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authorUbitUmarov2015-10-23 01:39:53 +0100
committerUbitUmarov2015-10-23 01:39:53 +0100
commit28d4afbe3a3f279071743b9ef67fd18c8aadb26e (patch)
treefcb454a060c5bb368a7368b1370f1bb2388794d8 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentlet ode also finish internal representation of prim actors, before simulation (diff)
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replace objects scale clamp by a more readable clamp. Simplify GroupResize and let rescale factors < 1 also be checked for size limits, Set new scales directly not checking them again.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs203
1 files changed, 74 insertions, 129 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 329ea11..c97c838 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3795,156 +3795,101 @@ namespace OpenSim.Region.Framework.Scenes
3795// m_log.DebugFormat( 3795// m_log.DebugFormat(
3796// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 3796// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
3797 3797
3798 if (Scene == null)
3799 return;
3800
3798 PhysicsActor pa = m_rootPart.PhysActor; 3801 PhysicsActor pa = m_rootPart.PhysActor;
3799 3802
3800 if (Scene != null) 3803 float minsize = Scene.m_minNonphys;
3804 float maxsize = Scene.m_maxNonphys;
3805
3806 if (pa != null && pa.IsPhysical)
3801 { 3807 {
3802 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3808 minsize = Scene.m_minPhys;
3803 scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y)); 3809 maxsize = Scene.m_maxPhys;
3804 scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
3805
3806 if (pa != null && pa.IsPhysical)
3807 {
3808 scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
3809 scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
3810 scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
3811 }
3812 } 3810 }
3813 3811
3812 scale.X = Util.Clamp(scale.X, minsize, maxsize);
3813 scale.Y = Util.Clamp(scale.Y, minsize, maxsize);
3814 scale.Z = Util.Clamp(scale.Z, minsize, maxsize);
3815
3816 // requested scaling factors
3814 float x = (scale.X / RootPart.Scale.X); 3817 float x = (scale.X / RootPart.Scale.X);
3815 float y = (scale.Y / RootPart.Scale.Y); 3818 float y = (scale.Y / RootPart.Scale.Y);
3816 float z = (scale.Z / RootPart.Scale.Z); 3819 float z = (scale.Z / RootPart.Scale.Z);
3817 3820
3818 SceneObjectPart[] parts = m_parts.GetArray(); 3821 SceneObjectPart[] parts = m_parts.GetArray();
3819 3822
3820 if (Scene != null & (x > 1.0f || y > 1.0f || z > 1.0f)) 3823 // fix scaling factors so parts don't violate dimensions
3824 for(int i = 0;i < parts.Length;i++)
3821 { 3825 {
3822 for (int i = 0; i < parts.Length; i++) 3826 SceneObjectPart obPart = parts[i];
3827 if(obPart.UUID != m_rootPart.UUID)
3823 { 3828 {
3824 SceneObjectPart obPart = parts[i]; 3829 Vector3 oldSize = new Vector3(obPart.Scale);
3825 if (obPart.UUID != m_rootPart.UUID)
3826 {
3827 Vector3 oldSize = new Vector3(obPart.Scale);
3828 3830
3829 float f = 1.0f; 3831 float f = 1.0f;
3830 float a = 1.0f; 3832 float a = 1.0f;
3831 3833
3832 if (pa != null && pa.IsPhysical) 3834 if(oldSize.X * x > maxsize)
3833 { 3835 {
3834 if (oldSize.X * x > Scene.m_maxPhys) 3836 f = maxsize / oldSize.X;
3835 { 3837 a = f / x;
3836 f = m_scene.m_maxPhys / oldSize.X; 3838 x *= a;
3837 a = f / x; 3839 y *= a;
3838 x *= a; 3840 z *= a;
3839 y *= a; 3841 }
3840 z *= a; 3842 else if(oldSize.X * x < minsize)
3841 } 3843 {
3842 else if (oldSize.X * x < Scene.m_minPhys) 3844 f = minsize / oldSize.X;
3843 { 3845 a = f / x;
3844 f = m_scene.m_minPhys / oldSize.X; 3846 x *= a;
3845 a = f / x; 3847 y *= a;
3846 x *= a; 3848 z *= a;
3847 y *= a; 3849 }
3848 z *= a;
3849 }
3850
3851 if (oldSize.Y * y > Scene.m_maxPhys)
3852 {
3853 f = m_scene.m_maxPhys / oldSize.Y;
3854 a = f / y;
3855 x *= a;
3856 y *= a;
3857 z *= a;
3858 }
3859 else if (oldSize.Y * y < Scene.m_minPhys)
3860 {
3861 f = m_scene.m_minPhys / oldSize.Y;
3862 a = f / y;
3863 x *= a;
3864 y *= a;
3865 z *= a;
3866 }
3867
3868 if (oldSize.Z * z > Scene.m_maxPhys)
3869 {
3870 f = m_scene.m_maxPhys / oldSize.Z;
3871 a = f / z;
3872 x *= a;
3873 y *= a;
3874 z *= a;
3875 }
3876 else if (oldSize.Z * z < Scene.m_minPhys)
3877 {
3878 f = m_scene.m_minPhys / oldSize.Z;
3879 a = f / z;
3880 x *= a;
3881 y *= a;
3882 z *= a;
3883 }
3884 }
3885 else
3886 {
3887 if (oldSize.X * x > Scene.m_maxNonphys)
3888 {
3889 f = m_scene.m_maxNonphys / oldSize.X;
3890 a = f / x;
3891 x *= a;
3892 y *= a;
3893 z *= a;
3894 }
3895 else if (oldSize.X * x < Scene.m_minNonphys)
3896 {
3897 f = m_scene.m_minNonphys / oldSize.X;
3898 a = f / x;
3899 x *= a;
3900 y *= a;
3901 z *= a;
3902 }
3903 3850
3904 if (oldSize.Y * y > Scene.m_maxNonphys) 3851 if(oldSize.Y * y > maxsize)
3905 { 3852 {
3906 f = m_scene.m_maxNonphys / oldSize.Y; 3853 f = maxsize / oldSize.Y;
3907 a = f / y; 3854 a = f / y;
3908 x *= a; 3855 x *= a;
3909 y *= a; 3856 y *= a;
3910 z *= a; 3857 z *= a;
3911 } 3858 }
3912 else if (oldSize.Y * y < Scene.m_minNonphys) 3859 else if(oldSize.Y * y < minsize)
3913 { 3860 {
3914 f = m_scene.m_minNonphys / oldSize.Y; 3861 f = minsize / oldSize.Y;
3915 a = f / y; 3862 a = f / y;
3916 x *= a; 3863 x *= a;
3917 y *= a; 3864 y *= a;
3918 z *= a; 3865 z *= a;
3919 } 3866 }
3920 3867
3921 if (oldSize.Z * z > Scene.m_maxNonphys) 3868 if(oldSize.Z * z > maxsize)
3922 { 3869 {
3923 f = m_scene.m_maxNonphys / oldSize.Z; 3870 f = maxsize / oldSize.Z;
3924 a = f / z; 3871 a = f / z;
3925 x *= a; 3872 x *= a;
3926 y *= a; 3873 y *= a;
3927 z *= a; 3874 z *= a;
3928 } 3875 }
3929 else if (oldSize.Z * z < Scene.m_minNonphys) 3876 else if(oldSize.Z * z < minsize)
3930 { 3877 {
3931 f = m_scene.m_minNonphys / oldSize.Z; 3878 f = minsize / oldSize.Z;
3932 a = f / z; 3879 a = f / z;
3933 x *= a; 3880 x *= a;
3934 y *= a; 3881 y *= a;
3935 z *= a; 3882 z *= a;
3936 }
3937 }
3938 } 3883 }
3939 } 3884 }
3940 } 3885 }
3941 3886
3942 Vector3 prevScale = RootPart.Scale; 3887 Vector3 rootScale = RootPart.Scale;
3943 prevScale.X *= x; 3888 rootScale.X *= x;
3944 prevScale.Y *= y; 3889 rootScale.Y *= y;
3945 prevScale.Z *= z; 3890 rootScale.Z *= z;
3946 3891
3947 RootPart.Resize(prevScale); 3892 RootPart.Scale = rootScale;
3948 3893
3949 for (int i = 0; i < parts.Length; i++) 3894 for (int i = 0; i < parts.Length; i++)
3950 { 3895 {
@@ -3962,7 +3907,7 @@ namespace OpenSim.Region.Framework.Scenes
3962 newSize.Y *= y; 3907 newSize.Y *= y;
3963 newSize.Z *= z; 3908 newSize.Z *= z;
3964 3909
3965 obPart.Resize(newSize); 3910 obPart.Scale = newSize;
3966 obPart.UpdateOffSet(currentpos); 3911 obPart.UpdateOffSet(currentpos);
3967 } 3912 }
3968 3913