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authorJustin Clark-Casey (justincc)2011-08-27 00:15:21 +0100
committerJustin Clark-Casey (justincc)2011-08-27 00:15:21 +0100
commit33a894f3d2cc95a7a512b86f39f3c6a6afabb015 (patch)
tree064edbd623ea0bd7bb85c29dc28d2348feb8454b /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentrefactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatar (diff)
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refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid pointless duplication of identical values
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs44
1 files changed, 19 insertions, 25 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index fada688..34f484d 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 +161,14 @@ 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 /// <summary>
180 /// Is this scene object phantom? 172 /// Is this scene object phantom?
181 /// </summary> 173 /// </summary>
182 /// <remarks> 174 /// <remarks>
@@ -354,11 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
354 /// <summary> 346 /// <summary>
355 /// Check both the attachment property and the relevant properties of the underlying root part. 347 /// Check both the attachment property and the relevant properties of the underlying root part.
356 /// </summary> 348 /// </summary>
349 /// <remarks>
357 /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't 350 /// 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. 351 /// have the IsAttachment property yet checked.
359 /// 352 ///
360 /// FIXME: However, this should be fixed so that this property 353 /// FIXME: However, this should be fixed so that this property
361 /// propertly reflects the underlying status. 354 /// propertly reflects the underlying status.
355 /// </remarks>
362 /// <returns></returns> 356 /// <returns></returns>
363 public bool IsAttachmentCheckFull() 357 public bool IsAttachmentCheckFull()
364 { 358 {
@@ -987,11 +981,11 @@ namespace OpenSim.Region.Framework.Scenes
987 return m_rootPart.Shape.State; 981 return m_rootPart.Shape.State;
988 } 982 }
989 983
990 public void SetAttachmentPoint(byte point) 984 public void SetAttachmentPoint(uint point)
991 { 985 {
992 SceneObjectPart[] parts = m_parts.GetArray(); 986 AttachmentPoint = point;
993 for (int i = 0; i < parts.Length; i++) 987 IsAttachment = point != 0;
994 parts[i].SetAttachmentPoint(point); 988 m_rootPart.Shape.State = (byte)point;
995 } 989 }
996 990
997 public void ClearPartAttachmentData() 991 public void ClearPartAttachmentData()
@@ -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);