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author | UbitUmarov | 2012-03-06 05:13:39 +0000 |
---|---|---|
committer | UbitUmarov | 2012-03-06 05:13:39 +0000 |
commit | cca94aaefc36fad366e789d6d2e902dda078e3f7 (patch) | |
tree | 8bd6bb928db2ef969ed768ee3f8ede8abf3afa91 /OpenSim/Region/Framework/Scenes | |
parent | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork (diff) | |
download | opensim-SC_OLD-cca94aaefc36fad366e789d6d2e902dda078e3f7.zip opensim-SC_OLD-cca94aaefc36fad366e789d6d2e902dda078e3f7.tar.gz opensim-SC_OLD-cca94aaefc36fad366e789d6d2e902dda078e3f7.tar.bz2 opensim-SC_OLD-cca94aaefc36fad366e789d6d2e902dda078e3f7.tar.xz |
make copied parts have diferent LocalIds than original. More building control for ubitODE. for all let physics know about linking of physical parts. Assume UNTESTED
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 74 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 |
2 files changed, 74 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index c9ea8e4..b99f80d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -957,12 +957,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
957 | /// <returns></returns> | 957 | /// <returns></returns> |
958 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 958 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
959 | { | 959 | { |
960 | /* ???? | ||
960 | maxX = -256f; | 961 | maxX = -256f; |
961 | maxY = -256f; | 962 | maxY = -256f; |
962 | maxZ = -256f; | 963 | maxZ = -256f; |
963 | minX = 256f; | 964 | minX = 256f; |
964 | minY = 256f; | 965 | minY = 256f; |
965 | minZ = 8192f; | 966 | minZ = 8192f; |
967 | */ | ||
968 | |||
969 | maxX = float.MinValue; | ||
970 | maxY = float.MinValue; | ||
971 | maxZ = float.MinValue; | ||
972 | minX = float.MaxValue; | ||
973 | minY = float.MaxValue; | ||
974 | minZ = float.MaxValue; | ||
966 | 975 | ||
967 | SceneObjectPart[] parts = m_parts.GetArray(); | 976 | SceneObjectPart[] parts = m_parts.GetArray(); |
968 | foreach (SceneObjectPart part in parts) | 977 | foreach (SceneObjectPart part in parts) |
@@ -1918,6 +1927,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1918 | dupe.IsAttachment = previousAttachmentStatus; | 1927 | dupe.IsAttachment = previousAttachmentStatus; |
1919 | } | 1928 | } |
1920 | 1929 | ||
1930 | |||
1931 | |||
1921 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 1932 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1922 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 1933 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
1923 | 1934 | ||
@@ -1988,7 +1999,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1988 | /// <param name="cGroupID"></param> | 1999 | /// <param name="cGroupID"></param> |
1989 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2000 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1990 | { | 2001 | { |
1991 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); | 2002 | // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); |
2003 | // give newpart a new local ID lettng old part keep same | ||
2004 | SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed); | ||
2005 | newpart.LocalId = m_scene.AllocateLocalId(); | ||
2006 | |||
2007 | SetRootPart(newpart); | ||
1992 | if (userExposed) | 2008 | if (userExposed) |
1993 | RootPart.Velocity = Vector3.Zero; // In case source is moving | 2009 | RootPart.Velocity = Vector3.Zero; // In case source is moving |
1994 | } | 2010 | } |
@@ -2191,7 +2207,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2191 | /// <param name="cGroupID"></param> | 2207 | /// <param name="cGroupID"></param> |
2192 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2208 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
2193 | { | 2209 | { |
2194 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2210 | // give new ID to the new part, letting old keep original |
2211 | // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
2212 | SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed); | ||
2213 | newPart.LocalId = m_scene.AllocateLocalId(); | ||
2195 | newPart.SetParent(this); | 2214 | newPart.SetParent(this); |
2196 | 2215 | ||
2197 | AddPart(newPart); | 2216 | AddPart(newPart); |
@@ -2485,6 +2504,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2485 | 2504 | ||
2486 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 2505 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
2487 | 2506 | ||
2507 | if (m_rootPart.PhysActor != null) | ||
2508 | m_rootPart.PhysActor.Building = true; | ||
2509 | if (linkPart.PhysActor != null) | ||
2510 | linkPart.PhysActor.Building = true; | ||
2511 | |||
2488 | Vector3 oldGroupPosition = linkPart.GroupPosition; | 2512 | Vector3 oldGroupPosition = linkPart.GroupPosition; |
2489 | Quaternion oldRootRotation = linkPart.RotationOffset; | 2513 | Quaternion oldRootRotation = linkPart.RotationOffset; |
2490 | 2514 | ||
@@ -2528,6 +2552,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2528 | linkPart.SetParent(this); | 2552 | linkPart.SetParent(this); |
2529 | linkPart.CreateSelected = true; | 2553 | linkPart.CreateSelected = true; |
2530 | 2554 | ||
2555 | // let physics know | ||
2556 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | ||
2557 | { | ||
2558 | linkPart.PhysActor.link(m_rootPart.PhysActor); | ||
2559 | this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor); | ||
2560 | } | ||
2561 | |||
2531 | linkPart.LinkNum = linkNum++; | 2562 | linkPart.LinkNum = linkNum++; |
2532 | 2563 | ||
2533 | SceneObjectPart[] ogParts = objectGroup.Parts; | 2564 | SceneObjectPart[] ogParts = objectGroup.Parts; |
@@ -2540,7 +2571,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2540 | { | 2571 | { |
2541 | SceneObjectPart part = ogParts[i]; | 2572 | SceneObjectPart part = ogParts[i]; |
2542 | if (part.UUID != objectGroup.m_rootPart.UUID) | 2573 | if (part.UUID != objectGroup.m_rootPart.UUID) |
2574 | { | ||
2543 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); | 2575 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); |
2576 | // let physics know | ||
2577 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | ||
2578 | { | ||
2579 | part.PhysActor.link(m_rootPart.PhysActor); | ||
2580 | this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | ||
2581 | } | ||
2582 | } | ||
2544 | part.ClearUndoState(); | 2583 | part.ClearUndoState(); |
2545 | } | 2584 | } |
2546 | } | 2585 | } |
@@ -2560,6 +2599,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2560 | // unmoved prims! | 2599 | // unmoved prims! |
2561 | ResetChildPrimPhysicsPositions(); | 2600 | ResetChildPrimPhysicsPositions(); |
2562 | 2601 | ||
2602 | if (m_rootPart.PhysActor != null) | ||
2603 | m_rootPart.PhysActor.Building = false; | ||
2604 | |||
2563 | //HasGroupChanged = true; | 2605 | //HasGroupChanged = true; |
2564 | //ScheduleGroupForFullUpdate(); | 2606 | //ScheduleGroupForFullUpdate(); |
2565 | } | 2607 | } |
@@ -2612,7 +2654,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2612 | // m_log.DebugFormat( | 2654 | // m_log.DebugFormat( |
2613 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 2655 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2614 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 2656 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2615 | 2657 | ||
2658 | if (m_rootPart.PhysActor != null) | ||
2659 | m_rootPart.PhysActor.Building = true; | ||
2660 | |||
2616 | linkPart.ClearUndoState(); | 2661 | linkPart.ClearUndoState(); |
2617 | 2662 | ||
2618 | Quaternion worldRot = linkPart.GetWorldRotation(); | 2663 | Quaternion worldRot = linkPart.GetWorldRotation(); |
@@ -2672,6 +2717,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2672 | 2717 | ||
2673 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 2718 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
2674 | // (since delete works by deleting all rows which have a given object id) | 2719 | // (since delete works by deleting all rows which have a given object id) |
2720 | |||
2721 | if (m_rootPart.PhysActor != null) | ||
2722 | m_rootPart.PhysActor.Building = false; | ||
2723 | |||
2675 | objectGroup.HasGroupChangedDueToDelink = true; | 2724 | objectGroup.HasGroupChangedDueToDelink = true; |
2676 | 2725 | ||
2677 | return objectGroup; | 2726 | return objectGroup; |
@@ -3284,6 +3333,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3284 | part.StoreUndoState(false); | 3333 | part.StoreUndoState(false); |
3285 | part.IgnoreUndoUpdate = true; | 3334 | part.IgnoreUndoUpdate = true; |
3286 | 3335 | ||
3336 | // unlock parts position change | ||
3337 | if (m_rootPart.PhysActor != null) | ||
3338 | m_rootPart.PhysActor.Building = true; | ||
3339 | |||
3287 | if (part.UUID == m_rootPart.UUID) | 3340 | if (part.UUID == m_rootPart.UUID) |
3288 | { | 3341 | { |
3289 | UpdateRootPosition(pos); | 3342 | UpdateRootPosition(pos); |
@@ -3293,6 +3346,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3293 | part.UpdateOffSet(pos); | 3346 | part.UpdateOffSet(pos); |
3294 | } | 3347 | } |
3295 | 3348 | ||
3349 | if (m_rootPart.PhysActor != null) | ||
3350 | m_rootPart.PhysActor.Building = false; | ||
3351 | |||
3296 | HasGroupChanged = true; | 3352 | HasGroupChanged = true; |
3297 | part.IgnoreUndoUpdate = false; | 3353 | part.IgnoreUndoUpdate = false; |
3298 | } | 3354 | } |
@@ -3434,6 +3490,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3434 | // m_log.DebugFormat( | 3490 | // m_log.DebugFormat( |
3435 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 3491 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); |
3436 | 3492 | ||
3493 | if (m_rootPart.PhysActor != null) | ||
3494 | m_rootPart.PhysActor.Building = true; | ||
3495 | |||
3437 | if (part.UUID == m_rootPart.UUID) | 3496 | if (part.UUID == m_rootPart.UUID) |
3438 | { | 3497 | { |
3439 | UpdateRootRotation(rot); | 3498 | UpdateRootRotation(rot); |
@@ -3442,6 +3501,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3442 | { | 3501 | { |
3443 | part.UpdateRotation(rot); | 3502 | part.UpdateRotation(rot); |
3444 | } | 3503 | } |
3504 | |||
3505 | if (m_rootPart.PhysActor != null) | ||
3506 | m_rootPart.PhysActor.Building = false; | ||
3445 | } | 3507 | } |
3446 | } | 3508 | } |
3447 | 3509 | ||
@@ -3462,6 +3524,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3462 | part.StoreUndoState(); | 3524 | part.StoreUndoState(); |
3463 | part.IgnoreUndoUpdate = true; | 3525 | part.IgnoreUndoUpdate = true; |
3464 | 3526 | ||
3527 | if (m_rootPart.PhysActor != null) | ||
3528 | m_rootPart.PhysActor.Building = true; | ||
3529 | |||
3465 | if (part.UUID == m_rootPart.UUID) | 3530 | if (part.UUID == m_rootPart.UUID) |
3466 | { | 3531 | { |
3467 | UpdateRootRotation(rot); | 3532 | UpdateRootRotation(rot); |
@@ -3482,6 +3547,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3482 | part.OffsetPosition = pos; | 3547 | part.OffsetPosition = pos; |
3483 | } | 3548 | } |
3484 | 3549 | ||
3550 | if (m_rootPart.PhysActor != null) | ||
3551 | m_rootPart.PhysActor.Building = false; | ||
3552 | |||
3485 | part.IgnoreUndoUpdate = false; | 3553 | part.IgnoreUndoUpdate = false; |
3486 | } | 3554 | } |
3487 | } | 3555 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 1c72b10..b132a19 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1727,8 +1727,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1727 | 1727 | ||
1728 | // Move afterwards ResetIDs as it clears the localID | 1728 | // Move afterwards ResetIDs as it clears the localID |
1729 | dupe.LocalId = localID; | 1729 | dupe.LocalId = localID; |
1730 | if(dupe.PhysActor != null) | ||
1731 | dupe.PhysActor.LocalID = localID; | ||
1732 | 1730 | ||
1733 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1731 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1734 | dupe.LastOwnerID = OwnerID; | 1732 | dupe.LastOwnerID = OwnerID; |
@@ -1749,6 +1747,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1749 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | 1747 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); |
1750 | } | 1748 | } |
1751 | 1749 | ||
1750 | if (dupe.PhysActor != null) | ||
1751 | dupe.PhysActor.LocalID = localID; | ||
1752 | |||
1752 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); | 1753 | ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); |
1753 | 1754 | ||
1754 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); | 1755 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); |