diff options
Fixed rotation editing of individual prims in a group. I think positioning and rotations should now be correct (for both groups and on editing individuals of a group). Resizing still needs work.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Primitive.cs | 78 |
1 files changed, 68 insertions, 10 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Primitive.cs b/OpenSim/Region/Environment/Scenes/Primitive.cs index 24dc115..9d01618 100644 --- a/OpenSim/Region/Environment/Scenes/Primitive.cs +++ b/OpenSim/Region/Environment/Scenes/Primitive.cs | |||
@@ -46,12 +46,17 @@ namespace OpenSim.Region.Environment.Scenes | |||
46 | public EntityBase m_Parent; | 46 | public EntityBase m_Parent; |
47 | 47 | ||
48 | #region Properties | 48 | #region Properties |
49 | public override LLVector3 Pos | 49 | /// <summary> |
50 | /// If rootprim will return world position | ||
51 | /// otherwise will return local offset from rootprim | ||
52 | /// </summary> | ||
53 | public override LLVector3 Pos | ||
50 | { | 54 | { |
51 | get | 55 | get |
52 | { | 56 | { |
53 | if (isRootPrim) | 57 | if (isRootPrim) |
54 | { | 58 | { |
59 | //if we are rootprim then our offset should be zero | ||
55 | return this.m_pos + m_Parent.Pos; | 60 | return this.m_pos + m_Parent.Pos; |
56 | } | 61 | } |
57 | else | 62 | else |
@@ -77,7 +82,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
77 | if (!this.isRootPrim) | 82 | if (!this.isRootPrim) |
78 | { | 83 | { |
79 | Primitive parentPrim = (Primitive)this.m_Parent; | 84 | Primitive parentPrim = (Primitive)this.m_Parent; |
80 | return this.m_pos + parentPrim.WorldPos; | 85 | Axiom.Math.Vector3 offsetPos = new Vector3(this.m_pos.X, this.m_pos.Y, this.m_pos.Z); |
86 | offsetPos = parentPrim.rotation * offsetPos; | ||
87 | return parentPrim.WorldPos + new LLVector3(offsetPos.x, offsetPos.y, offsetPos.z); | ||
81 | } | 88 | } |
82 | else | 89 | else |
83 | { | 90 | { |
@@ -112,6 +119,17 @@ namespace OpenSim.Region.Environment.Scenes | |||
112 | #endregion | 119 | #endregion |
113 | 120 | ||
114 | #region Constructors | 121 | #region Constructors |
122 | /// <summary> | ||
123 | /// | ||
124 | /// </summary> | ||
125 | /// <param name="regionHandle"></param> | ||
126 | /// <param name="world"></param> | ||
127 | /// <param name="addPacket"></param> | ||
128 | /// <param name="ownerID"></param> | ||
129 | /// <param name="localID"></param> | ||
130 | /// <param name="isRoot"></param> | ||
131 | /// <param name="parent"></param> | ||
132 | /// <param name="rootObject"></param> | ||
115 | public Primitive(ulong regionHandle, Scene world, ObjectAddPacket addPacket, LLUUID ownerID, uint localID, bool isRoot, EntityBase parent, SceneObject rootObject) | 133 | public Primitive(ulong regionHandle, Scene world, ObjectAddPacket addPacket, LLUUID ownerID, uint localID, bool isRoot, EntityBase parent, SceneObject rootObject) |
116 | { | 134 | { |
117 | m_regionHandle = regionHandle; | 135 | m_regionHandle = regionHandle; |
@@ -227,12 +245,13 @@ namespace OpenSim.Region.Environment.Scenes | |||
227 | Axiom.Math.Vector3 axPos = new Axiom.Math.Vector3(this.m_pos.X, m_pos.Y, m_pos.Z); | 245 | Axiom.Math.Vector3 axPos = new Axiom.Math.Vector3(this.m_pos.X, m_pos.Y, m_pos.Z); |
228 | axPos = this.m_Parent.rotation.Inverse() * axPos; | 246 | axPos = this.m_Parent.rotation.Inverse() * axPos; |
229 | this.m_pos = new LLVector3(axPos.x, axPos.y, axPos.z); | 247 | this.m_pos = new LLVector3(axPos.x, axPos.y, axPos.z); |
230 | this.rotation = this.rotation * this.m_Parent.rotation.Inverse(); | 248 | Axiom.Math.Quaternion oldRot = new Quaternion(this.rotation.w, this.rotation.x, this.rotation.y, this.rotation.z); |
249 | this.rotation = this.m_Parent.rotation.Inverse() * this.rotation; | ||
231 | this.updateFlag = 1; | 250 | this.updateFlag = 1; |
232 | 251 | ||
233 | foreach (Primitive child in children) | 252 | foreach (Primitive child in children) |
234 | { | 253 | { |
235 | child.SetRootParent(rootParent, newParent, oldPos); | 254 | child.SetRootParent(rootParent, newParent, oldPos, oldRot); |
236 | } | 255 | } |
237 | children.Clear(); | 256 | children.Clear(); |
238 | 257 | ||
@@ -243,10 +262,14 @@ namespace OpenSim.Region.Environment.Scenes | |||
243 | /// | 262 | /// |
244 | /// </summary> | 263 | /// </summary> |
245 | /// <param name="newRoot"></param> | 264 | /// <param name="newRoot"></param> |
246 | public void SetRootParent(SceneObject newRoot , Primitive newParent, LLVector3 oldParentPosition) | 265 | public void SetRootParent(SceneObject newRoot , Primitive newParent, LLVector3 oldParentPosition, Axiom.Math.Quaternion oldParentRotation) |
247 | { | 266 | { |
248 | LLVector3 oldPos = new LLVector3(this.Pos.X, this.Pos.Y, this.Pos.Z); | 267 | LLVector3 oldPos = new LLVector3(this.Pos.X, this.Pos.Y, this.Pos.Z); |
268 | Axiom.Math.Vector3 axOldPos = new Vector3(oldPos.X, oldPos.Y, oldPos.Z); | ||
269 | axOldPos = oldParentRotation * axOldPos; | ||
270 | oldPos = new LLVector3(axOldPos.x, axOldPos.y, axOldPos.z); | ||
249 | oldPos += oldParentPosition; | 271 | oldPos += oldParentPosition; |
272 | Axiom.Math.Quaternion oldRot = new Quaternion(this.rotation.w, this.rotation.x, this.rotation.y, this.rotation.z); | ||
250 | this.isRootPrim = false; | 273 | this.isRootPrim = false; |
251 | this.m_Parent = newParent; | 274 | this.m_Parent = newParent; |
252 | this.ParentID = newParent.LocalId; | 275 | this.ParentID = newParent.LocalId; |
@@ -257,15 +280,20 @@ namespace OpenSim.Region.Environment.Scenes | |||
257 | Axiom.Math.Vector3 axPos = new Axiom.Math.Vector3(this.m_pos.X, m_pos.Y, m_pos.Z); | 280 | Axiom.Math.Vector3 axPos = new Axiom.Math.Vector3(this.m_pos.X, m_pos.Y, m_pos.Z); |
258 | axPos = this.m_Parent.rotation.Inverse() * axPos; | 281 | axPos = this.m_Parent.rotation.Inverse() * axPos; |
259 | this.m_pos = new LLVector3(axPos.x, axPos.y, axPos.z); | 282 | this.m_pos = new LLVector3(axPos.x, axPos.y, axPos.z); |
260 | this.rotation = this.rotation * this.m_Parent.rotation.Inverse(); | 283 | this.rotation = oldParentRotation * this.rotation; |
284 | this.rotation = this.m_Parent.rotation.Inverse()* this.rotation ; | ||
261 | this.updateFlag = 1; | 285 | this.updateFlag = 1; |
262 | foreach (Primitive child in children) | 286 | foreach (Primitive child in children) |
263 | { | 287 | { |
264 | child.SetRootParent(newRoot, newParent, oldPos); | 288 | child.SetRootParent(newRoot, newParent, oldPos, oldRot); |
265 | } | 289 | } |
266 | children.Clear(); | 290 | children.Clear(); |
267 | } | 291 | } |
268 | 292 | ||
293 | /// <summary> | ||
294 | /// | ||
295 | /// </summary> | ||
296 | /// <param name="offset"></param> | ||
269 | public void AddOffsetToChildren(LLVector3 offset) | 297 | public void AddOffsetToChildren(LLVector3 offset) |
270 | { | 298 | { |
271 | foreach (Primitive prim in this.children) | 299 | foreach (Primitive prim in this.children) |
@@ -275,6 +303,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
275 | } | 303 | } |
276 | } | 304 | } |
277 | 305 | ||
306 | /// <summary> | ||
307 | /// | ||
308 | /// </summary> | ||
309 | /// <param name="prim"></param> | ||
278 | public void AddToChildrenList(Primitive prim) | 310 | public void AddToChildrenList(Primitive prim) |
279 | { | 311 | { |
280 | this.children.Add(prim); | 312 | this.children.Add(prim); |
@@ -282,6 +314,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
282 | #endregion | 314 | #endregion |
283 | 315 | ||
284 | #region Resizing/Scale | 316 | #region Resizing/Scale |
317 | /// <summary> | ||
318 | /// | ||
319 | /// </summary> | ||
320 | /// <param name="scale"></param> | ||
285 | public void ResizeGoup(LLVector3 scale) | 321 | public void ResizeGoup(LLVector3 scale) |
286 | { | 322 | { |
287 | LLVector3 offset = (scale - this.m_Shape.Scale); | 323 | LLVector3 offset = (scale - this.m_Shape.Scale); |
@@ -317,9 +353,13 @@ namespace OpenSim.Region.Environment.Scenes | |||
317 | this.updateFlag = 2; | 353 | this.updateFlag = 2; |
318 | } | 354 | } |
319 | 355 | ||
356 | /// <summary> | ||
357 | /// | ||
358 | /// </summary> | ||
359 | /// <param name="pos"></param> | ||
320 | public void UpdateSinglePosition(LLVector3 pos) | 360 | public void UpdateSinglePosition(LLVector3 pos) |
321 | { | 361 | { |
322 | //Console.WriteLine("updating single prim position"); | 362 | // Console.WriteLine("updating single prim position"); |
323 | if (this.isRootPrim) | 363 | if (this.isRootPrim) |
324 | { | 364 | { |
325 | LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z); | 365 | LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z); |
@@ -350,14 +390,23 @@ namespace OpenSim.Region.Environment.Scenes | |||
350 | #endregion | 390 | #endregion |
351 | 391 | ||
352 | #region Rotation | 392 | #region Rotation |
393 | /// <summary> | ||
394 | /// | ||
395 | /// </summary> | ||
396 | /// <param name="rot"></param> | ||
353 | public void UpdateRotation(LLQuaternion rot) | 397 | public void UpdateRotation(LLQuaternion rot) |
354 | { | 398 | { |
355 | this.rotation = new Axiom.Math.Quaternion(rot.W, rot.X, rot.Y, rot.Z); | 399 | this.rotation = new Axiom.Math.Quaternion(rot.W, rot.X, rot.Y, rot.Z); |
356 | this.updateFlag = 2; | 400 | this.updateFlag = 2; |
357 | } | 401 | } |
358 | 402 | ||
403 | /// <summary> | ||
404 | /// | ||
405 | /// </summary> | ||
406 | /// <param name="rot"></param> | ||
359 | public void UpdateSingleRotation(LLQuaternion rot) | 407 | public void UpdateSingleRotation(LLQuaternion rot) |
360 | { | 408 | { |
409 | //Console.WriteLine("updating single prim rotation"); | ||
361 | Axiom.Math.Quaternion axRot = new Axiom.Math.Quaternion(rot.W, rot.X, rot.Y, rot.Z); | 410 | Axiom.Math.Quaternion axRot = new Axiom.Math.Quaternion(rot.W, rot.X, rot.Y, rot.Z); |
362 | Axiom.Math.Quaternion oldParentRot = new Quaternion(this.rotation.w, this.rotation.x, this.rotation.y, this.rotation.z); | 411 | Axiom.Math.Quaternion oldParentRot = new Quaternion(this.rotation.w, this.rotation.x, this.rotation.y, this.rotation.z); |
363 | this.rotation = axRot; | 412 | this.rotation = axRot; |
@@ -367,13 +416,18 @@ namespace OpenSim.Region.Environment.Scenes | |||
367 | axPos = oldParentRot * axPos; | 416 | axPos = oldParentRot * axPos; |
368 | axPos = axRot.Inverse() * axPos; | 417 | axPos = axRot.Inverse() * axPos; |
369 | prim.m_pos = new LLVector3(axPos.x, axPos.y, axPos.z); | 418 | prim.m_pos = new LLVector3(axPos.x, axPos.y, axPos.z); |
370 | prim.rotation = prim.rotation * oldParentRot; | 419 | prim.rotation = oldParentRot * prim.rotation ; |
371 | prim.rotation = prim.rotation * axRot.Inverse(); | 420 | prim.rotation = axRot.Inverse()* prim.rotation; |
372 | prim.updateFlag = 2; | 421 | prim.updateFlag = 2; |
373 | } | 422 | } |
374 | this.updateFlag = 2; | 423 | this.updateFlag = 2; |
375 | } | 424 | } |
376 | 425 | ||
426 | /// <summary> | ||
427 | /// | ||
428 | /// </summary> | ||
429 | /// <param name="pos"></param> | ||
430 | /// <param name="rot"></param> | ||
377 | public void UpdateGroupMouseRotation(LLVector3 pos, LLQuaternion rot) | 431 | public void UpdateGroupMouseRotation(LLVector3 pos, LLQuaternion rot) |
378 | { | 432 | { |
379 | this.rotation = new Axiom.Math.Quaternion(rot.W, rot.X, rot.Y, rot.Z); | 433 | this.rotation = new Axiom.Math.Quaternion(rot.W, rot.X, rot.Y, rot.Z); |
@@ -384,6 +438,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
384 | #endregion | 438 | #endregion |
385 | 439 | ||
386 | #region Shape | 440 | #region Shape |
441 | /// <summary> | ||
442 | /// | ||
443 | /// </summary> | ||
444 | /// <param name="shapeBlock"></param> | ||
387 | public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock) | 445 | public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock) |
388 | { | 446 | { |
389 | this.m_Shape.PathBegin = shapeBlock.PathBegin; | 447 | this.m_Shape.PathBegin = shapeBlock.PathBegin; |