | 1867 | ||
2342 | m_scene.SceneGraph.AddToUpdateList(this); | 1868 | m_scene.SceneGraph.AddToUpdateList(this); |
2343 | } | 1869 | } |
2344 | 1870 | ||
@@ -2454,9 +1980,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2454 | // objectGroup.RootPart.SendScheduledUpdates(); | 1980 | // objectGroup.RootPart.SendScheduledUpdates(); |
2455 | //} | 1981 | //} |
2456 | 1982 | ||
2457 | // m_log.DebugFormat( | 1983 | // m_log.DebugFormat( |
2458 | // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", | 1984 | // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", |
2459 | // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); | 1985 | // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); |
2460 | 1986 | ||
2461 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 1987 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
2462 | 1988 | ||
@@ -2496,15 +2022,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2496 | part.LinkNum += objectGroup.PrimCount; | 2022 | part.LinkNum += objectGroup.PrimCount; |
2497 | } | 2023 | } |
2498 | } | 2024 | } |
2499 | } | ||
2500 | 2025 | ||
2501 | linkPart.LinkNum = 2; | 2026 | linkPart.LinkNum = 2; |
2502 | 2027 | ||
2503 | linkPart.SetParent(this); | 2028 | linkPart.SetParent(this); |
2504 | linkPart.CreateSelected = true; | 2029 | linkPart.CreateSelected = true; |
2505 | 2030 | ||
2506 | lock (m_parts.SyncRoot) | ||
2507 | { | ||
2508 | //if (linkPart.PhysActor != null) | 2031 | //if (linkPart.PhysActor != null) |
2509 | //{ | 2032 | //{ |
2510 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | 2033 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); |
@@ -2528,9 +2051,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2528 | objectGroup.IsDeleted = true; | 2051 | objectGroup.IsDeleted = true; |
2529 | 2052 | ||
2530 | objectGroup.m_parts.Clear(); | 2053 | objectGroup.m_parts.Clear(); |
2531 | 2054 | ||
2532 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2055 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2533 | // objectGroup.m_rootPart = null; | 2056 | // objectGroup.m_rootPart = null; |
2534 | 2057 | ||
2535 | AttachToBackup(); | 2058 | AttachToBackup(); |
2536 | 2059 | ||
@@ -2588,10 +2111,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2588 | /// <returns>The object group of the newly delinked prim.</returns> | 2111 | /// <returns>The object group of the newly delinked prim.</returns> |
2589 | public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents) | 2112 | public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents) |
2590 | { | 2113 | { |
2591 | // m_log.DebugFormat( | 2114 | // m_log.DebugFormat( |
2592 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 2115 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2593 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 2116 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2594 | 2117 | ||
2595 | linkPart.ClearUndoState(); | 2118 | linkPart.ClearUndoState(); |
2596 | 2119 | ||
2597 | Quaternion worldRot = linkPart.GetWorldRotation(); | 2120 | Quaternion worldRot = linkPart.GetWorldRotation(); |
@@ -2662,15 +2185,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2662 | /// <param name="objectGroup"></param> | 2185 | /// <param name="objectGroup"></param> |
2663 | public virtual void DetachFromBackup() | 2186 | public virtual void DetachFromBackup() |
2664 | { | 2187 | { |
2665 | <<<<<<< HEAD | ||
2666 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2667 | |||
2668 | if (m_isBackedUp) | ||
2669 | ======= | ||
2670 | if (m_isBackedUp && Scene != null) | 2188 | if (m_isBackedUp && Scene != null) |
2671 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
2672 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2189 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2673 | 2190 | ||
2674 | m_isBackedUp = false; | 2191 | m_isBackedUp = false; |
2675 | } | 2192 | } |
2676 | 2193 | ||
@@ -2686,8 +2203,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2686 | 2203 | ||
2687 | axPos *= parentRot; | 2204 | axPos *= parentRot; |
2688 | part.OffsetPosition = axPos; | 2205 | part.OffsetPosition = axPos; |
2689 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; | 2206 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; |
2690 | part.GroupPosition = newPos; | ||
2691 | part.OffsetPosition = Vector3.Zero; | 2207 | part.OffsetPosition = Vector3.Zero; |
2692 | part.RotationOffset = worldRot; | 2208 | part.RotationOffset = worldRot; |
2693 | 2209 | ||
@@ -2698,7 +2214,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2698 | 2214 | ||
2699 | part.LinkNum = linkNum; | 2215 | part.LinkNum = linkNum; |
2700 | 2216 | ||
2701 | part.OffsetPosition = newPos - AbsolutePosition; | 2217 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; |
2702 | 2218 | ||
2703 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2219 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2704 | 2220 | ||
@@ -2708,7 +2224,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2708 | 2224 | ||
2709 | parentRot = m_rootPart.RotationOffset; | 2225 | parentRot = m_rootPart.RotationOffset; |
2710 | oldRot = part.RotationOffset; | 2226 | oldRot = part.RotationOffset; |
2711 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; | 2227 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; |
2712 | part.RotationOffset = newRot; | 2228 | part.RotationOffset = newRot; |
2713 | } | 2229 | } |
2714 | 2230 | ||
@@ -2806,7 +2322,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2806 | // but it will result in over-shoot or under-shoot of the target orientation. | 2322 | // but it will result in over-shoot or under-shoot of the target orientation. |
2807 | // For the end user, this means that ctrl+shift+drag can be used for relative, | 2323 | // For the end user, this means that ctrl+shift+drag can be used for relative, |
2808 | // but not absolute, adjustments of orientation for physical prims. | 2324 | // but not absolute, adjustments of orientation for physical prims. |
2809 | 2325 | ||
2810 | if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation)) | 2326 | if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation)) |
2811 | { | 2327 | { |
2812 | if (m_rootPart.PhysActor != null) | 2328 | if (m_rootPart.PhysActor != null) |
@@ -2821,25 +2337,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2821 | } | 2337 | } |
2822 | else | 2338 | else |
2823 | { | 2339 | { |
2824 | // save and update old orientation | 2340 | // save and update old orientation |
2825 | Quaternion old = m_rootPart.SpinOldOrientation; | 2341 | Quaternion old = m_rootPart.SpinOldOrientation; |
2826 | m_rootPart.SpinOldOrientation = newOrientation; | 2342 | m_rootPart.SpinOldOrientation = newOrientation; |
2827 | //m_log.Error("[SCENE OBJECT GROUP]: Old orientation is " + old); | 2343 | //m_log.Error("[SCENE OBJECT GROUP]: Old orientation is " + old); |
2828 | //m_log.Error("[SCENE OBJECT GROUP]: Incoming new orientation is " + newOrientation); | 2344 | //m_log.Error("[SCENE OBJECT GROUP]: Incoming new orientation is " + newOrientation); |
2829 | 2345 | ||
2830 | // compute difference between previous old rotation and new incoming rotation | 2346 | // compute difference between previous old rotation and new incoming rotation |
2831 | Quaternion minimalRotationFromQ1ToQ2 = Quaternion.Inverse(old) * newOrientation; | 2347 | Quaternion minimalRotationFromQ1ToQ2 = Quaternion.Inverse(old) * newOrientation; |
2832 | 2348 | ||
2833 | float rotationAngle; | 2349 | float rotationAngle; |
2834 | Vector3 rotationAxis; | 2350 | Vector3 rotationAxis; |
2835 | minimalRotationFromQ1ToQ2.GetAxisAngle(out rotationAxis, out rotationAngle); | 2351 | minimalRotationFromQ1ToQ2.GetAxisAngle(out rotationAxis, out rotationAngle); |
2836 | rotationAxis.Normalize(); | 2352 | rotationAxis.Normalize(); |
2837 | 2353 | ||
2838 | //m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis); | 2354 | //m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis); |
2839 | Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z); | 2355 | Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z); |
2840 | spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor | 2356 | spinforce = (spinforce / 8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor |
2841 | m_rootPart.PhysActor.AddAngularForce(spinforce,true); | 2357 | m_rootPart.PhysActor.AddAngularForce(spinforce, true); |
2842 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | 2358 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); |
2843 | } | 2359 | } |
2844 | } | 2360 | } |
2845 | else | 2361 | else |
@@ -2948,14 +2464,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2948 | if (selectionPart != null) | 2464 | if (selectionPart != null) |
2949 | { | 2465 | { |
2950 | SceneObjectPart[] parts = m_parts.GetArray(); | 2466 | SceneObjectPart[] parts = m_parts.GetArray(); |
2951 | 2467 | ||
2952 | if (Scene != null) | 2468 | if (Scene != null) |
2953 | { | 2469 | { |
2954 | for (int i = 0; i < parts.Length; i++) | 2470 | for (int i = 0; i < parts.Length; i++) |
2955 | { | 2471 | { |
2956 | SceneObjectPart part = parts[i]; | 2472 | SceneObjectPart part = parts[i]; |
2957 | if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || | 2473 | if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || |
2958 | part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || | 2474 | part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || |
2959 | part.Scale.Z > m_scene.RegionInfo.PhysPrimMax) | 2475 | part.Scale.Z > m_scene.RegionInfo.PhysPrimMax) |
2960 | { | 2476 | { |
2961 | UsePhysics = false; // Reset physics | 2477 | UsePhysics = false; // Reset physics |
@@ -2964,16 +2480,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2964 | } | 2480 | } |
2965 | } | 2481 | } |
2966 | 2482 | ||
2967 | RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | ||
2968 | for (int i = 0; i < parts.Length; i++) | 2483 | for (int i = 0; i < parts.Length; i++) |
2969 | <<<<<<< HEAD | ||
2970 | { | ||
2971 | if (parts[i] != RootPart) | ||
2972 | parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | ||
2973 | } | ||
2974 | ======= | ||
2975 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 2484 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); |
2976 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
2977 | } | 2485 | } |
2978 | } | 2486 | } |
2979 | 2487 | ||
@@ -2986,17 +2494,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2986 | } | 2494 | } |
2987 | } | 2495 | } |
2988 | 2496 | ||
2989 | |||
2990 | |||
2991 | /// <summary> | ||
2992 | /// Gets the number of parts | ||
2993 | /// </summary> | ||
2994 | /// <returns></returns> | ||
2995 | public int GetPartCount() | ||
2996 | { | ||
2997 | return Parts.Count(); | ||
2998 | } | ||
2999 | |||
3000 | /// <summary> | 2497 | /// <summary> |
3001 | /// Update the texture entry for this part | 2498 | /// Update the texture entry for this part |
3002 | /// </summary> | 2499 | /// </summary> |
@@ -3051,37 +2548,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3051 | /// <param name="scale"></param> | 2548 | /// <param name="scale"></param> |
3052 | public void GroupResize(Vector3 scale) | 2549 | public void GroupResize(Vector3 scale) |
3053 | { | 2550 | { |
3054 | <<<<<<< HEAD | 2551 | // m_log.DebugFormat( |
3055 | if (scale.X > m_scene.m_maxNonphys) | 2552 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); |
3056 | scale.X = m_scene.m_maxNonphys; | ||
3057 | if (scale.Y > m_scene.m_maxNonphys) | ||
3058 | scale.Y = m_scene.m_maxNonphys; | ||
3059 | if (scale.Z > m_scene.m_maxNonphys) | ||
3060 | scale.Z = m_scene.m_maxNonphys; | ||
3061 | SceneObjectPart part = GetChildPart(localID); | ||
3062 | if (part != null) | ||
3063 | { | ||
3064 | if (part.PhysActor != null) | ||
3065 | { | ||
3066 | if (part.PhysActor.IsPhysical) | ||
3067 | { | ||
3068 | if (scale.X > m_scene.m_maxPhys) | ||
3069 | scale.X = m_scene.m_maxPhys; | ||
3070 | if (scale.Y > m_scene.m_maxPhys) | ||
3071 | scale.Y = m_scene.m_maxPhys; | ||
3072 | if (scale.Z > m_scene.m_maxPhys) | ||
3073 | scale.Z = m_scene.m_maxPhys; | ||
3074 | } | ||
3075 | part.PhysActor.Size = scale; | ||
3076 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | ||
3077 | } | ||
3078 | part.Resize(scale); | ||
3079 | ======= | ||
3080 | // m_log.DebugFormat( | ||
3081 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); | ||
3082 | 2553 | ||
3083 | RootPart.StoreUndoState(true); | 2554 | RootPart.StoreUndoState(true); |
3084 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3085 | 2555 | ||
3086 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 2556 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); |
3087 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); | 2557 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); |
@@ -3094,35 +2564,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3094 | scale.Z = Math.Min(scale.Z, Scene.m_maxPhys); | 2564 | scale.Z = Math.Min(scale.Z, Scene.m_maxPhys); |
3095 | } | 2565 | } |
3096 | 2566 | ||
3097 | <<<<<<< HEAD | ||
3098 | public void GroupResize(Vector3 scale, uint localID) | ||
3099 | { | ||
3100 | SceneObjectPart part = GetChildPart(localID); | ||
3101 | if (part != null) | ||
3102 | { | ||
3103 | if (scale.X > m_scene.m_maxNonphys) | ||
3104 | scale.X = m_scene.m_maxNonphys; | ||
3105 | if (scale.Y > m_scene.m_maxNonphys) | ||
3106 | scale.Y = m_scene.m_maxNonphys; | ||
3107 | if (scale.Z > m_scene.m_maxNonphys) | ||
3108 | scale.Z = m_scene.m_maxNonphys; | ||
3109 | if (part.PhysActor != null && part.PhysActor.IsPhysical) | ||
3110 | { | ||
3111 | if (scale.X > m_scene.m_maxPhys) | ||
3112 | scale.X = m_scene.m_maxPhys; | ||
3113 | if (scale.Y > m_scene.m_maxPhys) | ||
3114 | scale.Y = m_scene.m_maxPhys; | ||
3115 | if (scale.Z > m_scene.m_maxPhys) | ||
3116 | scale.Z = m_scene.m_maxPhys; | ||
3117 | } | ||
3118 | float x = (scale.X / part.Scale.X); | ||
3119 | float y = (scale.Y / part.Scale.Y); | ||
3120 | float z = (scale.Z / part.Scale.Z); | ||
3121 | ======= | ||
3122 | float x = (scale.X / RootPart.Scale.X); | 2567 | float x = (scale.X / RootPart.Scale.X); |
3123 | float y = (scale.Y / RootPart.Scale.Y); | 2568 | float y = (scale.Y / RootPart.Scale.Y); |
3124 | float z = (scale.Z / RootPart.Scale.Z); | 2569 | float z = (scale.Z / RootPart.Scale.Z); |
3125 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3126 | 2570 | ||
3127 | SceneObjectPart[] parts; | 2571 | SceneObjectPart[] parts; |
3128 | if (x > 1.0f || y > 1.0f || z > 1.0f) | 2572 | if (x > 1.0f || y > 1.0f || z > 1.0f) |
@@ -3133,7 +2577,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3133 | SceneObjectPart obPart = parts[i]; | 2577 | SceneObjectPart obPart = parts[i]; |
3134 | if (obPart.UUID != m_rootPart.UUID) | 2578 | if (obPart.UUID != m_rootPart.UUID) |
3135 | { | 2579 | { |
3136 | // obPart.IgnoreUndoUpdate = true; | 2580 | // obPart.IgnoreUndoUpdate = true; |
3137 | Vector3 oldSize = new Vector3(obPart.Scale); | 2581 | Vector3 oldSize = new Vector3(obPart.Scale); |
3138 | 2582 | ||
3139 | float f = 1.0f; | 2583 | float f = 1.0f; |
@@ -3161,72 +2605,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
3161 | 2605 | ||
3162 | if (oldSize.Z * z > m_scene.m_maxPhys) | 2606 | if (oldSize.Z * z > m_scene.m_maxPhys) |
3163 | { | 2607 | { |
3164 | <<<<<<< HEAD | ||
3165 | if (oldSize.X*x > m_scene.m_maxPhys) | ||
3166 | { | ||
3167 | f = m_scene.m_maxPhys / oldSize.X; | ||
3168 | a = f / x; | ||
3169 | x *= a; | ||
3170 | y *= a; | ||
3171 | z *= a; | ||
3172 | } | ||
3173 | if (oldSize.Y*y > m_scene.m_maxPhys) | ||
3174 | { | ||
3175 | f = m_scene.m_maxPhys / oldSize.Y; | ||
3176 | a = f / y; | ||
3177 | x *= a; | ||
3178 | y *= a; | ||
3179 | z *= a; | ||
3180 | } | ||
3181 | if (oldSize.Z*z > m_scene.m_maxPhys) | ||
3182 | { | ||
3183 | f = m_scene.m_maxPhys / oldSize.Z; | ||
3184 | a = f / z; | ||
3185 | x *= a; | ||
3186 | y *= a; | ||
3187 | z *= a; | ||
3188 | } | ||
3189 | ======= | ||
3190 | f = m_scene.m_maxPhys / oldSize.Z; | 2608 | f = m_scene.m_maxPhys / oldSize.Z; |
3191 | a = f / z; | 2609 | a = f / z; |
3192 | x *= a; | 2610 | x *= a; |
3193 | y *= a; | 2611 | y *= a; |
3194 | z *= a; | 2612 | z *= a; |
3195 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3196 | } | 2613 | } |
3197 | } | 2614 | } |
3198 | else | 2615 | else |
3199 | { | 2616 | { |
3200 | if (oldSize.X * x > m_scene.m_maxNonphys) | 2617 | if (oldSize.X * x > m_scene.m_maxNonphys) |
3201 | { | 2618 | { |
3202 | <<<<<<< HEAD | ||
3203 | if (oldSize.X*x > m_scene.m_maxNonphys) | ||
3204 | { | ||
3205 | f = m_scene.m_maxNonphys / oldSize.X; | ||
3206 | a = f / x; | ||
3207 | x *= a; | ||
3208 | y *= a; | ||
3209 | z *= a; | ||
3210 | } | ||
3211 | if (oldSize.Y*y > m_scene.m_maxNonphys) | ||
3212 | { | ||
3213 | f = m_scene.m_maxNonphys / oldSize.Y; | ||
3214 | a = f / y; | ||
3215 | x *= a; | ||
3216 | y *= a; | ||
3217 | z *= a; | ||
3218 | } | ||
3219 | if (oldSize.Z*z > m_scene.m_maxNonphys) | ||
3220 | { | ||
3221 | f = m_scene.m_maxNonphys / oldSize.Z; | ||
3222 | a = f / z; | ||
3223 | x *= a; | ||
3224 | y *= a; | ||
3225 | z *= a; | ||
3226 | } | ||
3227 | } | ||
3228 | obPart.IgnoreUndoUpdate = false; | ||
3229 | ======= | ||
3230 | f = m_scene.m_maxNonphys / oldSize.X; | 2619 | f = m_scene.m_maxNonphys / oldSize.X; |
3231 | a = f / x; | 2620 | a = f / x; |
3232 | x *= a; | 2621 | x *= a; |
@@ -3251,35 +2640,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
3251 | y *= a; | 2640 | y *= a; |
3252 | z *= a; | 2641 | z *= a; |
3253 | } | 2642 | } |
3254 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3255 | } | 2643 | } |
3256 | 2644 | ||
3257 | // obPart.IgnoreUndoUpdate = false; | 2645 | // obPart.IgnoreUndoUpdate = false; |
3258 | } | 2646 | } |
3259 | } | 2647 | } |
3260 | } | 2648 | } |
3261 | 2649 | ||
3262 | <<<<<<< HEAD | ||
3263 | Vector3 prevScale = part.Scale; | ||
3264 | prevScale.X *= x; | ||
3265 | prevScale.Y *= y; | ||
3266 | prevScale.Z *= z;; | ||
3267 | |||
3268 | part.IgnoreUndoUpdate = false; | ||
3269 | part.StoreUndoState(UndoType.STATE_GROUP_SCALE); | ||
3270 | part.IgnoreUndoUpdate = true; | ||
3271 | part.Resize(prevScale); | ||
3272 | part.IgnoreUndoUpdate = false; | ||
3273 | ======= | ||
3274 | Vector3 prevScale = RootPart.Scale; | 2650 | Vector3 prevScale = RootPart.Scale; |
3275 | prevScale.X *= x; | 2651 | prevScale.X *= x; |
3276 | prevScale.Y *= y; | 2652 | prevScale.Y *= y; |
3277 | prevScale.Z *= z; | 2653 | prevScale.Z *= z; |
3278 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3279 | 2654 | ||
3280 | // RootPart.IgnoreUndoUpdate = true; | 2655 | // RootPart.IgnoreUndoUpdate = true; |
3281 | RootPart.Resize(prevScale); | 2656 | RootPart.Resize(prevScale); |
3282 | // RootPart.IgnoreUndoUpdate = false; | 2657 | // RootPart.IgnoreUndoUpdate = false; |
3283 | 2658 | ||
3284 | parts = m_parts.GetArray(); | 2659 | parts = m_parts.GetArray(); |
3285 | for (int i = 0; i < parts.Length; i++) | 2660 | for (int i = 0; i < parts.Length; i++) |
@@ -3289,32 +2664,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3289 | if (obPart.UUID != m_rootPart.UUID) | 2664 | if (obPart.UUID != m_rootPart.UUID) |
3290 | { | 2665 | { |
3291 | obPart.IgnoreUndoUpdate = true; | 2666 | obPart.IgnoreUndoUpdate = true; |
3292 | <<<<<<< HEAD | ||
3293 | if (obPart.UUID != m_rootPart.UUID) | ||
3294 | { | ||
3295 | if (obPart.UUID != m_rootPart.UUID) | ||
3296 | { | ||
3297 | obPart.IgnoreUndoUpdate = false; | ||
3298 | obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE); | ||
3299 | obPart.IgnoreUndoUpdate = true; | ||
3300 | |||
3301 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | ||
3302 | currentpos.X *= x; | ||
3303 | currentpos.Y *= y; | ||
3304 | currentpos.Z *= z; | ||
3305 | Vector3 newSize = new Vector3(obPart.Scale); | ||
3306 | newSize.X *= x; | ||
3307 | newSize.Y *= y; | ||
3308 | newSize.Z *= z; | ||
3309 | obPart.Resize(newSize); | ||
3310 | obPart.UpdateOffSet(currentpos); | ||
3311 | } | ||
3312 | obPart.IgnoreUndoUpdate = false; | ||
3313 | } | ||
3314 | obPart.IgnoreUndoUpdate = false; | ||
3315 | } | ||
3316 | ======= | ||
3317 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3318 | 2667 | ||
3319 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 2668 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
3320 | currentpos.X *= x; | 2669 | currentpos.X *= x; |
@@ -3329,22 +2678,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3329 | obPart.Resize(newSize); | 2678 | obPart.Resize(newSize); |
3330 | obPart.UpdateOffSet(currentpos); | 2679 | obPart.UpdateOffSet(currentpos); |
3331 | 2680 | ||
3332 | obPart.IgnoreUndoUpdate = false; | 2681 | obPart.IgnoreUndoUpdate = false; |
3333 | } | 2682 | } |
3334 | 2683 | ||
3335 | <<<<<<< HEAD | 2684 | // obPart.IgnoreUndoUpdate = false; |
3336 | part.IgnoreUndoUpdate = false; | 2685 | // obPart.StoreUndoState(); |
3337 | HasGroupChanged = true; | ||
3338 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); | ||
3339 | ScheduleGroupForTerseUpdate(); | ||
3340 | ======= | ||
3341 | // obPart.IgnoreUndoUpdate = false; | ||
3342 | // obPart.StoreUndoState(); | ||
3343 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3344 | } | 2686 | } |
3345 | 2687 | ||
3346 | // m_log.DebugFormat( | 2688 | // m_log.DebugFormat( |
3347 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); | 2689 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); |
3348 | } | 2690 | } |
3349 | 2691 | ||
3350 | #endregion | 2692 | #endregion |
@@ -3357,22 +2699,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3357 | /// <param name="pos"></param> | 2699 | /// <param name="pos"></param> |
3358 | public void UpdateGroupPosition(Vector3 pos) | 2700 | public void UpdateGroupPosition(Vector3 pos) |
3359 | { | 2701 | { |
3360 | <<<<<<< HEAD | 2702 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); |
3361 | ======= | ||
3362 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); | ||
3363 | 2703 | ||
3364 | RootPart.StoreUndoState(true); | 2704 | RootPart.StoreUndoState(true); |
3365 | 2705 | ||
3366 | // SceneObjectPart[] parts = m_parts.GetArray(); | 2706 | // SceneObjectPart[] parts = m_parts.GetArray(); |
3367 | // for (int i = 0; i < parts.Length; i++) | 2707 | // for (int i = 0; i < parts.Length; i++) |
3368 | // parts[i].StoreUndoState(); | 2708 | // parts[i].StoreUndoState(); |
3369 | 2709 | ||
3370 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3371 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 2710 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
3372 | { | 2711 | { |
3373 | if (IsAttachment) | 2712 | if (IsAttachment) |
3374 | { | 2713 | { |
3375 | m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
3376 | m_rootPart.AttachedPos = pos; | 2714 | m_rootPart.AttachedPos = pos; |
3377 | } | 2715 | } |
3378 | if (RootPart.GetStatusSandbox()) | 2716 | if (RootPart.GetStatusSandbox()) |
@@ -3404,20 +2742,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3404 | { | 2742 | { |
3405 | SceneObjectPart part = GetChildPart(localID); | 2743 | SceneObjectPart part = GetChildPart(localID); |
3406 | 2744 | ||
3407 | <<<<<<< HEAD | 2745 | // SceneObjectPart[] parts = m_parts.GetArray(); |
3408 | SceneObjectPart[] parts = m_parts.GetArray(); | 2746 | // for (int i = 0; i < parts.Length; i++) |
3409 | for (int i = 0; i < parts.Length; i++) | 2747 | // parts[i].StoreUndoState(); |
3410 | parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION); | ||
3411 | ======= | ||
3412 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3413 | // for (int i = 0; i < parts.Length; i++) | ||
3414 | // parts[i].StoreUndoState(); | ||
3415 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3416 | 2748 | ||
3417 | if (part != null) | 2749 | if (part != null) |
3418 | { | 2750 | { |
3419 | // m_log.DebugFormat( | 2751 | // m_log.DebugFormat( |
3420 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); | 2752 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); |
3421 | 2753 | ||
3422 | part.StoreUndoState(false); | 2754 | part.StoreUndoState(false); |
3423 | part.IgnoreUndoUpdate = true; | 2755 | part.IgnoreUndoUpdate = true; |
@@ -3442,18 +2774,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3442 | /// <param name="pos"></param> | 2774 | /// <param name="pos"></param> |
3443 | public void UpdateRootPosition(Vector3 pos) | 2775 | public void UpdateRootPosition(Vector3 pos) |
3444 | { | 2776 | { |
3445 | <<<<<<< HEAD | 2777 | // m_log.DebugFormat( |
3446 | SceneObjectPart[] parts = m_parts.GetArray(); | 2778 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); |
3447 | for (int i = 0; i < parts.Length; i++) | ||
3448 | parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION); | ||
3449 | ======= | ||
3450 | // m_log.DebugFormat( | ||
3451 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); | ||
3452 | 2779 | ||
3453 | // SceneObjectPart[] parts = m_parts.GetArray(); | 2780 | // SceneObjectPart[] parts = m_parts.GetArray(); |
3454 | // for (int i = 0; i < parts.Length; i++) | 2781 | // for (int i = 0; i < parts.Length; i++) |
3455 | // parts[i].StoreUndoState(); | 2782 | // parts[i].StoreUndoState(); |
3456 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3457 | 2783 | ||
3458 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 2784 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
3459 | Vector3 oldPos = | 2785 | Vector3 oldPos = |
@@ -3474,27 +2800,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3474 | obPart.OffsetPosition = obPart.OffsetPosition + diff; | 2800 | obPart.OffsetPosition = obPart.OffsetPosition + diff; |
3475 | } | 2801 | } |
3476 | 2802 | ||
3477 | //We have to set undoing here because otherwise an undo state will be saved | 2803 | AbsolutePosition = newPos; |
3478 | if (!m_rootPart.Undoing) | ||
3479 | { | ||
3480 | m_rootPart.Undoing = true; | ||
3481 | AbsolutePosition = newPos; | ||
3482 | m_rootPart.Undoing = false; | ||
3483 | } | ||
3484 | else | ||
3485 | { | ||
3486 | AbsolutePosition = newPos; | ||
3487 | } | ||
3488 | 2804 | ||
3489 | HasGroupChanged = true; | 2805 | HasGroupChanged = true; |
3490 | if (m_rootPart.Undoing) | 2806 | ScheduleGroupForTerseUpdate(); |
3491 | { | ||
3492 | ScheduleGroupForFullUpdate(); | ||
3493 | } | ||
3494 | else | ||
3495 | { | ||
3496 | ScheduleGroupForTerseUpdate(); | ||
3497 | } | ||
3498 | } | 2807 | } |
3499 | 2808 | ||
3500 | public void OffsetForNewRegion(Vector3 offset) | 2809 | public void OffsetForNewRegion(Vector3 offset) |
@@ -3512,20 +2821,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3512 | /// <param name="rot"></param> | 2821 | /// <param name="rot"></param> |
3513 | public void UpdateGroupRotationR(Quaternion rot) | 2822 | public void UpdateGroupRotationR(Quaternion rot) |
3514 | { | 2823 | { |
3515 | <<<<<<< HEAD | 2824 | // m_log.DebugFormat( |
3516 | SceneObjectPart[] parts = m_parts.GetArray(); | 2825 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); |
3517 | for (int i = 0; i < parts.Length; i++) | ||
3518 | parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION); | ||
3519 | ======= | ||
3520 | // m_log.DebugFormat( | ||
3521 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); | ||
3522 | 2826 | ||
3523 | // SceneObjectPart[] parts = m_parts.GetArray(); | 2827 | // SceneObjectPart[] parts = m_parts.GetArray(); |
3524 | // for (int i = 0; i < parts.Length; i++) | 2828 | // for (int i = 0; i < parts.Length; i++) |
3525 | // parts[i].StoreUndoState(); | 2829 | // parts[i].StoreUndoState(); |
3526 | 2830 | ||
3527 | m_rootPart.StoreUndoState(true); | 2831 | m_rootPart.StoreUndoState(true); |
3528 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3529 | 2832 | ||
3530 | m_rootPart.UpdateRotation(rot); | 2833 | m_rootPart.UpdateRotation(rot); |
3531 | 2834 | ||
@@ -3547,21 +2850,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3547 | /// <param name="rot"></param> | 2850 | /// <param name="rot"></param> |
3548 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 2851 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
3549 | { | 2852 | { |
3550 | <<<<<<< HEAD | 2853 | // m_log.DebugFormat( |
3551 | SceneObjectPart[] parts = m_parts.GetArray(); | 2854 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); |
3552 | for (int i = 0; i < parts.Length; i++) | ||
3553 | parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION); | ||
3554 | ======= | ||
3555 | // m_log.DebugFormat( | ||
3556 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); | ||
3557 | 2855 | ||
3558 | // SceneObjectPart[] parts = m_parts.GetArray(); | 2856 | // SceneObjectPart[] parts = m_parts.GetArray(); |
3559 | // for (int i = 0; i < parts.Length; i++) | 2857 | // for (int i = 0; i < parts.Length; i++) |
3560 | // parts[i].StoreUndoState(); | 2858 | // parts[i].StoreUndoState(); |
3561 | 2859 | ||
3562 | RootPart.StoreUndoState(true); | 2860 | RootPart.StoreUndoState(true); |
3563 | RootPart.IgnoreUndoUpdate = true; | 2861 | RootPart.IgnoreUndoUpdate = true; |
3564 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3565 | 2862 | ||
3566 | m_rootPart.UpdateRotation(rot); | 2863 | m_rootPart.UpdateRotation(rot); |
3567 | 2864 | ||
@@ -3588,14 +2885,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3588 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 2885 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
3589 | { | 2886 | { |
3590 | SceneObjectPart part = GetChildPart(localID); | 2887 | SceneObjectPart part = GetChildPart(localID); |
2888 | |||
3591 | SceneObjectPart[] parts = m_parts.GetArray(); | 2889 | SceneObjectPart[] parts = m_parts.GetArray(); |
3592 | for (int i = 0; i < parts.Length; i++) | 2890 | for (int i = 0; i < parts.Length; i++) |
3593 | parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION); | 2891 | parts[i].StoreUndoState(); |
3594 | 2892 | ||
3595 | if (part != null) | 2893 | if (part != null) |
3596 | { | 2894 | { |
3597 | // m_log.DebugFormat( | 2895 | // m_log.DebugFormat( |
3598 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 2896 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); |
3599 | 2897 | ||
3600 | if (part.UUID == m_rootPart.UUID) | 2898 | if (part.UUID == m_rootPart.UUID) |
3601 | { | 2899 | { |
@@ -3618,9 +2916,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3618 | SceneObjectPart part = GetChildPart(localID); | 2916 | SceneObjectPart part = GetChildPart(localID); |
3619 | if (part != null) | 2917 | if (part != null) |
3620 | { | 2918 | { |
3621 | // m_log.DebugFormat( | 2919 | // m_log.DebugFormat( |
3622 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", | 2920 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", |
3623 | // part.Name, part.LocalId, rot); | 2921 | // part.Name, part.LocalId, rot); |
3624 | 2922 | ||
3625 | part.StoreUndoState(); | 2923 | part.StoreUndoState(); |
3626 | part.IgnoreUndoUpdate = true; | 2924 | part.IgnoreUndoUpdate = true; |
@@ -3628,29 +2926,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3628 | if (part.UUID == m_rootPart.UUID) | 2926 | if (part.UUID == m_rootPart.UUID) |
3629 | { | 2927 | { |
3630 | UpdateRootRotation(rot); | 2928 | UpdateRootRotation(rot); |
3631 | if (!m_rootPart.Undoing) | 2929 | AbsolutePosition = pos; |
3632 | { | ||
3633 | m_rootPart.Undoing = true; | ||
3634 | AbsolutePosition = pos; | ||
3635 | m_rootPart.Undoing = false; | ||
3636 | } | ||
3637 | else | ||
3638 | { | ||
3639 | AbsolutePosition = pos; | ||
3640 | } | ||
3641 | } | 2930 | } |
3642 | else | 2931 | else |
3643 | { | 2932 | { |
3644 | <<<<<<< HEAD | ||
3645 | part.StoreUndoState(UndoType.STATE_PRIM_ROTATION); | ||
3646 | part.IgnoreUndoUpdate = true; | ||
3647 | part.UpdateRotation(rot); | ||
3648 | part.OffsetPosition = pos; | ||
3649 | part.IgnoreUndoUpdate = false; | ||
3650 | ======= | ||
3651 | part.UpdateRotation(rot); | 2933 | part.UpdateRotation(rot); |
3652 | part.OffsetPosition = pos; | 2934 | part.OffsetPosition = pos; |
3653 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3654 | } | 2935 | } |
3655 | 2936 | ||
3656 | part.IgnoreUndoUpdate = false; | 2937 | part.IgnoreUndoUpdate = false; |
@@ -3663,23 +2944,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
3663 | /// <param name="rot"></param> | 2944 | /// <param name="rot"></param> |
3664 | public void UpdateRootRotation(Quaternion rot) | 2945 | public void UpdateRootRotation(Quaternion rot) |
3665 | { | 2946 | { |
3666 | // m_log.DebugFormat( | 2947 | // m_log.DebugFormat( |
3667 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", | 2948 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", |
3668 | // Name, LocalId, rot); | 2949 | // Name, LocalId, rot); |
3669 | 2950 | ||
3670 | Quaternion axRot = rot; | 2951 | Quaternion axRot = rot; |
3671 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 2952 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3672 | 2953 | ||
3673 | m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION); | 2954 | m_rootPart.StoreUndoState(); |
3674 | bool cancelUndo = false; | 2955 | m_rootPart.UpdateRotation(rot); |
3675 | if (!m_rootPart.Undoing) | ||
3676 | { | ||
3677 | m_rootPart.Undoing = true; | ||
3678 | cancelUndo = true; | ||
3679 | } | ||
3680 | |||
3681 | //Don't use UpdateRotation because it schedules an update prematurely | ||
3682 | m_rootPart.RotationOffset = rot; | ||
3683 | if (m_rootPart.PhysActor != null) | 2956 | if (m_rootPart.PhysActor != null) |
3684 | { | 2957 | { |
3685 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | 2958 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; |
@@ -3694,24 +2967,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3694 | { | 2967 | { |
3695 | prim.IgnoreUndoUpdate = true; | 2968 | prim.IgnoreUndoUpdate = true; |
3696 | Vector3 axPos = prim.OffsetPosition; | 2969 | Vector3 axPos = prim.OffsetPosition; |
3697 | |||
3698 | axPos *= oldParentRot; | 2970 | axPos *= oldParentRot; |
3699 | axPos *= Quaternion.Inverse(axRot); | 2971 | axPos *= Quaternion.Inverse(axRot); |
3700 | prim.OffsetPosition = axPos; | 2972 | prim.OffsetPosition = axPos; |
3701 | <<<<<<< HEAD | ||
3702 | |||
3703 | prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset); | ||
3704 | |||
3705 | prim.IgnoreUndoUpdate = false; | ||
3706 | } | ||
3707 | } | ||
3708 | if (cancelUndo == true) | ||
3709 | { | ||
3710 | m_rootPart.Undoing = false; | ||
3711 | } | ||
3712 | HasGroupChanged = true; | ||
3713 | ScheduleGroupForFullUpdate(); | ||
3714 | ======= | ||
3715 | Quaternion primsRot = prim.RotationOffset; | 2973 | Quaternion primsRot = prim.RotationOffset; |
3716 | Quaternion newRot = primsRot * oldParentRot; | 2974 | Quaternion newRot = primsRot * oldParentRot; |
3717 | newRot *= Quaternion.Inverse(axRot); | 2975 | newRot *= Quaternion.Inverse(axRot); |
@@ -3721,22 +2979,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
3721 | } | 2979 | } |
3722 | } | 2980 | } |
3723 | 2981 | ||
3724 | // for (int i = 0; i < parts.Length; i++) | 2982 | // for (int i = 0; i < parts.Length; i++) |
3725 | // { | 2983 | // { |
3726 | // SceneObjectPart childpart = parts[i]; | 2984 | // SceneObjectPart childpart = parts[i]; |
3727 | // if (childpart != m_rootPart) | 2985 | // if (childpart != m_rootPart) |
3728 | // { | 2986 | // { |
3729 | //// childpart.IgnoreUndoUpdate = false; | 2987 | //// childpart.IgnoreUndoUpdate = false; |
3730 | //// childpart.StoreUndoState(); | 2988 | //// childpart.StoreUndoState(); |
3731 | // } | 2989 | // } |
3732 | // } | 2990 | // } |
3733 | 2991 | ||
3734 | m_rootPart.ScheduleTerseUpdate(); | 2992 | m_rootPart.ScheduleTerseUpdate(); |
3735 | 2993 | ||
3736 | // m_log.DebugFormat( | 2994 | // m_log.DebugFormat( |
3737 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 2995 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", |
3738 | // Name, LocalId, rot); | 2996 | // Name, LocalId, rot); |
3739 | >>>>>>> 9f75eaf50e42ef6409fc272ba33a817241907ed8 | ||
3740 | } | 2997 | } |
3741 | 2998 | ||
3742 | #endregion | 2999 | #endregion |
@@ -3807,7 +3064,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3807 | m_scene.AddGroupTarget(this); | 3064 | m_scene.AddGroupTarget(this); |
3808 | return (int)handle; | 3065 | return (int)handle; |
3809 | } | 3066 | } |
3810 | 3067 | ||
3811 | public void unregisterTargetWaypoint(int handle) | 3068 | public void unregisterTargetWaypoint(int handle) |
3812 | { | 3069 | { |
3813 | lock (m_targets) | 3070 | lock (m_targets) |
@@ -3848,14 +3105,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3848 | } | 3105 | } |
3849 | } | 3106 | } |
3850 | } | 3107 | } |
3851 | 3108 | ||
3852 | if (atTargets.Count > 0) | 3109 | if (atTargets.Count > 0) |
3853 | { | 3110 | { |
3854 | SceneObjectPart[] parts = m_parts.GetArray(); | 3111 | SceneObjectPart[] parts = m_parts.GetArray(); |
3855 | uint[] localids = new uint[parts.Length]; | 3112 | uint[] localids = new uint[parts.Length]; |
3856 | for (int i = 0; i < parts.Length; i++) | 3113 | for (int i = 0; i < parts.Length; i++) |
3857 | localids[i] = parts[i].LocalId; | 3114 | localids[i] = parts[i].LocalId; |
3858 | 3115 | ||
3859 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3116 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3860 | { | 3117 | { |
3861 | foreach (uint target in atTargets.Keys) | 3118 | foreach (uint target in atTargets.Keys) |
@@ -3865,10 +3122,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3865 | localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition); | 3122 | localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition); |
3866 | } | 3123 | } |
3867 | } | 3124 | } |
3868 | 3125 | ||
3869 | return; | 3126 | return; |
3870 | } | 3127 | } |
3871 | 3128 | ||
3872 | if (m_scriptListens_notAtTarget && !at_target) | 3129 | if (m_scriptListens_notAtTarget && !at_target) |
3873 | { | 3130 | { |
3874 | //trigger not_at_target | 3131 | //trigger not_at_target |
@@ -3876,7 +3133,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3876 | uint[] localids = new uint[parts.Length]; | 3133 | uint[] localids = new uint[parts.Length]; |
3877 | for (int i = 0; i < parts.Length; i++) | 3134 | for (int i = 0; i < parts.Length; i++) |
3878 | localids[i] = parts[i].LocalId; | 3135 | localids[i] = parts[i].LocalId; |
3879 | 3136 | ||
3880 | for (int ctr = 0; ctr < localids.Length; ctr++) | 3137 | for (int ctr = 0; ctr < localids.Length; ctr++) |
3881 | { | 3138 | { |
3882 | m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); | 3139 | m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); |
@@ -3956,10 +3213,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3956 | } | 3213 | } |
3957 | } | 3214 | } |
3958 | } | 3215 | } |
3959 | 3216 | ||
3960 | public float GetMass() | 3217 | public float GetMass() |
3961 | { | 3218 | { |
3962 | float retmass = 0f; | 3219 | float retmass = 0f; |
3220 | |||
3963 | SceneObjectPart[] parts = m_parts.GetArray(); | 3221 | SceneObjectPart[] parts = m_parts.GetArray(); |
3964 | for (int i = 0; i < parts.Length; i++) | 3222 | for (int i = 0; i < parts.Length; i++) |
3965 | retmass += parts[i].GetMass(); | 3223 | retmass += parts[i].GetMass(); |
@@ -3982,7 +3240,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3982 | if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) | 3240 | if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0) |
3983 | return; | 3241 | return; |
3984 | 3242 | ||
3985 | // m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); | 3243 | // m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); |
3986 | 3244 | ||
3987 | SceneObjectPart[] parts = m_parts.GetArray(); | 3245 | SceneObjectPart[] parts = m_parts.GetArray(); |
3988 | 3246 | ||
@@ -4016,14 +3274,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
4016 | for (int i = 0; i < parts.Length; i++) | 3274 | for (int i = 0; i < parts.Length; i++) |
4017 | parts[i].TriggerScriptChangedEvent(val); | 3275 | parts[i].TriggerScriptChangedEvent(val); |
4018 | } | 3276 | } |
4019 | 3277 | ||
4020 | public override string ToString() | 3278 | public override string ToString() |
4021 | { | 3279 | { |
4022 | return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition); | 3280 | return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition); |
4023 | } | 3281 | } |
4024 | 3282 | ||
4025 | #region ISceneObject | 3283 | #region ISceneObject |
4026 | 3284 | ||
4027 | public virtual ISceneObject CloneForNewScene() | 3285 | public virtual ISceneObject CloneForNewScene() |
4028 | { | 3286 | { |
4029 | SceneObjectGroup sog = Copy(false); | 3287 | SceneObjectGroup sog = Copy(false); |
@@ -4053,14 +3311,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
4053 | SetFromItemID(uuid); | 3311 | SetFromItemID(uuid); |
4054 | } | 3312 | } |
4055 | 3313 | ||
4056 | public void ResetOwnerChangeFlag() | ||
4057 | { | ||
4058 | ForEachPart(delegate(SceneObjectPart part) | ||
4059 | { | ||
4060 | part.ResetOwnerChangeFlag(); | ||
4061 | }); | ||
4062 | } | ||
4063 | |||
4064 | #endregion | 3314 | #endregion |
4065 | } | 3315 | } |
4066 | } | 3316 | } \ No newline at end of file |