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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1350
1 files changed, 1129 insertions, 221 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 20d7a01..5328ddc 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
245 309
246 private bool m_scriptListens_atTarget; 310 private bool m_scriptListens_atTarget;
247 private bool m_scriptListens_notAtTarget; 311 private bool m_scriptListens_notAtTarget;
248
249 private bool m_scriptListens_atRotTarget; 312 private bool m_scriptListens_atRotTarget;
250 private bool m_scriptListens_notAtRotTarget; 313 private bool m_scriptListens_notAtRotTarget;
251 314
315 public bool m_dupeInProgress = false;
252 internal Dictionary<UUID, string> m_savedScriptState; 316 internal Dictionary<UUID, string> m_savedScriptState;
253 317
254 #region Properties 318 #region Properties
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
285 get { return m_parts.Count; } 349 get { return m_parts.Count; }
286 } 350 }
287 351
352// protected Quaternion m_rotation = Quaternion.Identity;
353//
354// public virtual Quaternion Rotation
355// {
356// get { return m_rotation; }
357// set {
358// m_rotation = value;
359// }
360// }
361
288 public Quaternion GroupRotation 362 public Quaternion GroupRotation
289 { 363 {
290 get { return m_rootPart.RotationOffset; } 364 get { return m_rootPart.RotationOffset; }
@@ -391,7 +465,15 @@ namespace OpenSim.Region.Framework.Scenes
391 { 465 {
392 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 466 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
393 } 467 }
394 468
469
470
471 private struct avtocrossInfo
472 {
473 public ScenePresence av;
474 public uint ParentID;
475 }
476
395 /// <summary> 477 /// <summary>
396 /// The absolute position of this scene object in the scene 478 /// The absolute position of this scene object in the scene
397 /// </summary> 479 /// </summary>
@@ -404,14 +486,128 @@ namespace OpenSim.Region.Framework.Scenes
404 486
405 if (Scene != null) 487 if (Scene != null)
406 { 488 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 489 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
408 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 490 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
491 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
492 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
493 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 494 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 495 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 496 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
497 uint x = 0;
498 uint y = 0;
499 string version = String.Empty;
500 Vector3 newpos = Vector3.Zero;
501 OpenSim.Services.Interfaces.GridRegion destination = null;
502
503 bool canCross = true;
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 // We need to cross these agents. First, let's find
507 // out if any of them can't cross for some reason.
508 // We have to deny the crossing entirely if any
509 // of them are banned. Alternatively, we could
510 // unsit banned agents....
511
512
513 // We set the avatar position as being the object
514 // position to get the region to send to
515 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
516 {
517 canCross = false;
518 break;
519 }
520
521 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
522 }
523
524 if (canCross)
525 {
526 // We unparent the SP quietly so that it won't
527 // be made to stand up
528
529 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
530
531 foreach (ScenePresence av in m_linkedAvatars)
532 {
533 avtocrossInfo avinfo = new avtocrossInfo();
534 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
535 if (parentPart != null)
536 av.ParentUUID = parentPart.UUID;
537
538 avinfo.av = av;
539 avinfo.ParentID = av.ParentID;
540 avsToCross.Add(avinfo);
541
542 av.ParentID = 0;
543 }
544
545// m_linkedAvatars.Clear();
546 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
547
548 // Normalize
549 if (val.X >= Constants.RegionSize)
550 val.X -= Constants.RegionSize;
551 if (val.Y >= Constants.RegionSize)
552 val.Y -= Constants.RegionSize;
553 if (val.X < 0)
554 val.X += Constants.RegionSize;
555 if (val.Y < 0)
556 val.Y += Constants.RegionSize;
557
558 // If it's deleted, crossing was successful
559 if (IsDeleted)
560 {
561 // foreach (ScenePresence av in m_linkedAvatars)
562 foreach (avtocrossInfo avinfo in avsToCross)
563 {
564 ScenePresence av = avinfo.av;
565 if (!av.IsInTransit) // just in case...
566 {
567 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
568
569 av.IsInTransit = true;
570
571 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
572 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
573 }
574 else
575 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
576 }
577 avsToCross.Clear();
578 return;
579 }
580 else // cross failed, put avas back ??
581 {
582 foreach (avtocrossInfo avinfo in avsToCross)
583 {
584 ScenePresence av = avinfo.av;
585 av.ParentUUID = UUID.Zero;
586 av.ParentID = avinfo.ParentID;
587// m_linkedAvatars.Add(av);
588 }
589 }
590 avsToCross.Clear();
591
592 }
593 else if (RootPart.PhysActor != null)
594 {
595 RootPart.PhysActor.CrossingFailure();
596 }
597
598 Vector3 oldp = AbsolutePosition;
599 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
600 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
601 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 602 }
413 } 603 }
414 604
605/* don't see the need but worse don't see where is restored to false if things stay in
606 foreach (SceneObjectPart part in m_parts.GetArray())
607 {
608 part.IgnoreUndoUpdate = true;
609 }
610 */
415 if (RootPart.GetStatusSandbox()) 611 if (RootPart.GetStatusSandbox())
416 { 612 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 613 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +621,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 621 return;
426 } 622 }
427 } 623 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 624 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 625 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 626 if (m_dupeInProgress)
627 triggerScriptEvent = false;
628 foreach (SceneObjectPart part in parts)
629 {
630 part.GroupPosition = val;
631 if (triggerScriptEvent)
632 part.TriggerScriptChangedEvent(Changed.POSITION);
633 }
634 if (!m_dupeInProgress)
635 {
636 foreach (ScenePresence av in m_linkedAvatars)
637 {
638 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
639 if (p != null && m_parts.TryGetValue(p.UUID, out p))
640 {
641 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
642 av.AbsolutePosition += offset;
643 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
644 av.SendAvatarDataToAllAgents();
645 }
646 }
647 }
432 648
433 //if (m_rootPart.PhysActor != null) 649 //if (m_rootPart.PhysActor != null)
434 //{ 650 //{
@@ -443,6 +659,40 @@ namespace OpenSim.Region.Framework.Scenes
443 } 659 }
444 } 660 }
445 661
662 public override Vector3 Velocity
663 {
664 get { return RootPart.Velocity; }
665 set { RootPart.Velocity = value; }
666 }
667
668 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
669 {
670 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
671 ScenePresence agent = icon.EndInvoke(iar);
672
673 //// If the cross was successful, this agent is a child agent
674 if (agent.IsChildAgent)
675 {
676 if (agent.ParentUUID != UUID.Zero)
677 {
678 agent.ParentPart = null;
679 agent.ParentPosition = Vector3.Zero;
680 // agent.ParentUUID = UUID.Zero;
681 }
682 }
683
684 agent.ParentUUID = UUID.Zero;
685
686// agent.Reset();
687// else // Not successful
688// agent.RestoreInCurrentScene();
689
690 // In any case
691 agent.IsInTransit = false;
692
693 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
694 }
695
446 public override uint LocalId 696 public override uint LocalId
447 { 697 {
448 get { return m_rootPart.LocalId; } 698 get { return m_rootPart.LocalId; }
@@ -513,6 +763,11 @@ namespace OpenSim.Region.Framework.Scenes
513 m_isSelected = value; 763 m_isSelected = value;
514 // Tell physics engine that group is selected 764 // Tell physics engine that group is selected
515 765
766 // this is not right
767 // but ode engines should only really need to know about root part
768 // so they can put entire object simulation on hold and not colliding
769 // keep as was for now
770
516 PhysicsActor pa = m_rootPart.PhysActor; 771 PhysicsActor pa = m_rootPart.PhysActor;
517 if (pa != null) 772 if (pa != null)
518 { 773 {
@@ -529,6 +784,42 @@ namespace OpenSim.Region.Framework.Scenes
529 childPa.Selected = value; 784 childPa.Selected = value;
530 } 785 }
531 } 786 }
787 if (RootPart.KeyframeMotion != null)
788 RootPart.KeyframeMotion.Selected = value;
789 }
790 }
791
792 public void PartSelectChanged(bool partSelect)
793 {
794 // any part selected makes group selected
795 if (m_isSelected == partSelect)
796 return;
797
798 if (partSelect)
799 {
800 IsSelected = partSelect;
801// if (!IsAttachment)
802// ScheduleGroupForFullUpdate();
803 }
804 else
805 {
806 // bad bad bad 2 heavy for large linksets
807 // since viewer does send lot of (un)selects
808 // this needs to be replaced by a specific list or count ?
809 // but that will require extra code in several places
810
811 SceneObjectPart[] parts = m_parts.GetArray();
812 for (int i = 0; i < parts.Length; i++)
813 {
814 SceneObjectPart part = parts[i];
815 if (part.IsSelected)
816 return;
817 }
818 IsSelected = partSelect;
819 if (!IsAttachment)
820 {
821 ScheduleGroupForFullUpdate();
822 }
532 } 823 }
533 } 824 }
534 825
@@ -606,6 +897,7 @@ namespace OpenSim.Region.Framework.Scenes
606 /// </summary> 897 /// </summary>
607 public SceneObjectGroup() 898 public SceneObjectGroup()
608 { 899 {
900
609 } 901 }
610 902
611 /// <summary> 903 /// <summary>
@@ -622,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
622 /// Constructor. This object is added to the scene later via AttachToScene() 914 /// Constructor. This object is added to the scene later via AttachToScene()
623 /// </summary> 915 /// </summary>
624 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 916 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
625 { 917 {
626 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 918 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
627 } 919 }
628 920
@@ -658,6 +950,9 @@ namespace OpenSim.Region.Framework.Scenes
658 /// </summary> 950 /// </summary>
659 public virtual void AttachToBackup() 951 public virtual void AttachToBackup()
660 { 952 {
953 if (IsAttachment) return;
954 m_scene.SceneGraph.FireAttachToBackup(this);
955
661 if (InSceneBackup) 956 if (InSceneBackup)
662 { 957 {
663 //m_log.DebugFormat( 958 //m_log.DebugFormat(
@@ -700,6 +995,13 @@ namespace OpenSim.Region.Framework.Scenes
700 995
701 ApplyPhysics(); 996 ApplyPhysics();
702 997
998 if (RootPart.PhysActor != null)
999 RootPart.Force = RootPart.Force;
1000 if (RootPart.PhysActor != null)
1001 RootPart.Torque = RootPart.Torque;
1002 if (RootPart.PhysActor != null)
1003 RootPart.Buoyancy = RootPart.Buoyancy;
1004
703 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1005 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
704 // for the same object with very different properties. The caller must schedule the update. 1006 // for the same object with very different properties. The caller must schedule the update.
705 //ScheduleGroupForFullUpdate(); 1007 //ScheduleGroupForFullUpdate();
@@ -715,6 +1017,10 @@ namespace OpenSim.Region.Framework.Scenes
715 EntityIntersection result = new EntityIntersection(); 1017 EntityIntersection result = new EntityIntersection();
716 1018
717 SceneObjectPart[] parts = m_parts.GetArray(); 1019 SceneObjectPart[] parts = m_parts.GetArray();
1020
1021 // Find closest hit here
1022 float idist = float.MaxValue;
1023
718 for (int i = 0; i < parts.Length; i++) 1024 for (int i = 0; i < parts.Length; i++)
719 { 1025 {
720 SceneObjectPart part = parts[i]; 1026 SceneObjectPart part = parts[i];
@@ -729,11 +1035,6 @@ namespace OpenSim.Region.Framework.Scenes
729 1035
730 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1036 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
731 1037
732 // This may need to be updated to the maximum draw distance possible..
733 // We might (and probably will) be checking for prim creation from other sims
734 // when the camera crosses the border.
735 float idist = Constants.RegionSize;
736
737 if (inter.HitTF) 1038 if (inter.HitTF)
738 { 1039 {
739 // We need to find the closest prim to return to the testcaller along the ray 1040 // We need to find the closest prim to return to the testcaller along the ray
@@ -744,10 +1045,11 @@ namespace OpenSim.Region.Framework.Scenes
744 result.obj = part; 1045 result.obj = part;
745 result.normal = inter.normal; 1046 result.normal = inter.normal;
746 result.distance = inter.distance; 1047 result.distance = inter.distance;
1048
1049 idist = inter.distance;
747 } 1050 }
748 } 1051 }
749 } 1052 }
750
751 return result; 1053 return result;
752 } 1054 }
753 1055
@@ -759,25 +1061,27 @@ namespace OpenSim.Region.Framework.Scenes
759 /// <returns></returns> 1061 /// <returns></returns>
760 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1062 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
761 { 1063 {
762 maxX = -256f; 1064 maxX = float.MinValue;
763 maxY = -256f; 1065 maxY = float.MinValue;
764 maxZ = -256f; 1066 maxZ = float.MinValue;
765 minX = 256f; 1067 minX = float.MaxValue;
766 minY = 256f; 1068 minY = float.MaxValue;
767 minZ = 8192f; 1069 minZ = float.MaxValue;
768 1070
769 SceneObjectPart[] parts = m_parts.GetArray(); 1071 SceneObjectPart[] parts = m_parts.GetArray();
770 for (int i = 0; i < parts.Length; i++) 1072 foreach (SceneObjectPart part in parts)
771 { 1073 {
772 SceneObjectPart part = parts[i];
773
774 Vector3 worldPos = part.GetWorldPosition(); 1074 Vector3 worldPos = part.GetWorldPosition();
775 Vector3 offset = worldPos - AbsolutePosition; 1075 Vector3 offset = worldPos - AbsolutePosition;
776 Quaternion worldRot; 1076 Quaternion worldRot;
777 if (part.ParentID == 0) 1077 if (part.ParentID == 0)
1078 {
778 worldRot = part.RotationOffset; 1079 worldRot = part.RotationOffset;
1080 }
779 else 1081 else
1082 {
780 worldRot = part.GetWorldRotation(); 1083 worldRot = part.GetWorldRotation();
1084 }
781 1085
782 Vector3 frontTopLeft; 1086 Vector3 frontTopLeft;
783 Vector3 frontTopRight; 1087 Vector3 frontTopRight;
@@ -789,6 +1093,8 @@ namespace OpenSim.Region.Framework.Scenes
789 Vector3 backBottomLeft; 1093 Vector3 backBottomLeft;
790 Vector3 backBottomRight; 1094 Vector3 backBottomRight;
791 1095
1096 // Vector3[] corners = new Vector3[8];
1097
792 Vector3 orig = Vector3.Zero; 1098 Vector3 orig = Vector3.Zero;
793 1099
794 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1100 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -823,6 +1129,38 @@ namespace OpenSim.Region.Framework.Scenes
823 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1129 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
824 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1130 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
825 1131
1132
1133
1134 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1135 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1136 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1137 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1138 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1139 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1140 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1141 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1142
1143 //for (int i = 0; i < 8; i++)
1144 //{
1145 // corners[i] = corners[i] * worldRot;
1146 // corners[i] += offset;
1147
1148 // if (corners[i].X > maxX)
1149 // maxX = corners[i].X;
1150 // if (corners[i].X < minX)
1151 // minX = corners[i].X;
1152
1153 // if (corners[i].Y > maxY)
1154 // maxY = corners[i].Y;
1155 // if (corners[i].Y < minY)
1156 // minY = corners[i].Y;
1157
1158 // if (corners[i].Z > maxZ)
1159 // maxZ = corners[i].Y;
1160 // if (corners[i].Z < minZ)
1161 // minZ = corners[i].Z;
1162 //}
1163
826 frontTopLeft = frontTopLeft * worldRot; 1164 frontTopLeft = frontTopLeft * worldRot;
827 frontTopRight = frontTopRight * worldRot; 1165 frontTopRight = frontTopRight * worldRot;
828 frontBottomLeft = frontBottomLeft * worldRot; 1166 frontBottomLeft = frontBottomLeft * worldRot;
@@ -844,6 +1182,15 @@ namespace OpenSim.Region.Framework.Scenes
844 backTopLeft += offset; 1182 backTopLeft += offset;
845 backTopRight += offset; 1183 backTopRight += offset;
846 1184
1185 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1186 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1187 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1188 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1189 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1190 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1191 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1192 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1193
847 if (frontTopRight.X > maxX) 1194 if (frontTopRight.X > maxX)
848 maxX = frontTopRight.X; 1195 maxX = frontTopRight.X;
849 if (frontTopLeft.X > maxX) 1196 if (frontTopLeft.X > maxX)
@@ -987,17 +1334,118 @@ namespace OpenSim.Region.Framework.Scenes
987 1334
988 #endregion 1335 #endregion
989 1336
1337 public void GetResourcesCosts(SceneObjectPart apart,
1338 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1339 {
1340 // this information may need to be cached
1341
1342 float cost;
1343 float tmpcost;
1344
1345 bool ComplexCost = false;
1346
1347 SceneObjectPart p;
1348 SceneObjectPart[] parts;
1349
1350 lock (m_parts)
1351 {
1352 parts = m_parts.GetArray();
1353 }
1354
1355 int nparts = parts.Length;
1356
1357
1358 for (int i = 0; i < nparts; i++)
1359 {
1360 p = parts[i];
1361
1362 if (p.UsesComplexCost)
1363 {
1364 ComplexCost = true;
1365 break;
1366 }
1367 }
1368
1369 if (ComplexCost)
1370 {
1371 linksetResCost = 0;
1372 linksetPhysCost = 0;
1373 partCost = 0;
1374 partPhysCost = 0;
1375
1376 for (int i = 0; i < nparts; i++)
1377 {
1378 p = parts[i];
1379
1380 cost = p.StreamingCost;
1381 tmpcost = p.SimulationCost;
1382 if (tmpcost > cost)
1383 cost = tmpcost;
1384 tmpcost = p.PhysicsCost;
1385 if (tmpcost > cost)
1386 cost = tmpcost;
1387
1388 linksetPhysCost += tmpcost;
1389 linksetResCost += cost;
1390
1391 if (p == apart)
1392 {
1393 partCost = cost;
1394 partPhysCost = tmpcost;
1395 }
1396 }
1397 }
1398 else
1399 {
1400 partPhysCost = 1.0f;
1401 partCost = 1.0f;
1402 linksetResCost = (float)nparts;
1403 linksetPhysCost = linksetResCost;
1404 }
1405 }
1406
1407 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1408 {
1409 SceneObjectPart p;
1410 SceneObjectPart[] parts;
1411
1412 lock (m_parts)
1413 {
1414 parts = m_parts.GetArray();
1415 }
1416
1417 int nparts = parts.Length;
1418
1419 PhysCost = 0;
1420 StreamCost = 0;
1421 SimulCost = 0;
1422
1423 for (int i = 0; i < nparts; i++)
1424 {
1425 p = parts[i];
1426
1427 StreamCost += p.StreamingCost;
1428 SimulCost += p.SimulationCost;
1429 PhysCost += p.PhysicsCost;
1430 }
1431 }
1432
990 public void SaveScriptedState(XmlTextWriter writer) 1433 public void SaveScriptedState(XmlTextWriter writer)
991 { 1434 {
1435 SaveScriptedState(writer, false);
1436 }
1437
1438 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1439 {
992 XmlDocument doc = new XmlDocument(); 1440 XmlDocument doc = new XmlDocument();
993 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1441 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
994 1442
995 SceneObjectPart[] parts = m_parts.GetArray(); 1443 SceneObjectPart[] parts = m_parts.GetArray();
996 for (int i = 0; i < parts.Length; i++) 1444 for (int i = 0; i < parts.Length; i++)
997 { 1445 {
998 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1446 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
999 foreach (KeyValuePair<UUID, string> kvp in pstates) 1447 foreach (KeyValuePair<UUID, string> kvp in pstates)
1000 states.Add(kvp.Key, kvp.Value); 1448 states[kvp.Key] = kvp.Value;
1001 } 1449 }
1002 1450
1003 if (states.Count > 0) 1451 if (states.Count > 0)
@@ -1017,6 +1465,169 @@ namespace OpenSim.Region.Framework.Scenes
1017 } 1465 }
1018 1466
1019 /// <summary> 1467 /// <summary>
1468 /// Add the avatar to this linkset (avatar is sat).
1469 /// </summary>
1470 /// <param name="agentID"></param>
1471 public void AddAvatar(UUID agentID)
1472 {
1473 ScenePresence presence;
1474 if (m_scene.TryGetScenePresence(agentID, out presence))
1475 {
1476 if (!m_linkedAvatars.Contains(presence))
1477 {
1478 m_linkedAvatars.Add(presence);
1479 }
1480 }
1481 }
1482
1483 /// <summary>
1484 /// Delete the avatar from this linkset (avatar is unsat).
1485 /// </summary>
1486 /// <param name="agentID"></param>
1487 public void DeleteAvatar(UUID agentID)
1488 {
1489 ScenePresence presence;
1490 if (m_scene.TryGetScenePresence(agentID, out presence))
1491 {
1492 if (m_linkedAvatars.Contains(presence))
1493 {
1494 m_linkedAvatars.Remove(presence);
1495 }
1496 }
1497 }
1498
1499 /// <summary>
1500 /// Returns the list of linked presences (avatars sat on this group)
1501 /// </summary>
1502 /// <param name="agentID"></param>
1503 public List<ScenePresence> GetLinkedAvatars()
1504 {
1505 return m_linkedAvatars;
1506 }
1507
1508 /// <summary>
1509 /// Attach this scene object to the given avatar.
1510 /// </summary>
1511 /// <param name="agentID"></param>
1512 /// <param name="attachmentpoint"></param>
1513 /// <param name="AttachOffset"></param>
1514 private void AttachToAgent(
1515 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1516 {
1517 if (avatar != null)
1518 {
1519 // don't attach attachments to child agents
1520 if (avatar.IsChildAgent) return;
1521
1522 // Remove from database and parcel prim count
1523 m_scene.DeleteFromStorage(so.UUID);
1524 m_scene.EventManager.TriggerParcelPrimCountTainted();
1525
1526 so.AttachedAvatar = avatar.UUID;
1527
1528 if (so.RootPart.PhysActor != null)
1529 {
1530 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1531 so.RootPart.PhysActor = null;
1532 }
1533
1534 so.AbsolutePosition = attachOffset;
1535 so.RootPart.AttachedPos = attachOffset;
1536 so.IsAttachment = true;
1537 so.RootPart.SetParentLocalId(avatar.LocalId);
1538 so.AttachmentPoint = attachmentpoint;
1539
1540 avatar.AddAttachment(this);
1541
1542 if (!silent)
1543 {
1544 // Killing it here will cause the client to deselect it
1545 // It then reappears on the avatar, deselected
1546 // through the full update below
1547 //
1548 if (IsSelected)
1549 {
1550 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1551 }
1552
1553 IsSelected = false; // fudge....
1554 ScheduleGroupForFullUpdate();
1555 }
1556 }
1557 else
1558 {
1559 m_log.WarnFormat(
1560 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1561 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1562 }
1563 }
1564
1565 public byte GetAttachmentPoint()
1566 {
1567 return m_rootPart.Shape.State;
1568 }
1569
1570 public void DetachToGround()
1571 {
1572 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1573 if (avatar == null)
1574 return;
1575
1576 avatar.RemoveAttachment(this);
1577
1578 Vector3 detachedpos = new Vector3(127f,127f,127f);
1579 if (avatar == null)
1580 return;
1581
1582 detachedpos = avatar.AbsolutePosition;
1583 FromItemID = UUID.Zero;
1584
1585 AbsolutePosition = detachedpos;
1586 AttachedAvatar = UUID.Zero;
1587
1588 //SceneObjectPart[] parts = m_parts.GetArray();
1589 //for (int i = 0; i < parts.Length; i++)
1590 // parts[i].AttachedAvatar = UUID.Zero;
1591
1592 m_rootPart.SetParentLocalId(0);
1593 AttachmentPoint = (byte)0;
1594 // must check if buildind should be true or false here
1595 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1596 HasGroupChanged = true;
1597 RootPart.Rezzed = DateTime.Now;
1598 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1599 AttachToBackup();
1600 m_scene.EventManager.TriggerParcelPrimCountTainted();
1601 m_rootPart.ScheduleFullUpdate();
1602 m_rootPart.ClearUndoState();
1603 }
1604
1605 public void DetachToInventoryPrep()
1606 {
1607 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1608 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1609 if (avatar != null)
1610 {
1611 //detachedpos = avatar.AbsolutePosition;
1612 avatar.RemoveAttachment(this);
1613 }
1614
1615 AttachedAvatar = UUID.Zero;
1616
1617 /*SceneObjectPart[] parts = m_parts.GetArray();
1618 for (int i = 0; i < parts.Length; i++)
1619 parts[i].AttachedAvatar = UUID.Zero;*/
1620
1621 m_rootPart.SetParentLocalId(0);
1622 //m_rootPart.SetAttachmentPoint((byte)0);
1623 IsAttachment = false;
1624 AbsolutePosition = m_rootPart.AttachedPos;
1625 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1626 //AttachToBackup();
1627 //m_rootPart.ScheduleFullUpdate();
1628 }
1629
1630 /// <summary>
1020 /// 1631 ///
1021 /// </summary> 1632 /// </summary>
1022 /// <param name="part"></param> 1633 /// <param name="part"></param>
@@ -1066,7 +1677,10 @@ namespace OpenSim.Region.Framework.Scenes
1066 public void AddPart(SceneObjectPart part) 1677 public void AddPart(SceneObjectPart part)
1067 { 1678 {
1068 part.SetParent(this); 1679 part.SetParent(this);
1069 part.LinkNum = m_parts.Add(part.UUID, part); 1680 m_parts.Add(part.UUID, part);
1681
1682 part.LinkNum = m_parts.Count;
1683
1070 if (part.LinkNum == 2) 1684 if (part.LinkNum == 2)
1071 RootPart.LinkNum = 1; 1685 RootPart.LinkNum = 1;
1072 } 1686 }
@@ -1154,7 +1768,7 @@ namespace OpenSim.Region.Framework.Scenes
1154// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1768// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1155// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1769// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1156 1770
1157 part.StoreUndoState(); 1771// part.StoreUndoState();
1158 part.OnGrab(offsetPos, remoteClient); 1772 part.OnGrab(offsetPos, remoteClient);
1159 } 1773 }
1160 1774
@@ -1174,6 +1788,11 @@ namespace OpenSim.Region.Framework.Scenes
1174 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1788 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1175 public void DeleteGroupFromScene(bool silent) 1789 public void DeleteGroupFromScene(bool silent)
1176 { 1790 {
1791 // We need to keep track of this state in case this group is still queued for backup.
1792 IsDeleted = true;
1793
1794 DetachFromBackup();
1795
1177 SceneObjectPart[] parts = m_parts.GetArray(); 1796 SceneObjectPart[] parts = m_parts.GetArray();
1178 for (int i = 0; i < parts.Length; i++) 1797 for (int i = 0; i < parts.Length; i++)
1179 { 1798 {
@@ -1189,13 +1808,14 @@ namespace OpenSim.Region.Framework.Scenes
1189 part.ClearUpdateSchedule(); 1808 part.ClearUpdateSchedule();
1190 if (part == m_rootPart) 1809 if (part == m_rootPart)
1191 { 1810 {
1192 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1811 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1193 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1812 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1194 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId }); 1813 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
1195 } 1814 }
1196 } 1815 }
1197 }); 1816 });
1198 } 1817 }
1818
1199 } 1819 }
1200 1820
1201 public void AddScriptLPS(int count) 1821 public void AddScriptLPS(int count)
@@ -1265,28 +1885,43 @@ namespace OpenSim.Region.Framework.Scenes
1265 /// </summary> 1885 /// </summary>
1266 public void ApplyPhysics() 1886 public void ApplyPhysics()
1267 { 1887 {
1268 // Apply physics to the root prim
1269 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1270
1271 // Apply physics to child prims
1272 SceneObjectPart[] parts = m_parts.GetArray(); 1888 SceneObjectPart[] parts = m_parts.GetArray();
1273 if (parts.Length > 1) 1889 if (parts.Length > 1)
1274 { 1890 {
1891 ResetChildPrimPhysicsPositions();
1892
1893 // Apply physics to the root prim
1894 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1895
1896
1275 for (int i = 0; i < parts.Length; i++) 1897 for (int i = 0; i < parts.Length; i++)
1276 { 1898 {
1277 SceneObjectPart part = parts[i]; 1899 SceneObjectPart part = parts[i];
1278 if (part.LocalId != m_rootPart.LocalId) 1900 if (part.LocalId != m_rootPart.LocalId)
1279 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1901 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1280 } 1902 }
1281
1282 // Hack to get the physics scene geometries in the right spot 1903 // Hack to get the physics scene geometries in the right spot
1283 ResetChildPrimPhysicsPositions(); 1904// ResetChildPrimPhysicsPositions();
1905 if (m_rootPart.PhysActor != null)
1906 {
1907 m_rootPart.PhysActor.Building = false;
1908 }
1909 }
1910 else
1911 {
1912 // Apply physics to the root prim
1913 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1284 } 1914 }
1285 } 1915 }
1286 1916
1287 public void SetOwnerId(UUID userId) 1917 public void SetOwnerId(UUID userId)
1288 { 1918 {
1289 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1919 ForEachPart(delegate(SceneObjectPart part)
1920 {
1921
1922 part.OwnerID = userId;
1923
1924 });
1290 } 1925 }
1291 1926
1292 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1927 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1318,11 +1953,17 @@ namespace OpenSim.Region.Framework.Scenes
1318 return; 1953 return;
1319 } 1954 }
1320 1955
1956 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1957 return;
1958
1321 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1959 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1322 // any exception propogate upwards. 1960 // any exception propogate upwards.
1323 try 1961 try
1324 { 1962 {
1325 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1963 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1964 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1965 m_scene.LoadingPrims) // Land may not be valid yet
1966
1326 { 1967 {
1327 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1968 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1328 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1969 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1349,6 +1990,7 @@ namespace OpenSim.Region.Framework.Scenes
1349 } 1990 }
1350 } 1991 }
1351 } 1992 }
1993
1352 } 1994 }
1353 1995
1354 if (m_scene.UseBackup && HasGroupChanged) 1996 if (m_scene.UseBackup && HasGroupChanged)
@@ -1356,10 +1998,30 @@ namespace OpenSim.Region.Framework.Scenes
1356 // don't backup while it's selected or you're asking for changes mid stream. 1998 // don't backup while it's selected or you're asking for changes mid stream.
1357 if (isTimeToPersist() || forcedBackup) 1999 if (isTimeToPersist() || forcedBackup)
1358 { 2000 {
2001 if (m_rootPart.PhysActor != null &&
2002 (!m_rootPart.PhysActor.IsPhysical))
2003 {
2004 // Possible ghost prim
2005 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2006 {
2007 foreach (SceneObjectPart part in m_parts.GetArray())
2008 {
2009 // Re-set physics actor positions and
2010 // orientations
2011 part.GroupPosition = m_rootPart.GroupPosition;
2012 }
2013 }
2014 }
1359// m_log.DebugFormat( 2015// m_log.DebugFormat(
1360// "[SCENE]: Storing {0}, {1} in {2}", 2016// "[SCENE]: Storing {0}, {1} in {2}",
1361// Name, UUID, m_scene.RegionInfo.RegionName); 2017// Name, UUID, m_scene.RegionInfo.RegionName);
1362 2018
2019 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2020 {
2021 RootPart.Shape.State = 0;
2022 ScheduleGroupForFullUpdate();
2023 }
2024
1363 SceneObjectGroup backup_group = Copy(false); 2025 SceneObjectGroup backup_group = Copy(false);
1364 backup_group.RootPart.Velocity = RootPart.Velocity; 2026 backup_group.RootPart.Velocity = RootPart.Velocity;
1365 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2027 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1373,6 +2035,11 @@ namespace OpenSim.Region.Framework.Scenes
1373 2035
1374 backup_group.ForEachPart(delegate(SceneObjectPart part) 2036 backup_group.ForEachPart(delegate(SceneObjectPart part)
1375 { 2037 {
2038 if (part.KeyframeMotion != null)
2039 {
2040 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2041 part.KeyframeMotion.UpdateSceneObject(this);
2042 }
1376 part.Inventory.ProcessInventoryBackup(datastore); 2043 part.Inventory.ProcessInventoryBackup(datastore);
1377 }); 2044 });
1378 2045
@@ -1425,10 +2092,14 @@ namespace OpenSim.Region.Framework.Scenes
1425 /// <returns></returns> 2092 /// <returns></returns>
1426 public SceneObjectGroup Copy(bool userExposed) 2093 public SceneObjectGroup Copy(bool userExposed)
1427 { 2094 {
2095 m_dupeInProgress = true;
1428 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2096 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1429 dupe.m_isBackedUp = false; 2097 dupe.m_isBackedUp = false;
1430 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2098 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1431 2099
2100 // new group as no sitting avatars
2101 dupe.m_linkedAvatars = new List<ScenePresence>();
2102
1432 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2103 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1433 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2104 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1434 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2105 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1439,7 +2110,7 @@ namespace OpenSim.Region.Framework.Scenes
1439 // This is only necessary when userExposed is false! 2110 // This is only necessary when userExposed is false!
1440 2111
1441 bool previousAttachmentStatus = dupe.IsAttachment; 2112 bool previousAttachmentStatus = dupe.IsAttachment;
1442 2113
1443 if (!userExposed) 2114 if (!userExposed)
1444 dupe.IsAttachment = true; 2115 dupe.IsAttachment = true;
1445 2116
@@ -1457,11 +2128,11 @@ namespace OpenSim.Region.Framework.Scenes
1457 dupe.m_rootPart.TrimPermissions(); 2128 dupe.m_rootPart.TrimPermissions();
1458 2129
1459 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2130 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1460 2131
1461 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2132 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1462 { 2133 {
1463 return p1.LinkNum.CompareTo(p2.LinkNum); 2134 return p1.LinkNum.CompareTo(p2.LinkNum);
1464 } 2135 }
1465 ); 2136 );
1466 2137
1467 foreach (SceneObjectPart part in partList) 2138 foreach (SceneObjectPart part in partList)
@@ -1471,41 +2142,53 @@ namespace OpenSim.Region.Framework.Scenes
1471 { 2142 {
1472 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2143 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1473 newPart.LinkNum = part.LinkNum; 2144 newPart.LinkNum = part.LinkNum;
1474 } 2145 if (userExposed)
2146 newPart.ParentID = dupe.m_rootPart.LocalId;
2147 }
1475 else 2148 else
1476 { 2149 {
1477 newPart = dupe.m_rootPart; 2150 newPart = dupe.m_rootPart;
1478 } 2151 }
2152/*
2153 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2154 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1479 2155
1480 // Need to duplicate the physics actor as well 2156 // Need to duplicate the physics actor as well
1481 PhysicsActor originalPartPa = part.PhysActor; 2157 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1482 if (originalPartPa != null && userExposed)
1483 { 2158 {
1484 PrimitiveBaseShape pbs = newPart.Shape; 2159 PrimitiveBaseShape pbs = newPart.Shape;
1485
1486 newPart.PhysActor 2160 newPart.PhysActor
1487 = m_scene.PhysicsScene.AddPrimShape( 2161 = m_scene.PhysicsScene.AddPrimShape(
1488 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2162 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1489 pbs, 2163 pbs,
1490 newPart.AbsolutePosition, 2164 newPart.AbsolutePosition,
1491 newPart.Scale, 2165 newPart.Scale,
1492 newPart.RotationOffset, 2166 newPart.GetWorldRotation(),
1493 originalPartPa.IsPhysical, 2167 isphys,
2168 isphan,
1494 newPart.LocalId); 2169 newPart.LocalId);
1495 2170
1496 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2171 newPart.DoPhysicsPropertyUpdate(isphys, true);
1497 } 2172 */
2173 if (userExposed)
2174 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2175// }
1498 } 2176 }
1499 2177
1500 if (userExposed) 2178 if (userExposed)
1501 { 2179 {
1502 dupe.UpdateParentIDs(); 2180// done above dupe.UpdateParentIDs();
2181
2182 if (dupe.m_rootPart.PhysActor != null)
2183 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2184
1503 dupe.HasGroupChanged = true; 2185 dupe.HasGroupChanged = true;
1504 dupe.AttachToBackup(); 2186 dupe.AttachToBackup();
1505 2187
1506 ScheduleGroupForFullUpdate(); 2188 ScheduleGroupForFullUpdate();
1507 } 2189 }
1508 2190
2191 m_dupeInProgress = false;
1509 return dupe; 2192 return dupe;
1510 } 2193 }
1511 2194
@@ -1517,11 +2200,24 @@ namespace OpenSim.Region.Framework.Scenes
1517 /// <param name="cGroupID"></param> 2200 /// <param name="cGroupID"></param>
1518 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2201 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1519 { 2202 {
1520 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2203 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2204 // give newpart a new local ID lettng old part keep same
2205 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2206 newpart.LocalId = m_scene.AllocateLocalId();
2207
2208 SetRootPart(newpart);
2209 if (userExposed)
2210 RootPart.Velocity = Vector3.Zero; // In case source is moving
1521 } 2211 }
1522 2212
1523 public void ScriptSetPhysicsStatus(bool usePhysics) 2213 public void ScriptSetPhysicsStatus(bool usePhysics)
1524 { 2214 {
2215 if (usePhysics)
2216 {
2217 if (RootPart.KeyframeMotion != null)
2218 RootPart.KeyframeMotion.Stop();
2219 RootPart.KeyframeMotion = null;
2220 }
1525 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2221 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1526 } 2222 }
1527 2223
@@ -1569,13 +2265,14 @@ namespace OpenSim.Region.Framework.Scenes
1569 2265
1570 if (pa != null) 2266 if (pa != null)
1571 { 2267 {
1572 pa.AddForce(impulse, true); 2268 // false to be applied as a impulse
2269 pa.AddForce(impulse, false);
1573 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2270 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1574 } 2271 }
1575 } 2272 }
1576 } 2273 }
1577 2274
1578 public void applyAngularImpulse(Vector3 impulse) 2275 public void ApplyAngularImpulse(Vector3 impulse)
1579 { 2276 {
1580 PhysicsActor pa = RootPart.PhysActor; 2277 PhysicsActor pa = RootPart.PhysActor;
1581 2278
@@ -1583,21 +2280,8 @@ namespace OpenSim.Region.Framework.Scenes
1583 { 2280 {
1584 if (!IsAttachment) 2281 if (!IsAttachment)
1585 { 2282 {
1586 pa.AddAngularForce(impulse, true); 2283 // false to be applied as a impulse
1587 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2284 pa.AddAngularForce(impulse, false);
1588 }
1589 }
1590 }
1591
1592 public void setAngularImpulse(Vector3 impulse)
1593 {
1594 PhysicsActor pa = RootPart.PhysActor;
1595
1596 if (pa != null)
1597 {
1598 if (!IsAttachment)
1599 {
1600 pa.Torque = impulse;
1601 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2285 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1602 } 2286 }
1603 } 2287 }
@@ -1605,20 +2289,10 @@ namespace OpenSim.Region.Framework.Scenes
1605 2289
1606 public Vector3 GetTorque() 2290 public Vector3 GetTorque()
1607 { 2291 {
1608 PhysicsActor pa = RootPart.PhysActor; 2292 return RootPart.Torque;
1609
1610 if (pa != null)
1611 {
1612 if (!IsAttachment)
1613 {
1614 Vector3 torque = pa.Torque;
1615 return torque;
1616 }
1617 }
1618
1619 return Vector3.Zero;
1620 } 2293 }
1621 2294
2295 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1622 public void moveToTarget(Vector3 target, float tau) 2296 public void moveToTarget(Vector3 target, float tau)
1623 { 2297 {
1624 if (IsAttachment) 2298 if (IsAttachment)
@@ -1650,6 +2324,46 @@ namespace OpenSim.Region.Framework.Scenes
1650 pa.PIDActive = false; 2324 pa.PIDActive = false;
1651 } 2325 }
1652 2326
2327 public void rotLookAt(Quaternion target, float strength, float damping)
2328 {
2329 SceneObjectPart rootpart = m_rootPart;
2330 if (rootpart != null)
2331 {
2332 if (IsAttachment)
2333 {
2334 /*
2335 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2336 if (avatar != null)
2337 {
2338 Rotate the Av?
2339 } */
2340 }
2341 else
2342 {
2343 if (rootpart.PhysActor != null)
2344 { // APID must be implemented in your physics system for this to function.
2345 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2346 rootpart.PhysActor.APIDStrength = strength;
2347 rootpart.PhysActor.APIDDamping = damping;
2348 rootpart.PhysActor.APIDActive = true;
2349 }
2350 }
2351 }
2352 }
2353
2354 public void stopLookAt()
2355 {
2356 SceneObjectPart rootpart = m_rootPart;
2357 if (rootpart != null)
2358 {
2359 if (rootpart.PhysActor != null)
2360 { // APID must be implemented in your physics system for this to function.
2361 rootpart.PhysActor.APIDActive = false;
2362 }
2363 }
2364
2365 }
2366
1653 /// <summary> 2367 /// <summary>
1654 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2368 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1655 /// </summary> 2369 /// </summary>
@@ -1666,7 +2380,7 @@ namespace OpenSim.Region.Framework.Scenes
1666 { 2380 {
1667 pa.PIDHoverHeight = height; 2381 pa.PIDHoverHeight = height;
1668 pa.PIDHoverType = hoverType; 2382 pa.PIDHoverType = hoverType;
1669 pa.PIDTau = tau; 2383 pa.PIDHoverTau = tau;
1670 pa.PIDHoverActive = true; 2384 pa.PIDHoverActive = true;
1671 } 2385 }
1672 else 2386 else
@@ -1706,7 +2420,12 @@ namespace OpenSim.Region.Framework.Scenes
1706 /// <param name="cGroupID"></param> 2420 /// <param name="cGroupID"></param>
1707 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2421 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1708 { 2422 {
1709 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2423 // give new ID to the new part, letting old keep original
2424 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2425 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2426 newPart.LocalId = m_scene.AllocateLocalId();
2427 newPart.SetParent(this);
2428
1710 AddPart(newPart); 2429 AddPart(newPart);
1711 2430
1712 SetPartAsNonRoot(newPart); 2431 SetPartAsNonRoot(newPart);
@@ -1835,11 +2554,11 @@ namespace OpenSim.Region.Framework.Scenes
1835 /// Immediately send a full update for this scene object. 2554 /// Immediately send a full update for this scene object.
1836 /// </summary> 2555 /// </summary>
1837 public void SendGroupFullUpdate() 2556 public void SendGroupFullUpdate()
1838 { 2557 {
1839 if (IsDeleted) 2558 if (IsDeleted)
1840 return; 2559 return;
1841 2560
1842// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2561// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1843 2562
1844 RootPart.SendFullUpdateToAllClients(); 2563 RootPart.SendFullUpdateToAllClients();
1845 2564
@@ -1973,6 +2692,11 @@ namespace OpenSim.Region.Framework.Scenes
1973 2692
1974 SceneObjectPart linkPart = objectGroup.m_rootPart; 2693 SceneObjectPart linkPart = objectGroup.m_rootPart;
1975 2694
2695 if (m_rootPart.PhysActor != null)
2696 m_rootPart.PhysActor.Building = true;
2697 if (linkPart.PhysActor != null)
2698 linkPart.PhysActor.Building = true;
2699
1976 // physics flags from group to be applied to linked parts 2700 // physics flags from group to be applied to linked parts
1977 bool grpusephys = UsesPhysics; 2701 bool grpusephys = UsesPhysics;
1978 bool grptemporary = IsTemporary; 2702 bool grptemporary = IsTemporary;
@@ -1981,19 +2705,21 @@ namespace OpenSim.Region.Framework.Scenes
1981 Quaternion oldRootRotation = linkPart.RotationOffset; 2705 Quaternion oldRootRotation = linkPart.RotationOffset;
1982 2706
1983 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2707 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2708
1984 linkPart.ParentID = m_rootPart.LocalId; 2709 linkPart.ParentID = m_rootPart.LocalId;
1985 linkPart.GroupPosition = AbsolutePosition; 2710
1986 Vector3 axPos = linkPart.OffsetPosition; 2711 linkPart.GroupPosition = AbsolutePosition;
1987 2712
2713 Vector3 axPos = linkPart.OffsetPosition;
1988 Quaternion parentRot = m_rootPart.RotationOffset; 2714 Quaternion parentRot = m_rootPart.RotationOffset;
1989 axPos *= Quaternion.Inverse(parentRot); 2715 axPos *= Quaternion.Conjugate(parentRot);
1990
1991 linkPart.OffsetPosition = axPos; 2716 linkPart.OffsetPosition = axPos;
2717
1992 Quaternion oldRot = linkPart.RotationOffset; 2718 Quaternion oldRot = linkPart.RotationOffset;
1993 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2719 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
1994 linkPart.RotationOffset = newRot; 2720 linkPart.RotationOffset = newRot;
1995 2721
1996 linkPart.ParentID = m_rootPart.LocalId; 2722// linkPart.ParentID = m_rootPart.LocalId; done above
1997 2723
1998 if (m_rootPart.LinkNum == 0) 2724 if (m_rootPart.LinkNum == 0)
1999 m_rootPart.LinkNum = 1; 2725 m_rootPart.LinkNum = 1;
@@ -2021,7 +2747,7 @@ namespace OpenSim.Region.Framework.Scenes
2021 linkPart.CreateSelected = true; 2747 linkPart.CreateSelected = true;
2022 2748
2023 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2749 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2024 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2750 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2025 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2751 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2026 { 2752 {
2027 linkPart.PhysActor.link(m_rootPart.PhysActor); 2753 linkPart.PhysActor.link(m_rootPart.PhysActor);
@@ -2029,6 +2755,7 @@ namespace OpenSim.Region.Framework.Scenes
2029 } 2755 }
2030 2756
2031 linkPart.LinkNum = linkNum++; 2757 linkPart.LinkNum = linkNum++;
2758 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2032 2759
2033 SceneObjectPart[] ogParts = objectGroup.Parts; 2760 SceneObjectPart[] ogParts = objectGroup.Parts;
2034 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2761 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2043,7 +2770,7 @@ namespace OpenSim.Region.Framework.Scenes
2043 { 2770 {
2044 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2771 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2045 // let physics know 2772 // let physics know
2046 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2773 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2047 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2774 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2048 { 2775 {
2049 part.PhysActor.link(m_rootPart.PhysActor); 2776 part.PhysActor.link(m_rootPart.PhysActor);
@@ -2058,7 +2785,7 @@ namespace OpenSim.Region.Framework.Scenes
2058 objectGroup.IsDeleted = true; 2785 objectGroup.IsDeleted = true;
2059 2786
2060 objectGroup.m_parts.Clear(); 2787 objectGroup.m_parts.Clear();
2061 2788
2062 // Can't do this yet since backup still makes use of the root part without any synchronization 2789 // Can't do this yet since backup still makes use of the root part without any synchronization
2063// objectGroup.m_rootPart = null; 2790// objectGroup.m_rootPart = null;
2064 2791
@@ -2069,6 +2796,9 @@ namespace OpenSim.Region.Framework.Scenes
2069 // unmoved prims! 2796 // unmoved prims!
2070 ResetChildPrimPhysicsPositions(); 2797 ResetChildPrimPhysicsPositions();
2071 2798
2799 if (m_rootPart.PhysActor != null)
2800 m_rootPart.PhysActor.Building = false;
2801
2072 //HasGroupChanged = true; 2802 //HasGroupChanged = true;
2073 //ScheduleGroupForFullUpdate(); 2803 //ScheduleGroupForFullUpdate();
2074 } 2804 }
@@ -2136,7 +2866,10 @@ namespace OpenSim.Region.Framework.Scenes
2136// m_log.DebugFormat( 2866// m_log.DebugFormat(
2137// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2867// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2138// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2868// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2139 2869
2870 if (m_rootPart.PhysActor != null)
2871 m_rootPart.PhysActor.Building = true;
2872
2140 linkPart.ClearUndoState(); 2873 linkPart.ClearUndoState();
2141 2874
2142 Quaternion worldRot = linkPart.GetWorldRotation(); 2875 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2196,6 +2929,14 @@ namespace OpenSim.Region.Framework.Scenes
2196 2929
2197 // When we delete a group, we currently have to force persist to the database if the object id has changed 2930 // When we delete a group, we currently have to force persist to the database if the object id has changed
2198 // (since delete works by deleting all rows which have a given object id) 2931 // (since delete works by deleting all rows which have a given object id)
2932
2933 // this is as it seems to be in sl now
2934 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2935 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2936
2937 if (m_rootPart.PhysActor != null)
2938 m_rootPart.PhysActor.Building = false;
2939
2199 objectGroup.HasGroupChangedDueToDelink = true; 2940 objectGroup.HasGroupChangedDueToDelink = true;
2200 2941
2201 return objectGroup; 2942 return objectGroup;
@@ -2207,6 +2948,7 @@ namespace OpenSim.Region.Framework.Scenes
2207 /// <param name="objectGroup"></param> 2948 /// <param name="objectGroup"></param>
2208 public virtual void DetachFromBackup() 2949 public virtual void DetachFromBackup()
2209 { 2950 {
2951 m_scene.SceneGraph.FireDetachFromBackup(this);
2210 if (m_isBackedUp && Scene != null) 2952 if (m_isBackedUp && Scene != null)
2211 m_scene.EventManager.OnBackup -= ProcessBackup; 2953 m_scene.EventManager.OnBackup -= ProcessBackup;
2212 2954
@@ -2225,7 +2967,8 @@ namespace OpenSim.Region.Framework.Scenes
2225 2967
2226 axPos *= parentRot; 2968 axPos *= parentRot;
2227 part.OffsetPosition = axPos; 2969 part.OffsetPosition = axPos;
2228 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2970 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2971 part.GroupPosition = newPos;
2229 part.OffsetPosition = Vector3.Zero; 2972 part.OffsetPosition = Vector3.Zero;
2230 part.RotationOffset = worldRot; 2973 part.RotationOffset = worldRot;
2231 2974
@@ -2236,20 +2979,20 @@ namespace OpenSim.Region.Framework.Scenes
2236 2979
2237 part.LinkNum = linkNum; 2980 part.LinkNum = linkNum;
2238 2981
2239 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2982 part.OffsetPosition = newPos - AbsolutePosition;
2240 2983
2241 Quaternion rootRotation = m_rootPart.RotationOffset; 2984 Quaternion rootRotation = m_rootPart.RotationOffset;
2242 2985
2243 Vector3 pos = part.OffsetPosition; 2986 Vector3 pos = part.OffsetPosition;
2244 pos *= Quaternion.Inverse(rootRotation); 2987 pos *= Quaternion.Conjugate(rootRotation);
2245 part.OffsetPosition = pos; 2988 part.OffsetPosition = pos;
2246 2989
2247 parentRot = m_rootPart.RotationOffset; 2990 parentRot = m_rootPart.RotationOffset;
2248 oldRot = part.RotationOffset; 2991 oldRot = part.RotationOffset;
2249 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2992 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2250 part.RotationOffset = newRot; 2993 part.RotationOffset = newRot;
2251 2994
2252 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2995 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2253 } 2996 }
2254 2997
2255 /// <summary> 2998 /// <summary>
@@ -2500,8 +3243,22 @@ namespace OpenSim.Region.Framework.Scenes
2500 } 3243 }
2501 } 3244 }
2502 3245
2503 for (int i = 0; i < parts.Length; i++) 3246 if (parts.Length > 1)
2504 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3247 {
3248 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3249
3250 for (int i = 0; i < parts.Length; i++)
3251 {
3252
3253 if (parts[i].UUID != m_rootPart.UUID)
3254 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3255 }
3256
3257 if (m_rootPart.PhysActor != null)
3258 m_rootPart.PhysActor.Building = false;
3259 }
3260 else
3261 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2505 } 3262 }
2506 } 3263 }
2507 3264
@@ -2514,6 +3271,17 @@ namespace OpenSim.Region.Framework.Scenes
2514 } 3271 }
2515 } 3272 }
2516 3273
3274
3275
3276 /// <summary>
3277 /// Gets the number of parts
3278 /// </summary>
3279 /// <returns></returns>
3280 public int GetPartCount()
3281 {
3282 return Parts.Count();
3283 }
3284
2517 /// <summary> 3285 /// <summary>
2518 /// Update the texture entry for this part 3286 /// Update the texture entry for this part
2519 /// </summary> 3287 /// </summary>
@@ -2575,11 +3343,6 @@ namespace OpenSim.Region.Framework.Scenes
2575 /// <param name="scale"></param> 3343 /// <param name="scale"></param>
2576 public void GroupResize(Vector3 scale) 3344 public void GroupResize(Vector3 scale)
2577 { 3345 {
2578// m_log.DebugFormat(
2579// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2580
2581 RootPart.StoreUndoState(true);
2582
2583 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3346 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2584 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3347 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2585 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3348 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2606,7 +3369,6 @@ namespace OpenSim.Region.Framework.Scenes
2606 SceneObjectPart obPart = parts[i]; 3369 SceneObjectPart obPart = parts[i];
2607 if (obPart.UUID != m_rootPart.UUID) 3370 if (obPart.UUID != m_rootPart.UUID)
2608 { 3371 {
2609// obPart.IgnoreUndoUpdate = true;
2610 Vector3 oldSize = new Vector3(obPart.Scale); 3372 Vector3 oldSize = new Vector3(obPart.Scale);
2611 3373
2612 float f = 1.0f; 3374 float f = 1.0f;
@@ -2670,8 +3432,6 @@ namespace OpenSim.Region.Framework.Scenes
2670 z *= a; 3432 z *= a;
2671 } 3433 }
2672 } 3434 }
2673
2674// obPart.IgnoreUndoUpdate = false;
2675 } 3435 }
2676 } 3436 }
2677 } 3437 }
@@ -2681,9 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
2681 prevScale.Y *= y; 3441 prevScale.Y *= y;
2682 prevScale.Z *= z; 3442 prevScale.Z *= z;
2683 3443
2684// RootPart.IgnoreUndoUpdate = true;
2685 RootPart.Resize(prevScale); 3444 RootPart.Resize(prevScale);
2686// RootPart.IgnoreUndoUpdate = false;
2687 3445
2688 parts = m_parts.GetArray(); 3446 parts = m_parts.GetArray();
2689 for (int i = 0; i < parts.Length; i++) 3447 for (int i = 0; i < parts.Length; i++)
@@ -2692,8 +3450,6 @@ namespace OpenSim.Region.Framework.Scenes
2692 3450
2693 if (obPart.UUID != m_rootPart.UUID) 3451 if (obPart.UUID != m_rootPart.UUID)
2694 { 3452 {
2695 obPart.IgnoreUndoUpdate = true;
2696
2697 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3453 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2698 currentpos.X *= x; 3454 currentpos.X *= x;
2699 currentpos.Y *= y; 3455 currentpos.Y *= y;
@@ -2706,16 +3462,12 @@ namespace OpenSim.Region.Framework.Scenes
2706 3462
2707 obPart.Resize(newSize); 3463 obPart.Resize(newSize);
2708 obPart.UpdateOffSet(currentpos); 3464 obPart.UpdateOffSet(currentpos);
2709
2710 obPart.IgnoreUndoUpdate = false;
2711 } 3465 }
2712 3466
2713// obPart.IgnoreUndoUpdate = false; 3467 HasGroupChanged = true;
2714// obPart.StoreUndoState(); 3468 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3469 ScheduleGroupForTerseUpdate();
2715 } 3470 }
2716
2717// m_log.DebugFormat(
2718// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2719 } 3471 }
2720 3472
2721 #endregion 3473 #endregion
@@ -2728,14 +3480,6 @@ namespace OpenSim.Region.Framework.Scenes
2728 /// <param name="pos"></param> 3480 /// <param name="pos"></param>
2729 public void UpdateGroupPosition(Vector3 pos) 3481 public void UpdateGroupPosition(Vector3 pos)
2730 { 3482 {
2731// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2732
2733 RootPart.StoreUndoState(true);
2734
2735// SceneObjectPart[] parts = m_parts.GetArray();
2736// for (int i = 0; i < parts.Length; i++)
2737// parts[i].StoreUndoState();
2738
2739 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3483 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2740 { 3484 {
2741 if (IsAttachment) 3485 if (IsAttachment)
@@ -2768,21 +3512,17 @@ namespace OpenSim.Region.Framework.Scenes
2768 /// </summary> 3512 /// </summary>
2769 /// <param name="pos"></param> 3513 /// <param name="pos"></param>
2770 /// <param name="localID"></param> 3514 /// <param name="localID"></param>
3515 ///
3516
2771 public void UpdateSinglePosition(Vector3 pos, uint localID) 3517 public void UpdateSinglePosition(Vector3 pos, uint localID)
2772 { 3518 {
2773 SceneObjectPart part = GetPart(localID); 3519 SceneObjectPart part = GetPart(localID);
2774 3520
2775// SceneObjectPart[] parts = m_parts.GetArray();
2776// for (int i = 0; i < parts.Length; i++)
2777// parts[i].StoreUndoState();
2778
2779 if (part != null) 3521 if (part != null)
2780 { 3522 {
2781// m_log.DebugFormat( 3523// unlock parts position change
2782// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3524 if (m_rootPart.PhysActor != null)
2783 3525 m_rootPart.PhysActor.Building = true;
2784 part.StoreUndoState(false);
2785 part.IgnoreUndoUpdate = true;
2786 3526
2787 if (part.UUID == m_rootPart.UUID) 3527 if (part.UUID == m_rootPart.UUID)
2788 { 3528 {
@@ -2793,8 +3533,10 @@ namespace OpenSim.Region.Framework.Scenes
2793 part.UpdateOffSet(pos); 3533 part.UpdateOffSet(pos);
2794 } 3534 }
2795 3535
3536 if (m_rootPart.PhysActor != null)
3537 m_rootPart.PhysActor.Building = false;
3538
2796 HasGroupChanged = true; 3539 HasGroupChanged = true;
2797 part.IgnoreUndoUpdate = false;
2798 } 3540 }
2799 } 3541 }
2800 3542
@@ -2804,13 +3546,7 @@ namespace OpenSim.Region.Framework.Scenes
2804 /// <param name="pos"></param> 3546 /// <param name="pos"></param>
2805 public void UpdateRootPosition(Vector3 pos) 3547 public void UpdateRootPosition(Vector3 pos)
2806 { 3548 {
2807// m_log.DebugFormat( 3549 // needs to be called with phys building true
2808// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2809
2810// SceneObjectPart[] parts = m_parts.GetArray();
2811// for (int i = 0; i < parts.Length; i++)
2812// parts[i].StoreUndoState();
2813
2814 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3550 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2815 Vector3 oldPos = 3551 Vector3 oldPos =
2816 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3552 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2833,7 +3569,14 @@ namespace OpenSim.Region.Framework.Scenes
2833 AbsolutePosition = newPos; 3569 AbsolutePosition = newPos;
2834 3570
2835 HasGroupChanged = true; 3571 HasGroupChanged = true;
2836 ScheduleGroupForTerseUpdate(); 3572 if (m_rootPart.Undoing)
3573 {
3574 ScheduleGroupForFullUpdate();
3575 }
3576 else
3577 {
3578 ScheduleGroupForTerseUpdate();
3579 }
2837 } 3580 }
2838 3581
2839 #endregion 3582 #endregion
@@ -2846,24 +3589,16 @@ namespace OpenSim.Region.Framework.Scenes
2846 /// <param name="rot"></param> 3589 /// <param name="rot"></param>
2847 public void UpdateGroupRotationR(Quaternion rot) 3590 public void UpdateGroupRotationR(Quaternion rot)
2848 { 3591 {
2849// m_log.DebugFormat(
2850// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2851
2852// SceneObjectPart[] parts = m_parts.GetArray();
2853// for (int i = 0; i < parts.Length; i++)
2854// parts[i].StoreUndoState();
2855
2856 m_rootPart.StoreUndoState(true);
2857
2858 m_rootPart.UpdateRotation(rot); 3592 m_rootPart.UpdateRotation(rot);
2859 3593
3594/* this is done by rootpart RotationOffset set called by UpdateRotation
2860 PhysicsActor actor = m_rootPart.PhysActor; 3595 PhysicsActor actor = m_rootPart.PhysActor;
2861 if (actor != null) 3596 if (actor != null)
2862 { 3597 {
2863 actor.Orientation = m_rootPart.RotationOffset; 3598 actor.Orientation = m_rootPart.RotationOffset;
2864 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3599 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2865 } 3600 }
2866 3601*/
2867 HasGroupChanged = true; 3602 HasGroupChanged = true;
2868 ScheduleGroupForTerseUpdate(); 3603 ScheduleGroupForTerseUpdate();
2869 } 3604 }
@@ -2875,16 +3610,6 @@ namespace OpenSim.Region.Framework.Scenes
2875 /// <param name="rot"></param> 3610 /// <param name="rot"></param>
2876 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3611 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2877 { 3612 {
2878// m_log.DebugFormat(
2879// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2880
2881// SceneObjectPart[] parts = m_parts.GetArray();
2882// for (int i = 0; i < parts.Length; i++)
2883// parts[i].StoreUndoState();
2884
2885 RootPart.StoreUndoState(true);
2886 RootPart.IgnoreUndoUpdate = true;
2887
2888 m_rootPart.UpdateRotation(rot); 3613 m_rootPart.UpdateRotation(rot);
2889 3614
2890 PhysicsActor actor = m_rootPart.PhysActor; 3615 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2898,8 +3623,6 @@ namespace OpenSim.Region.Framework.Scenes
2898 3623
2899 HasGroupChanged = true; 3624 HasGroupChanged = true;
2900 ScheduleGroupForTerseUpdate(); 3625 ScheduleGroupForTerseUpdate();
2901
2902 RootPart.IgnoreUndoUpdate = false;
2903 } 3626 }
2904 3627
2905 /// <summary> 3628 /// <summary>
@@ -2912,13 +3635,11 @@ namespace OpenSim.Region.Framework.Scenes
2912 SceneObjectPart part = GetPart(localID); 3635 SceneObjectPart part = GetPart(localID);
2913 3636
2914 SceneObjectPart[] parts = m_parts.GetArray(); 3637 SceneObjectPart[] parts = m_parts.GetArray();
2915 for (int i = 0; i < parts.Length; i++)
2916 parts[i].StoreUndoState();
2917 3638
2918 if (part != null) 3639 if (part != null)
2919 { 3640 {
2920// m_log.DebugFormat( 3641 if (m_rootPart.PhysActor != null)
2921// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3642 m_rootPart.PhysActor.Building = true;
2922 3643
2923 if (part.UUID == m_rootPart.UUID) 3644 if (part.UUID == m_rootPart.UUID)
2924 { 3645 {
@@ -2928,6 +3649,9 @@ namespace OpenSim.Region.Framework.Scenes
2928 { 3649 {
2929 part.UpdateRotation(rot); 3650 part.UpdateRotation(rot);
2930 } 3651 }
3652
3653 if (m_rootPart.PhysActor != null)
3654 m_rootPart.PhysActor.Building = false;
2931 } 3655 }
2932 } 3656 }
2933 3657
@@ -2941,12 +3665,8 @@ namespace OpenSim.Region.Framework.Scenes
2941 SceneObjectPart part = GetPart(localID); 3665 SceneObjectPart part = GetPart(localID);
2942 if (part != null) 3666 if (part != null)
2943 { 3667 {
2944// m_log.DebugFormat( 3668 if (m_rootPart.PhysActor != null)
2945// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3669 m_rootPart.PhysActor.Building = true;
2946// part.Name, part.LocalId, rot);
2947
2948 part.StoreUndoState();
2949 part.IgnoreUndoUpdate = true;
2950 3670
2951 if (part.UUID == m_rootPart.UUID) 3671 if (part.UUID == m_rootPart.UUID)
2952 { 3672 {
@@ -2959,7 +3679,8 @@ namespace OpenSim.Region.Framework.Scenes
2959 part.OffsetPosition = pos; 3679 part.OffsetPosition = pos;
2960 } 3680 }
2961 3681
2962 part.IgnoreUndoUpdate = false; 3682 if (m_rootPart.PhysActor != null)
3683 m_rootPart.PhysActor.Building = false;
2963 } 3684 }
2964 } 3685 }
2965 3686
@@ -2969,15 +3690,12 @@ namespace OpenSim.Region.Framework.Scenes
2969 /// <param name="rot"></param> 3690 /// <param name="rot"></param>
2970 public void UpdateRootRotation(Quaternion rot) 3691 public void UpdateRootRotation(Quaternion rot)
2971 { 3692 {
2972// m_log.DebugFormat( 3693 // needs to be called with phys building true
2973// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2974// Name, LocalId, rot);
2975
2976 Quaternion axRot = rot; 3694 Quaternion axRot = rot;
2977 Quaternion oldParentRot = m_rootPart.RotationOffset; 3695 Quaternion oldParentRot = m_rootPart.RotationOffset;
2978 3696
2979 m_rootPart.StoreUndoState(); 3697 //Don't use UpdateRotation because it schedules an update prematurely
2980 m_rootPart.UpdateRotation(rot); 3698 m_rootPart.RotationOffset = rot;
2981 3699
2982 PhysicsActor pa = m_rootPart.PhysActor; 3700 PhysicsActor pa = m_rootPart.PhysActor;
2983 3701
@@ -2993,35 +3711,145 @@ namespace OpenSim.Region.Framework.Scenes
2993 SceneObjectPart prim = parts[i]; 3711 SceneObjectPart prim = parts[i];
2994 if (prim.UUID != m_rootPart.UUID) 3712 if (prim.UUID != m_rootPart.UUID)
2995 { 3713 {
2996 prim.IgnoreUndoUpdate = true; 3714 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3715 NewRot = Quaternion.Inverse(axRot) * NewRot;
3716 prim.RotationOffset = NewRot;
3717
2997 Vector3 axPos = prim.OffsetPosition; 3718 Vector3 axPos = prim.OffsetPosition;
3719
2998 axPos *= oldParentRot; 3720 axPos *= oldParentRot;
2999 axPos *= Quaternion.Inverse(axRot); 3721 axPos *= Quaternion.Inverse(axRot);
3000 prim.OffsetPosition = axPos; 3722 prim.OffsetPosition = axPos;
3001 Quaternion primsRot = prim.RotationOffset; 3723 }
3002 Quaternion newRot = oldParentRot * primsRot; 3724 }
3003 newRot = Quaternion.Inverse(axRot) * newRot;
3004 prim.RotationOffset = newRot;
3005 prim.ScheduleTerseUpdate();
3006 prim.IgnoreUndoUpdate = false;
3007 }
3008 }
3009
3010// for (int i = 0; i < parts.Length; i++)
3011// {
3012// SceneObjectPart childpart = parts[i];
3013// if (childpart != m_rootPart)
3014// {
3015//// childpart.IgnoreUndoUpdate = false;
3016//// childpart.StoreUndoState();
3017// }
3018// }
3019 3725
3020 m_rootPart.ScheduleTerseUpdate(); 3726 HasGroupChanged = true;
3727 ScheduleGroupForFullUpdate();
3728 }
3021 3729
3022// m_log.DebugFormat( 3730 private enum updatetype :int
3023// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3731 {
3024// Name, LocalId, rot); 3732 none = 0,
3733 partterse = 1,
3734 partfull = 2,
3735 groupterse = 3,
3736 groupfull = 4
3737 }
3738
3739 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3740 {
3741 // TODO this still as excessive *.Schedule*Update()s
3742
3743 if (part != null && part.ParentGroup != null)
3744 {
3745 ObjectChangeType change = data.change;
3746 bool togroup = ((change & ObjectChangeType.Group) != 0);
3747 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3748
3749 SceneObjectGroup group = part.ParentGroup;
3750 PhysicsActor pha = group.RootPart.PhysActor;
3751
3752 updatetype updateType = updatetype.none;
3753
3754 if (togroup)
3755 {
3756 // related to group
3757 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3758 {
3759 if ((change & ObjectChangeType.Rotation) != 0)
3760 {
3761 group.RootPart.UpdateRotation(data.rotation);
3762 updateType = updatetype.none;
3763 }
3764 if ((change & ObjectChangeType.Position) != 0)
3765 {
3766 if (m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3767 UpdateGroupPosition(data.position);
3768 updateType = updatetype.groupterse;
3769 }
3770 else
3771 // ugly rotation update of all parts
3772 {
3773 group.AbsolutePosition = AbsolutePosition;
3774 }
3775
3776 }
3777 if ((change & ObjectChangeType.Scale) != 0)
3778 {
3779 if (pha != null)
3780 pha.Building = true;
3781
3782 group.GroupResize(data.scale);
3783 updateType = updatetype.none;
3784
3785 if (pha != null)
3786 pha.Building = false;
3787 }
3788 }
3789 else
3790 {
3791 // related to single prim in a link-set ( ie group)
3792 if (pha != null)
3793 pha.Building = true;
3794
3795 // root part is special
3796 // parts offset positions or rotations need to change also
3797
3798 if (part == group.RootPart)
3799 {
3800 if ((change & ObjectChangeType.Rotation) != 0)
3801 group.UpdateRootRotation(data.rotation);
3802 if ((change & ObjectChangeType.Position) != 0)
3803 group.UpdateRootPosition(data.position);
3804 if ((change & ObjectChangeType.Scale) != 0)
3805 part.Resize(data.scale);
3806 }
3807 else
3808 {
3809 if ((change & ObjectChangeType.Position) != 0)
3810 {
3811 part.OffsetPosition = data.position;
3812 updateType = updatetype.partterse;
3813 }
3814 if ((change & ObjectChangeType.Rotation) != 0)
3815 {
3816 part.UpdateRotation(data.rotation);
3817 updateType = updatetype.none;
3818 }
3819 if ((change & ObjectChangeType.Scale) != 0)
3820 {
3821 part.Resize(data.scale);
3822 updateType = updatetype.none;
3823 }
3824 }
3825
3826 if (pha != null)
3827 pha.Building = false;
3828 }
3829
3830 if (updateType != updatetype.none)
3831 {
3832 group.HasGroupChanged = true;
3833
3834 switch (updateType)
3835 {
3836 case updatetype.partterse:
3837 part.ScheduleTerseUpdate();
3838 break;
3839 case updatetype.partfull:
3840 part.ScheduleFullUpdate();
3841 break;
3842 case updatetype.groupterse:
3843 group.ScheduleGroupForTerseUpdate();
3844 break;
3845 case updatetype.groupfull:
3846 group.ScheduleGroupForFullUpdate();
3847 break;
3848 default:
3849 break;
3850 }
3851 }
3852 }
3025 } 3853 }
3026 3854
3027 #endregion 3855 #endregion
@@ -3241,11 +4069,50 @@ namespace OpenSim.Region.Framework.Scenes
3241 } 4069 }
3242 } 4070 }
3243 } 4071 }
3244 4072
4073 public Vector3 GetGeometricCenter()
4074 {
4075 // this is not real geometric center but a average of positions relative to root prim acording to
4076 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4077 // ignoring tortured prims details since sl also seems to ignore
4078 // so no real use in doing it on physics
4079
4080 Vector3 gc = Vector3.Zero;
4081
4082 int nparts = m_parts.Count;
4083 if (nparts <= 1)
4084 return gc;
4085
4086 SceneObjectPart[] parts = m_parts.GetArray();
4087 nparts = parts.Length; // just in case it changed
4088 if (nparts <= 1)
4089 return gc;
4090
4091 Quaternion parentRot = RootPart.RotationOffset;
4092 Vector3 pPos;
4093
4094 // average all parts positions
4095 for (int i = 0; i < nparts; i++)
4096 {
4097 // do it directly
4098 // gc += parts[i].GetWorldPosition();
4099 if (parts[i] != RootPart)
4100 {
4101 pPos = parts[i].OffsetPosition;
4102 gc += pPos;
4103 }
4104
4105 }
4106 gc /= nparts;
4107
4108 // relative to root:
4109// gc -= AbsolutePosition;
4110 return gc;
4111 }
4112
3245 public float GetMass() 4113 public float GetMass()
3246 { 4114 {
3247 float retmass = 0f; 4115 float retmass = 0f;
3248
3249 SceneObjectPart[] parts = m_parts.GetArray(); 4116 SceneObjectPart[] parts = m_parts.GetArray();
3250 for (int i = 0; i < parts.Length; i++) 4117 for (int i = 0; i < parts.Length; i++)
3251 retmass += parts[i].GetMass(); 4118 retmass += parts[i].GetMass();
@@ -3253,6 +4120,39 @@ namespace OpenSim.Region.Framework.Scenes
3253 return retmass; 4120 return retmass;
3254 } 4121 }
3255 4122
4123 // center of mass of full object
4124 public Vector3 GetCenterOfMass()
4125 {
4126 PhysicsActor pa = RootPart.PhysActor;
4127
4128 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4129 {
4130 // physics knows better about center of mass of physical prims
4131 Vector3 tmp = pa.CenterOfMass;
4132 return tmp;
4133 }
4134
4135 Vector3 Ptot = Vector3.Zero;
4136 float totmass = 0f;
4137 float m;
4138
4139 SceneObjectPart[] parts = m_parts.GetArray();
4140 for (int i = 0; i < parts.Length; i++)
4141 {
4142 m = parts[i].GetMass();
4143 Ptot += parts[i].GetPartCenterOfMass() * m;
4144 totmass += m;
4145 }
4146
4147 if (totmass == 0)
4148 totmass = 0;
4149 else
4150 totmass = 1 / totmass;
4151 Ptot *= totmass;
4152
4153 return Ptot;
4154 }
4155
3256 /// <summary> 4156 /// <summary>
3257 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4157 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3258 /// the physics engine can use it. 4158 /// the physics engine can use it.
@@ -3406,6 +4306,14 @@ namespace OpenSim.Region.Framework.Scenes
3406 FromItemID = uuid; 4306 FromItemID = uuid;
3407 } 4307 }
3408 4308
4309 public void ResetOwnerChangeFlag()
4310 {
4311 ForEachPart(delegate(SceneObjectPart part)
4312 {
4313 part.ResetOwnerChangeFlag();
4314 });
4315 }
4316
3409 #endregion 4317 #endregion
3410 } 4318 }
3411} 4319}