diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1176 |
1 files changed, 975 insertions, 201 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index afb5ccf..90ad098 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 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Drawing; | 30 | using System.Drawing; |
31 | using System.IO; | 31 | using System.IO; |
32 | using System.Diagnostics; | ||
32 | using System.Linq; | 33 | using System.Linq; |
33 | using System.Threading; | 34 | using System.Threading; |
34 | using System.Xml; | 35 | using System.Xml; |
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization; | |||
42 | 43 | ||
43 | namespace OpenSim.Region.Framework.Scenes | 44 | namespace 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; } |
@@ -386,14 +460,99 @@ namespace OpenSim.Region.Framework.Scenes | |||
386 | 460 | ||
387 | if (Scene != null) | 461 | if (Scene != null) |
388 | { | 462 | { |
389 | if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) | 463 | // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) |
390 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) | 464 | // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) |
465 | // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | ||
466 | if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W) | ||
467 | || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S)) | ||
391 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | 468 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) |
392 | { | 469 | { |
393 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 470 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); |
471 | uint x = 0; | ||
472 | uint y = 0; | ||
473 | string version = String.Empty; | ||
474 | Vector3 newpos = Vector3.Zero; | ||
475 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
476 | |||
477 | bool canCross = true; | ||
478 | foreach (ScenePresence av in m_linkedAvatars) | ||
479 | { | ||
480 | // We need to cross these agents. First, let's find | ||
481 | // out if any of them can't cross for some reason. | ||
482 | // We have to deny the crossing entirely if any | ||
483 | // of them are banned. Alternatively, we could | ||
484 | // unsit banned agents.... | ||
485 | |||
486 | |||
487 | // We set the avatar position as being the object | ||
488 | // position to get the region to send to | ||
489 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | ||
490 | { | ||
491 | canCross = false; | ||
492 | break; | ||
493 | } | ||
494 | |||
495 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
496 | } | ||
497 | |||
498 | if (canCross) | ||
499 | { | ||
500 | // We unparent the SP quietly so that it won't | ||
501 | // be made to stand up | ||
502 | foreach (ScenePresence av in m_linkedAvatars) | ||
503 | { | ||
504 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
505 | if (parentPart != null) | ||
506 | av.ParentUUID = parentPart.UUID; | ||
507 | |||
508 | av.ParentID = 0; | ||
509 | } | ||
510 | |||
511 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
512 | |||
513 | // Normalize | ||
514 | if (val.X >= Constants.RegionSize) | ||
515 | val.X -= Constants.RegionSize; | ||
516 | if (val.Y >= Constants.RegionSize) | ||
517 | val.Y -= Constants.RegionSize; | ||
518 | if (val.X < 0) | ||
519 | val.X += Constants.RegionSize; | ||
520 | if (val.Y < 0) | ||
521 | val.Y += Constants.RegionSize; | ||
522 | |||
523 | // If it's deleted, crossing was successful | ||
524 | if (IsDeleted) | ||
525 | { | ||
526 | foreach (ScenePresence av in m_linkedAvatars) | ||
527 | { | ||
528 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
529 | |||
530 | av.IsInTransit = true; | ||
531 | |||
532 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
533 | d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
534 | } | ||
535 | |||
536 | return; | ||
537 | } | ||
538 | } | ||
539 | else if (RootPart.PhysActor != null) | ||
540 | { | ||
541 | RootPart.PhysActor.CrossingFailure(); | ||
542 | } | ||
543 | |||
544 | Vector3 oldp = AbsolutePosition; | ||
545 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
546 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
547 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | ||
394 | } | 548 | } |
395 | } | 549 | } |
396 | 550 | /* don't see the need but worse don't see where is restored to false if things stay in | |
551 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
552 | { | ||
553 | part.IgnoreUndoUpdate = true; | ||
554 | } | ||
555 | */ | ||
397 | if (RootPart.GetStatusSandbox()) | 556 | if (RootPart.GetStatusSandbox()) |
398 | { | 557 | { |
399 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 558 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -407,10 +566,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
407 | return; | 566 | return; |
408 | } | 567 | } |
409 | } | 568 | } |
410 | |||
411 | SceneObjectPart[] parts = m_parts.GetArray(); | 569 | SceneObjectPart[] parts = m_parts.GetArray(); |
412 | for (int i = 0; i < parts.Length; i++) | 570 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
413 | parts[i].GroupPosition = val; | 571 | if (m_dupeInProgress) |
572 | triggerScriptEvent = false; | ||
573 | foreach (SceneObjectPart part in parts) | ||
574 | { | ||
575 | part.GroupPosition = val; | ||
576 | if (triggerScriptEvent) | ||
577 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
578 | } | ||
579 | if (!m_dupeInProgress) | ||
580 | { | ||
581 | foreach (ScenePresence av in m_linkedAvatars) | ||
582 | { | ||
583 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
584 | if (p != null && m_parts.TryGetValue(p.UUID, out p)) | ||
585 | { | ||
586 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
587 | av.AbsolutePosition += offset; | ||
588 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
589 | av.SendAvatarDataToAllAgents(); | ||
590 | } | ||
591 | } | ||
592 | } | ||
414 | 593 | ||
415 | //if (m_rootPart.PhysActor != null) | 594 | //if (m_rootPart.PhysActor != null) |
416 | //{ | 595 | //{ |
@@ -425,6 +604,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
425 | } | 604 | } |
426 | } | 605 | } |
427 | 606 | ||
607 | public override Vector3 Velocity | ||
608 | { | ||
609 | get { return RootPart.Velocity; } | ||
610 | set { RootPart.Velocity = value; } | ||
611 | } | ||
612 | |||
613 | private void CrossAgentToNewRegionCompleted(IAsyncResult iar) | ||
614 | { | ||
615 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | ||
616 | ScenePresence agent = icon.EndInvoke(iar); | ||
617 | |||
618 | //// If the cross was successful, this agent is a child agent | ||
619 | //if (agent.IsChildAgent) | ||
620 | // agent.Reset(); | ||
621 | //else // Not successful | ||
622 | // agent.RestoreInCurrentScene(); | ||
623 | |||
624 | // In any case | ||
625 | agent.IsInTransit = false; | ||
626 | |||
627 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | ||
628 | } | ||
629 | |||
428 | public override uint LocalId | 630 | public override uint LocalId |
429 | { | 631 | { |
430 | get { return m_rootPart.LocalId; } | 632 | get { return m_rootPart.LocalId; } |
@@ -517,6 +719,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
517 | child.PhysActor.Selected = value; | 719 | child.PhysActor.Selected = value; |
518 | } | 720 | } |
519 | } | 721 | } |
722 | if (RootPart.KeyframeMotion != null) | ||
723 | RootPart.KeyframeMotion.Selected = value; | ||
520 | } | 724 | } |
521 | } | 725 | } |
522 | 726 | ||
@@ -576,6 +780,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
576 | /// </summary> | 780 | /// </summary> |
577 | public SceneObjectGroup() | 781 | public SceneObjectGroup() |
578 | { | 782 | { |
783 | |||
579 | } | 784 | } |
580 | 785 | ||
581 | /// <summary> | 786 | /// <summary> |
@@ -592,7 +797,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
592 | /// Constructor. This object is added to the scene later via AttachToScene() | 797 | /// Constructor. This object is added to the scene later via AttachToScene() |
593 | /// </summary> | 798 | /// </summary> |
594 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 799 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
595 | { | 800 | { |
596 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 801 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
597 | } | 802 | } |
598 | 803 | ||
@@ -640,6 +845,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
640 | /// </summary> | 845 | /// </summary> |
641 | public virtual void AttachToBackup() | 846 | public virtual void AttachToBackup() |
642 | { | 847 | { |
848 | if (IsAttachment) return; | ||
849 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
850 | |||
643 | if (InSceneBackup) | 851 | if (InSceneBackup) |
644 | { | 852 | { |
645 | //m_log.DebugFormat( | 853 | //m_log.DebugFormat( |
@@ -682,6 +890,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
682 | 890 | ||
683 | ApplyPhysics(); | 891 | ApplyPhysics(); |
684 | 892 | ||
893 | if (RootPart.PhysActor != null) | ||
894 | RootPart.Force = RootPart.Force; | ||
895 | if (RootPart.PhysActor != null) | ||
896 | RootPart.Torque = RootPart.Torque; | ||
897 | if (RootPart.PhysActor != null) | ||
898 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
899 | |||
685 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 900 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
686 | // for the same object with very different properties. The caller must schedule the update. | 901 | // for the same object with very different properties. The caller must schedule the update. |
687 | //ScheduleGroupForFullUpdate(); | 902 | //ScheduleGroupForFullUpdate(); |
@@ -697,6 +912,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
697 | EntityIntersection result = new EntityIntersection(); | 912 | EntityIntersection result = new EntityIntersection(); |
698 | 913 | ||
699 | SceneObjectPart[] parts = m_parts.GetArray(); | 914 | SceneObjectPart[] parts = m_parts.GetArray(); |
915 | |||
916 | // Find closest hit here | ||
917 | float idist = float.MaxValue; | ||
918 | |||
700 | for (int i = 0; i < parts.Length; i++) | 919 | for (int i = 0; i < parts.Length; i++) |
701 | { | 920 | { |
702 | SceneObjectPart part = parts[i]; | 921 | SceneObjectPart part = parts[i]; |
@@ -711,11 +930,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
711 | 930 | ||
712 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 931 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
713 | 932 | ||
714 | // This may need to be updated to the maximum draw distance possible.. | ||
715 | // We might (and probably will) be checking for prim creation from other sims | ||
716 | // when the camera crosses the border. | ||
717 | float idist = Constants.RegionSize; | ||
718 | |||
719 | if (inter.HitTF) | 933 | if (inter.HitTF) |
720 | { | 934 | { |
721 | // We need to find the closest prim to return to the testcaller along the ray | 935 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -726,10 +940,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
726 | result.obj = part; | 940 | result.obj = part; |
727 | result.normal = inter.normal; | 941 | result.normal = inter.normal; |
728 | result.distance = inter.distance; | 942 | result.distance = inter.distance; |
943 | |||
944 | idist = inter.distance; | ||
729 | } | 945 | } |
730 | } | 946 | } |
731 | } | 947 | } |
732 | |||
733 | return result; | 948 | return result; |
734 | } | 949 | } |
735 | 950 | ||
@@ -741,25 +956,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
741 | /// <returns></returns> | 956 | /// <returns></returns> |
742 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 957 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
743 | { | 958 | { |
744 | maxX = -256f; | 959 | maxX = float.MinValue; |
745 | maxY = -256f; | 960 | maxY = float.MinValue; |
746 | maxZ = -256f; | 961 | maxZ = float.MinValue; |
747 | minX = 256f; | 962 | minX = float.MaxValue; |
748 | minY = 256f; | 963 | minY = float.MaxValue; |
749 | minZ = 8192f; | 964 | minZ = float.MaxValue; |
750 | 965 | ||
751 | SceneObjectPart[] parts = m_parts.GetArray(); | 966 | SceneObjectPart[] parts = m_parts.GetArray(); |
752 | for (int i = 0; i < parts.Length; i++) | 967 | foreach (SceneObjectPart part in parts) |
753 | { | 968 | { |
754 | SceneObjectPart part = parts[i]; | ||
755 | |||
756 | Vector3 worldPos = part.GetWorldPosition(); | 969 | Vector3 worldPos = part.GetWorldPosition(); |
757 | Vector3 offset = worldPos - AbsolutePosition; | 970 | Vector3 offset = worldPos - AbsolutePosition; |
758 | Quaternion worldRot; | 971 | Quaternion worldRot; |
759 | if (part.ParentID == 0) | 972 | if (part.ParentID == 0) |
973 | { | ||
760 | worldRot = part.RotationOffset; | 974 | worldRot = part.RotationOffset; |
975 | } | ||
761 | else | 976 | else |
977 | { | ||
762 | worldRot = part.GetWorldRotation(); | 978 | worldRot = part.GetWorldRotation(); |
979 | } | ||
763 | 980 | ||
764 | Vector3 frontTopLeft; | 981 | Vector3 frontTopLeft; |
765 | Vector3 frontTopRight; | 982 | Vector3 frontTopRight; |
@@ -771,6 +988,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
771 | Vector3 backBottomLeft; | 988 | Vector3 backBottomLeft; |
772 | Vector3 backBottomRight; | 989 | Vector3 backBottomRight; |
773 | 990 | ||
991 | // Vector3[] corners = new Vector3[8]; | ||
992 | |||
774 | Vector3 orig = Vector3.Zero; | 993 | Vector3 orig = Vector3.Zero; |
775 | 994 | ||
776 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 995 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -805,6 +1024,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
805 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 1024 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
806 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 1025 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
807 | 1026 | ||
1027 | |||
1028 | |||
1029 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1030 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1031 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1032 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1033 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1034 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1035 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1036 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1037 | |||
1038 | //for (int i = 0; i < 8; i++) | ||
1039 | //{ | ||
1040 | // corners[i] = corners[i] * worldRot; | ||
1041 | // corners[i] += offset; | ||
1042 | |||
1043 | // if (corners[i].X > maxX) | ||
1044 | // maxX = corners[i].X; | ||
1045 | // if (corners[i].X < minX) | ||
1046 | // minX = corners[i].X; | ||
1047 | |||
1048 | // if (corners[i].Y > maxY) | ||
1049 | // maxY = corners[i].Y; | ||
1050 | // if (corners[i].Y < minY) | ||
1051 | // minY = corners[i].Y; | ||
1052 | |||
1053 | // if (corners[i].Z > maxZ) | ||
1054 | // maxZ = corners[i].Y; | ||
1055 | // if (corners[i].Z < minZ) | ||
1056 | // minZ = corners[i].Z; | ||
1057 | //} | ||
1058 | |||
808 | frontTopLeft = frontTopLeft * worldRot; | 1059 | frontTopLeft = frontTopLeft * worldRot; |
809 | frontTopRight = frontTopRight * worldRot; | 1060 | frontTopRight = frontTopRight * worldRot; |
810 | frontBottomLeft = frontBottomLeft * worldRot; | 1061 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -826,6 +1077,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
826 | backTopLeft += offset; | 1077 | backTopLeft += offset; |
827 | backTopRight += offset; | 1078 | backTopRight += offset; |
828 | 1079 | ||
1080 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1081 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1082 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1083 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1084 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1085 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1086 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1087 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1088 | |||
829 | if (frontTopRight.X > maxX) | 1089 | if (frontTopRight.X > maxX) |
830 | maxX = frontTopRight.X; | 1090 | maxX = frontTopRight.X; |
831 | if (frontTopLeft.X > maxX) | 1091 | if (frontTopLeft.X > maxX) |
@@ -969,17 +1229,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
969 | 1229 | ||
970 | #endregion | 1230 | #endregion |
971 | 1231 | ||
1232 | public void GetResourcesCosts(SceneObjectPart apart, | ||
1233 | out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost) | ||
1234 | { | ||
1235 | // this information may need to be cached | ||
1236 | |||
1237 | float cost; | ||
1238 | float tmpcost; | ||
1239 | |||
1240 | bool ComplexCost = false; | ||
1241 | |||
1242 | SceneObjectPart p; | ||
1243 | SceneObjectPart[] parts; | ||
1244 | |||
1245 | lock (m_parts) | ||
1246 | { | ||
1247 | parts = m_parts.GetArray(); | ||
1248 | } | ||
1249 | |||
1250 | int nparts = parts.Length; | ||
1251 | |||
1252 | |||
1253 | for (int i = 0; i < nparts; i++) | ||
1254 | { | ||
1255 | p = parts[i]; | ||
1256 | |||
1257 | if (p.UsesComplexCost) | ||
1258 | { | ||
1259 | ComplexCost = true; | ||
1260 | break; | ||
1261 | } | ||
1262 | } | ||
1263 | |||
1264 | if (ComplexCost) | ||
1265 | { | ||
1266 | linksetResCost = 0; | ||
1267 | linksetPhysCost = 0; | ||
1268 | partCost = 0; | ||
1269 | partPhysCost = 0; | ||
1270 | |||
1271 | for (int i = 0; i < nparts; i++) | ||
1272 | { | ||
1273 | p = parts[i]; | ||
1274 | |||
1275 | cost = p.StreamingCost; | ||
1276 | tmpcost = p.SimulationCost; | ||
1277 | if (tmpcost > cost) | ||
1278 | cost = tmpcost; | ||
1279 | tmpcost = p.PhysicsCost; | ||
1280 | if (tmpcost > cost) | ||
1281 | cost = tmpcost; | ||
1282 | |||
1283 | linksetPhysCost += tmpcost; | ||
1284 | linksetResCost += cost; | ||
1285 | |||
1286 | if (p == apart) | ||
1287 | { | ||
1288 | partCost = cost; | ||
1289 | partPhysCost = tmpcost; | ||
1290 | } | ||
1291 | } | ||
1292 | } | ||
1293 | else | ||
1294 | { | ||
1295 | partPhysCost = 1.0f; | ||
1296 | partCost = 1.0f; | ||
1297 | linksetResCost = (float)nparts; | ||
1298 | linksetPhysCost = linksetResCost; | ||
1299 | } | ||
1300 | } | ||
1301 | |||
1302 | public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost) | ||
1303 | { | ||
1304 | SceneObjectPart p; | ||
1305 | SceneObjectPart[] parts; | ||
1306 | |||
1307 | lock (m_parts) | ||
1308 | { | ||
1309 | parts = m_parts.GetArray(); | ||
1310 | } | ||
1311 | |||
1312 | int nparts = parts.Length; | ||
1313 | |||
1314 | PhysCost = 0; | ||
1315 | StreamCost = 0; | ||
1316 | SimulCost = 0; | ||
1317 | |||
1318 | for (int i = 0; i < nparts; i++) | ||
1319 | { | ||
1320 | p = parts[i]; | ||
1321 | |||
1322 | StreamCost += p.StreamingCost; | ||
1323 | SimulCost += p.SimulationCost; | ||
1324 | PhysCost += p.PhysicsCost; | ||
1325 | } | ||
1326 | } | ||
1327 | |||
972 | public void SaveScriptedState(XmlTextWriter writer) | 1328 | public void SaveScriptedState(XmlTextWriter writer) |
973 | { | 1329 | { |
1330 | SaveScriptedState(writer, false); | ||
1331 | } | ||
1332 | |||
1333 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1334 | { | ||
974 | XmlDocument doc = new XmlDocument(); | 1335 | XmlDocument doc = new XmlDocument(); |
975 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1336 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
976 | 1337 | ||
977 | SceneObjectPart[] parts = m_parts.GetArray(); | 1338 | SceneObjectPart[] parts = m_parts.GetArray(); |
978 | for (int i = 0; i < parts.Length; i++) | 1339 | for (int i = 0; i < parts.Length; i++) |
979 | { | 1340 | { |
980 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1341 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
981 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1342 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
982 | states.Add(kvp.Key, kvp.Value); | 1343 | states[kvp.Key] = kvp.Value; |
983 | } | 1344 | } |
984 | 1345 | ||
985 | if (states.Count > 0) | 1346 | if (states.Count > 0) |
@@ -999,6 +1360,169 @@ namespace OpenSim.Region.Framework.Scenes | |||
999 | } | 1360 | } |
1000 | 1361 | ||
1001 | /// <summary> | 1362 | /// <summary> |
1363 | /// Add the avatar to this linkset (avatar is sat). | ||
1364 | /// </summary> | ||
1365 | /// <param name="agentID"></param> | ||
1366 | public void AddAvatar(UUID agentID) | ||
1367 | { | ||
1368 | ScenePresence presence; | ||
1369 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1370 | { | ||
1371 | if (!m_linkedAvatars.Contains(presence)) | ||
1372 | { | ||
1373 | m_linkedAvatars.Add(presence); | ||
1374 | } | ||
1375 | } | ||
1376 | } | ||
1377 | |||
1378 | /// <summary> | ||
1379 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1380 | /// </summary> | ||
1381 | /// <param name="agentID"></param> | ||
1382 | public void DeleteAvatar(UUID agentID) | ||
1383 | { | ||
1384 | ScenePresence presence; | ||
1385 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1386 | { | ||
1387 | if (m_linkedAvatars.Contains(presence)) | ||
1388 | { | ||
1389 | m_linkedAvatars.Remove(presence); | ||
1390 | } | ||
1391 | } | ||
1392 | } | ||
1393 | |||
1394 | /// <summary> | ||
1395 | /// Returns the list of linked presences (avatars sat on this group) | ||
1396 | /// </summary> | ||
1397 | /// <param name="agentID"></param> | ||
1398 | public List<ScenePresence> GetLinkedAvatars() | ||
1399 | { | ||
1400 | return m_linkedAvatars; | ||
1401 | } | ||
1402 | |||
1403 | /// <summary> | ||
1404 | /// Attach this scene object to the given avatar. | ||
1405 | /// </summary> | ||
1406 | /// <param name="agentID"></param> | ||
1407 | /// <param name="attachmentpoint"></param> | ||
1408 | /// <param name="AttachOffset"></param> | ||
1409 | private void AttachToAgent( | ||
1410 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1411 | { | ||
1412 | if (avatar != null) | ||
1413 | { | ||
1414 | // don't attach attachments to child agents | ||
1415 | if (avatar.IsChildAgent) return; | ||
1416 | |||
1417 | // Remove from database and parcel prim count | ||
1418 | m_scene.DeleteFromStorage(so.UUID); | ||
1419 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1420 | |||
1421 | so.AttachedAvatar = avatar.UUID; | ||
1422 | |||
1423 | if (so.RootPart.PhysActor != null) | ||
1424 | { | ||
1425 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1426 | so.RootPart.PhysActor = null; | ||
1427 | } | ||
1428 | |||
1429 | so.AbsolutePosition = attachOffset; | ||
1430 | so.RootPart.AttachedPos = attachOffset; | ||
1431 | so.IsAttachment = true; | ||
1432 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1433 | so.AttachmentPoint = attachmentpoint; | ||
1434 | |||
1435 | avatar.AddAttachment(this); | ||
1436 | |||
1437 | if (!silent) | ||
1438 | { | ||
1439 | // Killing it here will cause the client to deselect it | ||
1440 | // It then reappears on the avatar, deselected | ||
1441 | // through the full update below | ||
1442 | // | ||
1443 | if (IsSelected) | ||
1444 | { | ||
1445 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1446 | } | ||
1447 | |||
1448 | IsSelected = false; // fudge.... | ||
1449 | ScheduleGroupForFullUpdate(); | ||
1450 | } | ||
1451 | } | ||
1452 | else | ||
1453 | { | ||
1454 | m_log.WarnFormat( | ||
1455 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1456 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1457 | } | ||
1458 | } | ||
1459 | |||
1460 | public byte GetAttachmentPoint() | ||
1461 | { | ||
1462 | return m_rootPart.Shape.State; | ||
1463 | } | ||
1464 | |||
1465 | public void DetachToGround() | ||
1466 | { | ||
1467 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1468 | if (avatar == null) | ||
1469 | return; | ||
1470 | |||
1471 | avatar.RemoveAttachment(this); | ||
1472 | |||
1473 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1474 | if (avatar == null) | ||
1475 | return; | ||
1476 | |||
1477 | detachedpos = avatar.AbsolutePosition; | ||
1478 | RootPart.FromItemID = UUID.Zero; | ||
1479 | |||
1480 | AbsolutePosition = detachedpos; | ||
1481 | AttachedAvatar = UUID.Zero; | ||
1482 | |||
1483 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1484 | //for (int i = 0; i < parts.Length; i++) | ||
1485 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1486 | |||
1487 | m_rootPart.SetParentLocalId(0); | ||
1488 | AttachmentPoint = (byte)0; | ||
1489 | // must check if buildind should be true or false here | ||
1490 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); | ||
1491 | HasGroupChanged = true; | ||
1492 | RootPart.Rezzed = DateTime.Now; | ||
1493 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1494 | AttachToBackup(); | ||
1495 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1496 | m_rootPart.ScheduleFullUpdate(); | ||
1497 | m_rootPart.ClearUndoState(); | ||
1498 | } | ||
1499 | |||
1500 | public void DetachToInventoryPrep() | ||
1501 | { | ||
1502 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1503 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1504 | if (avatar != null) | ||
1505 | { | ||
1506 | //detachedpos = avatar.AbsolutePosition; | ||
1507 | avatar.RemoveAttachment(this); | ||
1508 | } | ||
1509 | |||
1510 | AttachedAvatar = UUID.Zero; | ||
1511 | |||
1512 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1513 | for (int i = 0; i < parts.Length; i++) | ||
1514 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1515 | |||
1516 | m_rootPart.SetParentLocalId(0); | ||
1517 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1518 | IsAttachment = false; | ||
1519 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1520 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1521 | //AttachToBackup(); | ||
1522 | //m_rootPart.ScheduleFullUpdate(); | ||
1523 | } | ||
1524 | |||
1525 | /// <summary> | ||
1002 | /// | 1526 | /// |
1003 | /// </summary> | 1527 | /// </summary> |
1004 | /// <param name="part"></param> | 1528 | /// <param name="part"></param> |
@@ -1048,7 +1572,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1048 | public void AddPart(SceneObjectPart part) | 1572 | public void AddPart(SceneObjectPart part) |
1049 | { | 1573 | { |
1050 | part.SetParent(this); | 1574 | part.SetParent(this); |
1051 | part.LinkNum = m_parts.Add(part.UUID, part); | 1575 | m_parts.Add(part.UUID, part); |
1576 | |||
1577 | part.LinkNum = m_parts.Count; | ||
1578 | |||
1052 | if (part.LinkNum == 2) | 1579 | if (part.LinkNum == 2) |
1053 | RootPart.LinkNum = 1; | 1580 | RootPart.LinkNum = 1; |
1054 | } | 1581 | } |
@@ -1136,7 +1663,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1136 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", | 1663 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", |
1137 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); | 1664 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); |
1138 | 1665 | ||
1139 | part.StoreUndoState(); | 1666 | // part.StoreUndoState(); |
1140 | part.OnGrab(offsetPos, remoteClient); | 1667 | part.OnGrab(offsetPos, remoteClient); |
1141 | } | 1668 | } |
1142 | 1669 | ||
@@ -1156,6 +1683,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1156 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1683 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1157 | public void DeleteGroupFromScene(bool silent) | 1684 | public void DeleteGroupFromScene(bool silent) |
1158 | { | 1685 | { |
1686 | // We need to keep track of this state in case this group is still queued for backup. | ||
1687 | IsDeleted = true; | ||
1688 | |||
1689 | DetachFromBackup(); | ||
1690 | |||
1159 | SceneObjectPart[] parts = m_parts.GetArray(); | 1691 | SceneObjectPart[] parts = m_parts.GetArray(); |
1160 | for (int i = 0; i < parts.Length; i++) | 1692 | for (int i = 0; i < parts.Length; i++) |
1161 | { | 1693 | { |
@@ -1178,6 +1710,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1178 | } | 1710 | } |
1179 | }); | 1711 | }); |
1180 | } | 1712 | } |
1713 | |||
1714 | |||
1181 | } | 1715 | } |
1182 | 1716 | ||
1183 | public void AddScriptLPS(int count) | 1717 | public void AddScriptLPS(int count) |
@@ -1247,28 +1781,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1247 | /// </summary> | 1781 | /// </summary> |
1248 | public void ApplyPhysics() | 1782 | public void ApplyPhysics() |
1249 | { | 1783 | { |
1250 | // Apply physics to the root prim | ||
1251 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1252 | |||
1253 | // Apply physics to child prims | ||
1254 | SceneObjectPart[] parts = m_parts.GetArray(); | 1784 | SceneObjectPart[] parts = m_parts.GetArray(); |
1255 | if (parts.Length > 1) | 1785 | if (parts.Length > 1) |
1256 | { | 1786 | { |
1787 | ResetChildPrimPhysicsPositions(); | ||
1788 | |||
1789 | // Apply physics to the root prim | ||
1790 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true); | ||
1791 | |||
1792 | |||
1257 | for (int i = 0; i < parts.Length; i++) | 1793 | for (int i = 0; i < parts.Length; i++) |
1258 | { | 1794 | { |
1259 | SceneObjectPart part = parts[i]; | 1795 | SceneObjectPart part = parts[i]; |
1260 | if (part.LocalId != m_rootPart.LocalId) | 1796 | if (part.LocalId != m_rootPart.LocalId) |
1261 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); | 1797 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true); |
1262 | } | 1798 | } |
1263 | |||
1264 | // Hack to get the physics scene geometries in the right spot | 1799 | // Hack to get the physics scene geometries in the right spot |
1265 | ResetChildPrimPhysicsPositions(); | 1800 | // ResetChildPrimPhysicsPositions(); |
1801 | if (m_rootPart.PhysActor != null) | ||
1802 | { | ||
1803 | m_rootPart.PhysActor.Building = false; | ||
1804 | } | ||
1805 | } | ||
1806 | else | ||
1807 | { | ||
1808 | // Apply physics to the root prim | ||
1809 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); | ||
1266 | } | 1810 | } |
1267 | } | 1811 | } |
1268 | 1812 | ||
1269 | public void SetOwnerId(UUID userId) | 1813 | public void SetOwnerId(UUID userId) |
1270 | { | 1814 | { |
1271 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1815 | ForEachPart(delegate(SceneObjectPart part) |
1816 | { | ||
1817 | |||
1818 | part.OwnerID = userId; | ||
1819 | |||
1820 | }); | ||
1272 | } | 1821 | } |
1273 | 1822 | ||
1274 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1823 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1300,11 +1849,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1300 | return; | 1849 | return; |
1301 | } | 1850 | } |
1302 | 1851 | ||
1852 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1853 | return; | ||
1854 | |||
1303 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1855 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1304 | // any exception propogate upwards. | 1856 | // any exception propogate upwards. |
1305 | try | 1857 | try |
1306 | { | 1858 | { |
1307 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1859 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1860 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1861 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1862 | |||
1308 | { | 1863 | { |
1309 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1864 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1310 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1865 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1331,6 +1886,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1331 | } | 1886 | } |
1332 | } | 1887 | } |
1333 | } | 1888 | } |
1889 | |||
1334 | } | 1890 | } |
1335 | 1891 | ||
1336 | if (m_scene.UseBackup && HasGroupChanged) | 1892 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1338,6 +1894,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1338 | // don't backup while it's selected or you're asking for changes mid stream. | 1894 | // don't backup while it's selected or you're asking for changes mid stream. |
1339 | if (isTimeToPersist() || forcedBackup) | 1895 | if (isTimeToPersist() || forcedBackup) |
1340 | { | 1896 | { |
1897 | if (m_rootPart.PhysActor != null && | ||
1898 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1899 | { | ||
1900 | // Possible ghost prim | ||
1901 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1902 | { | ||
1903 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1904 | { | ||
1905 | // Re-set physics actor positions and | ||
1906 | // orientations | ||
1907 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1908 | } | ||
1909 | } | ||
1910 | } | ||
1341 | // m_log.DebugFormat( | 1911 | // m_log.DebugFormat( |
1342 | // "[SCENE]: Storing {0}, {1} in {2}", | 1912 | // "[SCENE]: Storing {0}, {1} in {2}", |
1343 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1913 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1355,6 +1925,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1355 | 1925 | ||
1356 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 1926 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
1357 | { | 1927 | { |
1928 | if (part.KeyframeMotion != null) | ||
1929 | { | ||
1930 | part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); | ||
1931 | part.KeyframeMotion.UpdateSceneObject(this); | ||
1932 | } | ||
1358 | part.Inventory.ProcessInventoryBackup(datastore); | 1933 | part.Inventory.ProcessInventoryBackup(datastore); |
1359 | }); | 1934 | }); |
1360 | 1935 | ||
@@ -1407,6 +1982,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1407 | /// <returns></returns> | 1982 | /// <returns></returns> |
1408 | public SceneObjectGroup Copy(bool userExposed) | 1983 | public SceneObjectGroup Copy(bool userExposed) |
1409 | { | 1984 | { |
1985 | m_dupeInProgress = true; | ||
1410 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 1986 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1411 | dupe.m_isBackedUp = false; | 1987 | dupe.m_isBackedUp = false; |
1412 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 1988 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
@@ -1421,7 +1997,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1421 | // This is only necessary when userExposed is false! | 1997 | // This is only necessary when userExposed is false! |
1422 | 1998 | ||
1423 | bool previousAttachmentStatus = dupe.IsAttachment; | 1999 | bool previousAttachmentStatus = dupe.IsAttachment; |
1424 | 2000 | ||
1425 | if (!userExposed) | 2001 | if (!userExposed) |
1426 | dupe.IsAttachment = true; | 2002 | dupe.IsAttachment = true; |
1427 | 2003 | ||
@@ -1439,11 +2015,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1439 | dupe.m_rootPart.TrimPermissions(); | 2015 | dupe.m_rootPart.TrimPermissions(); |
1440 | 2016 | ||
1441 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 2017 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1442 | 2018 | ||
1443 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 2019 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1444 | { | 2020 | { |
1445 | return p1.LinkNum.CompareTo(p2.LinkNum); | 2021 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1446 | } | 2022 | } |
1447 | ); | 2023 | ); |
1448 | 2024 | ||
1449 | foreach (SceneObjectPart part in partList) | 2025 | foreach (SceneObjectPart part in partList) |
@@ -1453,40 +2029,53 @@ namespace OpenSim.Region.Framework.Scenes | |||
1453 | { | 2029 | { |
1454 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 2030 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1455 | newPart.LinkNum = part.LinkNum; | 2031 | newPart.LinkNum = part.LinkNum; |
1456 | } | 2032 | if (userExposed) |
2033 | newPart.ParentID = dupe.m_rootPart.LocalId; | ||
2034 | } | ||
1457 | else | 2035 | else |
1458 | { | 2036 | { |
1459 | newPart = dupe.m_rootPart; | 2037 | newPart = dupe.m_rootPart; |
1460 | } | 2038 | } |
2039 | /* | ||
2040 | bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0); | ||
2041 | bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0); | ||
1461 | 2042 | ||
1462 | // Need to duplicate the physics actor as well | 2043 | // Need to duplicate the physics actor as well |
1463 | if (part.PhysActor != null && userExposed) | 2044 | if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive)) |
1464 | { | 2045 | { |
1465 | PrimitiveBaseShape pbs = newPart.Shape; | 2046 | PrimitiveBaseShape pbs = newPart.Shape; |
1466 | |||
1467 | newPart.PhysActor | 2047 | newPart.PhysActor |
1468 | = m_scene.PhysicsScene.AddPrimShape( | 2048 | = m_scene.PhysicsScene.AddPrimShape( |
1469 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 2049 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
1470 | pbs, | 2050 | pbs, |
1471 | newPart.AbsolutePosition, | 2051 | newPart.AbsolutePosition, |
1472 | newPart.Scale, | 2052 | newPart.Scale, |
1473 | newPart.RotationOffset, | 2053 | newPart.GetWorldRotation(), |
1474 | part.PhysActor.IsPhysical, | 2054 | isphys, |
2055 | isphan, | ||
1475 | newPart.LocalId); | 2056 | newPart.LocalId); |
1476 | 2057 | ||
1477 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | 2058 | newPart.DoPhysicsPropertyUpdate(isphys, true); |
1478 | } | 2059 | */ |
2060 | if (userExposed) | ||
2061 | newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true); | ||
2062 | // } | ||
1479 | } | 2063 | } |
1480 | 2064 | ||
1481 | if (userExposed) | 2065 | if (userExposed) |
1482 | { | 2066 | { |
1483 | dupe.UpdateParentIDs(); | 2067 | // done above dupe.UpdateParentIDs(); |
2068 | |||
2069 | if (dupe.m_rootPart.PhysActor != null) | ||
2070 | dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building | ||
2071 | |||
1484 | dupe.HasGroupChanged = true; | 2072 | dupe.HasGroupChanged = true; |
1485 | dupe.AttachToBackup(); | 2073 | dupe.AttachToBackup(); |
1486 | 2074 | ||
1487 | ScheduleGroupForFullUpdate(); | 2075 | ScheduleGroupForFullUpdate(); |
1488 | } | 2076 | } |
1489 | 2077 | ||
2078 | m_dupeInProgress = false; | ||
1490 | return dupe; | 2079 | return dupe; |
1491 | } | 2080 | } |
1492 | 2081 | ||
@@ -1498,11 +2087,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1498 | /// <param name="cGroupID"></param> | 2087 | /// <param name="cGroupID"></param> |
1499 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2088 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1500 | { | 2089 | { |
1501 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); | 2090 | // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); |
2091 | // give newpart a new local ID lettng old part keep same | ||
2092 | SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed); | ||
2093 | newpart.LocalId = m_scene.AllocateLocalId(); | ||
2094 | |||
2095 | SetRootPart(newpart); | ||
2096 | if (userExposed) | ||
2097 | RootPart.Velocity = Vector3.Zero; // In case source is moving | ||
1502 | } | 2098 | } |
1503 | 2099 | ||
1504 | public void ScriptSetPhysicsStatus(bool usePhysics) | 2100 | public void ScriptSetPhysicsStatus(bool usePhysics) |
1505 | { | 2101 | { |
2102 | if (usePhysics) | ||
2103 | { | ||
2104 | if (RootPart.KeyframeMotion != null) | ||
2105 | RootPart.KeyframeMotion.Stop(); | ||
2106 | RootPart.KeyframeMotion = null; | ||
2107 | } | ||
1506 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2108 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); |
1507 | } | 2109 | } |
1508 | 2110 | ||
@@ -1566,32 +2168,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1566 | } | 2168 | } |
1567 | } | 2169 | } |
1568 | 2170 | ||
1569 | public void setAngularImpulse(Vector3 impulse) | ||
1570 | { | ||
1571 | if (RootPart.PhysActor != null) | ||
1572 | { | ||
1573 | if (!IsAttachment) | ||
1574 | { | ||
1575 | RootPart.PhysActor.Torque = impulse; | ||
1576 | m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor); | ||
1577 | } | ||
1578 | } | ||
1579 | } | ||
1580 | |||
1581 | public Vector3 GetTorque() | 2171 | public Vector3 GetTorque() |
1582 | { | 2172 | { |
1583 | if (RootPart.PhysActor != null) | 2173 | return RootPart.Torque; |
1584 | { | ||
1585 | if (!IsAttachment) | ||
1586 | { | ||
1587 | Vector3 torque = RootPart.PhysActor.Torque; | ||
1588 | return torque; | ||
1589 | } | ||
1590 | } | ||
1591 | |||
1592 | return Vector3.Zero; | ||
1593 | } | 2174 | } |
1594 | 2175 | ||
2176 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1595 | public void moveToTarget(Vector3 target, float tau) | 2177 | public void moveToTarget(Vector3 target, float tau) |
1596 | { | 2178 | { |
1597 | if (IsAttachment) | 2179 | if (IsAttachment) |
@@ -1619,6 +2201,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
1619 | RootPart.PhysActor.PIDActive = false; | 2201 | RootPart.PhysActor.PIDActive = false; |
1620 | } | 2202 | } |
1621 | 2203 | ||
2204 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2205 | { | ||
2206 | SceneObjectPart rootpart = m_rootPart; | ||
2207 | if (rootpart != null) | ||
2208 | { | ||
2209 | if (IsAttachment) | ||
2210 | { | ||
2211 | /* | ||
2212 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2213 | if (avatar != null) | ||
2214 | { | ||
2215 | Rotate the Av? | ||
2216 | } */ | ||
2217 | } | ||
2218 | else | ||
2219 | { | ||
2220 | if (rootpart.PhysActor != null) | ||
2221 | { // APID must be implemented in your physics system for this to function. | ||
2222 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2223 | rootpart.PhysActor.APIDStrength = strength; | ||
2224 | rootpart.PhysActor.APIDDamping = damping; | ||
2225 | rootpart.PhysActor.APIDActive = true; | ||
2226 | } | ||
2227 | } | ||
2228 | } | ||
2229 | } | ||
2230 | |||
2231 | public void stopLookAt() | ||
2232 | { | ||
2233 | SceneObjectPart rootpart = m_rootPart; | ||
2234 | if (rootpart != null) | ||
2235 | { | ||
2236 | if (rootpart.PhysActor != null) | ||
2237 | { // APID must be implemented in your physics system for this to function. | ||
2238 | rootpart.PhysActor.APIDActive = false; | ||
2239 | } | ||
2240 | } | ||
2241 | |||
2242 | } | ||
2243 | |||
1622 | /// <summary> | 2244 | /// <summary> |
1623 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2245 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1624 | /// </summary> | 2246 | /// </summary> |
@@ -1673,7 +2295,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1673 | /// <param name="cGroupID"></param> | 2295 | /// <param name="cGroupID"></param> |
1674 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2296 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1675 | { | 2297 | { |
1676 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2298 | // give new ID to the new part, letting old keep original |
2299 | // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
2300 | SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed); | ||
2301 | newPart.LocalId = m_scene.AllocateLocalId(); | ||
2302 | newPart.SetParent(this); | ||
2303 | |||
1677 | AddPart(newPart); | 2304 | AddPart(newPart); |
1678 | 2305 | ||
1679 | SetPartAsNonRoot(newPart); | 2306 | SetPartAsNonRoot(newPart); |
@@ -1802,11 +2429,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1802 | /// Immediately send a full update for this scene object. | 2429 | /// Immediately send a full update for this scene object. |
1803 | /// </summary> | 2430 | /// </summary> |
1804 | public void SendGroupFullUpdate() | 2431 | public void SendGroupFullUpdate() |
1805 | { | 2432 | { |
1806 | if (IsDeleted) | 2433 | if (IsDeleted) |
1807 | return; | 2434 | return; |
1808 | 2435 | ||
1809 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2436 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1810 | 2437 | ||
1811 | RootPart.SendFullUpdateToAllClients(); | 2438 | RootPart.SendFullUpdateToAllClients(); |
1812 | 2439 | ||
@@ -1950,6 +2577,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1950 | /// <param name="objectGroup">The group of prims which should be linked to this group</param> | 2577 | /// <param name="objectGroup">The group of prims which should be linked to this group</param> |
1951 | public void LinkToGroup(SceneObjectGroup objectGroup) | 2578 | public void LinkToGroup(SceneObjectGroup objectGroup) |
1952 | { | 2579 | { |
2580 | LinkToGroup(objectGroup, false); | ||
2581 | } | ||
2582 | |||
2583 | public void LinkToGroup(SceneObjectGroup objectGroup, bool insert) | ||
2584 | { | ||
1953 | // m_log.DebugFormat( | 2585 | // m_log.DebugFormat( |
1954 | // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", | 2586 | // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", |
1955 | // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); | 2587 | // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); |
@@ -1960,6 +2592,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1960 | 2592 | ||
1961 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 2593 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
1962 | 2594 | ||
2595 | if (m_rootPart.PhysActor != null) | ||
2596 | m_rootPart.PhysActor.Building = true; | ||
2597 | if (linkPart.PhysActor != null) | ||
2598 | linkPart.PhysActor.Building = true; | ||
2599 | |||
2600 | // physics flags from group to be applied to linked parts | ||
2601 | bool grpusephys = UsesPhysics; | ||
2602 | bool grptemporary = IsTemporary; | ||
2603 | |||
1963 | Vector3 oldGroupPosition = linkPart.GroupPosition; | 2604 | Vector3 oldGroupPosition = linkPart.GroupPosition; |
1964 | Quaternion oldRootRotation = linkPart.RotationOffset; | 2605 | Quaternion oldRootRotation = linkPart.RotationOffset; |
1965 | 2606 | ||
@@ -1983,13 +2624,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
1983 | 2624 | ||
1984 | lock (m_parts.SyncRoot) | 2625 | lock (m_parts.SyncRoot) |
1985 | { | 2626 | { |
1986 | int linkNum = PrimCount + 1; | 2627 | int linkNum; |
2628 | if (insert) | ||
2629 | { | ||
2630 | linkNum = 2; | ||
2631 | foreach (SceneObjectPart part in Parts) | ||
2632 | { | ||
2633 | if (part.LinkNum > 1) | ||
2634 | part.LinkNum++; | ||
2635 | } | ||
2636 | } | ||
2637 | else | ||
2638 | { | ||
2639 | linkNum = PrimCount + 1; | ||
2640 | } | ||
1987 | 2641 | ||
1988 | m_parts.Add(linkPart.UUID, linkPart); | 2642 | m_parts.Add(linkPart.UUID, linkPart); |
1989 | 2643 | ||
1990 | linkPart.SetParent(this); | 2644 | linkPart.SetParent(this); |
1991 | linkPart.CreateSelected = true; | 2645 | linkPart.CreateSelected = true; |
1992 | 2646 | ||
2647 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now | ||
2648 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true); | ||
2649 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | ||
2650 | { | ||
2651 | linkPart.PhysActor.link(m_rootPart.PhysActor); | ||
2652 | this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor); | ||
2653 | } | ||
2654 | |||
1993 | linkPart.LinkNum = linkNum++; | 2655 | linkPart.LinkNum = linkNum++; |
1994 | 2656 | ||
1995 | SceneObjectPart[] ogParts = objectGroup.Parts; | 2657 | SceneObjectPart[] ogParts = objectGroup.Parts; |
@@ -2002,7 +2664,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2002 | { | 2664 | { |
2003 | SceneObjectPart part = ogParts[i]; | 2665 | SceneObjectPart part = ogParts[i]; |
2004 | if (part.UUID != objectGroup.m_rootPart.UUID) | 2666 | if (part.UUID != objectGroup.m_rootPart.UUID) |
2667 | { | ||
2005 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); | 2668 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); |
2669 | // let physics know | ||
2670 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true); | ||
2671 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | ||
2672 | { | ||
2673 | part.PhysActor.link(m_rootPart.PhysActor); | ||
2674 | this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | ||
2675 | } | ||
2676 | } | ||
2006 | part.ClearUndoState(); | 2677 | part.ClearUndoState(); |
2007 | } | 2678 | } |
2008 | } | 2679 | } |
@@ -2011,7 +2682,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2011 | objectGroup.IsDeleted = true; | 2682 | objectGroup.IsDeleted = true; |
2012 | 2683 | ||
2013 | objectGroup.m_parts.Clear(); | 2684 | objectGroup.m_parts.Clear(); |
2014 | 2685 | ||
2015 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2686 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2016 | // objectGroup.m_rootPart = null; | 2687 | // objectGroup.m_rootPart = null; |
2017 | 2688 | ||
@@ -2022,6 +2693,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2022 | // unmoved prims! | 2693 | // unmoved prims! |
2023 | ResetChildPrimPhysicsPositions(); | 2694 | ResetChildPrimPhysicsPositions(); |
2024 | 2695 | ||
2696 | if (m_rootPart.PhysActor != null) | ||
2697 | m_rootPart.PhysActor.Building = false; | ||
2698 | |||
2025 | //HasGroupChanged = true; | 2699 | //HasGroupChanged = true; |
2026 | //ScheduleGroupForFullUpdate(); | 2700 | //ScheduleGroupForFullUpdate(); |
2027 | } | 2701 | } |
@@ -2074,7 +2748,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2074 | // m_log.DebugFormat( | 2748 | // m_log.DebugFormat( |
2075 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 2749 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2076 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 2750 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2077 | 2751 | ||
2752 | if (m_rootPart.PhysActor != null) | ||
2753 | m_rootPart.PhysActor.Building = true; | ||
2754 | |||
2078 | linkPart.ClearUndoState(); | 2755 | linkPart.ClearUndoState(); |
2079 | 2756 | ||
2080 | Quaternion worldRot = linkPart.GetWorldRotation(); | 2757 | Quaternion worldRot = linkPart.GetWorldRotation(); |
@@ -2134,6 +2811,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2134 | 2811 | ||
2135 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 2812 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
2136 | // (since delete works by deleting all rows which have a given object id) | 2813 | // (since delete works by deleting all rows which have a given object id) |
2814 | |||
2815 | // this is as it seems to be in sl now | ||
2816 | if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none) | ||
2817 | linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now | ||
2818 | |||
2819 | if (m_rootPart.PhysActor != null) | ||
2820 | m_rootPart.PhysActor.Building = false; | ||
2821 | |||
2137 | objectGroup.HasGroupChangedDueToDelink = true; | 2822 | objectGroup.HasGroupChangedDueToDelink = true; |
2138 | 2823 | ||
2139 | return objectGroup; | 2824 | return objectGroup; |
@@ -2145,6 +2830,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2145 | /// <param name="objectGroup"></param> | 2830 | /// <param name="objectGroup"></param> |
2146 | public virtual void DetachFromBackup() | 2831 | public virtual void DetachFromBackup() |
2147 | { | 2832 | { |
2833 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2148 | if (m_isBackedUp && Scene != null) | 2834 | if (m_isBackedUp && Scene != null) |
2149 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2835 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2150 | 2836 | ||
@@ -2163,7 +2849,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2163 | 2849 | ||
2164 | axPos *= parentRot; | 2850 | axPos *= parentRot; |
2165 | part.OffsetPosition = axPos; | 2851 | part.OffsetPosition = axPos; |
2166 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2852 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2853 | part.GroupPosition = newPos; | ||
2167 | part.OffsetPosition = Vector3.Zero; | 2854 | part.OffsetPosition = Vector3.Zero; |
2168 | part.RotationOffset = worldRot; | 2855 | part.RotationOffset = worldRot; |
2169 | 2856 | ||
@@ -2174,7 +2861,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2174 | 2861 | ||
2175 | part.LinkNum = linkNum; | 2862 | part.LinkNum = linkNum; |
2176 | 2863 | ||
2177 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2864 | part.OffsetPosition = newPos - AbsolutePosition; |
2178 | 2865 | ||
2179 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2866 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2180 | 2867 | ||
@@ -2184,7 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2184 | 2871 | ||
2185 | parentRot = m_rootPart.RotationOffset; | 2872 | parentRot = m_rootPart.RotationOffset; |
2186 | oldRot = part.RotationOffset; | 2873 | oldRot = part.RotationOffset; |
2187 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2874 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; |
2188 | part.RotationOffset = newRot; | 2875 | part.RotationOffset = newRot; |
2189 | } | 2876 | } |
2190 | 2877 | ||
@@ -2431,8 +3118,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
2431 | } | 3118 | } |
2432 | } | 3119 | } |
2433 | 3120 | ||
3121 | /* | ||
3122 | RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | ||
2434 | for (int i = 0; i < parts.Length; i++) | 3123 | for (int i = 0; i < parts.Length; i++) |
2435 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 3124 | { |
3125 | if (parts[i] != RootPart) | ||
3126 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | ||
3127 | } | ||
3128 | */ | ||
3129 | if (parts.Length > 1) | ||
3130 | { | ||
3131 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3132 | |||
3133 | for (int i = 0; i < parts.Length; i++) | ||
3134 | { | ||
3135 | |||
3136 | if (parts[i].UUID != m_rootPart.UUID) | ||
3137 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3138 | } | ||
3139 | |||
3140 | if (m_rootPart.PhysActor != null) | ||
3141 | m_rootPart.PhysActor.Building = false; | ||
3142 | } | ||
3143 | else | ||
3144 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); | ||
3145 | |||
2436 | } | 3146 | } |
2437 | } | 3147 | } |
2438 | 3148 | ||
@@ -2445,6 +3155,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2445 | } | 3155 | } |
2446 | } | 3156 | } |
2447 | 3157 | ||
3158 | |||
3159 | |||
3160 | /// <summary> | ||
3161 | /// Gets the number of parts | ||
3162 | /// </summary> | ||
3163 | /// <returns></returns> | ||
3164 | public int GetPartCount() | ||
3165 | { | ||
3166 | return Parts.Count(); | ||
3167 | } | ||
3168 | |||
2448 | /// <summary> | 3169 | /// <summary> |
2449 | /// Update the texture entry for this part | 3170 | /// Update the texture entry for this part |
2450 | /// </summary> | 3171 | /// </summary> |
@@ -2504,11 +3225,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2504 | /// <param name="scale"></param> | 3225 | /// <param name="scale"></param> |
2505 | public void GroupResize(Vector3 scale) | 3226 | public void GroupResize(Vector3 scale) |
2506 | { | 3227 | { |
2507 | // m_log.DebugFormat( | ||
2508 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); | ||
2509 | |||
2510 | RootPart.StoreUndoState(true); | ||
2511 | |||
2512 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 3228 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); |
2513 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); | 3229 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); |
2514 | scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); | 3230 | scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); |
@@ -2533,7 +3249,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2533 | SceneObjectPart obPart = parts[i]; | 3249 | SceneObjectPart obPart = parts[i]; |
2534 | if (obPart.UUID != m_rootPart.UUID) | 3250 | if (obPart.UUID != m_rootPart.UUID) |
2535 | { | 3251 | { |
2536 | // obPart.IgnoreUndoUpdate = true; | ||
2537 | Vector3 oldSize = new Vector3(obPart.Scale); | 3252 | Vector3 oldSize = new Vector3(obPart.Scale); |
2538 | 3253 | ||
2539 | float f = 1.0f; | 3254 | float f = 1.0f; |
@@ -2597,8 +3312,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2597 | z *= a; | 3312 | z *= a; |
2598 | } | 3313 | } |
2599 | } | 3314 | } |
2600 | |||
2601 | // obPart.IgnoreUndoUpdate = false; | ||
2602 | } | 3315 | } |
2603 | } | 3316 | } |
2604 | } | 3317 | } |
@@ -2608,9 +3321,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2608 | prevScale.Y *= y; | 3321 | prevScale.Y *= y; |
2609 | prevScale.Z *= z; | 3322 | prevScale.Z *= z; |
2610 | 3323 | ||
2611 | // RootPart.IgnoreUndoUpdate = true; | ||
2612 | RootPart.Resize(prevScale); | 3324 | RootPart.Resize(prevScale); |
2613 | // RootPart.IgnoreUndoUpdate = false; | ||
2614 | 3325 | ||
2615 | parts = m_parts.GetArray(); | 3326 | parts = m_parts.GetArray(); |
2616 | for (int i = 0; i < parts.Length; i++) | 3327 | for (int i = 0; i < parts.Length; i++) |
@@ -2619,8 +3330,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2619 | 3330 | ||
2620 | if (obPart.UUID != m_rootPart.UUID) | 3331 | if (obPart.UUID != m_rootPart.UUID) |
2621 | { | 3332 | { |
2622 | obPart.IgnoreUndoUpdate = true; | ||
2623 | |||
2624 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3333 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2625 | currentpos.X *= x; | 3334 | currentpos.X *= x; |
2626 | currentpos.Y *= y; | 3335 | currentpos.Y *= y; |
@@ -2633,16 +3342,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2633 | 3342 | ||
2634 | obPart.Resize(newSize); | 3343 | obPart.Resize(newSize); |
2635 | obPart.UpdateOffSet(currentpos); | 3344 | obPart.UpdateOffSet(currentpos); |
2636 | |||
2637 | obPart.IgnoreUndoUpdate = false; | ||
2638 | } | 3345 | } |
2639 | 3346 | ||
2640 | // obPart.IgnoreUndoUpdate = false; | 3347 | HasGroupChanged = true; |
2641 | // obPart.StoreUndoState(); | 3348 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
3349 | ScheduleGroupForTerseUpdate(); | ||
2642 | } | 3350 | } |
2643 | |||
2644 | // m_log.DebugFormat( | ||
2645 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); | ||
2646 | } | 3351 | } |
2647 | 3352 | ||
2648 | #endregion | 3353 | #endregion |
@@ -2655,14 +3360,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2655 | /// <param name="pos"></param> | 3360 | /// <param name="pos"></param> |
2656 | public void UpdateGroupPosition(Vector3 pos) | 3361 | public void UpdateGroupPosition(Vector3 pos) |
2657 | { | 3362 | { |
2658 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); | ||
2659 | |||
2660 | RootPart.StoreUndoState(true); | ||
2661 | |||
2662 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2663 | // for (int i = 0; i < parts.Length; i++) | ||
2664 | // parts[i].StoreUndoState(); | ||
2665 | |||
2666 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3363 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2667 | { | 3364 | { |
2668 | if (IsAttachment) | 3365 | if (IsAttachment) |
@@ -2694,21 +3391,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2694 | /// </summary> | 3391 | /// </summary> |
2695 | /// <param name="pos"></param> | 3392 | /// <param name="pos"></param> |
2696 | /// <param name="localID"></param> | 3393 | /// <param name="localID"></param> |
3394 | /// | ||
3395 | |||
2697 | public void UpdateSinglePosition(Vector3 pos, uint localID) | 3396 | public void UpdateSinglePosition(Vector3 pos, uint localID) |
2698 | { | 3397 | { |
2699 | SceneObjectPart part = GetChildPart(localID); | 3398 | SceneObjectPart part = GetChildPart(localID); |
2700 | 3399 | ||
2701 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2702 | // for (int i = 0; i < parts.Length; i++) | ||
2703 | // parts[i].StoreUndoState(); | ||
2704 | |||
2705 | if (part != null) | 3400 | if (part != null) |
2706 | { | 3401 | { |
2707 | // m_log.DebugFormat( | 3402 | // unlock parts position change |
2708 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); | 3403 | if (m_rootPart.PhysActor != null) |
2709 | 3404 | m_rootPart.PhysActor.Building = true; | |
2710 | part.StoreUndoState(false); | ||
2711 | part.IgnoreUndoUpdate = true; | ||
2712 | 3405 | ||
2713 | if (part.UUID == m_rootPart.UUID) | 3406 | if (part.UUID == m_rootPart.UUID) |
2714 | { | 3407 | { |
@@ -2719,8 +3412,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2719 | part.UpdateOffSet(pos); | 3412 | part.UpdateOffSet(pos); |
2720 | } | 3413 | } |
2721 | 3414 | ||
3415 | if (m_rootPart.PhysActor != null) | ||
3416 | m_rootPart.PhysActor.Building = false; | ||
3417 | |||
2722 | HasGroupChanged = true; | 3418 | HasGroupChanged = true; |
2723 | part.IgnoreUndoUpdate = false; | ||
2724 | } | 3419 | } |
2725 | } | 3420 | } |
2726 | 3421 | ||
@@ -2730,13 +3425,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2730 | /// <param name="pos"></param> | 3425 | /// <param name="pos"></param> |
2731 | public void UpdateRootPosition(Vector3 pos) | 3426 | public void UpdateRootPosition(Vector3 pos) |
2732 | { | 3427 | { |
2733 | // m_log.DebugFormat( | 3428 | // needs to be called with phys building true |
2734 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); | ||
2735 | |||
2736 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2737 | // for (int i = 0; i < parts.Length; i++) | ||
2738 | // parts[i].StoreUndoState(); | ||
2739 | |||
2740 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3429 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
2741 | Vector3 oldPos = | 3430 | Vector3 oldPos = |
2742 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, | 3431 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, |
@@ -2759,7 +3448,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2759 | AbsolutePosition = newPos; | 3448 | AbsolutePosition = newPos; |
2760 | 3449 | ||
2761 | HasGroupChanged = true; | 3450 | HasGroupChanged = true; |
2762 | ScheduleGroupForTerseUpdate(); | 3451 | if (m_rootPart.Undoing) |
3452 | { | ||
3453 | ScheduleGroupForFullUpdate(); | ||
3454 | } | ||
3455 | else | ||
3456 | { | ||
3457 | ScheduleGroupForTerseUpdate(); | ||
3458 | } | ||
2763 | } | 3459 | } |
2764 | 3460 | ||
2765 | #endregion | 3461 | #endregion |
@@ -2772,17 +3468,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2772 | /// <param name="rot"></param> | 3468 | /// <param name="rot"></param> |
2773 | public void UpdateGroupRotationR(Quaternion rot) | 3469 | public void UpdateGroupRotationR(Quaternion rot) |
2774 | { | 3470 | { |
2775 | // m_log.DebugFormat( | ||
2776 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); | ||
2777 | |||
2778 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2779 | // for (int i = 0; i < parts.Length; i++) | ||
2780 | // parts[i].StoreUndoState(); | ||
2781 | |||
2782 | m_rootPart.StoreUndoState(true); | ||
2783 | |||
2784 | m_rootPart.UpdateRotation(rot); | ||
2785 | |||
2786 | PhysicsActor actor = m_rootPart.PhysActor; | 3471 | PhysicsActor actor = m_rootPart.PhysActor; |
2787 | if (actor != null) | 3472 | if (actor != null) |
2788 | { | 3473 | { |
@@ -2801,16 +3486,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2801 | /// <param name="rot"></param> | 3486 | /// <param name="rot"></param> |
2802 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 3487 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
2803 | { | 3488 | { |
2804 | // m_log.DebugFormat( | ||
2805 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); | ||
2806 | |||
2807 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2808 | // for (int i = 0; i < parts.Length; i++) | ||
2809 | // parts[i].StoreUndoState(); | ||
2810 | |||
2811 | RootPart.StoreUndoState(true); | ||
2812 | RootPart.IgnoreUndoUpdate = true; | ||
2813 | |||
2814 | m_rootPart.UpdateRotation(rot); | 3489 | m_rootPart.UpdateRotation(rot); |
2815 | 3490 | ||
2816 | PhysicsActor actor = m_rootPart.PhysActor; | 3491 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -2824,8 +3499,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2824 | 3499 | ||
2825 | HasGroupChanged = true; | 3500 | HasGroupChanged = true; |
2826 | ScheduleGroupForTerseUpdate(); | 3501 | ScheduleGroupForTerseUpdate(); |
2827 | |||
2828 | RootPart.IgnoreUndoUpdate = false; | ||
2829 | } | 3502 | } |
2830 | 3503 | ||
2831 | /// <summary> | 3504 | /// <summary> |
@@ -2836,15 +3509,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2836 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 3509 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
2837 | { | 3510 | { |
2838 | SceneObjectPart part = GetChildPart(localID); | 3511 | SceneObjectPart part = GetChildPart(localID); |
2839 | |||
2840 | SceneObjectPart[] parts = m_parts.GetArray(); | 3512 | SceneObjectPart[] parts = m_parts.GetArray(); |
2841 | for (int i = 0; i < parts.Length; i++) | ||
2842 | parts[i].StoreUndoState(); | ||
2843 | 3513 | ||
2844 | if (part != null) | 3514 | if (part != null) |
2845 | { | 3515 | { |
2846 | // m_log.DebugFormat( | 3516 | if (m_rootPart.PhysActor != null) |
2847 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 3517 | m_rootPart.PhysActor.Building = true; |
2848 | 3518 | ||
2849 | if (part.UUID == m_rootPart.UUID) | 3519 | if (part.UUID == m_rootPart.UUID) |
2850 | { | 3520 | { |
@@ -2854,6 +3524,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2854 | { | 3524 | { |
2855 | part.UpdateRotation(rot); | 3525 | part.UpdateRotation(rot); |
2856 | } | 3526 | } |
3527 | |||
3528 | if (m_rootPart.PhysActor != null) | ||
3529 | m_rootPart.PhysActor.Building = false; | ||
2857 | } | 3530 | } |
2858 | } | 3531 | } |
2859 | 3532 | ||
@@ -2867,12 +3540,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2867 | SceneObjectPart part = GetChildPart(localID); | 3540 | SceneObjectPart part = GetChildPart(localID); |
2868 | if (part != null) | 3541 | if (part != null) |
2869 | { | 3542 | { |
2870 | // m_log.DebugFormat( | 3543 | if (m_rootPart.PhysActor != null) |
2871 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", | 3544 | m_rootPart.PhysActor.Building = true; |
2872 | // part.Name, part.LocalId, rot); | ||
2873 | |||
2874 | part.StoreUndoState(); | ||
2875 | part.IgnoreUndoUpdate = true; | ||
2876 | 3545 | ||
2877 | if (part.UUID == m_rootPart.UUID) | 3546 | if (part.UUID == m_rootPart.UUID) |
2878 | { | 3547 | { |
@@ -2885,7 +3554,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2885 | part.OffsetPosition = pos; | 3554 | part.OffsetPosition = pos; |
2886 | } | 3555 | } |
2887 | 3556 | ||
2888 | part.IgnoreUndoUpdate = false; | 3557 | if (m_rootPart.PhysActor != null) |
3558 | m_rootPart.PhysActor.Building = false; | ||
2889 | } | 3559 | } |
2890 | } | 3560 | } |
2891 | 3561 | ||
@@ -2895,15 +3565,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2895 | /// <param name="rot"></param> | 3565 | /// <param name="rot"></param> |
2896 | public void UpdateRootRotation(Quaternion rot) | 3566 | public void UpdateRootRotation(Quaternion rot) |
2897 | { | 3567 | { |
2898 | // m_log.DebugFormat( | 3568 | // needs to be called with phys building true |
2899 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", | ||
2900 | // Name, LocalId, rot); | ||
2901 | |||
2902 | Quaternion axRot = rot; | 3569 | Quaternion axRot = rot; |
2903 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3570 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
2904 | 3571 | ||
2905 | m_rootPart.StoreUndoState(); | 3572 | //Don't use UpdateRotation because it schedules an update prematurely |
2906 | m_rootPart.UpdateRotation(rot); | 3573 | m_rootPart.RotationOffset = rot; |
2907 | if (m_rootPart.PhysActor != null) | 3574 | if (m_rootPart.PhysActor != null) |
2908 | { | 3575 | { |
2909 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | 3576 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; |
@@ -2916,35 +3583,135 @@ namespace OpenSim.Region.Framework.Scenes | |||
2916 | SceneObjectPart prim = parts[i]; | 3583 | SceneObjectPart prim = parts[i]; |
2917 | if (prim.UUID != m_rootPart.UUID) | 3584 | if (prim.UUID != m_rootPart.UUID) |
2918 | { | 3585 | { |
2919 | prim.IgnoreUndoUpdate = true; | 3586 | Quaternion NewRot = oldParentRot * prim.RotationOffset; |
3587 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3588 | prim.RotationOffset = NewRot; | ||
3589 | |||
2920 | Vector3 axPos = prim.OffsetPosition; | 3590 | Vector3 axPos = prim.OffsetPosition; |
3591 | |||
2921 | axPos *= oldParentRot; | 3592 | axPos *= oldParentRot; |
2922 | axPos *= Quaternion.Inverse(axRot); | 3593 | axPos *= Quaternion.Inverse(axRot); |
2923 | prim.OffsetPosition = axPos; | 3594 | prim.OffsetPosition = axPos; |
2924 | Quaternion primsRot = prim.RotationOffset; | 3595 | } |
2925 | Quaternion newRot = oldParentRot * primsRot; | 3596 | } |
2926 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
2927 | prim.RotationOffset = newRot; | ||
2928 | prim.ScheduleTerseUpdate(); | ||
2929 | prim.IgnoreUndoUpdate = false; | ||
2930 | } | ||
2931 | } | ||
2932 | |||
2933 | // for (int i = 0; i < parts.Length; i++) | ||
2934 | // { | ||
2935 | // SceneObjectPart childpart = parts[i]; | ||
2936 | // if (childpart != m_rootPart) | ||
2937 | // { | ||
2938 | //// childpart.IgnoreUndoUpdate = false; | ||
2939 | //// childpart.StoreUndoState(); | ||
2940 | // } | ||
2941 | // } | ||
2942 | 3597 | ||
2943 | m_rootPart.ScheduleTerseUpdate(); | 3598 | HasGroupChanged = true; |
3599 | ScheduleGroupForFullUpdate(); | ||
3600 | } | ||
2944 | 3601 | ||
2945 | // m_log.DebugFormat( | 3602 | private enum updatetype :int |
2946 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3603 | { |
2947 | // Name, LocalId, rot); | 3604 | none = 0, |
3605 | partterse = 1, | ||
3606 | partfull = 2, | ||
3607 | groupterse = 3, | ||
3608 | groupfull = 4 | ||
3609 | } | ||
3610 | |||
3611 | public void doChangeObject(SceneObjectPart part, ObjectChangeData data) | ||
3612 | { | ||
3613 | // TODO this still as excessive *.Schedule*Update()s | ||
3614 | |||
3615 | if (part != null && part.ParentGroup != null) | ||
3616 | { | ||
3617 | ObjectChangeType change = data.change; | ||
3618 | bool togroup = ((change & ObjectChangeType.Group) != 0); | ||
3619 | // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use | ||
3620 | |||
3621 | SceneObjectGroup group = part.ParentGroup; | ||
3622 | PhysicsActor pha = group.RootPart.PhysActor; | ||
3623 | |||
3624 | updatetype updateType = updatetype.none; | ||
3625 | |||
3626 | if (togroup) | ||
3627 | { | ||
3628 | // related to group | ||
3629 | if ((change & ObjectChangeType.Position) != 0) | ||
3630 | { | ||
3631 | group.AbsolutePosition = data.position; | ||
3632 | updateType = updatetype.groupterse; | ||
3633 | } | ||
3634 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3635 | { | ||
3636 | group.RootPart.UpdateRotation(data.rotation); | ||
3637 | updateType = updatetype.none; | ||
3638 | } | ||
3639 | if ((change & ObjectChangeType.Scale) != 0) | ||
3640 | { | ||
3641 | if (pha != null) | ||
3642 | pha.Building = true; | ||
3643 | |||
3644 | group.GroupResize(data.scale); | ||
3645 | updateType = updatetype.none; | ||
3646 | |||
3647 | if (pha != null) | ||
3648 | pha.Building = false; | ||
3649 | } | ||
3650 | } | ||
3651 | else | ||
3652 | { | ||
3653 | // related to single prim in a link-set ( ie group) | ||
3654 | if (pha != null) | ||
3655 | pha.Building = true; | ||
3656 | |||
3657 | // root part is special | ||
3658 | // parts offset positions or rotations need to change also | ||
3659 | |||
3660 | if (part == group.RootPart) | ||
3661 | { | ||
3662 | if ((change & ObjectChangeType.Position) != 0) | ||
3663 | group.UpdateRootPosition(data.position); | ||
3664 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3665 | group.UpdateRootRotation(data.rotation); | ||
3666 | if ((change & ObjectChangeType.Scale) != 0) | ||
3667 | part.Resize(data.scale); | ||
3668 | } | ||
3669 | else | ||
3670 | { | ||
3671 | if ((change & ObjectChangeType.Position) != 0) | ||
3672 | { | ||
3673 | part.OffsetPosition = data.position; | ||
3674 | updateType = updatetype.partterse; | ||
3675 | } | ||
3676 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3677 | { | ||
3678 | part.UpdateRotation(data.rotation); | ||
3679 | updateType = updatetype.none; | ||
3680 | } | ||
3681 | if ((change & ObjectChangeType.Scale) != 0) | ||
3682 | { | ||
3683 | part.Resize(data.scale); | ||
3684 | updateType = updatetype.none; | ||
3685 | } | ||
3686 | } | ||
3687 | |||
3688 | if (pha != null) | ||
3689 | pha.Building = false; | ||
3690 | } | ||
3691 | |||
3692 | if (updateType != updatetype.none) | ||
3693 | { | ||
3694 | group.HasGroupChanged = true; | ||
3695 | |||
3696 | switch (updateType) | ||
3697 | { | ||
3698 | case updatetype.partterse: | ||
3699 | part.ScheduleTerseUpdate(); | ||
3700 | break; | ||
3701 | case updatetype.partfull: | ||
3702 | part.ScheduleFullUpdate(); | ||
3703 | break; | ||
3704 | case updatetype.groupterse: | ||
3705 | group.ScheduleGroupForTerseUpdate(); | ||
3706 | break; | ||
3707 | case updatetype.groupfull: | ||
3708 | group.ScheduleGroupForFullUpdate(); | ||
3709 | break; | ||
3710 | default: | ||
3711 | break; | ||
3712 | } | ||
3713 | } | ||
3714 | } | ||
2948 | } | 3715 | } |
2949 | 3716 | ||
2950 | #endregion | 3717 | #endregion |
@@ -3168,7 +3935,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3168 | public float GetMass() | 3935 | public float GetMass() |
3169 | { | 3936 | { |
3170 | float retmass = 0f; | 3937 | float retmass = 0f; |
3171 | |||
3172 | SceneObjectPart[] parts = m_parts.GetArray(); | 3938 | SceneObjectPart[] parts = m_parts.GetArray(); |
3173 | for (int i = 0; i < parts.Length; i++) | 3939 | for (int i = 0; i < parts.Length; i++) |
3174 | retmass += parts[i].GetMass(); | 3940 | retmass += parts[i].GetMass(); |
@@ -3264,6 +4030,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3264 | SetFromItemID(uuid); | 4030 | SetFromItemID(uuid); |
3265 | } | 4031 | } |
3266 | 4032 | ||
4033 | public void ResetOwnerChangeFlag() | ||
4034 | { | ||
4035 | ForEachPart(delegate(SceneObjectPart part) | ||
4036 | { | ||
4037 | part.ResetOwnerChangeFlag(); | ||
4038 | }); | ||
4039 | } | ||
4040 | |||
3267 | #endregion | 4041 | #endregion |
3268 | } | 4042 | } |
3269 | } | 4043 | } |