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authorMelanie2010-08-10 20:11:55 +0100
committerMelanie2010-08-10 20:11:55 +0100
commit24b9a2885f1204d32cd032aa8ea9905fa9ce19b1 (patch)
tree21848b27494c70e7652bff8871f1c7101c5196c1 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentMerge branch 'master' into careminster-presence-refactor (diff)
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Resolve merge issues
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs68
1 files changed, 46 insertions, 22 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index a0f267c..b179646 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1838,6 +1838,26 @@ namespace OpenSim.Region.Framework.Scenes
1838 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1838 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1839 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1839 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1840 1840
1841 if (userExposed)
1842 dupe.m_rootPart.TrimPermissions();
1843
1844 /// may need to create a new Physics actor.
1845 if (dupe.RootPart.PhysActor != null && userExposed)
1846 {
1847 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1848
1849 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1850 dupe.RootPart.Name,
1851 pbs,
1852 dupe.RootPart.AbsolutePosition,
1853 dupe.RootPart.Scale,
1854 dupe.RootPart.RotationOffset,
1855 dupe.RootPart.PhysActor.IsPhysical);
1856
1857 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1858 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1859 }
1860
1841 lockPartsForRead(true); 1861 lockPartsForRead(true);
1842 1862
1843 List<SceneObjectPart> partList; 1863 List<SceneObjectPart> partList;
@@ -1860,34 +1880,37 @@ namespace OpenSim.Region.Framework.Scenes
1860 1880
1861 newPart.LinkNum = part.LinkNum; 1881 newPart.LinkNum = part.LinkNum;
1862 } 1882 }
1863 }
1864 1883
1884 // Need to duplicate the physics actor as well
1885 if (part.PhysActor != null && userExposed)
1886 {
1887 PrimitiveBaseShape pbs = part.Shape;
1888
1889 part.PhysActor
1890 = m_scene.PhysicsScene.AddPrimShape(
1891 part.Name,
1892 pbs,
1893 part.AbsolutePosition,
1894 part.Scale,
1895 part.RotationOffset,
1896 part.PhysActor.IsPhysical);
1897
1898 part.PhysActor.LocalID = part.LocalId;
1899 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1900 }
1901
1902 }
1865 if (userExposed) 1903 if (userExposed)
1866 { 1904 {
1867 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1905 dupe.UpdateParentIDs();
1868 newPart.LinkNum = part.LinkNum; 1906 dupe.HasGroupChanged = true;
1907 dupe.AttachToBackup();
1908
1909 ScheduleGroupForFullUpdate();
1869 } 1910 }
1870 1911
1871 // Need to duplicate the physics actor as well
1872 if (part.PhysActor != null && userExposed)
1873 {
1874 PrimitiveBaseShape pbs = part.Shape;
1875
1876 part.PhysActor
1877 = m_scene.PhysicsScene.AddPrimShape(
1878 part.Name,
1879 pbs,
1880 part.AbsolutePosition,
1881 part.Scale,
1882 part.RotationOffset,
1883 part.PhysActor.IsPhysical);
1884
1885 part.PhysActor.LocalID = part.LocalId;
1886 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1887 }
1888 } 1912 }
1889 1913 finally
1890 if (userExposed)
1891 { 1914 {
1892 m_dupeInProgress = false; 1915 m_dupeInProgress = false;
1893 } 1916 }
@@ -1905,6 +1928,7 @@ namespace OpenSim.Region.Framework.Scenes
1905 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed)); 1928 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed));
1906 } 1929 }
1907 1930
1931 public void ScriptSetPhysicsStatus(bool UsePhysics)
1908 { 1932 {
1909 bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); 1933 bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0);
1910 bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); 1934 bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);