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authorMic Bowman2011-08-29 09:55:34 -0700
committerMic Bowman2011-08-29 09:55:34 -0700
commit648866b59761cfbd76e2bd267011c935812770d0 (patch)
tree4ff1227fb7fbe684b42deabd07de5831ae6497da /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentBulletSim: add mesh representation. Use meshes for static objects and switch ... (diff)
parentMove GetMeshKey from buried inside Meshmerizer to a public method on Primitiv... (diff)
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Merge branch 'master' into bulletsim
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs70
1 files changed, 32 insertions, 38 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index fada688..c453366 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -146,27 +146,11 @@ namespace OpenSim.Region.Framework.Scenes
146 return true; 146 return true;
147 return false; 147 return false;
148 } 148 }
149 149
150 /// <summary> 150 /// <summary>
151 /// Is this scene object acting as an attachment? 151 /// Is this scene object acting as an attachment?
152 /// </summary> 152 /// </summary>
153 /// <remarks> 153 public bool IsAttachment { get; set; }
154 /// We return false if the group has already been deleted.
155 ///
156 /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I
157 /// presume either all or no parts in a linkset can be part of an attachment (in which
158 /// case the value would get proprogated down into all the descendent parts).
159 /// </remarks>
160 public bool IsAttachment
161 {
162 get
163 {
164 if (!IsDeleted)
165 return m_rootPart.IsAttachment;
166
167 return false;
168 }
169 }
170 154
171 /// <summary> 155 /// <summary>
172 /// The avatar to which this scene object is attached. 156 /// The avatar to which this scene object is attached.
@@ -177,6 +161,31 @@ namespace OpenSim.Region.Framework.Scenes
177 public UUID AttachedAvatar { get; set; } 161 public UUID AttachedAvatar { get; set; }
178 162
179 /// <summary> 163 /// <summary>
164 /// Attachment point of this scene object to an avatar.
165 /// </summary>
166 /// <remarks>
167 /// 0 if we're not attached to anything
168 /// </remarks>
169 public uint AttachmentPoint
170 {
171 get
172 {
173 return m_rootPart.Shape.State;
174 }
175
176 set
177 {
178 IsAttachment = value != 0;
179 m_rootPart.Shape.State = (byte)value;
180 }
181 }
182
183 public void ClearPartAttachmentData()
184 {
185 AttachmentPoint = 0;
186 }
187
188 /// <summary>
180 /// Is this scene object phantom? 189 /// Is this scene object phantom?
181 /// </summary> 190 /// </summary>
182 /// <remarks> 191 /// <remarks>
@@ -354,11 +363,13 @@ namespace OpenSim.Region.Framework.Scenes
354 /// <summary> 363 /// <summary>
355 /// Check both the attachment property and the relevant properties of the underlying root part. 364 /// Check both the attachment property and the relevant properties of the underlying root part.
356 /// </summary> 365 /// </summary>
366 /// <remarks>
357 /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't 367 /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
358 /// have the IsAttachment property yet checked. 368 /// have the IsAttachment property yet checked.
359 /// 369 ///
360 /// FIXME: However, this should be fixed so that this property 370 /// FIXME: However, this should be fixed so that this property
361 /// propertly reflects the underlying status. 371 /// propertly reflects the underlying status.
372 /// </remarks>
362 /// <returns></returns> 373 /// <returns></returns>
363 public bool IsAttachmentCheckFull() 374 public bool IsAttachmentCheckFull()
364 { 375 {
@@ -982,23 +993,6 @@ namespace OpenSim.Region.Framework.Scenes
982 } 993 }
983 } 994 }
984 995
985 public byte GetAttachmentPoint()
986 {
987 return m_rootPart.Shape.State;
988 }
989
990 public void SetAttachmentPoint(byte point)
991 {
992 SceneObjectPart[] parts = m_parts.GetArray();
993 for (int i = 0; i < parts.Length; i++)
994 parts[i].SetAttachmentPoint(point);
995 }
996
997 public void ClearPartAttachmentData()
998 {
999 SetAttachmentPoint((Byte)0);
1000 }
1001
1002 /// <summary> 996 /// <summary>
1003 /// 997 ///
1004 /// </summary> 998 /// </summary>
@@ -1424,16 +1418,16 @@ namespace OpenSim.Region.Framework.Scenes
1424 1418
1425 // This is only necessary when userExposed is false! 1419 // This is only necessary when userExposed is false!
1426 1420
1427 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1421 bool previousAttachmentStatus = dupe.IsAttachment;
1428 1422
1429 if (!userExposed) 1423 if (!userExposed)
1430 dupe.RootPart.IsAttachment = true; 1424 dupe.IsAttachment = true;
1431 1425
1432 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1426 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1433 1427
1434 if (!userExposed) 1428 if (!userExposed)
1435 { 1429 {
1436 dupe.RootPart.IsAttachment = previousAttachmentStatus; 1430 dupe.IsAttachment = previousAttachmentStatus;
1437 } 1431 }
1438 1432
1439 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1433 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);