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authorJustin Clark-Casey (justincc)2010-08-24 23:25:19 +0100
committerJustin Clark-Casey (justincc)2010-08-24 23:25:19 +0100
commitd69e992665495b98fac4ae8c74266294e85804e6 (patch)
treedf7607ffc030aba10a5fba671248541d4bb29005 /OpenSim/Region
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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Split out actual scene object insertion code from Scene.Inventory.RezObject and move into SceneGraph.AddNewSceneObject()
The new SceneGraph method is more consumable by region modules that want to extract objects from inventory and add them to the scene in separate stages. This change also reduces the number of redundant client updates scheduled when an object is rezzed directly by a script or region module This code does not touch direct rez by a user
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs33
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs36
3 files changed, 62 insertions, 25 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 9c62ad3..01be491 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1983,11 +1983,6 @@ namespace OpenSim.Region.Framework.Scenes
1983 1983
1984 group.ResetIDs(); 1984 group.ResetIDs();
1985 1985
1986 AddNewSceneObject(group, true);
1987
1988 // we set it's position in world.
1989 group.AbsolutePosition = pos;
1990
1991 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 1986 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
1992 1987
1993 // Since renaming the item in the inventory does not affect the name stored 1988 // Since renaming the item in the inventory does not affect the name stored
@@ -2027,31 +2022,21 @@ namespace OpenSim.Region.Framework.Scenes
2027 part.NextOwnerMask = item.NextPermissions; 2022 part.NextOwnerMask = item.NextPermissions;
2028 } 2023 }
2029 2024
2030 rootPart.TrimPermissions(); 2025 rootPart.TrimPermissions();
2031
2032 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
2033 {
2034 group.ClearPartAttachmentData();
2035 }
2036
2037 group.UpdateGroupRotationR(rot);
2038
2039 //group.ApplyPhysics(m_physicalPrim);
2040 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
2041 {
2042 group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
2043 group.Velocity = vel;
2044 rootPart.ScheduleFullUpdate();
2045 }
2046
2047 group.CreateScriptInstances(param, true, DefaultScriptEngine, 2);
2048 rootPart.ScheduleFullUpdate();
2049 2026
2050 if (!Permissions.BypassPermissions()) 2027 if (!Permissions.BypassPermissions())
2051 { 2028 {
2052 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) 2029 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
2053 sourcePart.Inventory.RemoveInventoryItem(item.ItemID); 2030 sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
2054 } 2031 }
2032
2033 AddNewSceneObject(group, true, pos, rot, vel);
2034
2035 // We can only call this after adding the scene object, since the scene object references the scene
2036 // to find out if scripts should be activated at all.
2037 group.CreateScriptInstances(param, true, DefaultScriptEngine, 2);
2038
2039 group.ScheduleGroupForFullUpdate();
2055 2040
2056 return rootPart.ParentGroup; 2041 return rootPart.ParentGroup;
2057 } 2042 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a147628..b808c6d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -42,7 +42,6 @@ using OpenMetaverse.Imaging;
42using OpenSim.Framework; 42using OpenSim.Framework;
43using OpenSim.Services.Interfaces; 43using OpenSim.Services.Interfaces;
44using OpenSim.Framework.Communications; 44using OpenSim.Framework.Communications;
45
46using OpenSim.Framework.Console; 45using OpenSim.Framework.Console;
47using OpenSim.Region.Framework.Interfaces; 46using OpenSim.Region.Framework.Interfaces;
48using OpenSim.Region.Framework.Scenes.Scripting; 47using OpenSim.Region.Framework.Scenes.Scripting;
@@ -2008,6 +2007,23 @@ namespace OpenSim.Region.Framework.Scenes
2008 { 2007 {
2009 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2008 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2010 } 2009 }
2010
2011 /// <summary>
2012 /// Add a newly created object to the scene.
2013 /// </summary>
2014 ///
2015 /// This method does not send updates to the client - callers need to handle this themselves.
2016 /// <param name="sceneObject"></param>
2017 /// <param name="attachToBackup"></param>
2018 /// <param name="pos">Position of the object</param>
2019 /// <param name="rot">Rotation of the object</param>
2020 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
2021 /// <returns></returns>
2022 public bool AddNewSceneObject(
2023 SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
2024 {
2025 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel);
2026 }
2011 2027
2012 /// <summary> 2028 /// <summary>
2013 /// Delete every object from the scene. This does not include attachments worn by avatars. 2029 /// Delete every object from the scene. This does not include attachments worn by avatars.
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 9f38a99..31faeec 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -292,6 +292,42 @@ namespace OpenSim.Region.Framework.Scenes
292 292
293 return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); 293 return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
294 } 294 }
295
296 /// <summary>
297 /// Add a newly created object to the scene.
298 /// </summary>
299 ///
300 /// This method does not send updates to the client - callers need to handle this themselves.
301 /// <param name="sceneObject"></param>
302 /// <param name="attachToBackup"></param>
303 /// <param name="pos">Position of the object</param>
304 /// <param name="rot">Rotation of the object</param>
305 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
306 /// <returns></returns>
307 public bool AddNewSceneObject(
308 SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
309 {
310 AddNewSceneObject(sceneObject, true, false);
311
312 // we set it's position in world.
313 sceneObject.AbsolutePosition = pos;
314
315 if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
316 {
317 sceneObject.ClearPartAttachmentData();
318 }
319
320 sceneObject.UpdateGroupRotationR(rot);
321
322 //group.ApplyPhysics(m_physicalPrim);
323 if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
324 {
325 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
326 sceneObject.Velocity = vel;
327 }
328
329 return true;
330 }
295 331
296 /// <summary> 332 /// <summary>
297 /// Add an object to the scene. This will both update the scene, and send information about the 333 /// Add an object to the scene. This will both update the scene, and send information about the