diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 750 |
1 files changed, 676 insertions, 74 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 878476e..cf8637f 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 | } |
@@ -247,10 +311,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
247 | 311 | ||
248 | private bool m_scriptListens_atTarget; | 312 | private bool m_scriptListens_atTarget; |
249 | private bool m_scriptListens_notAtTarget; | 313 | private bool m_scriptListens_notAtTarget; |
250 | |||
251 | private bool m_scriptListens_atRotTarget; | 314 | private bool m_scriptListens_atRotTarget; |
252 | private bool m_scriptListens_notAtRotTarget; | 315 | private bool m_scriptListens_notAtRotTarget; |
253 | 316 | ||
317 | public bool m_dupeInProgress = false; | ||
254 | internal Dictionary<UUID, string> m_savedScriptState; | 318 | internal Dictionary<UUID, string> m_savedScriptState; |
255 | 319 | ||
256 | #region Properties | 320 | #region Properties |
@@ -287,6 +351,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
287 | get { return m_parts.Count; } | 351 | get { return m_parts.Count; } |
288 | } | 352 | } |
289 | 353 | ||
354 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
355 | // | ||
356 | // public virtual Quaternion Rotation | ||
357 | // { | ||
358 | // get { return m_rotation; } | ||
359 | // set { | ||
360 | // m_rotation = value; | ||
361 | // } | ||
362 | // } | ||
363 | |||
290 | public Quaternion GroupRotation | 364 | public Quaternion GroupRotation |
291 | { | 365 | { |
292 | get { return m_rootPart.RotationOffset; } | 366 | get { return m_rootPart.RotationOffset; } |
@@ -388,14 +462,98 @@ namespace OpenSim.Region.Framework.Scenes | |||
388 | 462 | ||
389 | if (Scene != null) | 463 | if (Scene != null) |
390 | { | 464 | { |
391 | if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) | 465 | // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) |
392 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) | 466 | // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) |
467 | // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | ||
468 | if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W) | ||
469 | || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S)) | ||
393 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | 470 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) |
394 | { | 471 | { |
395 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 472 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); |
473 | uint x = 0; | ||
474 | uint y = 0; | ||
475 | string version = String.Empty; | ||
476 | Vector3 newpos = Vector3.Zero; | ||
477 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
478 | |||
479 | bool canCross = true; | ||
480 | foreach (ScenePresence av in m_linkedAvatars) | ||
481 | { | ||
482 | // We need to cross these agents. First, let's find | ||
483 | // out if any of them can't cross for some reason. | ||
484 | // We have to deny the crossing entirely if any | ||
485 | // of them are banned. Alternatively, we could | ||
486 | // unsit banned agents.... | ||
487 | |||
488 | |||
489 | // We set the avatar position as being the object | ||
490 | // position to get the region to send to | ||
491 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | ||
492 | { | ||
493 | canCross = false; | ||
494 | break; | ||
495 | } | ||
496 | |||
497 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
498 | } | ||
499 | |||
500 | if (canCross) | ||
501 | { | ||
502 | // We unparent the SP quietly so that it won't | ||
503 | // be made to stand up | ||
504 | foreach (ScenePresence av in m_linkedAvatars) | ||
505 | { | ||
506 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
507 | if (parentPart != null) | ||
508 | av.ParentUUID = parentPart.UUID; | ||
509 | |||
510 | av.ParentID = 0; | ||
511 | } | ||
512 | |||
513 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
514 | |||
515 | // Normalize | ||
516 | if (val.X >= Constants.RegionSize) | ||
517 | val.X -= Constants.RegionSize; | ||
518 | if (val.Y >= Constants.RegionSize) | ||
519 | val.Y -= Constants.RegionSize; | ||
520 | if (val.X < 0) | ||
521 | val.X += Constants.RegionSize; | ||
522 | if (val.Y < 0) | ||
523 | val.Y += Constants.RegionSize; | ||
524 | |||
525 | // If it's deleted, crossing was successful | ||
526 | if (IsDeleted) | ||
527 | { | ||
528 | foreach (ScenePresence av in m_linkedAvatars) | ||
529 | { | ||
530 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
531 | |||
532 | av.IsInTransit = true; | ||
533 | |||
534 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
535 | d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
536 | } | ||
537 | |||
538 | return; | ||
539 | } | ||
540 | } | ||
541 | else if (RootPart.PhysActor != null) | ||
542 | { | ||
543 | RootPart.PhysActor.CrossingFailure(); | ||
544 | } | ||
545 | |||
546 | Vector3 oldp = AbsolutePosition; | ||
547 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
548 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
549 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | ||
396 | } | 550 | } |
397 | } | 551 | } |
398 | 552 | ||
553 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
554 | { | ||
555 | part.IgnoreUndoUpdate = true; | ||
556 | } | ||
399 | if (RootPart.GetStatusSandbox()) | 557 | if (RootPart.GetStatusSandbox()) |
400 | { | 558 | { |
401 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 559 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -409,10 +567,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
409 | return; | 567 | return; |
410 | } | 568 | } |
411 | } | 569 | } |
412 | |||
413 | SceneObjectPart[] parts = m_parts.GetArray(); | 570 | SceneObjectPart[] parts = m_parts.GetArray(); |
414 | for (int i = 0; i < parts.Length; i++) | 571 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
415 | parts[i].GroupPosition = val; | 572 | if (m_dupeInProgress) |
573 | triggerScriptEvent = false; | ||
574 | foreach (SceneObjectPart part in parts) | ||
575 | { | ||
576 | part.GroupPosition = val; | ||
577 | if (triggerScriptEvent) | ||
578 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
579 | } | ||
580 | if (!m_dupeInProgress) | ||
581 | { | ||
582 | foreach (ScenePresence av in m_linkedAvatars) | ||
583 | { | ||
584 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
585 | if (m_parts.TryGetValue(p.UUID, out p)) | ||
586 | { | ||
587 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
588 | av.AbsolutePosition += offset; | ||
589 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
590 | av.SendAvatarDataToAllAgents(); | ||
591 | } | ||
592 | } | ||
593 | } | ||
416 | 594 | ||
417 | //if (m_rootPart.PhysActor != null) | 595 | //if (m_rootPart.PhysActor != null) |
418 | //{ | 596 | //{ |
@@ -427,6 +605,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
427 | } | 605 | } |
428 | } | 606 | } |
429 | 607 | ||
608 | public override Vector3 Velocity | ||
609 | { | ||
610 | get { return RootPart.Velocity; } | ||
611 | set { RootPart.Velocity = value; } | ||
612 | } | ||
613 | |||
614 | private void CrossAgentToNewRegionCompleted(IAsyncResult iar) | ||
615 | { | ||
616 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | ||
617 | ScenePresence agent = icon.EndInvoke(iar); | ||
618 | |||
619 | //// If the cross was successful, this agent is a child agent | ||
620 | //if (agent.IsChildAgent) | ||
621 | // agent.Reset(); | ||
622 | //else // Not successful | ||
623 | // agent.RestoreInCurrentScene(); | ||
624 | |||
625 | // In any case | ||
626 | agent.IsInTransit = false; | ||
627 | |||
628 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | ||
629 | } | ||
630 | |||
430 | public override uint LocalId | 631 | public override uint LocalId |
431 | { | 632 | { |
432 | get { return m_rootPart.LocalId; } | 633 | get { return m_rootPart.LocalId; } |
@@ -578,6 +779,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
578 | /// </summary> | 779 | /// </summary> |
579 | public SceneObjectGroup() | 780 | public SceneObjectGroup() |
580 | { | 781 | { |
782 | |||
581 | } | 783 | } |
582 | 784 | ||
583 | /// <summary> | 785 | /// <summary> |
@@ -594,7 +796,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
594 | /// Constructor. This object is added to the scene later via AttachToScene() | 796 | /// Constructor. This object is added to the scene later via AttachToScene() |
595 | /// </summary> | 797 | /// </summary> |
596 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 798 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
597 | { | 799 | { |
598 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 800 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
599 | } | 801 | } |
600 | 802 | ||
@@ -642,6 +844,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
642 | /// </summary> | 844 | /// </summary> |
643 | public virtual void AttachToBackup() | 845 | public virtual void AttachToBackup() |
644 | { | 846 | { |
847 | if (IsAttachment) return; | ||
848 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
849 | |||
645 | if (InSceneBackup) | 850 | if (InSceneBackup) |
646 | { | 851 | { |
647 | //m_log.DebugFormat( | 852 | //m_log.DebugFormat( |
@@ -684,6 +889,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
684 | 889 | ||
685 | ApplyPhysics(); | 890 | ApplyPhysics(); |
686 | 891 | ||
892 | if (RootPart.PhysActor != null) | ||
893 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
894 | |||
687 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 895 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
688 | // for the same object with very different properties. The caller must schedule the update. | 896 | // for the same object with very different properties. The caller must schedule the update. |
689 | //ScheduleGroupForFullUpdate(); | 897 | //ScheduleGroupForFullUpdate(); |
@@ -699,6 +907,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
699 | EntityIntersection result = new EntityIntersection(); | 907 | EntityIntersection result = new EntityIntersection(); |
700 | 908 | ||
701 | SceneObjectPart[] parts = m_parts.GetArray(); | 909 | SceneObjectPart[] parts = m_parts.GetArray(); |
910 | |||
911 | // Find closest hit here | ||
912 | float idist = float.MaxValue; | ||
913 | |||
702 | for (int i = 0; i < parts.Length; i++) | 914 | for (int i = 0; i < parts.Length; i++) |
703 | { | 915 | { |
704 | SceneObjectPart part = parts[i]; | 916 | SceneObjectPart part = parts[i]; |
@@ -713,11 +925,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
713 | 925 | ||
714 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 926 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
715 | 927 | ||
716 | // This may need to be updated to the maximum draw distance possible.. | ||
717 | // We might (and probably will) be checking for prim creation from other sims | ||
718 | // when the camera crosses the border. | ||
719 | float idist = Constants.RegionSize; | ||
720 | |||
721 | if (inter.HitTF) | 928 | if (inter.HitTF) |
722 | { | 929 | { |
723 | // We need to find the closest prim to return to the testcaller along the ray | 930 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -728,10 +935,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
728 | result.obj = part; | 935 | result.obj = part; |
729 | result.normal = inter.normal; | 936 | result.normal = inter.normal; |
730 | result.distance = inter.distance; | 937 | result.distance = inter.distance; |
938 | |||
939 | idist = inter.distance; | ||
731 | } | 940 | } |
732 | } | 941 | } |
733 | } | 942 | } |
734 | |||
735 | return result; | 943 | return result; |
736 | } | 944 | } |
737 | 945 | ||
@@ -751,17 +959,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
751 | minZ = 8192f; | 959 | minZ = 8192f; |
752 | 960 | ||
753 | SceneObjectPart[] parts = m_parts.GetArray(); | 961 | SceneObjectPart[] parts = m_parts.GetArray(); |
754 | for (int i = 0; i < parts.Length; i++) | 962 | foreach (SceneObjectPart part in parts) |
755 | { | 963 | { |
756 | SceneObjectPart part = parts[i]; | ||
757 | |||
758 | Vector3 worldPos = part.GetWorldPosition(); | 964 | Vector3 worldPos = part.GetWorldPosition(); |
759 | Vector3 offset = worldPos - AbsolutePosition; | 965 | Vector3 offset = worldPos - AbsolutePosition; |
760 | Quaternion worldRot; | 966 | Quaternion worldRot; |
761 | if (part.ParentID == 0) | 967 | if (part.ParentID == 0) |
968 | { | ||
762 | worldRot = part.RotationOffset; | 969 | worldRot = part.RotationOffset; |
970 | } | ||
763 | else | 971 | else |
972 | { | ||
764 | worldRot = part.GetWorldRotation(); | 973 | worldRot = part.GetWorldRotation(); |
974 | } | ||
765 | 975 | ||
766 | Vector3 frontTopLeft; | 976 | Vector3 frontTopLeft; |
767 | Vector3 frontTopRight; | 977 | Vector3 frontTopRight; |
@@ -773,6 +983,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
773 | Vector3 backBottomLeft; | 983 | Vector3 backBottomLeft; |
774 | Vector3 backBottomRight; | 984 | Vector3 backBottomRight; |
775 | 985 | ||
986 | // Vector3[] corners = new Vector3[8]; | ||
987 | |||
776 | Vector3 orig = Vector3.Zero; | 988 | Vector3 orig = Vector3.Zero; |
777 | 989 | ||
778 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 990 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -807,6 +1019,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
807 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 1019 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
808 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 1020 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
809 | 1021 | ||
1022 | |||
1023 | |||
1024 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1025 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1026 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1027 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1028 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1029 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1030 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1031 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1032 | |||
1033 | //for (int i = 0; i < 8; i++) | ||
1034 | //{ | ||
1035 | // corners[i] = corners[i] * worldRot; | ||
1036 | // corners[i] += offset; | ||
1037 | |||
1038 | // if (corners[i].X > maxX) | ||
1039 | // maxX = corners[i].X; | ||
1040 | // if (corners[i].X < minX) | ||
1041 | // minX = corners[i].X; | ||
1042 | |||
1043 | // if (corners[i].Y > maxY) | ||
1044 | // maxY = corners[i].Y; | ||
1045 | // if (corners[i].Y < minY) | ||
1046 | // minY = corners[i].Y; | ||
1047 | |||
1048 | // if (corners[i].Z > maxZ) | ||
1049 | // maxZ = corners[i].Y; | ||
1050 | // if (corners[i].Z < minZ) | ||
1051 | // minZ = corners[i].Z; | ||
1052 | //} | ||
1053 | |||
810 | frontTopLeft = frontTopLeft * worldRot; | 1054 | frontTopLeft = frontTopLeft * worldRot; |
811 | frontTopRight = frontTopRight * worldRot; | 1055 | frontTopRight = frontTopRight * worldRot; |
812 | frontBottomLeft = frontBottomLeft * worldRot; | 1056 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -828,6 +1072,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
828 | backTopLeft += offset; | 1072 | backTopLeft += offset; |
829 | backTopRight += offset; | 1073 | backTopRight += offset; |
830 | 1074 | ||
1075 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1076 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1077 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1078 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1079 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1080 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1081 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1082 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1083 | |||
831 | if (frontTopRight.X > maxX) | 1084 | if (frontTopRight.X > maxX) |
832 | maxX = frontTopRight.X; | 1085 | maxX = frontTopRight.X; |
833 | if (frontTopLeft.X > maxX) | 1086 | if (frontTopLeft.X > maxX) |
@@ -973,15 +1226,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
973 | 1226 | ||
974 | public void SaveScriptedState(XmlTextWriter writer) | 1227 | public void SaveScriptedState(XmlTextWriter writer) |
975 | { | 1228 | { |
1229 | SaveScriptedState(writer, false); | ||
1230 | } | ||
1231 | |||
1232 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1233 | { | ||
976 | XmlDocument doc = new XmlDocument(); | 1234 | XmlDocument doc = new XmlDocument(); |
977 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1235 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
978 | 1236 | ||
979 | SceneObjectPart[] parts = m_parts.GetArray(); | 1237 | SceneObjectPart[] parts = m_parts.GetArray(); |
980 | for (int i = 0; i < parts.Length; i++) | 1238 | for (int i = 0; i < parts.Length; i++) |
981 | { | 1239 | { |
982 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1240 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
983 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1241 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
984 | states.Add(kvp.Key, kvp.Value); | 1242 | states[kvp.Key] = kvp.Value; |
985 | } | 1243 | } |
986 | 1244 | ||
987 | if (states.Count > 0) | 1245 | if (states.Count > 0) |
@@ -1001,6 +1259,169 @@ namespace OpenSim.Region.Framework.Scenes | |||
1001 | } | 1259 | } |
1002 | 1260 | ||
1003 | /// <summary> | 1261 | /// <summary> |
1262 | /// Add the avatar to this linkset (avatar is sat). | ||
1263 | /// </summary> | ||
1264 | /// <param name="agentID"></param> | ||
1265 | public void AddAvatar(UUID agentID) | ||
1266 | { | ||
1267 | ScenePresence presence; | ||
1268 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1269 | { | ||
1270 | if (!m_linkedAvatars.Contains(presence)) | ||
1271 | { | ||
1272 | m_linkedAvatars.Add(presence); | ||
1273 | } | ||
1274 | } | ||
1275 | } | ||
1276 | |||
1277 | /// <summary> | ||
1278 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1279 | /// </summary> | ||
1280 | /// <param name="agentID"></param> | ||
1281 | public void DeleteAvatar(UUID agentID) | ||
1282 | { | ||
1283 | ScenePresence presence; | ||
1284 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1285 | { | ||
1286 | if (m_linkedAvatars.Contains(presence)) | ||
1287 | { | ||
1288 | m_linkedAvatars.Remove(presence); | ||
1289 | } | ||
1290 | } | ||
1291 | } | ||
1292 | |||
1293 | /// <summary> | ||
1294 | /// Returns the list of linked presences (avatars sat on this group) | ||
1295 | /// </summary> | ||
1296 | /// <param name="agentID"></param> | ||
1297 | public List<ScenePresence> GetLinkedAvatars() | ||
1298 | { | ||
1299 | return m_linkedAvatars; | ||
1300 | } | ||
1301 | |||
1302 | /// <summary> | ||
1303 | /// Attach this scene object to the given avatar. | ||
1304 | /// </summary> | ||
1305 | /// <param name="agentID"></param> | ||
1306 | /// <param name="attachmentpoint"></param> | ||
1307 | /// <param name="AttachOffset"></param> | ||
1308 | private void AttachToAgent( | ||
1309 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1310 | { | ||
1311 | if (avatar != null) | ||
1312 | { | ||
1313 | // don't attach attachments to child agents | ||
1314 | if (avatar.IsChildAgent) return; | ||
1315 | |||
1316 | // Remove from database and parcel prim count | ||
1317 | m_scene.DeleteFromStorage(so.UUID); | ||
1318 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1319 | |||
1320 | so.AttachedAvatar = avatar.UUID; | ||
1321 | |||
1322 | if (so.RootPart.PhysActor != null) | ||
1323 | { | ||
1324 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1325 | so.RootPart.PhysActor = null; | ||
1326 | } | ||
1327 | |||
1328 | so.AbsolutePosition = attachOffset; | ||
1329 | so.RootPart.AttachedPos = attachOffset; | ||
1330 | so.IsAttachment = true; | ||
1331 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1332 | so.AttachmentPoint = attachmentpoint; | ||
1333 | |||
1334 | avatar.AddAttachment(this); | ||
1335 | |||
1336 | if (!silent) | ||
1337 | { | ||
1338 | // Killing it here will cause the client to deselect it | ||
1339 | // It then reappears on the avatar, deselected | ||
1340 | // through the full update below | ||
1341 | // | ||
1342 | if (IsSelected) | ||
1343 | { | ||
1344 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1345 | } | ||
1346 | |||
1347 | IsSelected = false; // fudge.... | ||
1348 | ScheduleGroupForFullUpdate(); | ||
1349 | } | ||
1350 | } | ||
1351 | else | ||
1352 | { | ||
1353 | m_log.WarnFormat( | ||
1354 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1355 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1356 | } | ||
1357 | } | ||
1358 | |||
1359 | public byte GetAttachmentPoint() | ||
1360 | { | ||
1361 | return m_rootPart.Shape.State; | ||
1362 | } | ||
1363 | |||
1364 | public void DetachToGround() | ||
1365 | { | ||
1366 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1367 | if (avatar == null) | ||
1368 | return; | ||
1369 | |||
1370 | avatar.RemoveAttachment(this); | ||
1371 | |||
1372 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1373 | if (avatar == null) | ||
1374 | return; | ||
1375 | |||
1376 | detachedpos = avatar.AbsolutePosition; | ||
1377 | RootPart.FromItemID = UUID.Zero; | ||
1378 | |||
1379 | AbsolutePosition = detachedpos; | ||
1380 | AttachedAvatar = UUID.Zero; | ||
1381 | |||
1382 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1383 | //for (int i = 0; i < parts.Length; i++) | ||
1384 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1385 | |||
1386 | m_rootPart.SetParentLocalId(0); | ||
1387 | AttachmentPoint = (byte)0; | ||
1388 | // must check if buildind should be true or false here | ||
1389 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); | ||
1390 | HasGroupChanged = true; | ||
1391 | RootPart.Rezzed = DateTime.Now; | ||
1392 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1393 | AttachToBackup(); | ||
1394 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1395 | m_rootPart.ScheduleFullUpdate(); | ||
1396 | m_rootPart.ClearUndoState(); | ||
1397 | } | ||
1398 | |||
1399 | public void DetachToInventoryPrep() | ||
1400 | { | ||
1401 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1402 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1403 | if (avatar != null) | ||
1404 | { | ||
1405 | //detachedpos = avatar.AbsolutePosition; | ||
1406 | avatar.RemoveAttachment(this); | ||
1407 | } | ||
1408 | |||
1409 | AttachedAvatar = UUID.Zero; | ||
1410 | |||
1411 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1412 | for (int i = 0; i < parts.Length; i++) | ||
1413 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1414 | |||
1415 | m_rootPart.SetParentLocalId(0); | ||
1416 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1417 | IsAttachment = false; | ||
1418 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1419 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1420 | //AttachToBackup(); | ||
1421 | //m_rootPart.ScheduleFullUpdate(); | ||
1422 | } | ||
1423 | |||
1424 | /// <summary> | ||
1004 | /// | 1425 | /// |
1005 | /// </summary> | 1426 | /// </summary> |
1006 | /// <param name="part"></param> | 1427 | /// <param name="part"></param> |
@@ -1050,7 +1471,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1050 | public void AddPart(SceneObjectPart part) | 1471 | public void AddPart(SceneObjectPart part) |
1051 | { | 1472 | { |
1052 | part.SetParent(this); | 1473 | part.SetParent(this); |
1053 | part.LinkNum = m_parts.Add(part.UUID, part); | 1474 | m_parts.Add(part.UUID, part); |
1475 | |||
1476 | part.LinkNum = m_parts.Count; | ||
1477 | |||
1054 | if (part.LinkNum == 2) | 1478 | if (part.LinkNum == 2) |
1055 | RootPart.LinkNum = 1; | 1479 | RootPart.LinkNum = 1; |
1056 | } | 1480 | } |
@@ -1158,6 +1582,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1158 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1582 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1159 | public void DeleteGroupFromScene(bool silent) | 1583 | public void DeleteGroupFromScene(bool silent) |
1160 | { | 1584 | { |
1585 | // We need to keep track of this state in case this group is still queued for backup. | ||
1586 | IsDeleted = true; | ||
1587 | |||
1588 | DetachFromBackup(); | ||
1589 | |||
1161 | SceneObjectPart[] parts = m_parts.GetArray(); | 1590 | SceneObjectPart[] parts = m_parts.GetArray(); |
1162 | for (int i = 0; i < parts.Length; i++) | 1591 | for (int i = 0; i < parts.Length; i++) |
1163 | { | 1592 | { |
@@ -1180,6 +1609,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1180 | } | 1609 | } |
1181 | }); | 1610 | }); |
1182 | } | 1611 | } |
1612 | |||
1613 | |||
1183 | } | 1614 | } |
1184 | 1615 | ||
1185 | public void AddScriptLPS(int count) | 1616 | public void AddScriptLPS(int count) |
@@ -1254,28 +1685,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1254 | /// </summary> | 1685 | /// </summary> |
1255 | public void ApplyPhysics() | 1686 | public void ApplyPhysics() |
1256 | { | 1687 | { |
1257 | // Apply physics to the root prim | ||
1258 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1259 | |||
1260 | // Apply physics to child prims | ||
1261 | SceneObjectPart[] parts = m_parts.GetArray(); | 1688 | SceneObjectPart[] parts = m_parts.GetArray(); |
1262 | if (parts.Length > 1) | 1689 | if (parts.Length > 1) |
1263 | { | 1690 | { |
1691 | ResetChildPrimPhysicsPositions(); | ||
1692 | |||
1693 | // Apply physics to the root prim | ||
1694 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true); | ||
1695 | |||
1696 | |||
1264 | for (int i = 0; i < parts.Length; i++) | 1697 | for (int i = 0; i < parts.Length; i++) |
1265 | { | 1698 | { |
1266 | SceneObjectPart part = parts[i]; | 1699 | SceneObjectPart part = parts[i]; |
1267 | if (part.LocalId != m_rootPart.LocalId) | 1700 | if (part.LocalId != m_rootPart.LocalId) |
1268 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); | 1701 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true); |
1269 | } | 1702 | } |
1270 | |||
1271 | // Hack to get the physics scene geometries in the right spot | 1703 | // Hack to get the physics scene geometries in the right spot |
1272 | ResetChildPrimPhysicsPositions(); | 1704 | // ResetChildPrimPhysicsPositions(); |
1705 | if (m_rootPart.PhysActor != null) | ||
1706 | { | ||
1707 | m_rootPart.PhysActor.Building = false; | ||
1708 | } | ||
1709 | } | ||
1710 | else | ||
1711 | { | ||
1712 | // Apply physics to the root prim | ||
1713 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); | ||
1273 | } | 1714 | } |
1274 | } | 1715 | } |
1275 | 1716 | ||
1276 | public void SetOwnerId(UUID userId) | 1717 | public void SetOwnerId(UUID userId) |
1277 | { | 1718 | { |
1278 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1719 | ForEachPart(delegate(SceneObjectPart part) |
1720 | { | ||
1721 | |||
1722 | part.OwnerID = userId; | ||
1723 | |||
1724 | }); | ||
1279 | } | 1725 | } |
1280 | 1726 | ||
1281 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1727 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1307,11 +1753,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1307 | return; | 1753 | return; |
1308 | } | 1754 | } |
1309 | 1755 | ||
1756 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1757 | return; | ||
1758 | |||
1310 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1759 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1311 | // any exception propogate upwards. | 1760 | // any exception propogate upwards. |
1312 | try | 1761 | try |
1313 | { | 1762 | { |
1314 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1763 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1764 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1765 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1766 | |||
1315 | { | 1767 | { |
1316 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1768 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1317 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1769 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1338,6 +1790,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1338 | } | 1790 | } |
1339 | } | 1791 | } |
1340 | } | 1792 | } |
1793 | |||
1341 | } | 1794 | } |
1342 | 1795 | ||
1343 | if (m_scene.UseBackup && HasGroupChanged) | 1796 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1345,6 +1798,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1345 | // don't backup while it's selected or you're asking for changes mid stream. | 1798 | // don't backup while it's selected or you're asking for changes mid stream. |
1346 | if (isTimeToPersist() || forcedBackup) | 1799 | if (isTimeToPersist() || forcedBackup) |
1347 | { | 1800 | { |
1801 | if (m_rootPart.PhysActor != null && | ||
1802 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1803 | { | ||
1804 | // Possible ghost prim | ||
1805 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1806 | { | ||
1807 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1808 | { | ||
1809 | // Re-set physics actor positions and | ||
1810 | // orientations | ||
1811 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1812 | } | ||
1813 | } | ||
1814 | } | ||
1348 | // m_log.DebugFormat( | 1815 | // m_log.DebugFormat( |
1349 | // "[SCENE]: Storing {0}, {1} in {2}", | 1816 | // "[SCENE]: Storing {0}, {1} in {2}", |
1350 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1817 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1414,6 +1881,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1414 | /// <returns></returns> | 1881 | /// <returns></returns> |
1415 | public SceneObjectGroup Copy(bool userExposed) | 1882 | public SceneObjectGroup Copy(bool userExposed) |
1416 | { | 1883 | { |
1884 | m_dupeInProgress = true; | ||
1417 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 1885 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1418 | dupe.m_isBackedUp = false; | 1886 | dupe.m_isBackedUp = false; |
1419 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 1887 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
@@ -1428,7 +1896,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1428 | // This is only necessary when userExposed is false! | 1896 | // This is only necessary when userExposed is false! |
1429 | 1897 | ||
1430 | bool previousAttachmentStatus = dupe.IsAttachment; | 1898 | bool previousAttachmentStatus = dupe.IsAttachment; |
1431 | 1899 | ||
1432 | if (!userExposed) | 1900 | if (!userExposed) |
1433 | dupe.IsAttachment = true; | 1901 | dupe.IsAttachment = true; |
1434 | 1902 | ||
@@ -1446,11 +1914,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1446 | dupe.m_rootPart.TrimPermissions(); | 1914 | dupe.m_rootPart.TrimPermissions(); |
1447 | 1915 | ||
1448 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 1916 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1449 | 1917 | ||
1450 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 1918 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1451 | { | 1919 | { |
1452 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1920 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1453 | } | 1921 | } |
1454 | ); | 1922 | ); |
1455 | 1923 | ||
1456 | foreach (SceneObjectPart part in partList) | 1924 | foreach (SceneObjectPart part in partList) |
@@ -1470,21 +1938,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1470 | if (part.PhysActor != null && userExposed) | 1938 | if (part.PhysActor != null && userExposed) |
1471 | { | 1939 | { |
1472 | PrimitiveBaseShape pbs = newPart.Shape; | 1940 | PrimitiveBaseShape pbs = newPart.Shape; |
1473 | 1941 | ||
1474 | newPart.PhysActor | 1942 | newPart.PhysActor |
1475 | = m_scene.PhysicsScene.AddPrimShape( | 1943 | = m_scene.PhysicsScene.AddPrimShape( |
1476 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 1944 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
1477 | pbs, | 1945 | pbs, |
1478 | newPart.AbsolutePosition, | 1946 | newPart.AbsolutePosition, |
1479 | newPart.Scale, | 1947 | newPart.Scale, |
1480 | newPart.RotationOffset, | 1948 | //newPart.RotationOffset, |
1949 | newPart.GetWorldRotation(), | ||
1481 | part.PhysActor.IsPhysical, | 1950 | part.PhysActor.IsPhysical, |
1482 | newPart.LocalId); | 1951 | newPart.LocalId); |
1483 | 1952 | ||
1484 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | 1953 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); |
1485 | } | 1954 | } |
1486 | } | 1955 | } |
1487 | 1956 | if (dupe.m_rootPart.PhysActor != null && userExposed) | |
1957 | dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building | ||
1958 | |||
1488 | if (userExposed) | 1959 | if (userExposed) |
1489 | { | 1960 | { |
1490 | dupe.UpdateParentIDs(); | 1961 | dupe.UpdateParentIDs(); |
@@ -1494,6 +1965,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1494 | ScheduleGroupForFullUpdate(); | 1965 | ScheduleGroupForFullUpdate(); |
1495 | } | 1966 | } |
1496 | 1967 | ||
1968 | m_dupeInProgress = false; | ||
1497 | return dupe; | 1969 | return dupe; |
1498 | } | 1970 | } |
1499 | 1971 | ||
@@ -1599,6 +2071,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1599 | return Vector3.Zero; | 2071 | return Vector3.Zero; |
1600 | } | 2072 | } |
1601 | 2073 | ||
2074 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1602 | public void moveToTarget(Vector3 target, float tau) | 2075 | public void moveToTarget(Vector3 target, float tau) |
1603 | { | 2076 | { |
1604 | if (IsAttachment) | 2077 | if (IsAttachment) |
@@ -1626,6 +2099,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
1626 | RootPart.PhysActor.PIDActive = false; | 2099 | RootPart.PhysActor.PIDActive = false; |
1627 | } | 2100 | } |
1628 | 2101 | ||
2102 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2103 | { | ||
2104 | SceneObjectPart rootpart = m_rootPart; | ||
2105 | if (rootpart != null) | ||
2106 | { | ||
2107 | if (IsAttachment) | ||
2108 | { | ||
2109 | /* | ||
2110 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2111 | if (avatar != null) | ||
2112 | { | ||
2113 | Rotate the Av? | ||
2114 | } */ | ||
2115 | } | ||
2116 | else | ||
2117 | { | ||
2118 | if (rootpart.PhysActor != null) | ||
2119 | { // APID must be implemented in your physics system for this to function. | ||
2120 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2121 | rootpart.PhysActor.APIDStrength = strength; | ||
2122 | rootpart.PhysActor.APIDDamping = damping; | ||
2123 | rootpart.PhysActor.APIDActive = true; | ||
2124 | } | ||
2125 | } | ||
2126 | } | ||
2127 | } | ||
2128 | |||
2129 | public void stopLookAt() | ||
2130 | { | ||
2131 | SceneObjectPart rootpart = m_rootPart; | ||
2132 | if (rootpart != null) | ||
2133 | { | ||
2134 | if (rootpart.PhysActor != null) | ||
2135 | { // APID must be implemented in your physics system for this to function. | ||
2136 | rootpart.PhysActor.APIDActive = false; | ||
2137 | } | ||
2138 | } | ||
2139 | |||
2140 | } | ||
2141 | |||
1629 | /// <summary> | 2142 | /// <summary> |
1630 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2143 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1631 | /// </summary> | 2144 | /// </summary> |
@@ -1681,6 +2194,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1681 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2194 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1682 | { | 2195 | { |
1683 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2196 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
2197 | newPart.SetParent(this); | ||
2198 | |||
1684 | AddPart(newPart); | 2199 | AddPart(newPart); |
1685 | 2200 | ||
1686 | SetPartAsNonRoot(newPart); | 2201 | SetPartAsNonRoot(newPart); |
@@ -1809,11 +2324,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1809 | /// Immediately send a full update for this scene object. | 2324 | /// Immediately send a full update for this scene object. |
1810 | /// </summary> | 2325 | /// </summary> |
1811 | public void SendGroupFullUpdate() | 2326 | public void SendGroupFullUpdate() |
1812 | { | 2327 | { |
1813 | if (IsDeleted) | 2328 | if (IsDeleted) |
1814 | return; | 2329 | return; |
1815 | 2330 | ||
1816 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2331 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1817 | 2332 | ||
1818 | RootPart.SendFullUpdateToAllClients(); | 2333 | RootPart.SendFullUpdateToAllClients(); |
1819 | 2334 | ||
@@ -1957,6 +2472,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1957 | /// <param name="objectGroup">The group of prims which should be linked to this group</param> | 2472 | /// <param name="objectGroup">The group of prims which should be linked to this group</param> |
1958 | public void LinkToGroup(SceneObjectGroup objectGroup) | 2473 | public void LinkToGroup(SceneObjectGroup objectGroup) |
1959 | { | 2474 | { |
2475 | LinkToGroup(objectGroup, false); | ||
2476 | } | ||
2477 | |||
2478 | public void LinkToGroup(SceneObjectGroup objectGroup, bool insert) | ||
2479 | { | ||
1960 | // m_log.DebugFormat( | 2480 | // m_log.DebugFormat( |
1961 | // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", | 2481 | // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", |
1962 | // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); | 2482 | // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); |
@@ -1990,7 +2510,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1990 | 2510 | ||
1991 | lock (m_parts.SyncRoot) | 2511 | lock (m_parts.SyncRoot) |
1992 | { | 2512 | { |
1993 | int linkNum = PrimCount + 1; | 2513 | int linkNum; |
2514 | if (insert) | ||
2515 | { | ||
2516 | linkNum = 2; | ||
2517 | foreach (SceneObjectPart part in Parts) | ||
2518 | { | ||
2519 | if (part.LinkNum > 1) | ||
2520 | part.LinkNum++; | ||
2521 | } | ||
2522 | } | ||
2523 | else | ||
2524 | { | ||
2525 | linkNum = PrimCount + 1; | ||
2526 | } | ||
1994 | 2527 | ||
1995 | m_parts.Add(linkPart.UUID, linkPart); | 2528 | m_parts.Add(linkPart.UUID, linkPart); |
1996 | 2529 | ||
@@ -2018,7 +2551,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2018 | objectGroup.IsDeleted = true; | 2551 | objectGroup.IsDeleted = true; |
2019 | 2552 | ||
2020 | objectGroup.m_parts.Clear(); | 2553 | objectGroup.m_parts.Clear(); |
2021 | 2554 | ||
2022 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2555 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2023 | // objectGroup.m_rootPart = null; | 2556 | // objectGroup.m_rootPart = null; |
2024 | 2557 | ||
@@ -2152,6 +2685,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2152 | /// <param name="objectGroup"></param> | 2685 | /// <param name="objectGroup"></param> |
2153 | public virtual void DetachFromBackup() | 2686 | public virtual void DetachFromBackup() |
2154 | { | 2687 | { |
2688 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2155 | if (m_isBackedUp && Scene != null) | 2689 | if (m_isBackedUp && Scene != null) |
2156 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2690 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2157 | 2691 | ||
@@ -2170,7 +2704,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2170 | 2704 | ||
2171 | axPos *= parentRot; | 2705 | axPos *= parentRot; |
2172 | part.OffsetPosition = axPos; | 2706 | part.OffsetPosition = axPos; |
2173 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2707 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2708 | part.GroupPosition = newPos; | ||
2174 | part.OffsetPosition = Vector3.Zero; | 2709 | part.OffsetPosition = Vector3.Zero; |
2175 | part.RotationOffset = worldRot; | 2710 | part.RotationOffset = worldRot; |
2176 | 2711 | ||
@@ -2181,7 +2716,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2181 | 2716 | ||
2182 | part.LinkNum = linkNum; | 2717 | part.LinkNum = linkNum; |
2183 | 2718 | ||
2184 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2719 | part.OffsetPosition = newPos - AbsolutePosition; |
2185 | 2720 | ||
2186 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2721 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2187 | 2722 | ||
@@ -2191,7 +2726,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2191 | 2726 | ||
2192 | parentRot = m_rootPart.RotationOffset; | 2727 | parentRot = m_rootPart.RotationOffset; |
2193 | oldRot = part.RotationOffset; | 2728 | oldRot = part.RotationOffset; |
2194 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2729 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; |
2195 | part.RotationOffset = newRot; | 2730 | part.RotationOffset = newRot; |
2196 | } | 2731 | } |
2197 | 2732 | ||
@@ -2438,8 +2973,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
2438 | } | 2973 | } |
2439 | } | 2974 | } |
2440 | 2975 | ||
2976 | /* | ||
2977 | RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | ||
2441 | for (int i = 0; i < parts.Length; i++) | 2978 | for (int i = 0; i < parts.Length; i++) |
2442 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 2979 | { |
2980 | if (parts[i] != RootPart) | ||
2981 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | ||
2982 | } | ||
2983 | */ | ||
2984 | if (parts.Length > 1) | ||
2985 | { | ||
2986 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
2987 | |||
2988 | for (int i = 0; i < parts.Length; i++) | ||
2989 | { | ||
2990 | |||
2991 | if (parts[i].UUID != m_rootPart.UUID) | ||
2992 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
2993 | } | ||
2994 | |||
2995 | if (m_rootPart.PhysActor != null) | ||
2996 | m_rootPart.PhysActor.Building = false; | ||
2997 | } | ||
2998 | else | ||
2999 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); | ||
3000 | |||
2443 | } | 3001 | } |
2444 | } | 3002 | } |
2445 | 3003 | ||
@@ -2452,6 +3010,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2452 | } | 3010 | } |
2453 | } | 3011 | } |
2454 | 3012 | ||
3013 | |||
3014 | |||
3015 | /// <summary> | ||
3016 | /// Gets the number of parts | ||
3017 | /// </summary> | ||
3018 | /// <returns></returns> | ||
3019 | public int GetPartCount() | ||
3020 | { | ||
3021 | return Parts.Count(); | ||
3022 | } | ||
3023 | |||
2455 | /// <summary> | 3024 | /// <summary> |
2456 | /// Update the texture entry for this part | 3025 | /// Update the texture entry for this part |
2457 | /// </summary> | 3026 | /// </summary> |
@@ -2513,7 +3082,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2513 | { | 3082 | { |
2514 | // m_log.DebugFormat( | 3083 | // m_log.DebugFormat( |
2515 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); | 3084 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); |
2516 | |||
2517 | RootPart.StoreUndoState(true); | 3085 | RootPart.StoreUndoState(true); |
2518 | 3086 | ||
2519 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 3087 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); |
@@ -2614,7 +3182,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2614 | prevScale.X *= x; | 3182 | prevScale.X *= x; |
2615 | prevScale.Y *= y; | 3183 | prevScale.Y *= y; |
2616 | prevScale.Z *= z; | 3184 | prevScale.Z *= z; |
2617 | |||
2618 | // RootPart.IgnoreUndoUpdate = true; | 3185 | // RootPart.IgnoreUndoUpdate = true; |
2619 | RootPart.Resize(prevScale); | 3186 | RootPart.Resize(prevScale); |
2620 | // RootPart.IgnoreUndoUpdate = false; | 3187 | // RootPart.IgnoreUndoUpdate = false; |
@@ -2645,7 +3212,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2645 | } | 3212 | } |
2646 | 3213 | ||
2647 | // obPart.IgnoreUndoUpdate = false; | 3214 | // obPart.IgnoreUndoUpdate = false; |
2648 | // obPart.StoreUndoState(); | 3215 | HasGroupChanged = true; |
3216 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); | ||
3217 | ScheduleGroupForTerseUpdate(); | ||
2649 | } | 3218 | } |
2650 | 3219 | ||
2651 | // m_log.DebugFormat( | 3220 | // m_log.DebugFormat( |
@@ -2705,9 +3274,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2705 | { | 3274 | { |
2706 | SceneObjectPart part = GetChildPart(localID); | 3275 | SceneObjectPart part = GetChildPart(localID); |
2707 | 3276 | ||
2708 | // SceneObjectPart[] parts = m_parts.GetArray(); | 3277 | SceneObjectPart[] parts = m_parts.GetArray(); |
2709 | // for (int i = 0; i < parts.Length; i++) | 3278 | for (int i = 0; i < parts.Length; i++) |
2710 | // parts[i].StoreUndoState(); | 3279 | parts[i].StoreUndoState(); |
2711 | 3280 | ||
2712 | if (part != null) | 3281 | if (part != null) |
2713 | { | 3282 | { |
@@ -2763,10 +3332,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
2763 | obPart.OffsetPosition = obPart.OffsetPosition + diff; | 3332 | obPart.OffsetPosition = obPart.OffsetPosition + diff; |
2764 | } | 3333 | } |
2765 | 3334 | ||
2766 | AbsolutePosition = newPos; | 3335 | //We have to set undoing here because otherwise an undo state will be saved |
3336 | if (!m_rootPart.Undoing) | ||
3337 | { | ||
3338 | m_rootPart.Undoing = true; | ||
3339 | AbsolutePosition = newPos; | ||
3340 | m_rootPart.Undoing = false; | ||
3341 | } | ||
3342 | else | ||
3343 | { | ||
3344 | AbsolutePosition = newPos; | ||
3345 | } | ||
2767 | 3346 | ||
2768 | HasGroupChanged = true; | 3347 | HasGroupChanged = true; |
2769 | ScheduleGroupForTerseUpdate(); | 3348 | if (m_rootPart.Undoing) |
3349 | { | ||
3350 | ScheduleGroupForFullUpdate(); | ||
3351 | } | ||
3352 | else | ||
3353 | { | ||
3354 | ScheduleGroupForTerseUpdate(); | ||
3355 | } | ||
2770 | } | 3356 | } |
2771 | 3357 | ||
2772 | #endregion | 3358 | #endregion |
@@ -2843,10 +3429,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2843 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 3429 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
2844 | { | 3430 | { |
2845 | SceneObjectPart part = GetChildPart(localID); | 3431 | SceneObjectPart part = GetChildPart(localID); |
2846 | |||
2847 | SceneObjectPart[] parts = m_parts.GetArray(); | 3432 | SceneObjectPart[] parts = m_parts.GetArray(); |
2848 | for (int i = 0; i < parts.Length; i++) | ||
2849 | parts[i].StoreUndoState(); | ||
2850 | 3433 | ||
2851 | if (part != null) | 3434 | if (part != null) |
2852 | { | 3435 | { |
@@ -2884,7 +3467,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2884 | if (part.UUID == m_rootPart.UUID) | 3467 | if (part.UUID == m_rootPart.UUID) |
2885 | { | 3468 | { |
2886 | UpdateRootRotation(rot); | 3469 | UpdateRootRotation(rot); |
2887 | AbsolutePosition = pos; | 3470 | if (!m_rootPart.Undoing) |
3471 | { | ||
3472 | m_rootPart.Undoing = true; | ||
3473 | AbsolutePosition = pos; | ||
3474 | m_rootPart.Undoing = false; | ||
3475 | } | ||
3476 | else | ||
3477 | { | ||
3478 | AbsolutePosition = pos; | ||
3479 | } | ||
2888 | } | 3480 | } |
2889 | else | 3481 | else |
2890 | { | 3482 | { |
@@ -2908,9 +3500,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2908 | 3500 | ||
2909 | Quaternion axRot = rot; | 3501 | Quaternion axRot = rot; |
2910 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3502 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
2911 | |||
2912 | m_rootPart.StoreUndoState(); | 3503 | m_rootPart.StoreUndoState(); |
2913 | m_rootPart.UpdateRotation(rot); | 3504 | |
3505 | //Don't use UpdateRotation because it schedules an update prematurely | ||
3506 | m_rootPart.RotationOffset = rot; | ||
2914 | if (m_rootPart.PhysActor != null) | 3507 | if (m_rootPart.PhysActor != null) |
2915 | { | 3508 | { |
2916 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | 3509 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; |
@@ -2924,15 +3517,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2924 | if (prim.UUID != m_rootPart.UUID) | 3517 | if (prim.UUID != m_rootPart.UUID) |
2925 | { | 3518 | { |
2926 | prim.IgnoreUndoUpdate = true; | 3519 | prim.IgnoreUndoUpdate = true; |
3520 | |||
3521 | Quaternion NewRot = oldParentRot * prim.RotationOffset; | ||
3522 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3523 | prim.RotationOffset = NewRot; | ||
3524 | |||
2927 | Vector3 axPos = prim.OffsetPosition; | 3525 | Vector3 axPos = prim.OffsetPosition; |
3526 | |||
2928 | axPos *= oldParentRot; | 3527 | axPos *= oldParentRot; |
2929 | axPos *= Quaternion.Inverse(axRot); | 3528 | axPos *= Quaternion.Inverse(axRot); |
2930 | prim.OffsetPosition = axPos; | 3529 | prim.OffsetPosition = axPos; |
2931 | Quaternion primsRot = prim.RotationOffset; | 3530 | |
2932 | Quaternion newRot = oldParentRot * primsRot; | ||
2933 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
2934 | prim.RotationOffset = newRot; | ||
2935 | prim.ScheduleTerseUpdate(); | ||
2936 | prim.IgnoreUndoUpdate = false; | 3531 | prim.IgnoreUndoUpdate = false; |
2937 | } | 3532 | } |
2938 | } | 3533 | } |
@@ -2946,8 +3541,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2946 | //// childpart.StoreUndoState(); | 3541 | //// childpart.StoreUndoState(); |
2947 | // } | 3542 | // } |
2948 | // } | 3543 | // } |
2949 | 3544 | HasGroupChanged = true; | |
2950 | m_rootPart.ScheduleTerseUpdate(); | 3545 | ScheduleGroupForFullUpdate(); |
2951 | 3546 | ||
2952 | // m_log.DebugFormat( | 3547 | // m_log.DebugFormat( |
2953 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3548 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", |
@@ -3175,7 +3770,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3175 | public float GetMass() | 3770 | public float GetMass() |
3176 | { | 3771 | { |
3177 | float retmass = 0f; | 3772 | float retmass = 0f; |
3178 | |||
3179 | SceneObjectPart[] parts = m_parts.GetArray(); | 3773 | SceneObjectPart[] parts = m_parts.GetArray(); |
3180 | for (int i = 0; i < parts.Length; i++) | 3774 | for (int i = 0; i < parts.Length; i++) |
3181 | retmass += parts[i].GetMass(); | 3775 | retmass += parts[i].GetMass(); |
@@ -3271,6 +3865,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3271 | SetFromItemID(uuid); | 3865 | SetFromItemID(uuid); |
3272 | } | 3866 | } |
3273 | 3867 | ||
3868 | public void ResetOwnerChangeFlag() | ||
3869 | { | ||
3870 | ForEachPart(delegate(SceneObjectPart part) | ||
3871 | { | ||
3872 | part.ResetOwnerChangeFlag(); | ||
3873 | }); | ||
3874 | } | ||
3875 | |||
3274 | #endregion | 3876 | #endregion |
3275 | } | 3877 | } |
3276 | } | 3878 | } |