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authorMelanie2010-03-15 17:12:08 +0000
committerMelanie2010-03-15 17:12:08 +0000
commit898fa637c3ef1e86d093239e4b968910b978dea5 (patch)
tree4497805d6113335b82603ec33b8845aea0e47351 /OpenSim/Region/Framework
parentCache UserLevel in ScenePresence on SP creation. Change IsAdministrator (diff)
parentMerge branch 'master' of ssh://3dhosting.de/var/git/careminster (diff)
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Merge branch 'careminster' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs60
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs62
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
3 files changed, 57 insertions, 67 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 8c5a9a6..6c4b39d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -383,8 +383,10 @@ namespace OpenSim.Region.Framework.Scenes
383 } 383 }
384 384
385 foreach (SceneObjectPart part in m_parts.Values) 385 foreach (SceneObjectPart part in m_parts.Values)
386 {
386 part.GroupPosition = val; 387 part.GroupPosition = val;
387 388 }
389
388 lockPartsForRead(false); 390 lockPartsForRead(false);
389 391
390 //if (m_rootPart.PhysActor != null) 392 //if (m_rootPart.PhysActor != null)
@@ -1914,13 +1916,40 @@ namespace OpenSim.Region.Framework.Scenes
1914 } 1916 }
1915 } 1917 }
1916 1918
1919 public void rotLookAt(Quaternion target, float strength, float damping)
1920 {
1921 SceneObjectPart rootpart = m_rootPart;
1922 if (rootpart != null)
1923 {
1924 if (IsAttachment)
1925 {
1926 /*
1927 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1928 if (avatar != null)
1929 {
1930 Rotate the Av?
1931 } */
1932 }
1933 else
1934 {
1935 if (rootpart.PhysActor != null)
1936 { // APID must be implemented in your physics system for this to function.
1937 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1938 rootpart.PhysActor.APIDStrength = strength;
1939 rootpart.PhysActor.APIDDamping = damping;
1940 rootpart.PhysActor.APIDActive = true;
1941 }
1942 }
1943 }
1944 }
1945
1917 public void stopLookAt() 1946 public void stopLookAt()
1918 { 1947 {
1919 SceneObjectPart rootpart = m_rootPart; 1948 SceneObjectPart rootpart = m_rootPart;
1920 if (rootpart != null) 1949 if (rootpart != null)
1921 { 1950 {
1922 if (rootpart.PhysActor != null) 1951 if (rootpart.PhysActor != null)
1923 { 1952 { // APID must be implemented in your physics system for this to function.
1924 rootpart.PhysActor.APIDActive = false; 1953 rootpart.PhysActor.APIDActive = false;
1925 } 1954 }
1926 } 1955 }
@@ -3345,22 +3374,21 @@ namespace OpenSim.Region.Framework.Scenes
3345 } 3374 }
3346 3375
3347 lockPartsForRead(true); 3376 lockPartsForRead(true);
3377
3378 foreach (SceneObjectPart prim in m_parts.Values)
3348 { 3379 {
3349 foreach (SceneObjectPart prim in m_parts.Values) 3380 if (prim.UUID != m_rootPart.UUID)
3350 { 3381 {
3351 if (prim.UUID != m_rootPart.UUID) 3382 prim.IgnoreUndoUpdate = true;
3352 { 3383 Vector3 axPos = prim.OffsetPosition;
3353 prim.IgnoreUndoUpdate = true; 3384 axPos *= oldParentRot;
3354 Vector3 axPos = prim.OffsetPosition; 3385 axPos *= Quaternion.Inverse(axRot);
3355 axPos *= oldParentRot; 3386 prim.OffsetPosition = axPos;
3356 axPos *= Quaternion.Inverse(axRot); 3387 Quaternion primsRot = prim.RotationOffset;
3357 prim.OffsetPosition = axPos; 3388 Quaternion newRot = primsRot * oldParentRot;
3358 Quaternion primsRot = prim.RotationOffset; 3389 newRot *= Quaternion.Inverse(axRot);
3359 Quaternion newRot = primsRot * oldParentRot; 3390 prim.RotationOffset = newRot;
3360 newRot *= Quaternion.Inverse(axRot); 3391 prim.ScheduleTerseUpdate();
3361 prim.RotationOffset = newRot;
3362 prim.ScheduleTerseUpdate();
3363 }
3364 } 3392 }
3365 } 3393 }
3366 3394
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e0d0fe1..c8ac014 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -818,7 +818,16 @@ namespace OpenSim.Region.Framework.Scenes
818 /// <summary></summary> 818 /// <summary></summary>
819 public Vector3 Acceleration 819 public Vector3 Acceleration
820 { 820 {
821 get { return m_acceleration; } 821 get
822 {
823 PhysicsActor actor = PhysActor;
824 if (actor != null)
825 {
826 m_acceleration = actor.Acceleration;
827 }
828 return m_acceleration;
829 }
830
822 set { m_acceleration = value; } 831 set { m_acceleration = value; }
823 } 832 }
824 833
@@ -2696,38 +2705,7 @@ namespace OpenSim.Region.Framework.Scenes
2696 2705
2697 public void RotLookAt(Quaternion target, float strength, float damping) 2706 public void RotLookAt(Quaternion target, float strength, float damping)
2698 { 2707 {
2699 rotLookAt(target, strength, damping); 2708 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2700 }
2701
2702 public void rotLookAt(Quaternion target, float strength, float damping)
2703 {
2704 if (IsAttachment)
2705 {
2706 /*
2707 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2708 if (avatar != null)
2709 {
2710 Rotate the Av?
2711 } */
2712 }
2713 else
2714 {
2715 APIDDamp = damping;
2716 APIDStrength = strength;
2717 APIDTarget = target;
2718 }
2719 }
2720
2721 public void startLookAt(Quaternion rot, float damp, float strength)
2722 {
2723 APIDDamp = damp;
2724 APIDStrength = strength;
2725 APIDTarget = rot;
2726 }
2727
2728 public void stopLookAt()
2729 {
2730 APIDTarget = Quaternion.Identity;
2731 } 2709 }
2732 2710
2733 /// <summary> 2711 /// <summary>
@@ -3225,22 +3203,6 @@ namespace OpenSim.Region.Framework.Scenes
3225 PhysActor.VehicleRotationParam(param, rotation); 3203 PhysActor.VehicleRotationParam(param, rotation);
3226 } 3204 }
3227 } 3205 }
3228
3229 public void SetVehicleFlags(int flags)
3230 {
3231 if (PhysActor != null)
3232 {
3233 PhysActor.VehicleFlagsSet(flags);
3234 }
3235 }
3236
3237 public void RemoveVehicleFlags(int flags)
3238 {
3239 if (PhysActor != null)
3240 {
3241 PhysActor.VehicleFlagsRemove(flags);
3242 }
3243 }
3244 3206
3245 /// <summary> 3207 /// <summary>
3246 /// Set the color of prim faces 3208 /// Set the color of prim faces
@@ -3494,7 +3456,7 @@ namespace OpenSim.Region.Framework.Scenes
3494 3456
3495 public void StopLookAt() 3457 public void StopLookAt()
3496 { 3458 {
3497 m_parentGroup.stopLookAt(); 3459 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3498 3460
3499 m_parentGroup.ScheduleGroupForTerseUpdate(); 3461 m_parentGroup.ScheduleGroupForTerseUpdate();
3500 } 3462 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f1be4d8..d8f93d7 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -878,7 +878,7 @@ namespace OpenSim.Region.Framework.Scenes
878 if (land != null) 878 if (land != null)
879 { 879 {
880 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. 880 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
881 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) 881 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
882 { 882 {
883 pos = land.LandData.UserLocation; 883 pos = land.LandData.UserLocation;
884 } 884 }