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authorMelanie2010-08-10 19:42:18 +0100
committerMelanie2010-08-10 19:42:18 +0100
commitd98d5ee6be233cf644be5ee1011c4a7f4b86ae46 (patch)
tree35177a9efbe712be61f5f56feabc660c166655d5 /OpenSim/Region/Framework
parentMerge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/ca... (diff)
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Remove windows line endinge
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs208
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs28
2 files changed, 118 insertions, 118 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 3c3f4b7..a862fa2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -317,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes
317 private bool m_scriptListens_notAtTarget = false; 317 private bool m_scriptListens_notAtTarget = false;
318 318
319 private bool m_scriptListens_atRotTarget = false; 319 private bool m_scriptListens_atRotTarget = false;
320 private bool m_scriptListens_notAtRotTarget = false; 320 private bool m_scriptListens_notAtRotTarget = false;
321 public bool m_dupeInProgress = false; 321 public bool m_dupeInProgress = false;
322 internal Dictionary<UUID, string> m_savedScriptState = null; 322 internal Dictionary<UUID, string> m_savedScriptState = null;
323 323
@@ -475,21 +475,21 @@ namespace OpenSim.Region.Framework.Scenes
475 { 475 {
476 part.IgnoreUndoUpdate = false; 476 part.IgnoreUndoUpdate = false;
477 part.StoreUndoState(UndoType.STATE_GROUP_POSITION); 477 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
478 part.GroupPosition = val; 478 part.GroupPosition = val;
479 if (!m_dupeInProgress) 479 if (!m_dupeInProgress)
480 { 480 {
481 part.TriggerScriptChangedEvent(Changed.POSITION); 481 part.TriggerScriptChangedEvent(Changed.POSITION);
482 }
483 }
484 if (!m_dupeInProgress)
485 {
486 foreach (ScenePresence av in m_linkedAvatars)
487 {
488 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
489 av.AbsolutePosition += offset;
490 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
491 av.SendFullUpdateToAllClients();
482 } 492 }
483 }
484 if (!m_dupeInProgress)
485 {
486 foreach (ScenePresence av in m_linkedAvatars)
487 {
488 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
489 av.AbsolutePosition += offset;
490 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
491 av.SendFullUpdateToAllClients();
492 }
493 } 493 }
494 494
495 //if (m_rootPart.PhysActor != null) 495 //if (m_rootPart.PhysActor != null)
@@ -1805,95 +1805,95 @@ namespace OpenSim.Region.Framework.Scenes
1805 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> 1805 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
1806 /// <returns></returns> 1806 /// <returns></returns>
1807 public SceneObjectGroup Copy(bool userExposed) 1807 public SceneObjectGroup Copy(bool userExposed)
1808 { 1808 {
1809 SceneObjectGroup dupe; 1809 SceneObjectGroup dupe;
1810 try 1810 try
1811 { 1811 {
1812 m_dupeInProgress = true; 1812 m_dupeInProgress = true;
1813 dupe = (SceneObjectGroup)MemberwiseClone(); 1813 dupe = (SceneObjectGroup)MemberwiseClone();
1814 dupe.m_isBackedUp = false; 1814 dupe.m_isBackedUp = false;
1815 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1815 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1816 1816
1817 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1817 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1818 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1818 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1819 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1819 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1820 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1820 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1821 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1821 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1822 // then restore it's attachment state 1822 // then restore it's attachment state
1823 1823
1824 // This is only necessary when userExposed is false! 1824 // This is only necessary when userExposed is false!
1825 1825
1826 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1826 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1827 1827
1828 if (!userExposed) 1828 if (!userExposed)
1829 dupe.RootPart.IsAttachment = true; 1829 dupe.RootPart.IsAttachment = true;
1830 1830
1831 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1831 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1832 1832
1833 if (!userExposed) 1833 if (!userExposed)
1834 { 1834 {
1835 dupe.RootPart.IsAttachment = previousAttachmentStatus; 1835 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1836 } 1836 }
1837 1837
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) 1841 if (userExposed)
1842 dupe.m_rootPart.TrimPermissions(); 1842 dupe.m_rootPart.TrimPermissions();
1843 1843
1844 /// may need to create a new Physics actor. 1844 /// may need to create a new Physics actor.
1845 if (dupe.RootPart.PhysActor != null && userExposed) 1845 if (dupe.RootPart.PhysActor != null && userExposed)
1846 { 1846 {
1847 PrimitiveBaseShape pbs = dupe.RootPart.Shape; 1847 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1848 1848
1849 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( 1849 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1850 dupe.RootPart.Name, 1850 dupe.RootPart.Name,
1851 pbs, 1851 pbs,
1852 dupe.RootPart.AbsolutePosition, 1852 dupe.RootPart.AbsolutePosition,
1853 dupe.RootPart.Scale, 1853 dupe.RootPart.Scale,
1854 dupe.RootPart.RotationOffset, 1854 dupe.RootPart.RotationOffset,
1855 dupe.RootPart.PhysActor.IsPhysical); 1855 dupe.RootPart.PhysActor.IsPhysical);
1856 1856
1857 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; 1857 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1858 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); 1858 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1859 } 1859 }
1860 1860
1861 List<SceneObjectPart> partList; 1861 List<SceneObjectPart> partList;
1862 1862
1863 lockPartsForRead(true); 1863 lockPartsForRead(true);
1864 1864
1865 partList = new List<SceneObjectPart>(m_parts.Values); 1865 partList = new List<SceneObjectPart>(m_parts.Values);
1866 1866
1867 lockPartsForRead(false); 1867 lockPartsForRead(false);
1868 1868
1869 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1869 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1870 { 1870 {
1871 return p1.LinkNum.CompareTo(p2.LinkNum); 1871 return p1.LinkNum.CompareTo(p2.LinkNum);
1872 } 1872 }
1873 ); 1873 );
1874 1874
1875 foreach (SceneObjectPart part in partList) 1875 foreach (SceneObjectPart part in partList)
1876 { 1876 {
1877 if (part.UUID != m_rootPart.UUID) 1877 if (part.UUID != m_rootPart.UUID)
1878 { 1878 {
1879 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1879 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1880 1880
1881 newPart.LinkNum = part.LinkNum; 1881 newPart.LinkNum = part.LinkNum;
1882 } 1882 }
1883 } 1883 }
1884 1884
1885 if (userExposed) 1885 if (userExposed)
1886 { 1886 {
1887 dupe.UpdateParentIDs(); 1887 dupe.UpdateParentIDs();
1888 dupe.HasGroupChanged = true; 1888 dupe.HasGroupChanged = true;
1889 dupe.AttachToBackup(); 1889 dupe.AttachToBackup();
1890 1890
1891 ScheduleGroupForFullUpdate(); 1891 ScheduleGroupForFullUpdate();
1892 } 1892 }
1893 } 1893 }
1894 finally 1894 finally
1895 { 1895 {
1896 m_dupeInProgress = false; 1896 m_dupeInProgress = false;
1897 } 1897 }
1898 return dupe; 1898 return dupe;
1899 } 1899 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 77581af..277384e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -718,20 +718,20 @@ namespace OpenSim.Region.Framework.Scenes
718 718
719 // Tell the physics engines that this prim changed. 719 // Tell the physics engines that this prim changed.
720 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 720 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
721 } 721 }
722 722
723 if (!m_parentGroup.m_dupeInProgress) 723 if (!m_parentGroup.m_dupeInProgress)
724 { 724 {
725 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); 725 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
726 foreach (ScenePresence av in avs) 726 foreach (ScenePresence av in avs)
727 { 727 {
728 if (av.LinkedPrim == m_uuid) 728 if (av.LinkedPrim == m_uuid)
729 { 729 {
730 Vector3 offset = (m_offsetPosition - oldpos); 730 Vector3 offset = (m_offsetPosition - oldpos);
731 av.OffsetPosition += offset; 731 av.OffsetPosition += offset;
732 av.SendFullUpdateToAllClients(); 732 av.SendFullUpdateToAllClients();
733 } 733 }
734 } 734 }
735 } 735 }
736 } 736 }
737 TriggerScriptChangedEvent(Changed.POSITION); 737 TriggerScriptChangedEvent(Changed.POSITION);