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authorRevolution2010-02-14 15:41:57 -0600
committerMelanie2010-02-14 22:18:46 +0000
commit9821c4f566e11c75c8d87721777480c5b2e2bd4e (patch)
tree04cf7edb4cfe07e1f50ce3ee0ca5d846e6a7a379 /OpenSim/Region/Framework
parent* SQLite match code casing with regionsettings table field casing (what's wit... (diff)
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Revolution is on the roll again! :)
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISoundModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/ITerrainModule.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs13
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs47
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs139
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs340
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs89
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs79
9 files changed, 616 insertions, 106 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs
index 379fabd..6117a80 100644
--- a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs
@@ -32,9 +32,9 @@ namespace OpenSim.Region.Framework.Interfaces
32{ 32{
33 public interface ISoundModule 33 public interface ISoundModule
34 { 34 {
35 void PlayAttachedSound(UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags); 35 void PlayAttachedSound(UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags, float radius);
36 36
37 void TriggerSound( 37 void TriggerSound(
38 UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle); 38 UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle, float radius);
39 } 39 }
40} \ No newline at end of file 40} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs b/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs
index 7caac55..5947afb 100644
--- a/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs
@@ -62,5 +62,7 @@ namespace OpenSim.Region.Framework.Interfaces
62 void SaveToStream(string filename, Stream stream); 62 void SaveToStream(string filename, Stream stream);
63 63
64 void InstallPlugin(string name, ITerrainEffect plug); 64 void InstallPlugin(string name, ITerrainEffect plug);
65
66 void UndoTerrain(ITerrainChannel channel);
65 } 67 }
66} 68}
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index fd526eb..712dcc7 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -418,15 +418,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
418 { 418 {
419 if (m_scenePresence.IsChildAgent) 419 if (m_scenePresence.IsChildAgent)
420 return; 420 return;
421
422 UUID[] animIDs;
423 int[] sequenceNums;
424 UUID[] objectIDs;
425 421
426 m_animations.GetArrays(out animIDs, out sequenceNums, out objectIDs); 422 m_scenePresence.Scene.ForEachScenePresence(
427 423 delegate(ScenePresence SP)
428 m_scenePresence.ControllingClient.SendAnimations( 424 {
429 animIDs, sequenceNums, m_scenePresence.ControllingClient.AgentId, objectIDs); 425 SP.Animator.SendAnimPack();
426 });
430 } 427 }
431 428
432 /// <summary> 429 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2909311..c7fb32a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1976,6 +1976,23 @@ namespace OpenSim.Region.Framework.Scenes
1976 return; 1976 return;
1977 } 1977 }
1978 1978
1979 if (grp.RootPart.RETURN_AT_EDGE)
1980 {
1981 // We remove the object here
1982 try
1983 {
1984 List<SceneObjectGroup> objects = new List<SceneObjectGroup>();
1985 objects.Add(grp);
1986 SceneObjectGroup[] objectsArray = objects.ToArray();
1987 returnObjects(objectsArray, UUID.Zero);
1988 }
1989 catch (Exception)
1990 {
1991 m_log.Warn("[DATABASE]: exception when trying to return the prim that crossed the border.");
1992 }
1993 return;
1994 }
1995
1979 int thisx = (int)RegionInfo.RegionLocX; 1996 int thisx = (int)RegionInfo.RegionLocX;
1980 int thisy = (int)RegionInfo.RegionLocY; 1997 int thisy = (int)RegionInfo.RegionLocY;
1981 Vector3 EastCross = new Vector3(0.1f,0,0); 1998 Vector3 EastCross = new Vector3(0.1f,0,0);
@@ -2044,19 +2061,25 @@ namespace OpenSim.Region.Framework.Scenes
2044 Border crossedBordery = GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S); 2061 Border crossedBordery = GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
2045 //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize) 2062 //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
2046 2063
2047 if (crossedBordery.BorderLine.Z > 0) 2064 try
2048 { 2065 {
2049 pos.Y = ((pos.Y + crossedBordery.BorderLine.Z)); 2066 if (crossedBordery.BorderLine.Z > 0)
2050 changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize); 2067 {
2051 } 2068 pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
2052 else 2069 changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
2053 pos.Y = ((pos.Y + Constants.RegionSize)); 2070 }
2071 else
2072 pos.Y = ((pos.Y + Constants.RegionSize));
2054 2073
2055 newRegionHandle 2074 newRegionHandle
2056 = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize), 2075 = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
2057 (uint)((thisy + changeY) * Constants.RegionSize)); 2076 (uint)((thisy + changeY) * Constants.RegionSize));
2058 // x - 1 2077 // x - 1
2059 // y + 1 2078 // y + 1
2079 }
2080 catch (Exception ex)
2081 {
2082 }
2060 } 2083 }
2061 else 2084 else
2062 { 2085 {
@@ -2684,6 +2707,7 @@ namespace OpenSim.Region.Framework.Scenes
2684 client.OnGrabUpdate += ProcessObjectGrabUpdate; 2707 client.OnGrabUpdate += ProcessObjectGrabUpdate;
2685 client.OnDeGrabObject += ProcessObjectDeGrab; 2708 client.OnDeGrabObject += ProcessObjectDeGrab;
2686 client.OnUndo += m_sceneGraph.HandleUndo; 2709 client.OnUndo += m_sceneGraph.HandleUndo;
2710 client.OnRedo += m_sceneGraph.HandleRedo;
2687 client.OnObjectDescription += m_sceneGraph.PrimDescription; 2711 client.OnObjectDescription += m_sceneGraph.PrimDescription;
2688 client.OnObjectDrop += m_sceneGraph.DropObject; 2712 client.OnObjectDrop += m_sceneGraph.DropObject;
2689 client.OnObjectSaleInfo += ObjectSaleInfo; 2713 client.OnObjectSaleInfo += ObjectSaleInfo;
@@ -2838,6 +2862,7 @@ namespace OpenSim.Region.Framework.Scenes
2838 client.OnGrabObject -= ProcessObjectGrab; 2862 client.OnGrabObject -= ProcessObjectGrab;
2839 client.OnDeGrabObject -= ProcessObjectDeGrab; 2863 client.OnDeGrabObject -= ProcessObjectDeGrab;
2840 client.OnUndo -= m_sceneGraph.HandleUndo; 2864 client.OnUndo -= m_sceneGraph.HandleUndo;
2865 client.OnRedo -= m_sceneGraph.HandleRedo;
2841 client.OnObjectDescription -= m_sceneGraph.PrimDescription; 2866 client.OnObjectDescription -= m_sceneGraph.PrimDescription;
2842 client.OnObjectDrop -= m_sceneGraph.DropObject; 2867 client.OnObjectDrop -= m_sceneGraph.DropObject;
2843 client.OnObjectSaleInfo -= ObjectSaleInfo; 2868 client.OnObjectSaleInfo -= ObjectSaleInfo;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1ac061a..2b13181 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -452,6 +452,15 @@ namespace OpenSim.Region.Framework.Scenes
452 part.Undo(); 452 part.Undo();
453 } 453 }
454 } 454 }
455 protected internal void HandleRedo(IClientAPI remoteClient, UUID primId)
456 {
457 if (primId != UUID.Zero)
458 {
459 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
460 if (part != null)
461 part.Redo();
462 }
463 }
455 464
456 protected internal void HandleObjectGroupUpdate( 465 protected internal void HandleObjectGroupUpdate(
457 IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage) 466 IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index af46659..fe9dd9b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -298,7 +298,16 @@ namespace OpenSim.Region.Framework.Scenes
298 { 298 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 300 }
301 301 if (RootPart.GetStatusSandbox())
302 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
304 {
305 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
308 return;
309 }
310 }
302 lock (m_parts) 311 lock (m_parts)
303 { 312 {
304 foreach (SceneObjectPart part in m_parts.Values) 313 foreach (SceneObjectPart part in m_parts.Values)
@@ -398,6 +407,34 @@ namespace OpenSim.Region.Framework.Scenes
398 } 407 }
399 } 408 }
400 409
410 private SceneObjectPart m_PlaySoundMasterPrim = null;
411 public SceneObjectPart PlaySoundMasterPrim
412 {
413 get { return m_PlaySoundMasterPrim; }
414 set { m_PlaySoundMasterPrim = value; }
415 }
416
417 private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
418 public List<SceneObjectPart> PlaySoundSlavePrims
419 {
420 get { return m_LoopSoundSlavePrims; }
421 set { m_LoopSoundSlavePrims = value; }
422 }
423
424 private SceneObjectPart m_LoopSoundMasterPrim = null;
425 public SceneObjectPart LoopSoundMasterPrim
426 {
427 get { return m_LoopSoundMasterPrim; }
428 set { m_LoopSoundMasterPrim = value; }
429 }
430
431 private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>();
432 public List<SceneObjectPart> LoopSoundSlavePrims
433 {
434 get { return m_LoopSoundSlavePrims; }
435 set { m_LoopSoundSlavePrims = value; }
436 }
437
401 // The UUID for the Region this Object is in. 438 // The UUID for the Region this Object is in.
402 public UUID RegionUUID 439 public UUID RegionUUID
403 { 440 {
@@ -1779,32 +1816,6 @@ namespace OpenSim.Region.Framework.Scenes
1779 } 1816 }
1780 } 1817 }
1781 1818
1782 public void rotLookAt(Quaternion target, float strength, float damping)
1783 {
1784 SceneObjectPart rootpart = m_rootPart;
1785 if (rootpart != null)
1786 {
1787 if (IsAttachment)
1788 {
1789 /*
1790 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1791 if (avatar != null)
1792 {
1793 Rotate the Av?
1794 } */
1795 }
1796 else
1797 {
1798 if (rootpart.PhysActor != null)
1799 {
1800 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1801 rootpart.PhysActor.APIDStrength = strength;
1802 rootpart.PhysActor.APIDDamping = damping;
1803 rootpart.PhysActor.APIDActive = true;
1804 }
1805 }
1806 }
1807 }
1808 public void stopLookAt() 1819 public void stopLookAt()
1809 { 1820 {
1810 SceneObjectPart rootpart = m_rootPart; 1821 SceneObjectPart rootpart = m_rootPart;
@@ -1963,6 +1974,8 @@ namespace OpenSim.Region.Framework.Scenes
1963 1974
1964 foreach (SceneObjectPart part in m_parts.Values) 1975 foreach (SceneObjectPart part in m_parts.Values)
1965 { 1976 {
1977 if (!IsSelected)
1978 part.UpdateLookAt();
1966 part.SendScheduledUpdates(); 1979 part.SendScheduledUpdates();
1967 } 1980 }
1968 } 1981 }
@@ -2452,11 +2465,14 @@ namespace OpenSim.Region.Framework.Scenes
2452 { 2465 {
2453 if (m_rootPart.PhysActor.IsPhysical) 2466 if (m_rootPart.PhysActor.IsPhysical)
2454 { 2467 {
2455 Vector3 llmoveforce = pos - AbsolutePosition; 2468 if (!m_rootPart.BlockGrab)
2456 Vector3 grabforce = llmoveforce; 2469 {
2457 grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; 2470 Vector3 llmoveforce = pos - AbsolutePosition;
2458 m_rootPart.PhysActor.AddForce(grabforce,true); 2471 Vector3 grabforce = llmoveforce;
2459 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 2472 grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
2473 m_rootPart.PhysActor.AddForce(grabforce, true);
2474 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
2475 }
2460 } 2476 }
2461 else 2477 else
2462 { 2478 {
@@ -2812,6 +2828,7 @@ namespace OpenSim.Region.Framework.Scenes
2812 SceneObjectPart part = GetChildPart(localID); 2828 SceneObjectPart part = GetChildPart(localID);
2813 if (part != null) 2829 if (part != null)
2814 { 2830 {
2831 part.IgnoreUndoUpdate = true;
2815 if (scale.X > m_scene.m_maxNonphys) 2832 if (scale.X > m_scene.m_maxNonphys)
2816 scale.X = m_scene.m_maxNonphys; 2833 scale.X = m_scene.m_maxNonphys;
2817 if (scale.Y > m_scene.m_maxNonphys) 2834 if (scale.Y > m_scene.m_maxNonphys)
@@ -2839,6 +2856,7 @@ namespace OpenSim.Region.Framework.Scenes
2839 { 2856 {
2840 if (obPart.UUID != m_rootPart.UUID) 2857 if (obPart.UUID != m_rootPart.UUID)
2841 { 2858 {
2859 obPart.IgnoreUndoUpdate = true;
2842 Vector3 oldSize = new Vector3(obPart.Scale); 2860 Vector3 oldSize = new Vector3(obPart.Scale);
2843 2861
2844 float f = 1.0f; 2862 float f = 1.0f;
@@ -2898,6 +2916,8 @@ namespace OpenSim.Region.Framework.Scenes
2898 z *= a; 2916 z *= a;
2899 } 2917 }
2900 } 2918 }
2919 obPart.IgnoreUndoUpdate = false;
2920 obPart.StoreUndoState();
2901 } 2921 }
2902 } 2922 }
2903 } 2923 }
@@ -2913,6 +2933,7 @@ namespace OpenSim.Region.Framework.Scenes
2913 { 2933 {
2914 foreach (SceneObjectPart obPart in m_parts.Values) 2934 foreach (SceneObjectPart obPart in m_parts.Values)
2915 { 2935 {
2936 obPart.IgnoreUndoUpdate = true;
2916 if (obPart.UUID != m_rootPart.UUID) 2937 if (obPart.UUID != m_rootPart.UUID)
2917 { 2938 {
2918 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 2939 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
@@ -2926,6 +2947,8 @@ namespace OpenSim.Region.Framework.Scenes
2926 obPart.Resize(newSize); 2947 obPart.Resize(newSize);
2927 obPart.UpdateOffSet(currentpos); 2948 obPart.UpdateOffSet(currentpos);
2928 } 2949 }
2950 obPart.IgnoreUndoUpdate = false;
2951 obPart.StoreUndoState();
2929 } 2952 }
2930 } 2953 }
2931 2954
@@ -2935,6 +2958,8 @@ namespace OpenSim.Region.Framework.Scenes
2935 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2958 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2936 } 2959 }
2937 2960
2961 part.IgnoreUndoUpdate = false;
2962 part.StoreUndoState();
2938 HasGroupChanged = true; 2963 HasGroupChanged = true;
2939 ScheduleGroupForTerseUpdate(); 2964 ScheduleGroupForTerseUpdate();
2940 } 2965 }
@@ -2950,13 +2975,26 @@ namespace OpenSim.Region.Framework.Scenes
2950 /// <param name="pos"></param> 2975 /// <param name="pos"></param>
2951 public void UpdateGroupPosition(Vector3 pos) 2976 public void UpdateGroupPosition(Vector3 pos)
2952 { 2977 {
2978 foreach (SceneObjectPart part in Children.Values)
2979 {
2980 part.StoreUndoState();
2981 }
2953 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 2982 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2954 { 2983 {
2955 if (IsAttachment) 2984 if (IsAttachment)
2956 { 2985 {
2957 m_rootPart.AttachedPos = pos; 2986 m_rootPart.AttachedPos = pos;
2958 } 2987 }
2959 2988 if (RootPart.GetStatusSandbox())
2989 {
2990 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, pos) > 10)
2991 {
2992 RootPart.ScriptSetPhysicsStatus(false);
2993 pos = AbsolutePosition;
2994 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
2995 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
2996 }
2997 }
2960 AbsolutePosition = pos; 2998 AbsolutePosition = pos;
2961 2999
2962 HasGroupChanged = true; 3000 HasGroupChanged = true;
@@ -2975,7 +3013,10 @@ namespace OpenSim.Region.Framework.Scenes
2975 public void UpdateSinglePosition(Vector3 pos, uint localID) 3013 public void UpdateSinglePosition(Vector3 pos, uint localID)
2976 { 3014 {
2977 SceneObjectPart part = GetChildPart(localID); 3015 SceneObjectPart part = GetChildPart(localID);
2978 3016 foreach (SceneObjectPart parts in Children.Values)
3017 {
3018 parts.StoreUndoState();
3019 }
2979 if (part != null) 3020 if (part != null)
2980 { 3021 {
2981 if (part.UUID == m_rootPart.UUID) 3022 if (part.UUID == m_rootPart.UUID)
@@ -2997,6 +3038,10 @@ namespace OpenSim.Region.Framework.Scenes
2997 /// <param name="pos"></param> 3038 /// <param name="pos"></param>
2998 private void UpdateRootPosition(Vector3 pos) 3039 private void UpdateRootPosition(Vector3 pos)
2999 { 3040 {
3041 foreach (SceneObjectPart part in Children.Values)
3042 {
3043 part.StoreUndoState();
3044 }
3000 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3045 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3001 Vector3 oldPos = 3046 Vector3 oldPos =
3002 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3047 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3040,6 +3085,10 @@ namespace OpenSim.Region.Framework.Scenes
3040 /// <param name="rot"></param> 3085 /// <param name="rot"></param>
3041 public void UpdateGroupRotationR(Quaternion rot) 3086 public void UpdateGroupRotationR(Quaternion rot)
3042 { 3087 {
3088 foreach (SceneObjectPart parts in Children.Values)
3089 {
3090 parts.StoreUndoState();
3091 }
3043 m_rootPart.UpdateRotation(rot); 3092 m_rootPart.UpdateRotation(rot);
3044 3093
3045 PhysicsActor actor = m_rootPart.PhysActor; 3094 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3060,6 +3109,10 @@ namespace OpenSim.Region.Framework.Scenes
3060 /// <param name="rot"></param> 3109 /// <param name="rot"></param>
3061 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3110 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3062 { 3111 {
3112 foreach (SceneObjectPart parts in Children.Values)
3113 {
3114 parts.StoreUndoState();
3115 }
3063 m_rootPart.UpdateRotation(rot); 3116 m_rootPart.UpdateRotation(rot);
3064 3117
3065 PhysicsActor actor = m_rootPart.PhysActor; 3118 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3083,6 +3136,10 @@ namespace OpenSim.Region.Framework.Scenes
3083 public void UpdateSingleRotation(Quaternion rot, uint localID) 3136 public void UpdateSingleRotation(Quaternion rot, uint localID)
3084 { 3137 {
3085 SceneObjectPart part = GetChildPart(localID); 3138 SceneObjectPart part = GetChildPart(localID);
3139 foreach (SceneObjectPart parts in Children.Values)
3140 {
3141 parts.StoreUndoState();
3142 }
3086 if (part != null) 3143 if (part != null)
3087 { 3144 {
3088 if (part.UUID == m_rootPart.UUID) 3145 if (part.UUID == m_rootPart.UUID)
@@ -3113,8 +3170,11 @@ namespace OpenSim.Region.Framework.Scenes
3113 } 3170 }
3114 else 3171 else
3115 { 3172 {
3173 part.IgnoreUndoUpdate = true;
3116 part.UpdateRotation(rot); 3174 part.UpdateRotation(rot);
3117 part.OffsetPosition = pos; 3175 part.OffsetPosition = pos;
3176 part.IgnoreUndoUpdate = false;
3177 part.StoreUndoState();
3118 } 3178 }
3119 } 3179 }
3120 } 3180 }
@@ -3128,6 +3188,7 @@ namespace OpenSim.Region.Framework.Scenes
3128 Quaternion axRot = rot; 3188 Quaternion axRot = rot;
3129 Quaternion oldParentRot = m_rootPart.RotationOffset; 3189 Quaternion oldParentRot = m_rootPart.RotationOffset;
3130 3190
3191 m_rootPart.StoreUndoState();
3131 m_rootPart.UpdateRotation(rot); 3192 m_rootPart.UpdateRotation(rot);
3132 if (m_rootPart.PhysActor != null) 3193 if (m_rootPart.PhysActor != null)
3133 { 3194 {
@@ -3141,6 +3202,7 @@ namespace OpenSim.Region.Framework.Scenes
3141 { 3202 {
3142 if (prim.UUID != m_rootPart.UUID) 3203 if (prim.UUID != m_rootPart.UUID)
3143 { 3204 {
3205 prim.IgnoreUndoUpdate = true;
3144 Vector3 axPos = prim.OffsetPosition; 3206 Vector3 axPos = prim.OffsetPosition;
3145 axPos *= oldParentRot; 3207 axPos *= oldParentRot;
3146 axPos *= Quaternion.Inverse(axRot); 3208 axPos *= Quaternion.Inverse(axRot);
@@ -3153,7 +3215,14 @@ namespace OpenSim.Region.Framework.Scenes
3153 } 3215 }
3154 } 3216 }
3155 } 3217 }
3156 3218 foreach (SceneObjectPart childpart in Children.Values)
3219 {
3220 if (childpart != m_rootPart)
3221 {
3222 childpart.IgnoreUndoUpdate = false;
3223 childpart.StoreUndoState();
3224 }
3225 }
3157 m_rootPart.ScheduleTerseUpdate(); 3226 m_rootPart.ScheduleTerseUpdate();
3158 } 3227 }
3159 3228
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index dd797fc..d339208 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -133,6 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
133 [XmlIgnore] 133 [XmlIgnore]
134 public bool DIE_AT_EDGE; 134 public bool DIE_AT_EDGE;
135 135
136 [XmlIgnore]
137 public bool RETURN_AT_EDGE;
138
139 [XmlIgnore]
140 public bool BlockGrab;
141
142 [XmlIgnore]
143 public bool StatusSandbox;
144
145 [XmlIgnore]
146 public Vector3 StatusSandboxPos;
147
136 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
137 [XmlIgnore] 149 [XmlIgnore]
138 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2};
@@ -219,6 +231,15 @@ namespace OpenSim.Region.Framework.Scenes
219 [XmlIgnore] 231 [XmlIgnore]
220 public Quaternion SpinOldOrientation = Quaternion.Identity; 232 public Quaternion SpinOldOrientation = Quaternion.Identity;
221 233
234 [XmlIgnore]
235 public Quaternion m_APIDTarget = Quaternion.Identity;
236
237 [XmlIgnore]
238 public float m_APIDDamp = 0;
239
240 [XmlIgnore]
241 public float m_APIDStrength = 0;
242
222 /// <summary> 243 /// <summary>
223 /// This part's inventory 244 /// This part's inventory
224 /// </summary> 245 /// </summary>
@@ -233,6 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
233 public bool Undoing; 254 public bool Undoing;
234 255
235 [XmlIgnore] 256 [XmlIgnore]
257 public bool IgnoreUndoUpdate = false;
258
259 [XmlIgnore]
236 private PrimFlags LocalFlags; 260 private PrimFlags LocalFlags;
237 [XmlIgnore] 261 [XmlIgnore]
238 private float m_damage = -1.0f; 262 private float m_damage = -1.0f;
@@ -253,6 +277,7 @@ namespace OpenSim.Region.Framework.Scenes
253 private string m_text = String.Empty; 277 private string m_text = String.Empty;
254 private string m_touchName = String.Empty; 278 private string m_touchName = String.Empty;
255 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 279 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
280 private readonly UndoStack<UndoState> m_redo = new UndoStack<UndoState>(5);
256 private UUID _creatorID; 281 private UUID _creatorID;
257 282
258 private bool m_passTouches; 283 private bool m_passTouches;
@@ -501,6 +526,27 @@ namespace OpenSim.Region.Framework.Scenes
501 } 526 }
502 } 527 }
503 528
529 [XmlIgnore]
530 public Quaternion APIDTarget
531 {
532 get { return m_APIDTarget; }
533 set { m_APIDTarget = value; }
534 }
535
536 [XmlIgnore]
537 public float APIDDamp
538 {
539 get { return m_APIDDamp; }
540 set { m_APIDDamp = value; }
541 }
542
543 [XmlIgnore]
544 public float APIDStrength
545 {
546 get { return m_APIDStrength; }
547 set { m_APIDStrength = value; }
548 }
549
504 public ulong RegionHandle 550 public ulong RegionHandle
505 { 551 {
506 get { return m_regionHandle; } 552 get { return m_regionHandle; }
@@ -512,6 +558,33 @@ namespace OpenSim.Region.Framework.Scenes
512 get { return m_scriptAccessPin; } 558 get { return m_scriptAccessPin; }
513 set { m_scriptAccessPin = (int)value; } 559 set { m_scriptAccessPin = (int)value; }
514 } 560 }
561 private SceneObjectPart m_PlaySoundMasterPrim = null;
562 public SceneObjectPart PlaySoundMasterPrim
563 {
564 get { return m_PlaySoundMasterPrim; }
565 set { m_PlaySoundMasterPrim = value; }
566 }
567
568 private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
569 public List<SceneObjectPart> PlaySoundSlavePrims
570 {
571 get { return m_LoopSoundSlavePrims; }
572 set { m_LoopSoundSlavePrims = value; }
573 }
574
575 private SceneObjectPart m_LoopSoundMasterPrim = null;
576 public SceneObjectPart LoopSoundMasterPrim
577 {
578 get { return m_LoopSoundMasterPrim; }
579 set { m_LoopSoundMasterPrim = value; }
580 }
581
582 private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>();
583 public List<SceneObjectPart> LoopSoundSlavePrims
584 {
585 get { return m_LoopSoundSlavePrims; }
586 set { m_LoopSoundSlavePrims = value; }
587 }
515 588
516 [XmlIgnore] 589 [XmlIgnore]
517 public Byte[] TextureAnimation 590 public Byte[] TextureAnimation
@@ -573,8 +646,6 @@ namespace OpenSim.Region.Framework.Scenes
573 } 646 }
574 set 647 set
575 { 648 {
576 StoreUndoState();
577
578 m_groupPosition = value; 649 m_groupPosition = value;
579 650
580 PhysicsActor actor = PhysActor; 651 PhysicsActor actor = PhysActor;
@@ -1401,6 +1472,10 @@ namespace OpenSim.Region.Framework.Scenes
1401 { 1472 {
1402 m_undo.Clear(); 1473 m_undo.Clear();
1403 } 1474 }
1475 lock (m_redo)
1476 {
1477 m_redo.Clear();
1478 }
1404 StoreUndoState(); 1479 StoreUndoState();
1405 } 1480 }
1406 1481
@@ -1711,6 +1786,66 @@ namespace OpenSim.Region.Framework.Scenes
1711 return m_parentGroup.RootPart.DIE_AT_EDGE; 1786 return m_parentGroup.RootPart.DIE_AT_EDGE;
1712 } 1787 }
1713 1788
1789 public bool GetReturnAtEdge()
1790 {
1791 if (m_parentGroup == null)
1792 return false;
1793 if (m_parentGroup.IsDeleted)
1794 return false;
1795
1796 return m_parentGroup.RootPart.RETURN_AT_EDGE;
1797 }
1798
1799 public void SetReturnAtEdge(bool p)
1800 {
1801 if (m_parentGroup == null)
1802 return;
1803 if (m_parentGroup.IsDeleted)
1804 return;
1805
1806 m_parentGroup.RootPart.RETURN_AT_EDGE = p;
1807 }
1808
1809 public bool GetBlockGrab()
1810 {
1811 if (m_parentGroup == null)
1812 return false;
1813 if (m_parentGroup.IsDeleted)
1814 return false;
1815
1816 return m_parentGroup.RootPart.BlockGrab;
1817 }
1818
1819 public void SetBlockGrab(bool p)
1820 {
1821 if (m_parentGroup == null)
1822 return;
1823 if (m_parentGroup.IsDeleted)
1824 return;
1825
1826 m_parentGroup.RootPart.BlockGrab = p;
1827 }
1828
1829 public void SetStatusSandbox(bool p)
1830 {
1831 if (m_parentGroup == null)
1832 return;
1833 if (m_parentGroup.IsDeleted)
1834 return;
1835 StatusSandboxPos = m_parentGroup.RootPart.AbsolutePosition;
1836 m_parentGroup.RootPart.StatusSandbox = p;
1837 }
1838
1839 public bool GetStatusSandbox()
1840 {
1841 if (m_parentGroup == null)
1842 return false;
1843 if (m_parentGroup.IsDeleted)
1844 return false;
1845
1846 return m_parentGroup.RootPart.StatusSandbox;
1847 }
1848
1714 public int GetAxisRotation(int axis) 1849 public int GetAxisRotation(int axis)
1715 { 1850 {
1716 //Cannot use ScriptBaseClass constants as no referance to it currently. 1851 //Cannot use ScriptBaseClass constants as no referance to it currently.
@@ -1917,7 +2052,7 @@ namespace OpenSim.Region.Framework.Scenes
1917 // play the sound. 2052 // play the sound.
1918 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2053 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
1919 { 2054 {
1920 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0); 2055 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false);
1921 } 2056 }
1922 2057
1923 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0) 2058 if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
@@ -2491,9 +2626,8 @@ namespace OpenSim.Region.Framework.Scenes
2491 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); 2626 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
2492 foreach (ScenePresence p in avatarts) 2627 foreach (ScenePresence p in avatarts)
2493 { 2628 {
2494 // TODO: some filtering by distance of avatar 2629 if (!(Util.GetDistanceTo(p.AbsolutePosition, AbsolutePosition) >= 100))
2495 2630 p.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
2496 p.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
2497 } 2631 }
2498 } 2632 }
2499 2633
@@ -2554,7 +2688,38 @@ namespace OpenSim.Region.Framework.Scenes
2554 2688
2555 public void RotLookAt(Quaternion target, float strength, float damping) 2689 public void RotLookAt(Quaternion target, float strength, float damping)
2556 { 2690 {
2557 m_parentGroup.rotLookAt(target, strength, damping); 2691 rotLookAt(target, strength, damping);
2692 }
2693
2694 public void rotLookAt(Quaternion target, float strength, float damping)
2695 {
2696 if (IsAttachment)
2697 {
2698 /*
2699 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2700 if (avatar != null)
2701 {
2702 Rotate the Av?
2703 } */
2704 }
2705 else
2706 {
2707 APIDDamp = damping;
2708 APIDStrength = strength;
2709 APIDTarget = target;
2710 }
2711 }
2712
2713 public void startLookAt(Quaternion rot, float damp, float strength)
2714 {
2715 APIDDamp = damp;
2716 APIDStrength = strength;
2717 APIDTarget = rot;
2718 }
2719
2720 public void stopLookAt()
2721 {
2722 APIDTarget = Quaternion.Identity;
2558 } 2723 }
2559 2724
2560 /// <summary> 2725 /// <summary>
@@ -2814,7 +2979,7 @@ namespace OpenSim.Region.Framework.Scenes
2814 /// <param name="volume"></param> 2979 /// <param name="volume"></param>
2815 /// <param name="triggered"></param> 2980 /// <param name="triggered"></param>
2816 /// <param name="flags"></param> 2981 /// <param name="flags"></param>
2817 public void SendSound(string sound, double volume, bool triggered, byte flags) 2982 public void SendSound(string sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster)
2818 { 2983 {
2819 if (volume > 1) 2984 if (volume > 1)
2820 volume = 1; 2985 volume = 1;
@@ -2850,10 +3015,51 @@ namespace OpenSim.Region.Framework.Scenes
2850 ISoundModule soundModule = m_parentGroup.Scene.RequestModuleInterface<ISoundModule>(); 3015 ISoundModule soundModule = m_parentGroup.Scene.RequestModuleInterface<ISoundModule>();
2851 if (soundModule != null) 3016 if (soundModule != null)
2852 { 3017 {
2853 if (triggered) 3018 if (useMaster)
2854 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle); 3019 {
3020 if (isMaster)
3021 {
3022 if (triggered)
3023 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
3024 else
3025 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3026 ParentGroup.PlaySoundMasterPrim = this;
3027 ownerID = this._ownerID;
3028 objectID = this.UUID;
3029 parentID = this.GetRootPartUUID();
3030 position = this.AbsolutePosition; // region local
3031 regionHandle = this.ParentGroup.Scene.RegionInfo.RegionHandle;
3032 if (triggered)
3033 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
3034 else
3035 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3036 foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
3037 {
3038 ownerID = prim._ownerID;
3039 objectID = prim.UUID;
3040 parentID = prim.GetRootPartUUID();
3041 position = prim.AbsolutePosition; // region local
3042 regionHandle = prim.ParentGroup.Scene.RegionInfo.RegionHandle;
3043 if (triggered)
3044 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
3045 else
3046 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3047 }
3048 ParentGroup.PlaySoundSlavePrims.Clear();
3049 ParentGroup.PlaySoundMasterPrim = null;
3050 }
3051 else
3052 {
3053 ParentGroup.PlaySoundSlavePrims.Add(this);
3054 }
3055 }
2855 else 3056 else
2856 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags); 3057 {
3058 if (triggered)
3059 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, radius);
3060 else
3061 soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
3062 }
2857 } 3063 }
2858 } 3064 }
2859 3065
@@ -3156,6 +3362,14 @@ namespace OpenSim.Region.Framework.Scenes
3156 hasProfileCut = hasDimple; // is it the same thing? 3362 hasProfileCut = hasDimple; // is it the same thing?
3157 } 3363 }
3158 3364
3365 public void SetVehicleFlags(int param, bool remove)
3366 {
3367 if (PhysActor != null)
3368 {
3369 PhysActor.VehicleFlags(param, remove);
3370 }
3371 }
3372
3159 public void SetGroup(UUID groupID, IClientAPI client) 3373 public void SetGroup(UUID groupID, IClientAPI client)
3160 { 3374 {
3161 _groupID = groupID; 3375 _groupID = groupID;
@@ -3260,27 +3474,30 @@ namespace OpenSim.Region.Framework.Scenes
3260 { 3474 {
3261 if (!Undoing) 3475 if (!Undoing)
3262 { 3476 {
3263 if (m_parentGroup != null) 3477 if (!IgnoreUndoUpdate)
3264 { 3478 {
3265 lock (m_undo) 3479 if (m_parentGroup != null)
3266 { 3480 {
3267 if (m_undo.Count > 0) 3481 lock (m_undo)
3268 { 3482 {
3269 UndoState last = m_undo.Peek(); 3483 if (m_undo.Count > 0)
3270 if (last != null)
3271 { 3484 {
3272 if (last.Compare(this)) 3485 UndoState last = m_undo.Peek();
3273 return; 3486 if (last != null)
3487 {
3488 if (last.Compare(this))
3489 return;
3490 }
3274 } 3491 }
3275 }
3276 3492
3277 if (m_parentGroup.GetSceneMaxUndo() > 0) 3493 if (m_parentGroup.GetSceneMaxUndo() > 0)
3278 { 3494 {
3279 UndoState nUndo = new UndoState(this); 3495 UndoState nUndo = new UndoState(this);
3280 3496
3281 m_undo.Push(nUndo); 3497 m_undo.Push(nUndo);
3282 } 3498 }
3283 3499
3500 }
3284 } 3501 }
3285 } 3502 }
3286 } 3503 }
@@ -3751,11 +3968,36 @@ namespace OpenSim.Region.Framework.Scenes
3751 lock (m_undo) 3968 lock (m_undo)
3752 { 3969 {
3753 if (m_undo.Count > 0) 3970 if (m_undo.Count > 0)
3971 {
3972 UndoState nUndo = null;
3973 if (m_parentGroup.GetSceneMaxUndo() > 0)
3754 { 3974 {
3755 UndoState goback = m_undo.Pop(); 3975 nUndo = new UndoState(this);
3756 if (goback != null) 3976 }
3757 goback.PlaybackState(this); 3977 UndoState goback = m_undo.Pop();
3978 if (goback != null)
3979 {
3980 goback.PlaybackState(this);
3981 if (nUndo != null)
3982 m_redo.Push(nUndo);
3983 }
3984 }
3985 }
3986 }
3987
3988 public void Redo()
3989 {
3990 lock (m_redo)
3991 {
3992 if (m_parentGroup.GetSceneMaxUndo() > 0)
3993 {
3994 UndoState nUndo = new UndoState(this);
3995
3996 m_undo.Push(nUndo);
3758 } 3997 }
3998 UndoState gofwd = m_redo.Pop();
3999 if (gofwd != null)
4000 gofwd.PlayfwdState(this);
3759 } 4001 }
3760 } 4002 }
3761 4003
@@ -3802,6 +4044,18 @@ namespace OpenSim.Region.Framework.Scenes
3802 (pos.Z != OffsetPosition.Z)) 4044 (pos.Z != OffsetPosition.Z))
3803 { 4045 {
3804 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 4046 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
4047
4048 if (ParentGroup.RootPart.GetStatusSandbox())
4049 {
4050 if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10)
4051 {
4052 ParentGroup.RootPart.ScriptSetPhysicsStatus(false);
4053 newPos = OffsetPosition;
4054 ParentGroup.Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
4055 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, ParentGroup.RootPart.AbsolutePosition, Name, UUID, false);
4056 }
4057 }
4058
3805 OffsetPosition = newPos; 4059 OffsetPosition = newPos;
3806 ScheduleTerseUpdate(); 4060 ScheduleTerseUpdate();
3807 } 4061 }
@@ -4094,7 +4348,6 @@ namespace OpenSim.Region.Framework.Scenes
4094 (rot.Z != RotationOffset.Z) || 4348 (rot.Z != RotationOffset.Z) ||
4095 (rot.W != RotationOffset.W)) 4349 (rot.W != RotationOffset.W))
4096 { 4350 {
4097 //StoreUndoState();
4098 RotationOffset = rot; 4351 RotationOffset = rot;
4099 ParentGroup.HasGroupChanged = true; 4352 ParentGroup.HasGroupChanged = true;
4100 ScheduleTerseUpdate(); 4353 ScheduleTerseUpdate();
@@ -4396,5 +4649,36 @@ namespace OpenSim.Region.Framework.Scenes
4396 4649
4397 Inventory.ApplyNextOwnerPermissions(); 4650 Inventory.ApplyNextOwnerPermissions();
4398 } 4651 }
4652 public void UpdateLookAt()
4653 {
4654 try
4655 {
4656 if (APIDTarget != Quaternion.Identity)
4657 {
4658 if (Single.IsNaN(APIDTarget.W) == true)
4659 {
4660 APIDTarget = Quaternion.Identity;
4661 return;
4662 }
4663 Quaternion rot = RotationOffset;
4664 Quaternion dir = (rot - APIDTarget);
4665 float speed = ((APIDStrength / APIDDamp) * (float)(Math.PI / 180.0f));
4666 if (dir.Z > speed)
4667 {
4668 rot.Z -= speed;
4669 }
4670 if (dir.Z < -speed)
4671 {
4672 rot.Z += speed;
4673 }
4674 rot.Normalize();
4675 UpdateRotation(rot);
4676 }
4677 }
4678 catch (Exception ex)
4679 {
4680 m_log.Error("[Physics] " + ex);
4681 }
4682 }
4399 } 4683 }
4400} 4684}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9c7559b..675fb69 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -164,6 +164,8 @@ namespace OpenSim.Region.Framework.Scenes
164 164
165 private Quaternion m_bodyRot= Quaternion.Identity; 165 private Quaternion m_bodyRot= Quaternion.Identity;
166 166
167 private Quaternion m_bodyRotPrevious = Quaternion.Identity;
168
167 private const int LAND_VELOCITYMAG_MAX = 12; 169 private const int LAND_VELOCITYMAG_MAX = 12;
168 170
169 public bool IsRestrictedToRegion; 171 public bool IsRestrictedToRegion;
@@ -508,6 +510,12 @@ namespace OpenSim.Region.Framework.Scenes
508 set { m_bodyRot = value; } 510 set { m_bodyRot = value; }
509 } 511 }
510 512
513 public Quaternion PreviousRotation
514 {
515 get { return m_bodyRotPrevious; }
516 set { m_bodyRotPrevious = value; }
517 }
518
511 /// <summary> 519 /// <summary>
512 /// If this is true, agent doesn't have a representation in this scene. 520 /// If this is true, agent doesn't have a representation in this scene.
513 /// this is an agent 'looking into' this scene from a nearby scene(region) 521 /// this is an agent 'looking into' this scene from a nearby scene(region)
@@ -824,6 +832,31 @@ namespace OpenSim.Region.Framework.Scenes
824 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 832 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
825 { 833 {
826 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); 834 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
835
836 if (pos.X < 0)
837 {
838 emergencyPos.X = (int)Constants.RegionSize + pos.X;
839 if (!(pos.Y < 0))
840 emergencyPos.Y = pos.Y;
841 if (!(pos.Z < 0))
842 emergencyPos.X = pos.X;
843 }
844 if (pos.Y < 0)
845 {
846 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
847 if (!(pos.X < 0))
848 emergencyPos.X = pos.X;
849 if (!(pos.Z < 0))
850 emergencyPos.Z = pos.Z;
851 }
852 if (pos.Z < 0)
853 {
854 if (!(pos.X < 0))
855 emergencyPos.X = pos.X;
856 if (!(pos.Y < 0))
857 emergencyPos.Y = pos.Y;
858 //Leave as 128
859 }
827 860
828 m_log.WarnFormat( 861 m_log.WarnFormat(
829 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", 862 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
@@ -1193,6 +1226,14 @@ namespace OpenSim.Region.Framework.Scenes
1193 } 1226 }
1194 else 1227 else
1195 { 1228 {
1229 if (m_pos.X < 0)
1230 m_pos.X = 128;
1231 if (m_pos.Y < 0)
1232 m_pos.Y = 128;
1233 if (m_pos.X > Scene.WestBorders[0].BorderLine.X)
1234 m_pos.X = 128;
1235 if (m_pos.Y > Scene.NorthBorders[0].BorderLine.Y)
1236 m_pos.Y = 128;
1196 m_LastFinitePos = m_pos; 1237 m_LastFinitePos = m_pos;
1197 } 1238 }
1198 1239
@@ -2704,36 +2745,72 @@ namespace OpenSim.Region.Framework.Scenes
2704 { 2745 {
2705 // Checks if where it's headed exists a region 2746 // Checks if where it's headed exists a region
2706 2747
2748 bool needsTransit = false;
2707 if (m_scene.TestBorderCross(pos2, Cardinals.W)) 2749 if (m_scene.TestBorderCross(pos2, Cardinals.W))
2708 { 2750 {
2709 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2751 if (m_scene.TestBorderCross(pos2, Cardinals.S))
2752 {
2753 needsTransit = true;
2710 neighbor = HaveNeighbor(Cardinals.SW, ref fix); 2754 neighbor = HaveNeighbor(Cardinals.SW, ref fix);
2755 }
2711 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2756 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2757 {
2758 needsTransit = true;
2712 neighbor = HaveNeighbor(Cardinals.NW, ref fix); 2759 neighbor = HaveNeighbor(Cardinals.NW, ref fix);
2760 }
2713 else 2761 else
2762 {
2763 needsTransit = true;
2714 neighbor = HaveNeighbor(Cardinals.W, ref fix); 2764 neighbor = HaveNeighbor(Cardinals.W, ref fix);
2765 }
2715 } 2766 }
2716 else if (m_scene.TestBorderCross(pos2, Cardinals.E)) 2767 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
2717 { 2768 {
2718 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2769 if (m_scene.TestBorderCross(pos2, Cardinals.S))
2770 {
2771 needsTransit = true;
2719 neighbor = HaveNeighbor(Cardinals.SE, ref fix); 2772 neighbor = HaveNeighbor(Cardinals.SE, ref fix);
2773 }
2720 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2774 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2775 {
2776 needsTransit = true;
2721 neighbor = HaveNeighbor(Cardinals.NE, ref fix); 2777 neighbor = HaveNeighbor(Cardinals.NE, ref fix);
2778 }
2722 else 2779 else
2780 {
2781 needsTransit = true;
2723 neighbor = HaveNeighbor(Cardinals.E, ref fix); 2782 neighbor = HaveNeighbor(Cardinals.E, ref fix);
2783 }
2724 } 2784 }
2725 else if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2785 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
2786 {
2787 needsTransit = true;
2726 neighbor = HaveNeighbor(Cardinals.S, ref fix); 2788 neighbor = HaveNeighbor(Cardinals.S, ref fix);
2789 }
2727 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2790 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2791 {
2792 needsTransit = true;
2728 neighbor = HaveNeighbor(Cardinals.N, ref fix); 2793 neighbor = HaveNeighbor(Cardinals.N, ref fix);
2794 }
2795
2729 2796
2730
2731 // Makes sure avatar does not end up outside region 2797 // Makes sure avatar does not end up outside region
2732 if (neighbor < 0) 2798 if (neighbor <= 0)
2733 AbsolutePosition = new Vector3( 2799 {
2734 AbsolutePosition.X + 3*fix[0], 2800 if (!needsTransit)
2735 AbsolutePosition.Y + 3*fix[1], 2801 {
2736 AbsolutePosition.Z); 2802 Vector3 pos = AbsolutePosition;
2803 if (AbsolutePosition.X < 0)
2804 pos.X += Velocity.Y;
2805 else if (AbsolutePosition.X > Constants.RegionSize)
2806 pos.X -= Velocity.Y;
2807 if (AbsolutePosition.Y < 0)
2808 pos.Y += Velocity.Y;
2809 else if (AbsolutePosition.Y > Constants.RegionSize)
2810 pos.Y -= Velocity.Y;
2811 AbsolutePosition = pos;
2812 }
2813 }
2737 else if (neighbor > 0) 2814 else if (neighbor > 0)
2738 CrossToNewRegion(); 2815 CrossToNewRegion();
2739 } 2816 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 713ff69..55e407e 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces;
29 30
30namespace OpenSim.Region.Framework.Scenes 31namespace OpenSim.Region.Framework.Scenes
31{ 32{
@@ -35,29 +36,21 @@ namespace OpenSim.Region.Framework.Scenes
35 public Vector3 Scale = Vector3.Zero; 36 public Vector3 Scale = Vector3.Zero;
36 public Quaternion Rotation = Quaternion.Identity; 37 public Quaternion Rotation = Quaternion.Identity;
37 38
38 public UndoState(Vector3 pos, Quaternion rot, Vector3 scale)
39 {
40 Position = pos;
41 Rotation = rot;
42 Scale = scale;
43 }
44
45 public UndoState(SceneObjectPart part) 39 public UndoState(SceneObjectPart part)
46 { 40 {
47 if (part != null) 41 if (part != null)
48 { 42 {
49 if (part.ParentID == 0) 43 if (part.ParentID == 0)
50 { 44 {
51 Position = part.AbsolutePosition; 45 Position = part.ParentGroup.AbsolutePosition;
52 Rotation = part.RotationOffset; 46 Rotation = part.RotationOffset;
53 47 Scale = part.Shape.Scale;
54 } 48 }
55 else 49 else
56 { 50 {
57 Position = part.OffsetPosition; 51 Position = part.OffsetPosition;
58 Rotation = part.RotationOffset; 52 Rotation = part.RotationOffset;
59 Scale = part.Shape.Scale; 53 Scale = part.Shape.Scale;
60
61 } 54 }
62 } 55 }
63 } 56 }
@@ -68,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
68 { 61 {
69 if (part.ParentID == 0) 62 if (part.ParentID == 0)
70 { 63 {
71 if (Position == part.AbsolutePosition && Rotation == part.RotationOffset) 64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation)
72 return true; 65 return true;
73 else 66 else
74 return false; 67 return false;
@@ -93,24 +86,78 @@ namespace OpenSim.Region.Framework.Scenes
93 86
94 if (part.ParentID == 0) 87 if (part.ParentID == 0)
95 { 88 {
96 part.ParentGroup.AbsolutePosition = Position; 89 if (Position != Vector3.Zero)
97 part.UpdateRotation(Rotation); 90 part.ParentGroup.AbsolutePosition = Position;
91 part.RotationOffset = Rotation;
92 if (Scale != Vector3.Zero)
93 part.Resize(Scale);
98 part.ParentGroup.ScheduleGroupForTerseUpdate(); 94 part.ParentGroup.ScheduleGroupForTerseUpdate();
99 } 95 }
100 else 96 else
101 { 97 {
102 part.OffsetPosition = Position; 98 if (Position != Vector3.Zero)
99 part.OffsetPosition = Position;
103 part.UpdateRotation(Rotation); 100 part.UpdateRotation(Rotation);
104 part.Resize(Scale); 101 if (Scale != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate();
103 }
104 part.Undoing = false;
105
106 }
107 }
108 public void PlayfwdState(SceneObjectPart part)
109 {
110 if (part != null)
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
105 part.ScheduleTerseUpdate(); 132 part.ScheduleTerseUpdate();
106 } 133 }
107 part.Undoing = false; 134 part.Undoing = false;
108 135
109 } 136 }
110 } 137 }
138 }
139 public class LandUndoState
140 {
141 public ITerrainModule m_terrainModule;
142 public ITerrainChannel m_terrainChannel;
143
144 public LandUndoState(ITerrainModule terrainModule, ITerrainChannel terrainChannel)
145 {
146 m_terrainModule = terrainModule;
147 m_terrainChannel = terrainChannel;
148 }
149
150 public bool Compare(ITerrainChannel terrainChannel)
151 {
152 if (m_terrainChannel != terrainChannel)
153 return false;
154 else
155 return false;
156 }
111 157
112 public UndoState() 158 public void PlaybackState()
113 { 159 {
160 m_terrainModule.UndoTerrain(m_terrainChannel);
114 } 161 }
115 } 162 }
116} 163}