diff options
author | Oren Hurvitz | 2013-09-25 10:56:05 +0300 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2013-10-15 23:59:16 +0100 |
commit | d0c17808391e93964dcaf0ffcf06899c5669f4ff (patch) | |
tree | aff765cc1e1359a89aef48ad266ae1ab95e04fd0 /OpenSim/Region/Framework/Scenes | |
parent | As discussed on many previous occasions, switch the default physics engine in... (diff) | |
download | opensim-SC_OLD-d0c17808391e93964dcaf0ffcf06899c5669f4ff.zip opensim-SC_OLD-d0c17808391e93964dcaf0ffcf06899c5669f4ff.tar.gz opensim-SC_OLD-d0c17808391e93964dcaf0ffcf06899c5669f4ff.tar.bz2 opensim-SC_OLD-d0c17808391e93964dcaf0ffcf06899c5669f4ff.tar.xz |
Fixed rezzing coalesced objects from a prim's inventory
Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 119 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | 101 |
2 files changed, 152 insertions, 68 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 4bebbe8..65536db 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -31,6 +31,7 @@ using System.Collections; | |||
31 | using System.Reflection; | 31 | using System.Reflection; |
32 | using System.Text; | 32 | using System.Text; |
33 | using System.Timers; | 33 | using System.Timers; |
34 | using System.Xml; | ||
34 | using OpenMetaverse; | 35 | using OpenMetaverse; |
35 | using OpenMetaverse.Packets; | 36 | using OpenMetaverse.Packets; |
36 | using log4net; | 37 | using log4net; |
@@ -2135,6 +2136,69 @@ namespace OpenSim.Region.Framework.Scenes | |||
2135 | } | 2136 | } |
2136 | 2137 | ||
2137 | /// <summary> | 2138 | /// <summary> |
2139 | /// Returns the list of Scene Objects in an asset. | ||
2140 | /// </summary> | ||
2141 | /// <remarks> | ||
2142 | /// Returns one object if the asset is a regular object, and multiple objects for a coalesced object. | ||
2143 | /// </remarks> | ||
2144 | /// <param name="assetData">Asset data</param> | ||
2145 | /// <param name="attachment">Whether the item is an attachment</param> | ||
2146 | /// <param name="objlist">The objects included in the asset</param> | ||
2147 | /// <param name="veclist">Relative positions of the objects</param> | ||
2148 | /// <param name="bbox">Bounding box of all the objects</param> | ||
2149 | /// <param name="offsetHeight">Offset in the Z axis from the centre of the bounding box | ||
2150 | /// to the centre of the root prim (relevant only when returning a single object)</param> | ||
2151 | /// <returns>true = returning a single object; false = multiple objects</returns> | ||
2152 | public bool GetObjectsToRez(byte[] assetData, bool attachment, out List<SceneObjectGroup> objlist, out List<Vector3> veclist, | ||
2153 | out Vector3 bbox, out float offsetHeight) | ||
2154 | { | ||
2155 | objlist = new List<SceneObjectGroup>(); | ||
2156 | veclist = new List<Vector3>(); | ||
2157 | |||
2158 | XmlDocument doc = new XmlDocument(); | ||
2159 | string xmlData = Utils.BytesToString(assetData); | ||
2160 | doc.LoadXml(xmlData); | ||
2161 | XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject"); | ||
2162 | |||
2163 | if (e == null || attachment) // Single | ||
2164 | { | ||
2165 | SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); | ||
2166 | objlist.Add(g); | ||
2167 | veclist.Add(new Vector3(0, 0, 0)); | ||
2168 | bbox = g.GetAxisAlignedBoundingBox(out offsetHeight); | ||
2169 | return true; | ||
2170 | } | ||
2171 | else | ||
2172 | { | ||
2173 | XmlElement coll = (XmlElement)e; | ||
2174 | float bx = Convert.ToSingle(coll.GetAttribute("x")); | ||
2175 | float by = Convert.ToSingle(coll.GetAttribute("y")); | ||
2176 | float bz = Convert.ToSingle(coll.GetAttribute("z")); | ||
2177 | bbox = new Vector3(bx, by, bz); | ||
2178 | offsetHeight = 0; | ||
2179 | |||
2180 | XmlNodeList groups = e.SelectNodes("SceneObjectGroup"); | ||
2181 | foreach (XmlNode n in groups) | ||
2182 | { | ||
2183 | SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); | ||
2184 | objlist.Add(g); | ||
2185 | |||
2186 | XmlElement el = (XmlElement)n; | ||
2187 | string rawX = el.GetAttribute("offsetx"); | ||
2188 | string rawY = el.GetAttribute("offsety"); | ||
2189 | string rawZ = el.GetAttribute("offsetz"); | ||
2190 | |||
2191 | float x = Convert.ToSingle(rawX); | ||
2192 | float y = Convert.ToSingle(rawY); | ||
2193 | float z = Convert.ToSingle(rawZ); | ||
2194 | veclist.Add(new Vector3(x, y, z)); | ||
2195 | } | ||
2196 | } | ||
2197 | |||
2198 | return false; | ||
2199 | } | ||
2200 | |||
2201 | /// <summary> | ||
2138 | /// Event Handler Rez an object into a scene | 2202 | /// Event Handler Rez an object into a scene |
2139 | /// Calls the non-void event handler | 2203 | /// Calls the non-void event handler |
2140 | /// </summary> | 2204 | /// </summary> |
@@ -2209,19 +2273,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2209 | /// will be used if it exists.</param> | 2273 | /// will be used if it exists.</param> |
2210 | /// <param name="vel">The velocity of the rezzed object.</param> | 2274 | /// <param name="vel">The velocity of the rezzed object.</param> |
2211 | /// <param name="param"></param> | 2275 | /// <param name="param"></param> |
2212 | /// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns> | 2276 | /// <returns>The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful</returns> |
2213 | public virtual SceneObjectGroup RezObject( | 2277 | public virtual List<SceneObjectGroup> RezObject( |
2214 | SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param) | 2278 | SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param) |
2215 | { | 2279 | { |
2216 | if (null == item) | 2280 | if (null == item) |
2217 | return null; | 2281 | return null; |
2282 | |||
2283 | List<SceneObjectGroup> objlist; | ||
2284 | List<Vector3> veclist; | ||
2218 | 2285 | ||
2219 | SceneObjectGroup group = sourcePart.Inventory.GetRezReadySceneObject(item); | 2286 | bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist); |
2220 | 2287 | if (!success) | |
2221 | if (null == group) | ||
2222 | return null; | 2288 | return null; |
2223 | 2289 | ||
2224 | if (!Permissions.CanRezObject(group.PrimCount, item.OwnerID, pos)) | 2290 | int totalPrims = 0; |
2291 | foreach (SceneObjectGroup group in objlist) | ||
2292 | totalPrims += group.PrimCount; | ||
2293 | |||
2294 | if (!Permissions.CanRezObject(totalPrims, item.OwnerID, pos)) | ||
2225 | return null; | 2295 | return null; |
2226 | 2296 | ||
2227 | if (!Permissions.BypassPermissions()) | 2297 | if (!Permissions.BypassPermissions()) |
@@ -2230,23 +2300,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
2230 | sourcePart.Inventory.RemoveInventoryItem(item.ItemID); | 2300 | sourcePart.Inventory.RemoveInventoryItem(item.ItemID); |
2231 | } | 2301 | } |
2232 | 2302 | ||
2233 | 2303 | for (int i = 0; i < objlist.Count; i++) | |
2234 | if (group.IsAttachment == false && group.RootPart.Shape.State != 0) | ||
2235 | { | 2304 | { |
2236 | group.RootPart.AttachedPos = group.AbsolutePosition; | 2305 | SceneObjectGroup group = objlist[i]; |
2237 | group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint; | 2306 | Vector3 curpos = pos + veclist[i]; |
2307 | |||
2308 | if (group.IsAttachment == false && group.RootPart.Shape.State != 0) | ||
2309 | { | ||
2310 | group.RootPart.AttachedPos = group.AbsolutePosition; | ||
2311 | group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint; | ||
2312 | } | ||
2313 | |||
2314 | group.FromPartID = sourcePart.UUID; | ||
2315 | AddNewSceneObject(group, true, curpos, rot, vel); | ||
2316 | |||
2317 | // We can only call this after adding the scene object, since the scene object references the scene | ||
2318 | // to find out if scripts should be activated at all. | ||
2319 | group.CreateScriptInstances(param, true, DefaultScriptEngine, 3); | ||
2320 | |||
2321 | group.ScheduleGroupForFullUpdate(); | ||
2238 | } | 2322 | } |
2239 | 2323 | ||
2240 | group.FromPartID = sourcePart.UUID; | 2324 | return objlist; |
2241 | AddNewSceneObject(group, true, pos, rot, vel); | ||
2242 | |||
2243 | // We can only call this after adding the scene object, since the scene object references the scene | ||
2244 | // to find out if scripts should be activated at all. | ||
2245 | group.CreateScriptInstances(param, true, DefaultScriptEngine, 3); | ||
2246 | |||
2247 | group.ScheduleGroupForFullUpdate(); | ||
2248 | |||
2249 | return group; | ||
2250 | } | 2325 | } |
2251 | 2326 | ||
2252 | public virtual bool returnObjects(SceneObjectGroup[] returnobjects, | 2327 | public virtual bool returnObjects(SceneObjectGroup[] returnobjects, |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 3f223a3..380e402 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | |||
@@ -733,8 +733,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
733 | 733 | ||
734 | return items; | 734 | return items; |
735 | } | 735 | } |
736 | 736 | ||
737 | public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item) | 737 | public bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist) |
738 | { | 738 | { |
739 | AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); | 739 | AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); |
740 | 740 | ||
@@ -743,66 +743,75 @@ namespace OpenSim.Region.Framework.Scenes | |||
743 | m_log.WarnFormat( | 743 | m_log.WarnFormat( |
744 | "[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}", | 744 | "[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}", |
745 | item.AssetID, item.Name, m_part.Name); | 745 | item.AssetID, item.Name, m_part.Name); |
746 | return null; | 746 | objlist = null; |
747 | veclist = null; | ||
748 | return false; | ||
747 | } | 749 | } |
748 | 750 | ||
749 | string xmlData = Utils.BytesToString(rezAsset.Data); | 751 | Vector3 bbox; |
750 | SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); | 752 | float offsetHeight; |
751 | 753 | ||
752 | group.ResetIDs(); | 754 | bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight); |
753 | 755 | ||
754 | SceneObjectPart rootPart = group.GetPart(group.UUID); | 756 | for (int i = 0; i < objlist.Count; i++) |
757 | { | ||
758 | SceneObjectGroup group = objlist[i]; | ||
755 | 759 | ||
756 | // Since renaming the item in the inventory does not affect the name stored | 760 | group.ResetIDs(); |
757 | // in the serialization, transfer the correct name from the inventory to the | ||
758 | // object itself before we rez. | ||
759 | rootPart.Name = item.Name; | ||
760 | rootPart.Description = item.Description; | ||
761 | 761 | ||
762 | SceneObjectPart[] partList = group.Parts; | 762 | SceneObjectPart rootPart = group.GetPart(group.UUID); |
763 | 763 | ||
764 | group.SetGroup(m_part.GroupID, null); | 764 | // Since renaming the item in the inventory does not affect the name stored |
765 | // in the serialization, transfer the correct name from the inventory to the | ||
766 | // object itself before we rez. | ||
767 | rootPart.Name = item.Name; | ||
768 | rootPart.Description = item.Description; | ||
765 | 769 | ||
766 | // TODO: Remove magic number badness | 770 | SceneObjectPart[] partList = group.Parts; |
767 | if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number | 771 | |
768 | { | 772 | group.SetGroup(m_part.GroupID, null); |
769 | if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) | 773 | |
774 | // TODO: Remove magic number badness | ||
775 | if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number | ||
770 | { | 776 | { |
771 | foreach (SceneObjectPart part in partList) | 777 | if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) |
772 | { | 778 | { |
773 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) | 779 | foreach (SceneObjectPart part in partList) |
774 | part.EveryoneMask = item.EveryonePermissions; | 780 | { |
775 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) | 781 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) |
776 | part.NextOwnerMask = item.NextPermissions; | 782 | part.EveryoneMask = item.EveryonePermissions; |
777 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) | 783 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) |
778 | part.GroupMask = item.GroupPermissions; | 784 | part.NextOwnerMask = item.NextPermissions; |
785 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) | ||
786 | part.GroupMask = item.GroupPermissions; | ||
787 | } | ||
788 | |||
789 | group.ApplyNextOwnerPermissions(); | ||
779 | } | 790 | } |
780 | |||
781 | group.ApplyNextOwnerPermissions(); | ||
782 | } | 791 | } |
783 | } | ||
784 | 792 | ||
785 | foreach (SceneObjectPart part in partList) | 793 | foreach (SceneObjectPart part in partList) |
786 | { | ||
787 | // TODO: Remove magic number badness | ||
788 | if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number | ||
789 | { | 794 | { |
790 | part.LastOwnerID = part.OwnerID; | 795 | // TODO: Remove magic number badness |
791 | part.OwnerID = item.OwnerID; | 796 | if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number |
792 | part.Inventory.ChangeInventoryOwner(item.OwnerID); | 797 | { |
798 | part.LastOwnerID = part.OwnerID; | ||
799 | part.OwnerID = item.OwnerID; | ||
800 | part.Inventory.ChangeInventoryOwner(item.OwnerID); | ||
801 | } | ||
802 | |||
803 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) | ||
804 | part.EveryoneMask = item.EveryonePermissions; | ||
805 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) | ||
806 | part.NextOwnerMask = item.NextPermissions; | ||
807 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) | ||
808 | part.GroupMask = item.GroupPermissions; | ||
793 | } | 809 | } |
794 | 810 | ||
795 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) | 811 | rootPart.TrimPermissions(); |
796 | part.EveryoneMask = item.EveryonePermissions; | ||
797 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) | ||
798 | part.NextOwnerMask = item.NextPermissions; | ||
799 | if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) | ||
800 | part.GroupMask = item.GroupPermissions; | ||
801 | } | 812 | } |
802 | 813 | ||
803 | rootPart.TrimPermissions(); | 814 | return true; |
804 | |||
805 | return group; | ||
806 | } | 815 | } |
807 | 816 | ||
808 | /// <summary> | 817 | /// <summary> |