diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 199 |
1 files changed, 106 insertions, 93 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index a828127..0d15cb4 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -317,8 +317,8 @@ 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 | 321 | public bool m_dupeInProgress = false; | |
322 | internal Dictionary<UUID, string> m_savedScriptState = null; | 322 | internal Dictionary<UUID, string> m_savedScriptState = null; |
323 | 323 | ||
324 | #region Properties | 324 | #region Properties |
@@ -475,16 +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 | part.TriggerScriptChangedEvent(Changed.POSITION); | 479 | if (!m_dupeInProgress) |
480 | } | 480 | { |
481 | 481 | part.TriggerScriptChangedEvent(Changed.POSITION); | |
482 | foreach (ScenePresence av in m_linkedAvatars) | 482 | } |
483 | { | 483 | } |
484 | Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition; | 484 | if (!m_dupeInProgress) |
485 | av.AbsolutePosition += offset; | 485 | { |
486 | av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | 486 | foreach (ScenePresence av in m_linkedAvatars) |
487 | av.SendFullUpdateToAllClients(); | 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 | } | ||
488 | } | 493 | } |
489 | 494 | ||
490 | //if (m_rootPart.PhysActor != null) | 495 | //if (m_rootPart.PhysActor != null) |
@@ -1800,88 +1805,96 @@ namespace OpenSim.Region.Framework.Scenes | |||
1800 | /// <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> |
1801 | /// <returns></returns> | 1806 | /// <returns></returns> |
1802 | public SceneObjectGroup Copy(bool userExposed) | 1807 | public SceneObjectGroup Copy(bool userExposed) |
1803 | { | 1808 | { |
1804 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 1809 | SceneObjectGroup dupe; |
1805 | dupe.m_isBackedUp = false; | 1810 | try |
1806 | dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); | 1811 | { |
1807 | 1812 | m_dupeInProgress = true; | |
1808 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 1813 | dupe = (SceneObjectGroup)MemberwiseClone(); |
1809 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 1814 | dupe.m_isBackedUp = false; |
1810 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 1815 | dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); |
1811 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state | 1816 | |
1812 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, | 1817 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1813 | // then restore it's attachment state | 1818 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1814 | 1819 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | |
1815 | // This is only necessary when userExposed is false! | 1820 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state |
1816 | 1821 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, | |
1817 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; | 1822 | // then restore it's attachment state |
1818 | 1823 | ||
1819 | if (!userExposed) | 1824 | // This is only necessary when userExposed is false! |
1820 | dupe.RootPart.IsAttachment = true; | 1825 | |
1821 | 1826 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; | |
1822 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); | 1827 | |
1823 | 1828 | if (!userExposed) | |
1824 | if (!userExposed) | 1829 | dupe.RootPart.IsAttachment = true; |
1825 | { | 1830 | |
1826 | dupe.RootPart.IsAttachment = previousAttachmentStatus; | 1831 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); |
1827 | } | 1832 | |
1828 | 1833 | if (!userExposed) | |
1829 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 1834 | { |
1830 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 1835 | dupe.RootPart.IsAttachment = previousAttachmentStatus; |
1831 | 1836 | } | |
1832 | if (userExposed) | 1837 | |
1833 | dupe.m_rootPart.TrimPermissions(); | 1838 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1834 | 1839 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | |
1835 | /// may need to create a new Physics actor. | 1840 | |
1836 | if (dupe.RootPart.PhysActor != null && userExposed) | 1841 | if (userExposed) |
1837 | { | 1842 | dupe.m_rootPart.TrimPermissions(); |
1838 | PrimitiveBaseShape pbs = dupe.RootPart.Shape; | 1843 | |
1839 | 1844 | /// may need to create a new Physics actor. | |
1840 | dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( | 1845 | if (dupe.RootPart.PhysActor != null && userExposed) |
1841 | dupe.RootPart.Name, | 1846 | { |
1842 | pbs, | 1847 | PrimitiveBaseShape pbs = dupe.RootPart.Shape; |
1843 | dupe.RootPart.AbsolutePosition, | 1848 | |
1844 | dupe.RootPart.Scale, | 1849 | dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( |
1845 | dupe.RootPart.RotationOffset, | 1850 | dupe.RootPart.Name, |
1846 | dupe.RootPart.PhysActor.IsPhysical); | 1851 | pbs, |
1847 | 1852 | dupe.RootPart.AbsolutePosition, | |
1848 | dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; | 1853 | dupe.RootPart.Scale, |
1849 | dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); | 1854 | dupe.RootPart.RotationOffset, |
1855 | dupe.RootPart.PhysActor.IsPhysical); | ||
1856 | |||
1857 | dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; | ||
1858 | dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); | ||
1859 | } | ||
1860 | |||
1861 | List<SceneObjectPart> partList; | ||
1862 | |||
1863 | lockPartsForRead(true); | ||
1864 | |||
1865 | partList = new List<SceneObjectPart>(m_parts.Values); | ||
1866 | |||
1867 | lockPartsForRead(false); | ||
1868 | |||
1869 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1870 | { | ||
1871 | return p1.LinkNum.CompareTo(p2.LinkNum); | ||
1872 | } | ||
1873 | ); | ||
1874 | |||
1875 | foreach (SceneObjectPart part in partList) | ||
1876 | { | ||
1877 | if (part.UUID != m_rootPart.UUID) | ||
1878 | { | ||
1879 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | ||
1880 | |||
1881 | newPart.LinkNum = part.LinkNum; | ||
1882 | } | ||
1883 | } | ||
1884 | |||
1885 | if (userExposed) | ||
1886 | { | ||
1887 | dupe.UpdateParentIDs(); | ||
1888 | dupe.HasGroupChanged = true; | ||
1889 | dupe.AttachToBackup(); | ||
1890 | |||
1891 | ScheduleGroupForFullUpdate(); | ||
1892 | } | ||
1893 | } | ||
1894 | finally | ||
1895 | { | ||
1896 | m_dupeInProgress = false; | ||
1850 | } | 1897 | } |
1851 | |||
1852 | List<SceneObjectPart> partList; | ||
1853 | |||
1854 | lockPartsForRead(true); | ||
1855 | |||
1856 | partList = new List<SceneObjectPart>(m_parts.Values); | ||
1857 | |||
1858 | lockPartsForRead(false); | ||
1859 | |||
1860 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1861 | { | ||
1862 | return p1.LinkNum.CompareTo(p2.LinkNum); | ||
1863 | } | ||
1864 | ); | ||
1865 | |||
1866 | foreach (SceneObjectPart part in partList) | ||
1867 | { | ||
1868 | if (part.UUID != m_rootPart.UUID) | ||
1869 | { | ||
1870 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | ||
1871 | |||
1872 | newPart.LinkNum = part.LinkNum; | ||
1873 | } | ||
1874 | } | ||
1875 | |||
1876 | if (userExposed) | ||
1877 | { | ||
1878 | dupe.UpdateParentIDs(); | ||
1879 | dupe.HasGroupChanged = true; | ||
1880 | dupe.AttachToBackup(); | ||
1881 | |||
1882 | ScheduleGroupForFullUpdate(); | ||
1883 | } | ||
1884 | |||
1885 | return dupe; | 1898 | return dupe; |
1886 | } | 1899 | } |
1887 | 1900 | ||