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author | Teravus Ovares | 2008-04-27 20:10:28 +0000 |
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committer | Teravus Ovares | 2008-04-27 20:10:28 +0000 |
commit | 911e63765c7cea748b5ae2227f5c1d6ff131d329 (patch) | |
tree | f95eeffb4974a9b3f6ded4a46bdc240278a336b0 /OpenSim/Region/Environment/Scenes/InnerScene.cs | |
parent | Minor svn, formatting cleanup. (diff) | |
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* Single Attachments now work from inventory. You can attach from inventory and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/InnerScene.cs | 70 |
1 files changed, 57 insertions, 13 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index e76cf70..104ae48 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs | |||
@@ -304,7 +304,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
304 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | 304 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) |
305 | { | 305 | { |
306 | SceneObjectGroup group = (SceneObjectGroup)obj; | 306 | SceneObjectGroup group = (SceneObjectGroup)obj; |
307 | group.DetachToGround(); | 307 | |
308 | //group.DetachToGround(); | ||
309 | DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient); | ||
308 | } | 310 | } |
309 | } | 311 | } |
310 | } | 312 | } |
@@ -339,6 +341,33 @@ namespace OpenSim.Region.Environment.Scenes | |||
339 | 341 | ||
340 | } | 342 | } |
341 | 343 | ||
344 | // What makes this method odd and unique is it tries to detach using an LLUUID.... Yay for standards. | ||
345 | // To LocalId or LLUUID, *THAT* is the question. How now Brown LLUUID?? | ||
346 | public void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient) | ||
347 | { | ||
348 | |||
349 | if (itemID == LLUUID.Zero) // If this happened, someone made a mistake.... | ||
350 | return; | ||
351 | |||
352 | List<EntityBase> EntityList = GetEntities(); | ||
353 | |||
354 | foreach (EntityBase obj in EntityList) | ||
355 | { | ||
356 | if (obj is SceneObjectGroup) | ||
357 | { | ||
358 | if (((SceneObjectGroup)obj).GetFromAssetID() == itemID) | ||
359 | { | ||
360 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
361 | group.DetachToInventoryPrep(); | ||
362 | m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); | ||
363 | m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(),group.OwnerID); | ||
364 | m_parentScene.DeleteSceneObjectGroup(group); | ||
365 | } | ||
366 | } | ||
367 | } | ||
368 | |||
369 | } | ||
370 | |||
342 | public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot, LLVector3 attachPos) | 371 | public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot, LLVector3 attachPos) |
343 | { | 372 | { |
344 | List<EntityBase> EntityList = GetEntities(); | 373 | List<EntityBase> EntityList = GetEntities(); |
@@ -349,21 +378,36 @@ namespace OpenSim.Region.Environment.Scenes | |||
349 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | 378 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) |
350 | { | 379 | { |
351 | SceneObjectGroup group = (SceneObjectGroup)obj; | 380 | SceneObjectGroup group = (SceneObjectGroup)obj; |
381 | |||
382 | // If the attachment point isn't the same as the one previously used | ||
383 | // set it's offset position = 0 so that it appears on the attachment point | ||
384 | // and not in a weird location somewhere unknown. | ||
385 | if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) | ||
386 | { | ||
387 | |||
388 | attachPos = LLVector3.Zero; | ||
389 | } | ||
390 | |||
391 | // AttachmentPt 0 means the client chose to 'wear' the attachment. | ||
352 | if (AttachmentPt == 0) | 392 | if (AttachmentPt == 0) |
353 | { | 393 | { |
394 | |||
354 | // Check object for stored attachment point | 395 | // Check object for stored attachment point |
355 | AttachmentPt = (uint)group.GetAttachmentPoint(); | 396 | AttachmentPt = (uint)group.GetAttachmentPoint(); |
397 | |||
356 | 398 | ||
399 | } | ||
357 | 400 | ||
358 | // if we still didn't find a suitable attachment point....... | 401 | // if we still didn't find a suitable attachment point....... |
359 | if (AttachmentPt == 0) | 402 | if (AttachmentPt == 0) |
360 | { | 403 | { |
361 | AttachmentPt = (uint)AttachmentPoint.LeftHand; | 404 | // Stick it on left hand with Zero Offset from the attachment point. |
362 | attachPos = LLVector3.Zero; | 405 | AttachmentPt = (uint)AttachmentPoint.LeftHand; |
363 | } | 406 | attachPos = LLVector3.Zero; |
364 | |||
365 | |||
366 | } | 407 | } |
408 | m_log.Debug("[ATTACH]: Using attachpoint: " + AttachmentPt.ToString()); | ||
409 | |||
410 | |||
367 | 411 | ||
368 | // Saves and gets assetID | 412 | // Saves and gets assetID |
369 | if (group.GetFromAssetID() == LLUUID.Zero) | 413 | if (group.GetFromAssetID() == LLUUID.Zero) |
@@ -1071,12 +1115,12 @@ namespace OpenSim.Region.Environment.Scenes | |||
1071 | if (group != null) | 1115 | if (group != null) |
1072 | { | 1116 | { |
1073 | LLVector3 oldPos = group.AbsolutePosition; | 1117 | LLVector3 oldPos = group.AbsolutePosition; |
1074 | if (!PermissionsMngr.CanObjectEntry(remoteClient.AgentId, oldPos, pos)) | 1118 | if (!PermissionsMngr.CanObjectEntry(remoteClient.AgentId, oldPos, pos) && !group.RootPart.m_IsAttachment) |
1075 | { | 1119 | { |
1076 | group.SendGroupTerseUpdate(); | 1120 | group.SendGroupTerseUpdate(); |
1077 | return; | 1121 | return; |
1078 | } | 1122 | } |
1079 | if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID)) | 1123 | if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID) || group.RootPart.m_IsAttachment) |
1080 | { | 1124 | { |
1081 | group.UpdateSinglePosition(pos, localID); | 1125 | group.UpdateSinglePosition(pos, localID); |
1082 | } | 1126 | } |
@@ -1102,12 +1146,12 @@ namespace OpenSim.Region.Environment.Scenes | |||
1102 | } | 1146 | } |
1103 | else | 1147 | else |
1104 | { | 1148 | { |
1105 | if (!PermissionsMngr.CanObjectEntry(remoteClient.AgentId, oldPos, pos)) | 1149 | if (!PermissionsMngr.CanObjectEntry(remoteClient.AgentId, oldPos, pos) && !group.RootPart.m_IsAttachment) |
1106 | { | 1150 | { |
1107 | group.SendGroupTerseUpdate(); | 1151 | group.SendGroupTerseUpdate(); |
1108 | return; | 1152 | return; |
1109 | } | 1153 | } |
1110 | if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID)) | 1154 | if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID) || group.RootPart.m_IsAttachment) |
1111 | { | 1155 | { |
1112 | group.UpdateGroupPosition(pos); | 1156 | group.UpdateGroupPosition(pos); |
1113 | } | 1157 | } |