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authorUbitUmarov2014-09-22 23:32:55 +0100
committerUbitUmarov2014-09-22 23:32:55 +0100
commit79e47eb60e304fba1bdf04b57d374a843c250ef8 (patch)
tree435e2feaab8268bdf9731e712864af8951076475 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentdebug show stack trace (diff)
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some changes in link/unlink code, bypassing complex variables set methods
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs50
1 files changed, 25 insertions, 25 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index ca6f457..0eed64e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2929,22 +2929,24 @@ namespace OpenSim.Region.Framework.Scenes
2929 // First move the new group's root SOP's position to be relative to ours 2929 // First move the new group's root SOP's position to be relative to ours
2930 // (radams1: Not sure if the multiple setting of OffsetPosition is required. If not, 2930 // (radams1: Not sure if the multiple setting of OffsetPosition is required. If not,
2931 // this code can be reordered to have a more logical flow.) 2931 // this code can be reordered to have a more logical flow.)
2932 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2932 linkPart.setOffsetPosition(linkPart.GroupPosition - AbsolutePosition);
2933 // Assign the new parent to the root of the old group 2933 // Assign the new parent to the root of the old group
2934 linkPart.ParentID = m_rootPart.LocalId; 2934 linkPart.ParentID = m_rootPart.LocalId;
2935 // Now that it's a child, it's group position is our root position 2935 // Now that it's a child, it's group position is our root position
2936 linkPart.GroupPosition = AbsolutePosition; 2936 linkPart.setGroupPosition(AbsolutePosition);
2937 2937
2938 Vector3 axPos = linkPart.OffsetPosition;
2939 // Rotate the linking root SOP's position to be relative to the new root prim 2938 // Rotate the linking root SOP's position to be relative to the new root prim
2940 Quaternion parentRot = m_rootPart.RotationOffset; 2939 Quaternion parentRot = m_rootPart.RotationOffset;
2941 axPos *= Quaternion.Conjugate(parentRot);
2942 linkPart.OffsetPosition = axPos;
2943 2940
2944 // Make the linking root SOP's rotation relative to the new root prim 2941 // Make the linking root SOP's rotation relative to the new root prim
2945 Quaternion oldRot = linkPart.RotationOffset; 2942 Quaternion oldRot = linkPart.RotationOffset;
2946 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot; 2943 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2947 linkPart.RotationOffset = newRot; 2944 linkPart.setRotationOffset(newRot);
2945
2946 Vector3 axPos = linkPart.OffsetPosition;
2947 axPos *= Quaternion.Conjugate(parentRot);
2948 linkPart.OffsetPosition = axPos;
2949
2948 2950
2949 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2951 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
2950 // Now that we know this SOG has at least two SOPs in it, the new root 2952 // Now that we know this SOG has at least two SOPs in it, the new root
@@ -3168,9 +3170,9 @@ namespace OpenSim.Region.Framework.Scenes
3168 linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition; 3170 linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
3169 linkPart.OffsetPosition = new Vector3(0, 0, 0); 3171 linkPart.OffsetPosition = new Vector3(0, 0, 0);
3170 */ 3172 */
3171 linkPart.GroupPosition = worldPos; 3173 linkPart.setGroupPosition(worldPos);
3172 linkPart.OffsetPosition = Vector3.Zero; 3174 linkPart.setOffsetPosition(Vector3.Zero);
3173 linkPart.RotationOffset = worldRot; 3175 linkPart.setRotationOffset(worldRot);
3174 3176
3175 // Create a new SOG to go around this unlinked and unattached SOP 3177 // Create a new SOG to go around this unlinked and unattached SOP
3176 SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart); 3178 SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
@@ -3221,15 +3223,14 @@ namespace OpenSim.Region.Framework.Scenes
3221 Quaternion parentRot = oldGroupRotation; 3223 Quaternion parentRot = oldGroupRotation;
3222 Quaternion oldRot = part.RotationOffset; 3224 Quaternion oldRot = part.RotationOffset;
3223 3225
3224 // Move our position to not be relative to the old parent 3226 // Move our position in world
3225 Vector3 axPos = part.OffsetPosition; 3227 Vector3 axPos = part.OffsetPosition;
3226 axPos *= parentRot; 3228 axPos *= parentRot;
3227 part.OffsetPosition = axPos; 3229 Vector3 newPos = oldGroupPosition + axPos;
3228 Vector3 newPos = oldGroupPosition + part.OffsetPosition; 3230 part.setGroupPosition(newPos);
3229 part.GroupPosition = newPos; 3231 part.setOffsetPosition(Vector3.Zero);
3230 part.OffsetPosition = Vector3.Zero;
3231 3232
3232 // Compution our rotation to be not relative to the old parent 3233 // Compution our rotation in world
3233 Quaternion worldRot = parentRot * oldRot; 3234 Quaternion worldRot = parentRot * oldRot;
3234 part.RotationOffset = worldRot; 3235 part.RotationOffset = worldRot;
3235 3236
@@ -3237,31 +3238,30 @@ namespace OpenSim.Region.Framework.Scenes
3237 part.SetParent(this); 3238 part.SetParent(this);
3238 part.ParentID = m_rootPart.LocalId; 3239 part.ParentID = m_rootPart.LocalId;
3239 m_parts.Add(part.UUID, part); 3240 m_parts.Add(part.UUID, part);
3240
3241 3241
3242 part.LinkNum = linkNum; 3242 part.LinkNum = linkNum;
3243 3243
3244 m_scene.updateScenePartGroup(part, this); 3244 m_scene.updateScenePartGroup(part, this);
3245 3245
3246 // Compute the new position of this SOP relative to the group position 3246 // Compute the new position of this SOP relative to the group position
3247 part.OffsetPosition = newPos - AbsolutePosition; 3247 part.setOffsetPosition(newPos - AbsolutePosition);
3248 3248
3249 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3249 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
3250 // It would have the affect of setting the physics engine position multiple 3250 // It would have the affect of setting the physics engine position multiple
3251 // times. In theory, that is not necessary but I don't have a good linkset 3251 // times. In theory, that is not necessary but I don't have a good linkset
3252 // test to know that cleaning up this code wouldn't break things.) 3252 // test to know that cleaning up this code wouldn't break things.)
3253 3253
3254 // Rotate the relative position by the rotation of the group
3255 Quaternion rootRotation = m_rootPart.RotationOffset;
3256 Vector3 pos = part.OffsetPosition;
3257 pos *= Quaternion.Conjugate(rootRotation);
3258 part.OffsetPosition = pos;
3259
3260 // Compute the SOP's rotation relative to the rotation of the group. 3254 // Compute the SOP's rotation relative to the rotation of the group.
3261 parentRot = m_rootPart.RotationOffset; 3255 parentRot = m_rootPart.RotationOffset;
3256
3262 oldRot = part.RotationOffset; 3257 oldRot = part.RotationOffset;
3263 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot; 3258 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
3264 part.RotationOffset = newRot; 3259 part.setRotationOffset(newRot);
3260
3261 Vector3 pos = part.OffsetPosition;
3262 pos *= Quaternion.Conjugate(parentRot);
3263
3264 part.OffsetPosition = pos; // update position and orientation on physics also
3265 3265
3266 // Since this SOP's state has changed, push those changes into the physics engine 3266 // Since this SOP's state has changed, push those changes into the physics engine
3267 // and the simulator. 3267 // and the simulator.
@@ -3947,7 +3947,7 @@ namespace OpenSim.Region.Framework.Scenes
3947 } 3947 }
3948 3948
3949 AbsolutePosition = newPos; 3949 AbsolutePosition = newPos;
3950 3950
3951 if (IsAttachment) 3951 if (IsAttachment)
3952 m_rootPart.AttachedPos = newPos; 3952 m_rootPart.AttachedPos = newPos;
3953 3953