diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1237 |
1 files changed, 996 insertions, 241 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 9bd7632..2420048 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -24,12 +24,13 @@ | |||
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.ComponentModel; | 29 | using System.ComponentModel; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Drawing; | 31 | using System.Drawing; |
32 | using System.IO; | 32 | using System.IO; |
33 | using System.Diagnostics; | ||
33 | using System.Linq; | 34 | using System.Linq; |
34 | using System.Threading; | 35 | using System.Threading; |
35 | using System.Xml; | 36 | using System.Xml; |
@@ -44,6 +45,7 @@ using PermissionMask = OpenSim.Framework.PermissionMask; | |||
44 | 45 | ||
45 | namespace OpenSim.Region.Framework.Scenes | 46 | namespace OpenSim.Region.Framework.Scenes |
46 | { | 47 | { |
48 | |||
47 | [Flags] | 49 | [Flags] |
48 | public enum scriptEvents | 50 | public enum scriptEvents |
49 | { | 51 | { |
@@ -78,14 +80,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
78 | object_rez = 4194304 | 80 | object_rez = 4194304 |
79 | } | 81 | } |
80 | 82 | ||
81 | struct scriptPosTarget | 83 | public struct scriptPosTarget |
82 | { | 84 | { |
83 | public Vector3 targetPos; | 85 | public Vector3 targetPos; |
84 | public float tolerance; | 86 | public float tolerance; |
85 | public uint handle; | 87 | public uint handle; |
86 | } | 88 | } |
87 | 89 | ||
88 | struct scriptRotTarget | 90 | public struct scriptRotTarget |
89 | { | 91 | { |
90 | public Quaternion targetRot; | 92 | public Quaternion targetRot; |
91 | public float tolerance; | 93 | public float tolerance; |
@@ -119,8 +121,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
119 | /// since the group's last persistent backup | 121 | /// since the group's last persistent backup |
120 | /// </summary> | 122 | /// </summary> |
121 | private bool m_hasGroupChanged = false; | 123 | private bool m_hasGroupChanged = false; |
122 | private long timeFirstChanged; | 124 | private long timeFirstChanged = 0; |
123 | private long timeLastChanged; | 125 | private long timeLastChanged = 0; |
126 | private long m_maxPersistTime = 0; | ||
127 | private long m_minPersistTime = 0; | ||
128 | // private Random m_rand; | ||
124 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | 129 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); |
125 | 130 | ||
126 | /// <summary> | 131 | /// <summary> |
@@ -138,9 +143,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
138 | { | 143 | { |
139 | if (value) | 144 | if (value) |
140 | { | 145 | { |
146 | |||
147 | if (m_isBackedUp) | ||
148 | { | ||
149 | m_scene.SceneGraph.FireChangeBackup(this); | ||
150 | } | ||
141 | timeLastChanged = DateTime.Now.Ticks; | 151 | timeLastChanged = DateTime.Now.Ticks; |
142 | if (!m_hasGroupChanged) | 152 | if (!m_hasGroupChanged) |
143 | timeFirstChanged = DateTime.Now.Ticks; | 153 | timeFirstChanged = DateTime.Now.Ticks; |
154 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
155 | { | ||
156 | /* | ||
157 | if (m_rand == null) | ||
158 | { | ||
159 | byte[] val = new byte[16]; | ||
160 | m_rootPart.UUID.ToBytes(val, 0); | ||
161 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
162 | } | ||
163 | */ | ||
164 | if (m_scene.GetRootAgentCount() == 0) | ||
165 | { | ||
166 | //If the region is empty, this change has been made by an automated process | ||
167 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
168 | |||
169 | // float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
170 | float factor = 2.0f; | ||
171 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
172 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
173 | } | ||
174 | else | ||
175 | { | ||
176 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
177 | //but add a random factor so we stagger the object persistance a little | ||
178 | // m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
179 | // m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
180 | m_maxPersistTime = m_scene.m_persistAfter; | ||
181 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
182 | } | ||
183 | } | ||
144 | } | 184 | } |
145 | m_hasGroupChanged = value; | 185 | m_hasGroupChanged = value; |
146 | 186 | ||
@@ -155,7 +195,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
155 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 195 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
156 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 196 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
157 | /// </summary> | 197 | /// </summary> |
158 | public bool HasGroupChangedDueToDelink { get; private set; } | 198 | public bool HasGroupChangedDueToDelink { get; set; } |
159 | 199 | ||
160 | private bool isTimeToPersist() | 200 | private bool isTimeToPersist() |
161 | { | 201 | { |
@@ -165,8 +205,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
165 | return false; | 205 | return false; |
166 | if (m_scene.ShuttingDown) | 206 | if (m_scene.ShuttingDown) |
167 | return true; | 207 | return true; |
208 | |||
209 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
210 | { | ||
211 | m_maxPersistTime = m_scene.m_persistAfter; | ||
212 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
213 | } | ||
214 | |||
168 | long currentTime = DateTime.Now.Ticks; | 215 | long currentTime = DateTime.Now.Ticks; |
169 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 216 | |
217 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
218 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
219 | |||
220 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
170 | return true; | 221 | return true; |
171 | return false; | 222 | return false; |
172 | } | 223 | } |
@@ -224,6 +275,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
224 | { | 275 | { |
225 | AttachmentPoint = 0; | 276 | AttachmentPoint = 0; |
226 | 277 | ||
278 | // Don't zap trees | ||
279 | if (RootPart.Shape.PCode == (byte)PCode.Tree || | ||
280 | RootPart.Shape.PCode == (byte)PCode.NewTree) | ||
281 | return; | ||
282 | |||
227 | // Even though we don't use child part state parameters for attachments any more, we still need to set | 283 | // Even though we don't use child part state parameters for attachments any more, we still need to set |
228 | // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if | 284 | // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if |
229 | // we store them correctly, scene objects that we receive from elsewhere might not. | 285 | // we store them correctly, scene objects that we receive from elsewhere might not. |
@@ -269,26 +325,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
269 | get { return RootPart.VolumeDetectActive; } | 325 | get { return RootPart.VolumeDetectActive; } |
270 | } | 326 | } |
271 | 327 | ||
272 | private Vector3 lastPhysGroupPos; | ||
273 | private Quaternion lastPhysGroupRot; | ||
274 | |||
275 | private bool m_isBackedUp; | 328 | private bool m_isBackedUp; |
276 | 329 | ||
330 | public bool IsBackedUp | ||
331 | { | ||
332 | get { return m_isBackedUp; } | ||
333 | } | ||
334 | |||
277 | protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); | 335 | protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); |
278 | 336 | ||
279 | protected ulong m_regionHandle; | 337 | protected ulong m_regionHandle; |
280 | protected SceneObjectPart m_rootPart; | 338 | protected SceneObjectPart m_rootPart; |
281 | // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); | 339 | // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); |
282 | 340 | ||
283 | private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); | 341 | private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>(); |
284 | private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); | 342 | private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>(); |
343 | |||
344 | public SortedDictionary<uint, scriptPosTarget> AtTargets | ||
345 | { | ||
346 | get { return m_targets; } | ||
347 | } | ||
348 | |||
349 | public SortedDictionary<uint, scriptRotTarget> RotTargets | ||
350 | { | ||
351 | get { return m_rotTargets; } | ||
352 | } | ||
285 | 353 | ||
286 | private bool m_scriptListens_atTarget; | 354 | private bool m_scriptListens_atTarget; |
287 | private bool m_scriptListens_notAtTarget; | 355 | private bool m_scriptListens_notAtTarget; |
288 | |||
289 | private bool m_scriptListens_atRotTarget; | 356 | private bool m_scriptListens_atRotTarget; |
290 | private bool m_scriptListens_notAtRotTarget; | 357 | private bool m_scriptListens_notAtRotTarget; |
291 | 358 | ||
359 | public bool m_dupeInProgress = false; | ||
292 | internal Dictionary<UUID, string> m_savedScriptState; | 360 | internal Dictionary<UUID, string> m_savedScriptState; |
293 | 361 | ||
294 | #region Properties | 362 | #region Properties |
@@ -325,6 +393,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
325 | get { return m_parts.Count; } | 393 | get { return m_parts.Count; } |
326 | } | 394 | } |
327 | 395 | ||
396 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
397 | // | ||
398 | // public virtual Quaternion Rotation | ||
399 | // { | ||
400 | // get { return m_rotation; } | ||
401 | // set { | ||
402 | // m_rotation = value; | ||
403 | // } | ||
404 | // } | ||
405 | |||
328 | public Quaternion GroupRotation | 406 | public Quaternion GroupRotation |
329 | { | 407 | { |
330 | get { return m_rootPart.RotationOffset; } | 408 | get { return m_rootPart.RotationOffset; } |
@@ -600,9 +678,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
600 | // Restuff the new GroupPosition into each SOP of the linkset. | 678 | // Restuff the new GroupPosition into each SOP of the linkset. |
601 | // This has the affect of resetting and tainting the physics actors. | 679 | // This has the affect of resetting and tainting the physics actors. |
602 | SceneObjectPart[] parts = m_parts.GetArray(); | 680 | SceneObjectPart[] parts = m_parts.GetArray(); |
603 | for (int i = 0; i < parts.Length; i++) | 681 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
604 | parts[i].GroupPosition = val; | 682 | if (m_dupeInProgress) |
683 | triggerScriptEvent = false; | ||
684 | foreach (SceneObjectPart part in parts) | ||
685 | { | ||
686 | part.GroupPosition = val; | ||
687 | if (triggerScriptEvent) | ||
688 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
689 | } | ||
605 | 690 | ||
691 | /* | ||
692 | This seems not needed and should not be needed: | ||
693 | sp absolute position depends on sit part absolute position fixed above. | ||
694 | sp ParentPosition is not used anywhere. | ||
695 | Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it | ||
696 | Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature. | ||
697 | |||
698 | if (!m_dupeInProgress) | ||
699 | { | ||
700 | foreach (ScenePresence av in m_linkedAvatars) | ||
701 | { | ||
702 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
703 | if (p != null && m_parts.TryGetValue(p.UUID, out p)) | ||
704 | { | ||
705 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
706 | av.AbsolutePosition += offset; | ||
707 | // av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
708 | av.SendAvatarDataToAllAgents(); | ||
709 | } | ||
710 | } | ||
711 | } | ||
712 | */ | ||
606 | //if (m_rootPart.PhysActor != null) | 713 | //if (m_rootPart.PhysActor != null) |
607 | //{ | 714 | //{ |
608 | //m_rootPart.PhysActor.Position = | 715 | //m_rootPart.PhysActor.Position = |
@@ -719,6 +826,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
719 | m_isSelected = value; | 826 | m_isSelected = value; |
720 | // Tell physics engine that group is selected | 827 | // Tell physics engine that group is selected |
721 | 828 | ||
829 | // this is not right | ||
830 | // but ode engines should only really need to know about root part | ||
831 | // so they can put entire object simulation on hold and not colliding | ||
832 | // keep as was for now | ||
833 | |||
722 | PhysicsActor pa = m_rootPart.PhysActor; | 834 | PhysicsActor pa = m_rootPart.PhysActor; |
723 | if (pa != null) | 835 | if (pa != null) |
724 | { | 836 | { |
@@ -740,6 +852,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
740 | } | 852 | } |
741 | } | 853 | } |
742 | 854 | ||
855 | public void PartSelectChanged(bool partSelect) | ||
856 | { | ||
857 | // any part selected makes group selected | ||
858 | if (m_isSelected == partSelect) | ||
859 | return; | ||
860 | |||
861 | if (partSelect) | ||
862 | { | ||
863 | IsSelected = partSelect; | ||
864 | // if (!IsAttachment) | ||
865 | // ScheduleGroupForFullUpdate(); | ||
866 | } | ||
867 | else | ||
868 | { | ||
869 | // bad bad bad 2 heavy for large linksets | ||
870 | // since viewer does send lot of (un)selects | ||
871 | // this needs to be replaced by a specific list or count ? | ||
872 | // but that will require extra code in several places | ||
873 | |||
874 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
875 | for (int i = 0; i < parts.Length; i++) | ||
876 | { | ||
877 | SceneObjectPart part = parts[i]; | ||
878 | if (part.IsSelected) | ||
879 | return; | ||
880 | } | ||
881 | IsSelected = partSelect; | ||
882 | if (!IsAttachment) | ||
883 | { | ||
884 | ScheduleGroupForFullUpdate(); | ||
885 | } | ||
886 | } | ||
887 | } | ||
888 | |||
743 | private SceneObjectPart m_PlaySoundMasterPrim = null; | 889 | private SceneObjectPart m_PlaySoundMasterPrim = null; |
744 | public SceneObjectPart PlaySoundMasterPrim | 890 | public SceneObjectPart PlaySoundMasterPrim |
745 | { | 891 | { |
@@ -834,6 +980,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
834 | /// </summary> | 980 | /// </summary> |
835 | public SceneObjectGroup() | 981 | public SceneObjectGroup() |
836 | { | 982 | { |
983 | |||
837 | } | 984 | } |
838 | 985 | ||
839 | /// <summary> | 986 | /// <summary> |
@@ -851,8 +998,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
851 | /// Constructor. This object is added to the scene later via AttachToScene() | 998 | /// Constructor. This object is added to the scene later via AttachToScene() |
852 | /// </summary> | 999 | /// </summary> |
853 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 1000 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
854 | :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) | 1001 | { |
855 | { | 1002 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
856 | } | 1003 | } |
857 | 1004 | ||
858 | /// <summary> | 1005 | /// <summary> |
@@ -887,6 +1034,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
887 | /// </summary> | 1034 | /// </summary> |
888 | public virtual void AttachToBackup() | 1035 | public virtual void AttachToBackup() |
889 | { | 1036 | { |
1037 | if (IsAttachment) return; | ||
1038 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
1039 | |||
890 | if (InSceneBackup) | 1040 | if (InSceneBackup) |
891 | { | 1041 | { |
892 | //m_log.DebugFormat( | 1042 | //m_log.DebugFormat( |
@@ -934,6 +1084,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
934 | 1084 | ||
935 | ApplyPhysics(); | 1085 | ApplyPhysics(); |
936 | 1086 | ||
1087 | if (RootPart.PhysActor != null) | ||
1088 | RootPart.Force = RootPart.Force; | ||
1089 | if (RootPart.PhysActor != null) | ||
1090 | RootPart.Torque = RootPart.Torque; | ||
1091 | if (RootPart.PhysActor != null) | ||
1092 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
1093 | |||
937 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 1094 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
938 | // for the same object with very different properties. The caller must schedule the update. | 1095 | // for the same object with very different properties. The caller must schedule the update. |
939 | //ScheduleGroupForFullUpdate(); | 1096 | //ScheduleGroupForFullUpdate(); |
@@ -949,6 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
949 | EntityIntersection result = new EntityIntersection(); | 1106 | EntityIntersection result = new EntityIntersection(); |
950 | 1107 | ||
951 | SceneObjectPart[] parts = m_parts.GetArray(); | 1108 | SceneObjectPart[] parts = m_parts.GetArray(); |
1109 | |||
1110 | // Find closest hit here | ||
1111 | float idist = float.MaxValue; | ||
1112 | |||
952 | for (int i = 0; i < parts.Length; i++) | 1113 | for (int i = 0; i < parts.Length; i++) |
953 | { | 1114 | { |
954 | SceneObjectPart part = parts[i]; | 1115 | SceneObjectPart part = parts[i]; |
@@ -963,11 +1124,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
963 | 1124 | ||
964 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 1125 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
965 | 1126 | ||
966 | // This may need to be updated to the maximum draw distance possible.. | ||
967 | // We might (and probably will) be checking for prim creation from other sims | ||
968 | // when the camera crosses the border. | ||
969 | float idist = Constants.RegionSize; | ||
970 | |||
971 | if (inter.HitTF) | 1127 | if (inter.HitTF) |
972 | { | 1128 | { |
973 | // We need to find the closest prim to return to the testcaller along the ray | 1129 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -978,10 +1134,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
978 | result.obj = part; | 1134 | result.obj = part; |
979 | result.normal = inter.normal; | 1135 | result.normal = inter.normal; |
980 | result.distance = inter.distance; | 1136 | result.distance = inter.distance; |
1137 | |||
1138 | idist = inter.distance; | ||
981 | } | 1139 | } |
982 | } | 1140 | } |
983 | } | 1141 | } |
984 | |||
985 | return result; | 1142 | return result; |
986 | } | 1143 | } |
987 | 1144 | ||
@@ -993,25 +1150,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
993 | /// <returns></returns> | 1150 | /// <returns></returns> |
994 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 1151 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
995 | { | 1152 | { |
996 | maxX = -256f; | 1153 | maxX = float.MinValue; |
997 | maxY = -256f; | 1154 | maxY = float.MinValue; |
998 | maxZ = -256f; | 1155 | maxZ = float.MinValue; |
999 | minX = 256f; | 1156 | minX = float.MaxValue; |
1000 | minY = 256f; | 1157 | minY = float.MaxValue; |
1001 | minZ = 8192f; | 1158 | minZ = float.MaxValue; |
1002 | 1159 | ||
1003 | SceneObjectPart[] parts = m_parts.GetArray(); | 1160 | SceneObjectPart[] parts = m_parts.GetArray(); |
1004 | for (int i = 0; i < parts.Length; i++) | 1161 | foreach (SceneObjectPart part in parts) |
1005 | { | 1162 | { |
1006 | SceneObjectPart part = parts[i]; | ||
1007 | |||
1008 | Vector3 worldPos = part.GetWorldPosition(); | 1163 | Vector3 worldPos = part.GetWorldPosition(); |
1009 | Vector3 offset = worldPos - AbsolutePosition; | 1164 | Vector3 offset = worldPos - AbsolutePosition; |
1010 | Quaternion worldRot; | 1165 | Quaternion worldRot; |
1011 | if (part.ParentID == 0) | 1166 | if (part.ParentID == 0) |
1167 | { | ||
1012 | worldRot = part.RotationOffset; | 1168 | worldRot = part.RotationOffset; |
1169 | } | ||
1013 | else | 1170 | else |
1171 | { | ||
1014 | worldRot = part.GetWorldRotation(); | 1172 | worldRot = part.GetWorldRotation(); |
1173 | } | ||
1015 | 1174 | ||
1016 | Vector3 frontTopLeft; | 1175 | Vector3 frontTopLeft; |
1017 | Vector3 frontTopRight; | 1176 | Vector3 frontTopRight; |
@@ -1023,6 +1182,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1023 | Vector3 backBottomLeft; | 1182 | Vector3 backBottomLeft; |
1024 | Vector3 backBottomRight; | 1183 | Vector3 backBottomRight; |
1025 | 1184 | ||
1185 | // Vector3[] corners = new Vector3[8]; | ||
1186 | |||
1026 | Vector3 orig = Vector3.Zero; | 1187 | Vector3 orig = Vector3.Zero; |
1027 | 1188 | ||
1028 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 1189 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -1057,6 +1218,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
1057 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 1218 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
1058 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 1219 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
1059 | 1220 | ||
1221 | |||
1222 | |||
1223 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1224 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1225 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1226 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1227 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1228 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1229 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1230 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1231 | |||
1232 | //for (int i = 0; i < 8; i++) | ||
1233 | //{ | ||
1234 | // corners[i] = corners[i] * worldRot; | ||
1235 | // corners[i] += offset; | ||
1236 | |||
1237 | // if (corners[i].X > maxX) | ||
1238 | // maxX = corners[i].X; | ||
1239 | // if (corners[i].X < minX) | ||
1240 | // minX = corners[i].X; | ||
1241 | |||
1242 | // if (corners[i].Y > maxY) | ||
1243 | // maxY = corners[i].Y; | ||
1244 | // if (corners[i].Y < minY) | ||
1245 | // minY = corners[i].Y; | ||
1246 | |||
1247 | // if (corners[i].Z > maxZ) | ||
1248 | // maxZ = corners[i].Y; | ||
1249 | // if (corners[i].Z < minZ) | ||
1250 | // minZ = corners[i].Z; | ||
1251 | //} | ||
1252 | |||
1060 | frontTopLeft = frontTopLeft * worldRot; | 1253 | frontTopLeft = frontTopLeft * worldRot; |
1061 | frontTopRight = frontTopRight * worldRot; | 1254 | frontTopRight = frontTopRight * worldRot; |
1062 | frontBottomLeft = frontBottomLeft * worldRot; | 1255 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -1078,6 +1271,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1078 | backTopLeft += offset; | 1271 | backTopLeft += offset; |
1079 | backTopRight += offset; | 1272 | backTopRight += offset; |
1080 | 1273 | ||
1274 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1275 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1276 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1277 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1278 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1279 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1280 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1281 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1282 | |||
1081 | if (frontTopRight.X > maxX) | 1283 | if (frontTopRight.X > maxX) |
1082 | maxX = frontTopRight.X; | 1284 | maxX = frontTopRight.X; |
1083 | if (frontTopLeft.X > maxX) | 1285 | if (frontTopLeft.X > maxX) |
@@ -1221,17 +1423,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
1221 | 1423 | ||
1222 | #endregion | 1424 | #endregion |
1223 | 1425 | ||
1426 | public void GetResourcesCosts(SceneObjectPart apart, | ||
1427 | out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost) | ||
1428 | { | ||
1429 | // this information may need to be cached | ||
1430 | |||
1431 | float cost; | ||
1432 | float tmpcost; | ||
1433 | |||
1434 | bool ComplexCost = false; | ||
1435 | |||
1436 | SceneObjectPart p; | ||
1437 | SceneObjectPart[] parts; | ||
1438 | |||
1439 | lock (m_parts) | ||
1440 | { | ||
1441 | parts = m_parts.GetArray(); | ||
1442 | } | ||
1443 | |||
1444 | int nparts = parts.Length; | ||
1445 | |||
1446 | |||
1447 | for (int i = 0; i < nparts; i++) | ||
1448 | { | ||
1449 | p = parts[i]; | ||
1450 | |||
1451 | if (p.UsesComplexCost) | ||
1452 | { | ||
1453 | ComplexCost = true; | ||
1454 | break; | ||
1455 | } | ||
1456 | } | ||
1457 | |||
1458 | if (ComplexCost) | ||
1459 | { | ||
1460 | linksetResCost = 0; | ||
1461 | linksetPhysCost = 0; | ||
1462 | partCost = 0; | ||
1463 | partPhysCost = 0; | ||
1464 | |||
1465 | for (int i = 0; i < nparts; i++) | ||
1466 | { | ||
1467 | p = parts[i]; | ||
1468 | |||
1469 | cost = p.StreamingCost; | ||
1470 | tmpcost = p.SimulationCost; | ||
1471 | if (tmpcost > cost) | ||
1472 | cost = tmpcost; | ||
1473 | tmpcost = p.PhysicsCost; | ||
1474 | if (tmpcost > cost) | ||
1475 | cost = tmpcost; | ||
1476 | |||
1477 | linksetPhysCost += tmpcost; | ||
1478 | linksetResCost += cost; | ||
1479 | |||
1480 | if (p == apart) | ||
1481 | { | ||
1482 | partCost = cost; | ||
1483 | partPhysCost = tmpcost; | ||
1484 | } | ||
1485 | } | ||
1486 | } | ||
1487 | else | ||
1488 | { | ||
1489 | partPhysCost = 1.0f; | ||
1490 | partCost = 1.0f; | ||
1491 | linksetResCost = (float)nparts; | ||
1492 | linksetPhysCost = linksetResCost; | ||
1493 | } | ||
1494 | } | ||
1495 | |||
1496 | public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost) | ||
1497 | { | ||
1498 | SceneObjectPart p; | ||
1499 | SceneObjectPart[] parts; | ||
1500 | |||
1501 | lock (m_parts) | ||
1502 | { | ||
1503 | parts = m_parts.GetArray(); | ||
1504 | } | ||
1505 | |||
1506 | int nparts = parts.Length; | ||
1507 | |||
1508 | PhysCost = 0; | ||
1509 | StreamCost = 0; | ||
1510 | SimulCost = 0; | ||
1511 | |||
1512 | for (int i = 0; i < nparts; i++) | ||
1513 | { | ||
1514 | p = parts[i]; | ||
1515 | |||
1516 | StreamCost += p.StreamingCost; | ||
1517 | SimulCost += p.SimulationCost; | ||
1518 | PhysCost += p.PhysicsCost; | ||
1519 | } | ||
1520 | } | ||
1521 | |||
1224 | public void SaveScriptedState(XmlTextWriter writer) | 1522 | public void SaveScriptedState(XmlTextWriter writer) |
1225 | { | 1523 | { |
1524 | SaveScriptedState(writer, false); | ||
1525 | } | ||
1526 | |||
1527 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1528 | { | ||
1226 | XmlDocument doc = new XmlDocument(); | 1529 | XmlDocument doc = new XmlDocument(); |
1227 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1530 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
1228 | 1531 | ||
1229 | SceneObjectPart[] parts = m_parts.GetArray(); | 1532 | SceneObjectPart[] parts = m_parts.GetArray(); |
1230 | for (int i = 0; i < parts.Length; i++) | 1533 | for (int i = 0; i < parts.Length; i++) |
1231 | { | 1534 | { |
1232 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1535 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
1233 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1536 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
1234 | states.Add(kvp.Key, kvp.Value); | 1537 | states[kvp.Key] = kvp.Value; |
1235 | } | 1538 | } |
1236 | 1539 | ||
1237 | if (states.Count > 0) | 1540 | if (states.Count > 0) |
@@ -1250,16 +1553,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1250 | } | 1553 | } |
1251 | } | 1554 | } |
1252 | 1555 | ||
1253 | |||
1254 | /// <summary> | ||
1255 | /// | ||
1256 | /// </summary> | ||
1257 | /// <param name="part"></param> | ||
1258 | private void SetPartAsNonRoot(SceneObjectPart part) | ||
1259 | { | ||
1260 | part.ParentID = m_rootPart.LocalId; | ||
1261 | part.ClearUndoState(); | ||
1262 | } | ||
1263 | /// <summary> | 1556 | /// <summary> |
1264 | /// Add the avatar to this linkset (avatar is sat). | 1557 | /// Add the avatar to this linkset (avatar is sat). |
1265 | /// </summary> | 1558 | /// </summary> |
@@ -1301,6 +1594,139 @@ namespace OpenSim.Region.Framework.Scenes | |||
1301 | return m_linkedAvatars; | 1594 | return m_linkedAvatars; |
1302 | } | 1595 | } |
1303 | 1596 | ||
1597 | /// <summary> | ||
1598 | /// Attach this scene object to the given avatar. | ||
1599 | /// </summary> | ||
1600 | /// <param name="agentID"></param> | ||
1601 | /// <param name="attachmentpoint"></param> | ||
1602 | /// <param name="AttachOffset"></param> | ||
1603 | private void AttachToAgent( | ||
1604 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1605 | { | ||
1606 | if (avatar != null) | ||
1607 | { | ||
1608 | // don't attach attachments to child agents | ||
1609 | if (avatar.IsChildAgent) return; | ||
1610 | |||
1611 | // Remove from database and parcel prim count | ||
1612 | m_scene.DeleteFromStorage(so.UUID); | ||
1613 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1614 | |||
1615 | so.AttachedAvatar = avatar.UUID; | ||
1616 | |||
1617 | if (so.RootPart.PhysActor != null) | ||
1618 | { | ||
1619 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1620 | so.RootPart.PhysActor = null; | ||
1621 | } | ||
1622 | |||
1623 | so.AbsolutePosition = attachOffset; | ||
1624 | so.RootPart.AttachedPos = attachOffset; | ||
1625 | so.IsAttachment = true; | ||
1626 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1627 | so.AttachmentPoint = attachmentpoint; | ||
1628 | |||
1629 | avatar.AddAttachment(this); | ||
1630 | |||
1631 | if (!silent) | ||
1632 | { | ||
1633 | // Killing it here will cause the client to deselect it | ||
1634 | // It then reappears on the avatar, deselected | ||
1635 | // through the full update below | ||
1636 | // | ||
1637 | if (IsSelected) | ||
1638 | { | ||
1639 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1640 | } | ||
1641 | |||
1642 | IsSelected = false; // fudge.... | ||
1643 | ScheduleGroupForFullUpdate(); | ||
1644 | } | ||
1645 | } | ||
1646 | else | ||
1647 | { | ||
1648 | m_log.WarnFormat( | ||
1649 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1650 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1651 | } | ||
1652 | } | ||
1653 | |||
1654 | public byte GetAttachmentPoint() | ||
1655 | { | ||
1656 | return m_rootPart.Shape.State; | ||
1657 | } | ||
1658 | |||
1659 | public void DetachToGround() | ||
1660 | { | ||
1661 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1662 | if (avatar == null) | ||
1663 | return; | ||
1664 | m_rootPart.Shape.LastAttachPoint = m_rootPart.Shape.State; | ||
1665 | m_rootPart.AttachedPos = m_rootPart.OffsetPosition; | ||
1666 | avatar.RemoveAttachment(this); | ||
1667 | |||
1668 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1669 | if (avatar == null) | ||
1670 | return; | ||
1671 | |||
1672 | detachedpos = avatar.AbsolutePosition; | ||
1673 | FromItemID = UUID.Zero; | ||
1674 | |||
1675 | AbsolutePosition = detachedpos; | ||
1676 | AttachedAvatar = UUID.Zero; | ||
1677 | |||
1678 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1679 | //for (int i = 0; i < parts.Length; i++) | ||
1680 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1681 | |||
1682 | m_rootPart.SetParentLocalId(0); | ||
1683 | AttachmentPoint = (byte)0; | ||
1684 | // must check if buildind should be true or false here | ||
1685 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); | ||
1686 | HasGroupChanged = true; | ||
1687 | RootPart.Rezzed = DateTime.Now; | ||
1688 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1689 | AttachToBackup(); | ||
1690 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1691 | m_rootPart.ScheduleFullUpdate(); | ||
1692 | m_rootPart.ClearUndoState(); | ||
1693 | } | ||
1694 | |||
1695 | public void DetachToInventoryPrep() | ||
1696 | { | ||
1697 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1698 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1699 | if (avatar != null) | ||
1700 | { | ||
1701 | //detachedpos = avatar.AbsolutePosition; | ||
1702 | avatar.RemoveAttachment(this); | ||
1703 | } | ||
1704 | |||
1705 | AttachedAvatar = UUID.Zero; | ||
1706 | |||
1707 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1708 | for (int i = 0; i < parts.Length; i++) | ||
1709 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1710 | |||
1711 | m_rootPart.SetParentLocalId(0); | ||
1712 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1713 | IsAttachment = false; | ||
1714 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1715 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1716 | //AttachToBackup(); | ||
1717 | //m_rootPart.ScheduleFullUpdate(); | ||
1718 | } | ||
1719 | |||
1720 | /// <summary> | ||
1721 | /// | ||
1722 | /// </summary> | ||
1723 | /// <param name="part"></param> | ||
1724 | private void SetPartAsNonRoot(SceneObjectPart part) | ||
1725 | { | ||
1726 | part.ParentID = m_rootPart.LocalId; | ||
1727 | part.ClearUndoState(); | ||
1728 | } | ||
1729 | |||
1304 | public ushort GetTimeDilation() | 1730 | public ushort GetTimeDilation() |
1305 | { | 1731 | { |
1306 | return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f); | 1732 | return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f); |
@@ -1331,7 +1757,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1331 | public void AddPart(SceneObjectPart part) | 1757 | public void AddPart(SceneObjectPart part) |
1332 | { | 1758 | { |
1333 | part.SetParent(this); | 1759 | part.SetParent(this); |
1334 | part.LinkNum = m_parts.Add(part.UUID, part); | 1760 | m_parts.Add(part.UUID, part); |
1761 | |||
1762 | part.LinkNum = m_parts.Count; | ||
1763 | |||
1335 | if (part.LinkNum == 2) | 1764 | if (part.LinkNum == 2) |
1336 | RootPart.LinkNum = 1; | 1765 | RootPart.LinkNum = 1; |
1337 | } | 1766 | } |
@@ -1357,6 +1786,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1357 | parts[i].UUID = UUID.Random(); | 1786 | parts[i].UUID = UUID.Random(); |
1358 | } | 1787 | } |
1359 | 1788 | ||
1789 | // helper provided for parts. | ||
1790 | public int GetSceneMaxUndo() | ||
1791 | { | ||
1792 | if (m_scene != null) | ||
1793 | return m_scene.MaxUndoCount; | ||
1794 | return 5; | ||
1795 | } | ||
1796 | |||
1360 | // justincc: I don't believe this hack is needed any longer, especially since the physics | 1797 | // justincc: I don't believe this hack is needed any longer, especially since the physics |
1361 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false | 1798 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false |
1362 | // this method was preventing proper reload of scene objects. | 1799 | // this method was preventing proper reload of scene objects. |
@@ -1414,7 +1851,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1414 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", | 1851 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", |
1415 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); | 1852 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); |
1416 | 1853 | ||
1417 | part.StoreUndoState(); | 1854 | // part.StoreUndoState(); |
1418 | part.OnGrab(offsetPos, remoteClient); | 1855 | part.OnGrab(offsetPos, remoteClient); |
1419 | } | 1856 | } |
1420 | 1857 | ||
@@ -1434,6 +1871,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1434 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1871 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1435 | public void DeleteGroupFromScene(bool silent) | 1872 | public void DeleteGroupFromScene(bool silent) |
1436 | { | 1873 | { |
1874 | // We need to keep track of this state in case this group is still queued for backup. | ||
1875 | IsDeleted = true; | ||
1876 | |||
1877 | DetachFromBackup(); | ||
1878 | |||
1437 | SceneObjectPart[] parts = m_parts.GetArray(); | 1879 | SceneObjectPart[] parts = m_parts.GetArray(); |
1438 | for (int i = 0; i < parts.Length; i++) | 1880 | for (int i = 0; i < parts.Length; i++) |
1439 | { | 1881 | { |
@@ -1457,6 +1899,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1457 | } | 1899 | } |
1458 | }); | 1900 | }); |
1459 | } | 1901 | } |
1902 | |||
1460 | } | 1903 | } |
1461 | 1904 | ||
1462 | public void AddScriptLPS(int count) | 1905 | public void AddScriptLPS(int count) |
@@ -1526,28 +1969,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1526 | /// </summary> | 1969 | /// </summary> |
1527 | public void ApplyPhysics() | 1970 | public void ApplyPhysics() |
1528 | { | 1971 | { |
1529 | // Apply physics to the root prim | ||
1530 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1531 | |||
1532 | // Apply physics to child prims | ||
1533 | SceneObjectPart[] parts = m_parts.GetArray(); | 1972 | SceneObjectPart[] parts = m_parts.GetArray(); |
1534 | if (parts.Length > 1) | 1973 | if (parts.Length > 1) |
1535 | { | 1974 | { |
1975 | ResetChildPrimPhysicsPositions(); | ||
1976 | |||
1977 | // Apply physics to the root prim | ||
1978 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true); | ||
1979 | |||
1980 | |||
1536 | for (int i = 0; i < parts.Length; i++) | 1981 | for (int i = 0; i < parts.Length; i++) |
1537 | { | 1982 | { |
1538 | SceneObjectPart part = parts[i]; | 1983 | SceneObjectPart part = parts[i]; |
1539 | if (part.LocalId != m_rootPart.LocalId) | 1984 | if (part.LocalId != m_rootPart.LocalId) |
1540 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); | 1985 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true); |
1541 | } | 1986 | } |
1542 | |||
1543 | // Hack to get the physics scene geometries in the right spot | 1987 | // Hack to get the physics scene geometries in the right spot |
1544 | ResetChildPrimPhysicsPositions(); | 1988 | // ResetChildPrimPhysicsPositions(); |
1989 | if (m_rootPart.PhysActor != null) | ||
1990 | { | ||
1991 | m_rootPart.PhysActor.Building = false; | ||
1992 | } | ||
1993 | } | ||
1994 | else | ||
1995 | { | ||
1996 | // Apply physics to the root prim | ||
1997 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); | ||
1545 | } | 1998 | } |
1546 | } | 1999 | } |
1547 | 2000 | ||
1548 | public void SetOwnerId(UUID userId) | 2001 | public void SetOwnerId(UUID userId) |
1549 | { | 2002 | { |
1550 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 2003 | ForEachPart(delegate(SceneObjectPart part) |
2004 | { | ||
2005 | |||
2006 | part.OwnerID = userId; | ||
2007 | |||
2008 | }); | ||
1551 | } | 2009 | } |
1552 | 2010 | ||
1553 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 2011 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1579,11 +2037,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1579 | return; | 2037 | return; |
1580 | } | 2038 | } |
1581 | 2039 | ||
2040 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
2041 | return; | ||
2042 | |||
1582 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 2043 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1583 | // any exception propogate upwards. | 2044 | // any exception propogate upwards. |
1584 | try | 2045 | try |
1585 | { | 2046 | { |
1586 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 2047 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
2048 | !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things | ||
2049 | m_scene.LoadingPrims) // Land may not be valid yet | ||
2050 | |||
1587 | { | 2051 | { |
1588 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 2052 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1589 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 2053 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1610,6 +2074,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1610 | } | 2074 | } |
1611 | } | 2075 | } |
1612 | } | 2076 | } |
2077 | |||
1613 | } | 2078 | } |
1614 | 2079 | ||
1615 | if (m_scene.UseBackup && HasGroupChanged) | 2080 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1617,10 +2082,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
1617 | // don't backup while it's selected or you're asking for changes mid stream. | 2082 | // don't backup while it's selected or you're asking for changes mid stream. |
1618 | if (isTimeToPersist() || forcedBackup) | 2083 | if (isTimeToPersist() || forcedBackup) |
1619 | { | 2084 | { |
2085 | if (m_rootPart.PhysActor != null && | ||
2086 | (!m_rootPart.PhysActor.IsPhysical)) | ||
2087 | { | ||
2088 | // Possible ghost prim | ||
2089 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
2090 | { | ||
2091 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
2092 | { | ||
2093 | // Re-set physics actor positions and | ||
2094 | // orientations | ||
2095 | part.GroupPosition = m_rootPart.GroupPosition; | ||
2096 | } | ||
2097 | } | ||
2098 | } | ||
1620 | // m_log.DebugFormat( | 2099 | // m_log.DebugFormat( |
1621 | // "[SCENE]: Storing {0}, {1} in {2}", | 2100 | // "[SCENE]: Storing {0}, {1} in {2}", |
1622 | // Name, UUID, m_scene.RegionInfo.RegionName); | 2101 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1623 | 2102 | ||
2103 | if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0) | ||
2104 | { | ||
2105 | RootPart.Shape.LastAttachPoint = RootPart.Shape.State; | ||
2106 | RootPart.Shape.State = 0; | ||
2107 | ScheduleGroupForFullUpdate(); | ||
2108 | } | ||
2109 | |||
1624 | SceneObjectGroup backup_group = Copy(false); | 2110 | SceneObjectGroup backup_group = Copy(false); |
1625 | backup_group.RootPart.Velocity = RootPart.Velocity; | 2111 | backup_group.RootPart.Velocity = RootPart.Velocity; |
1626 | backup_group.RootPart.Acceleration = RootPart.Acceleration; | 2112 | backup_group.RootPart.Acceleration = RootPart.Acceleration; |
@@ -1630,6 +2116,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1630 | HasGroupChangedDueToDelink = false; | 2116 | HasGroupChangedDueToDelink = false; |
1631 | 2117 | ||
1632 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); | 2118 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); |
2119 | /* | ||
2120 | backup_group.ForEachPart(delegate(SceneObjectPart part) | ||
2121 | { | ||
2122 | if (part.KeyframeMotion != null) | ||
2123 | { | ||
2124 | part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); | ||
2125 | // part.KeyframeMotion.UpdateSceneObject(this); | ||
2126 | } | ||
2127 | }); | ||
2128 | */ | ||
1633 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); | 2129 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); |
1634 | 2130 | ||
1635 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 2131 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
@@ -1686,10 +2182,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1686 | /// <returns></returns> | 2182 | /// <returns></returns> |
1687 | public SceneObjectGroup Copy(bool userExposed) | 2183 | public SceneObjectGroup Copy(bool userExposed) |
1688 | { | 2184 | { |
2185 | m_dupeInProgress = true; | ||
1689 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 2186 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1690 | dupe.m_isBackedUp = false; | 2187 | dupe.m_isBackedUp = false; |
1691 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 2188 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
1692 | 2189 | ||
2190 | // new group as no sitting avatars | ||
2191 | dupe.m_linkedAvatars = new List<ScenePresence>(); | ||
2192 | |||
1693 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 2193 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1694 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 2194 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1695 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 2195 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
@@ -1700,7 +2200,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1700 | // This is only necessary when userExposed is false! | 2200 | // This is only necessary when userExposed is false! |
1701 | 2201 | ||
1702 | bool previousAttachmentStatus = dupe.IsAttachment; | 2202 | bool previousAttachmentStatus = dupe.IsAttachment; |
1703 | 2203 | ||
1704 | if (!userExposed) | 2204 | if (!userExposed) |
1705 | dupe.IsAttachment = true; | 2205 | dupe.IsAttachment = true; |
1706 | 2206 | ||
@@ -1713,16 +2213,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1713 | 2213 | ||
1714 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 2214 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1715 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 2215 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
2216 | |||
1716 | 2217 | ||
1717 | if (userExposed) | 2218 | if (userExposed) |
1718 | dupe.m_rootPart.TrimPermissions(); | 2219 | dupe.m_rootPart.TrimPermissions(); |
1719 | 2220 | ||
1720 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 2221 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1721 | 2222 | ||
1722 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 2223 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1723 | { | 2224 | { |
1724 | return p1.LinkNum.CompareTo(p2.LinkNum); | 2225 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1725 | } | 2226 | } |
1726 | ); | 2227 | ); |
1727 | 2228 | ||
1728 | foreach (SceneObjectPart part in partList) | 2229 | foreach (SceneObjectPart part in partList) |
@@ -1732,43 +2233,56 @@ namespace OpenSim.Region.Framework.Scenes | |||
1732 | { | 2233 | { |
1733 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 2234 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1734 | newPart.LinkNum = part.LinkNum; | 2235 | newPart.LinkNum = part.LinkNum; |
1735 | } | 2236 | if (userExposed) |
2237 | newPart.ParentID = dupe.m_rootPart.LocalId; | ||
2238 | } | ||
1736 | else | 2239 | else |
1737 | { | 2240 | { |
1738 | newPart = dupe.m_rootPart; | 2241 | newPart = dupe.m_rootPart; |
1739 | } | 2242 | } |
2243 | /* | ||
2244 | bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0); | ||
2245 | bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0); | ||
1740 | 2246 | ||
1741 | // Need to duplicate the physics actor as well | 2247 | // Need to duplicate the physics actor as well |
1742 | PhysicsActor originalPartPa = part.PhysActor; | 2248 | if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive)) |
1743 | if (originalPartPa != null && userExposed) | ||
1744 | { | 2249 | { |
1745 | PrimitiveBaseShape pbs = newPart.Shape; | 2250 | PrimitiveBaseShape pbs = newPart.Shape; |
1746 | |||
1747 | newPart.PhysActor | 2251 | newPart.PhysActor |
1748 | = m_scene.PhysicsScene.AddPrimShape( | 2252 | = m_scene.PhysicsScene.AddPrimShape( |
1749 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 2253 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
1750 | pbs, | 2254 | pbs, |
1751 | newPart.AbsolutePosition, | 2255 | newPart.AbsolutePosition, |
1752 | newPart.Scale, | 2256 | newPart.Scale, |
1753 | newPart.RotationOffset, | 2257 | newPart.GetWorldRotation(), |
1754 | originalPartPa.IsPhysical, | 2258 | isphys, |
2259 | isphan, | ||
1755 | newPart.LocalId); | 2260 | newPart.LocalId); |
1756 | 2261 | ||
1757 | newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); | 2262 | newPart.DoPhysicsPropertyUpdate(isphys, true); |
1758 | } | 2263 | */ |
2264 | if (userExposed) | ||
2265 | newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true); | ||
2266 | // } | ||
2267 | // copy keyframemotion | ||
1759 | if (part.KeyframeMotion != null) | 2268 | if (part.KeyframeMotion != null) |
1760 | newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); | 2269 | newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); |
1761 | } | 2270 | } |
1762 | 2271 | ||
1763 | if (userExposed) | 2272 | if (userExposed) |
1764 | { | 2273 | { |
1765 | dupe.UpdateParentIDs(); | 2274 | // done above dupe.UpdateParentIDs(); |
2275 | |||
2276 | if (dupe.m_rootPart.PhysActor != null) | ||
2277 | dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building | ||
2278 | |||
1766 | dupe.HasGroupChanged = true; | 2279 | dupe.HasGroupChanged = true; |
1767 | dupe.AttachToBackup(); | 2280 | dupe.AttachToBackup(); |
1768 | 2281 | ||
1769 | ScheduleGroupForFullUpdate(); | 2282 | ScheduleGroupForFullUpdate(); |
1770 | } | 2283 | } |
1771 | 2284 | ||
2285 | m_dupeInProgress = false; | ||
1772 | return dupe; | 2286 | return dupe; |
1773 | } | 2287 | } |
1774 | 2288 | ||
@@ -1780,7 +2294,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1780 | /// <param name="cGroupID"></param> | 2294 | /// <param name="cGroupID"></param> |
1781 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2295 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1782 | { | 2296 | { |
1783 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); | 2297 | // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); |
2298 | // give newpart a new local ID lettng old part keep same | ||
2299 | SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed); | ||
2300 | newpart.LocalId = m_scene.AllocateLocalId(); | ||
2301 | |||
2302 | SetRootPart(newpart); | ||
2303 | if (userExposed) | ||
2304 | RootPart.Velocity = Vector3.Zero; // In case source is moving | ||
1784 | } | 2305 | } |
1785 | 2306 | ||
1786 | public void ScriptSetPhysicsStatus(bool usePhysics) | 2307 | public void ScriptSetPhysicsStatus(bool usePhysics) |
@@ -1838,13 +2359,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1838 | 2359 | ||
1839 | if (pa != null) | 2360 | if (pa != null) |
1840 | { | 2361 | { |
1841 | pa.AddForce(impulse, true); | 2362 | // false to be applied as a impulse |
2363 | pa.AddForce(impulse, false); | ||
1842 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2364 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1843 | } | 2365 | } |
1844 | } | 2366 | } |
1845 | } | 2367 | } |
1846 | 2368 | ||
1847 | public void applyAngularImpulse(Vector3 impulse) | 2369 | public void ApplyAngularImpulse(Vector3 impulse) |
1848 | { | 2370 | { |
1849 | PhysicsActor pa = RootPart.PhysActor; | 2371 | PhysicsActor pa = RootPart.PhysActor; |
1850 | 2372 | ||
@@ -1852,21 +2374,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1852 | { | 2374 | { |
1853 | if (!IsAttachment) | 2375 | if (!IsAttachment) |
1854 | { | 2376 | { |
1855 | pa.AddAngularForce(impulse, true); | 2377 | // false to be applied as a impulse |
1856 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2378 | pa.AddAngularForce(impulse, false); |
1857 | } | ||
1858 | } | ||
1859 | } | ||
1860 | |||
1861 | public void setAngularImpulse(Vector3 impulse) | ||
1862 | { | ||
1863 | PhysicsActor pa = RootPart.PhysActor; | ||
1864 | |||
1865 | if (pa != null) | ||
1866 | { | ||
1867 | if (!IsAttachment) | ||
1868 | { | ||
1869 | pa.Torque = impulse; | ||
1870 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2379 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1871 | } | 2380 | } |
1872 | } | 2381 | } |
@@ -1874,20 +2383,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1874 | 2383 | ||
1875 | public Vector3 GetTorque() | 2384 | public Vector3 GetTorque() |
1876 | { | 2385 | { |
1877 | PhysicsActor pa = RootPart.PhysActor; | 2386 | return RootPart.Torque; |
1878 | |||
1879 | if (pa != null) | ||
1880 | { | ||
1881 | if (!IsAttachment) | ||
1882 | { | ||
1883 | Vector3 torque = pa.Torque; | ||
1884 | return torque; | ||
1885 | } | ||
1886 | } | ||
1887 | |||
1888 | return Vector3.Zero; | ||
1889 | } | 2387 | } |
1890 | 2388 | ||
2389 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1891 | public void moveToTarget(Vector3 target, float tau) | 2390 | public void moveToTarget(Vector3 target, float tau) |
1892 | { | 2391 | { |
1893 | if (IsAttachment) | 2392 | if (IsAttachment) |
@@ -1917,8 +2416,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
1917 | 2416 | ||
1918 | if (pa != null) | 2417 | if (pa != null) |
1919 | pa.PIDActive = false; | 2418 | pa.PIDActive = false; |
2419 | |||
2420 | RootPart.ScheduleTerseUpdate(); // send a stop information | ||
2421 | } | ||
2422 | |||
2423 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2424 | { | ||
2425 | SceneObjectPart rootpart = m_rootPart; | ||
2426 | if (rootpart != null) | ||
2427 | { | ||
2428 | if (IsAttachment) | ||
2429 | { | ||
2430 | /* | ||
2431 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2432 | if (avatar != null) | ||
2433 | { | ||
2434 | Rotate the Av? | ||
2435 | } */ | ||
2436 | } | ||
2437 | else | ||
2438 | { | ||
2439 | if (rootpart.PhysActor != null) | ||
2440 | { // APID must be implemented in your physics system for this to function. | ||
2441 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2442 | rootpart.PhysActor.APIDStrength = strength; | ||
2443 | rootpart.PhysActor.APIDDamping = damping; | ||
2444 | rootpart.PhysActor.APIDActive = true; | ||
2445 | } | ||
2446 | } | ||
2447 | } | ||
1920 | } | 2448 | } |
2449 | |||
2450 | public void stopLookAt() | ||
2451 | { | ||
2452 | SceneObjectPart rootpart = m_rootPart; | ||
2453 | if (rootpart != null) | ||
2454 | { | ||
2455 | if (rootpart.PhysActor != null) | ||
2456 | { // APID must be implemented in your physics system for this to function. | ||
2457 | rootpart.PhysActor.APIDActive = false; | ||
2458 | } | ||
2459 | } | ||
1921 | 2460 | ||
2461 | } | ||
2462 | |||
1922 | /// <summary> | 2463 | /// <summary> |
1923 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2464 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1924 | /// </summary> | 2465 | /// </summary> |
@@ -1935,7 +2476,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1935 | { | 2476 | { |
1936 | pa.PIDHoverHeight = height; | 2477 | pa.PIDHoverHeight = height; |
1937 | pa.PIDHoverType = hoverType; | 2478 | pa.PIDHoverType = hoverType; |
1938 | pa.PIDTau = tau; | 2479 | pa.PIDHoverTau = tau; |
1939 | pa.PIDHoverActive = true; | 2480 | pa.PIDHoverActive = true; |
1940 | } | 2481 | } |
1941 | else | 2482 | else |
@@ -1975,7 +2516,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1975 | /// <param name="cGroupID"></param> | 2516 | /// <param name="cGroupID"></param> |
1976 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2517 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1977 | { | 2518 | { |
1978 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2519 | // give new ID to the new part, letting old keep original |
2520 | // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
2521 | SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed); | ||
2522 | newPart.LocalId = m_scene.AllocateLocalId(); | ||
2523 | newPart.SetParent(this); | ||
2524 | |||
1979 | AddPart(newPart); | 2525 | AddPart(newPart); |
1980 | 2526 | ||
1981 | SetPartAsNonRoot(newPart); | 2527 | SetPartAsNonRoot(newPart); |
@@ -2025,6 +2571,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2025 | 2571 | ||
2026 | #endregion | 2572 | #endregion |
2027 | 2573 | ||
2574 | |||
2028 | public override void Update() | 2575 | public override void Update() |
2029 | { | 2576 | { |
2030 | // Check that the group was not deleted before the scheduled update | 2577 | // Check that the group was not deleted before the scheduled update |
@@ -2043,19 +2590,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2043 | // check to see if the physical position or rotation warrant an update. | 2590 | // check to see if the physical position or rotation warrant an update. |
2044 | if (m_rootPart.UpdateFlag == UpdateRequired.NONE) | 2591 | if (m_rootPart.UpdateFlag == UpdateRequired.NONE) |
2045 | { | 2592 | { |
2046 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | 2593 | // rootpart SendScheduledUpdates will check if a update is needed |
2047 | 2594 | m_rootPart.UpdateFlag = UpdateRequired.TERSE; | |
2048 | if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) | ||
2049 | { | ||
2050 | m_rootPart.UpdateFlag = UpdateRequired.TERSE; | ||
2051 | lastPhysGroupPos = AbsolutePosition; | ||
2052 | } | ||
2053 | |||
2054 | if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f)) | ||
2055 | { | ||
2056 | m_rootPart.UpdateFlag = UpdateRequired.TERSE; | ||
2057 | lastPhysGroupRot = GroupRotation; | ||
2058 | } | ||
2059 | } | 2595 | } |
2060 | 2596 | ||
2061 | SceneObjectPart[] parts = m_parts.GetArray(); | 2597 | SceneObjectPart[] parts = m_parts.GetArray(); |
@@ -2114,11 +2650,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2114 | /// Immediately send a full update for this scene object. | 2650 | /// Immediately send a full update for this scene object. |
2115 | /// </summary> | 2651 | /// </summary> |
2116 | public void SendGroupFullUpdate() | 2652 | public void SendGroupFullUpdate() |
2117 | { | 2653 | { |
2118 | if (IsDeleted) | 2654 | if (IsDeleted) |
2119 | return; | 2655 | return; |
2120 | 2656 | ||
2121 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2657 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
2122 | 2658 | ||
2123 | RootPart.SendFullUpdateToAllClients(); | 2659 | RootPart.SendFullUpdateToAllClients(); |
2124 | 2660 | ||
@@ -2274,6 +2810,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2274 | // 'linkPart' == the root of the group being linked into this group | 2810 | // 'linkPart' == the root of the group being linked into this group |
2275 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 2811 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
2276 | 2812 | ||
2813 | if (m_rootPart.PhysActor != null) | ||
2814 | m_rootPart.PhysActor.Building = true; | ||
2815 | if (linkPart.PhysActor != null) | ||
2816 | linkPart.PhysActor.Building = true; | ||
2817 | |||
2277 | // physics flags from group to be applied to linked parts | 2818 | // physics flags from group to be applied to linked parts |
2278 | bool grpusephys = UsesPhysics; | 2819 | bool grpusephys = UsesPhysics; |
2279 | bool grptemporary = IsTemporary; | 2820 | bool grptemporary = IsTemporary; |
@@ -2299,12 +2840,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2299 | Vector3 axPos = linkPart.OffsetPosition; | 2840 | Vector3 axPos = linkPart.OffsetPosition; |
2300 | // Rotate the linking root SOP's position to be relative to the new root prim | 2841 | // Rotate the linking root SOP's position to be relative to the new root prim |
2301 | Quaternion parentRot = m_rootPart.RotationOffset; | 2842 | Quaternion parentRot = m_rootPart.RotationOffset; |
2302 | axPos *= Quaternion.Inverse(parentRot); | 2843 | axPos *= Quaternion.Conjugate(parentRot); |
2303 | linkPart.OffsetPosition = axPos; | 2844 | linkPart.OffsetPosition = axPos; |
2304 | 2845 | ||
2305 | // Make the linking root SOP's rotation relative to the new root prim | 2846 | // Make the linking root SOP's rotation relative to the new root prim |
2306 | Quaternion oldRot = linkPart.RotationOffset; | 2847 | Quaternion oldRot = linkPart.RotationOffset; |
2307 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2848 | Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot; |
2308 | linkPart.RotationOffset = newRot; | 2849 | linkPart.RotationOffset = newRot; |
2309 | 2850 | ||
2310 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. | 2851 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. |
@@ -2338,7 +2879,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2338 | linkPart.CreateSelected = true; | 2879 | linkPart.CreateSelected = true; |
2339 | 2880 | ||
2340 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now | 2881 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now |
2341 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); | 2882 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true); |
2342 | 2883 | ||
2343 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 2884 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2344 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2885 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2348,6 +2889,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2348 | } | 2889 | } |
2349 | 2890 | ||
2350 | linkPart.LinkNum = linkNum++; | 2891 | linkPart.LinkNum = linkNum++; |
2892 | linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2351 | 2893 | ||
2352 | // Get a list of the SOP's in the old group in order of their linknum's. | 2894 | // Get a list of the SOP's in the old group in order of their linknum's. |
2353 | SceneObjectPart[] ogParts = objectGroup.Parts; | 2895 | SceneObjectPart[] ogParts = objectGroup.Parts; |
@@ -2366,7 +2908,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2366 | 2908 | ||
2367 | // Update the physics flags for the newly added SOP | 2909 | // Update the physics flags for the newly added SOP |
2368 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) | 2910 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) |
2369 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); | 2911 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true); |
2370 | 2912 | ||
2371 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 2913 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2372 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2914 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2384,7 +2926,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2384 | objectGroup.IsDeleted = true; | 2926 | objectGroup.IsDeleted = true; |
2385 | 2927 | ||
2386 | objectGroup.m_parts.Clear(); | 2928 | objectGroup.m_parts.Clear(); |
2387 | 2929 | ||
2388 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2930 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2389 | // objectGroup.m_rootPart = null; | 2931 | // objectGroup.m_rootPart = null; |
2390 | 2932 | ||
@@ -2398,6 +2940,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2398 | // unmoved prims! | 2940 | // unmoved prims! |
2399 | ResetChildPrimPhysicsPositions(); | 2941 | ResetChildPrimPhysicsPositions(); |
2400 | 2942 | ||
2943 | if (m_rootPart.PhysActor != null) | ||
2944 | m_rootPart.PhysActor.Building = false; | ||
2945 | |||
2401 | //HasGroupChanged = true; | 2946 | //HasGroupChanged = true; |
2402 | //ScheduleGroupForFullUpdate(); | 2947 | //ScheduleGroupForFullUpdate(); |
2403 | } | 2948 | } |
@@ -2465,7 +3010,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2465 | // m_log.DebugFormat( | 3010 | // m_log.DebugFormat( |
2466 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 3011 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2467 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 3012 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2468 | 3013 | ||
3014 | if (m_rootPart.PhysActor != null) | ||
3015 | m_rootPart.PhysActor.Building = true; | ||
3016 | |||
2469 | linkPart.ClearUndoState(); | 3017 | linkPart.ClearUndoState(); |
2470 | 3018 | ||
2471 | Vector3 worldPos = linkPart.GetWorldPosition(); | 3019 | Vector3 worldPos = linkPart.GetWorldPosition(); |
@@ -2536,6 +3084,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2536 | 3084 | ||
2537 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 3085 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
2538 | // (since delete works by deleting all rows which have a given object id) | 3086 | // (since delete works by deleting all rows which have a given object id) |
3087 | |||
3088 | // this is as it seems to be in sl now | ||
3089 | if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none) | ||
3090 | linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now | ||
3091 | |||
3092 | if (m_rootPart.PhysActor != null) | ||
3093 | m_rootPart.PhysActor.Building = false; | ||
3094 | |||
2539 | objectGroup.HasGroupChangedDueToDelink = true; | 3095 | objectGroup.HasGroupChangedDueToDelink = true; |
2540 | 3096 | ||
2541 | return objectGroup; | 3097 | return objectGroup; |
@@ -2547,6 +3103,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2547 | /// <param name="objectGroup"></param> | 3103 | /// <param name="objectGroup"></param> |
2548 | public virtual void DetachFromBackup() | 3104 | public virtual void DetachFromBackup() |
2549 | { | 3105 | { |
3106 | if (m_scene != null) | ||
3107 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2550 | if (m_isBackedUp && Scene != null) | 3108 | if (m_isBackedUp && Scene != null) |
2551 | m_scene.EventManager.OnBackup -= ProcessBackup; | 3109 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2552 | 3110 | ||
@@ -2567,7 +3125,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2567 | Vector3 axPos = part.OffsetPosition; | 3125 | Vector3 axPos = part.OffsetPosition; |
2568 | axPos *= parentRot; | 3126 | axPos *= parentRot; |
2569 | part.OffsetPosition = axPos; | 3127 | part.OffsetPosition = axPos; |
2570 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 3128 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
3129 | part.GroupPosition = newPos; | ||
2571 | part.OffsetPosition = Vector3.Zero; | 3130 | part.OffsetPosition = Vector3.Zero; |
2572 | 3131 | ||
2573 | // Compution our rotation to be not relative to the old parent | 3132 | // Compution our rotation to be not relative to the old parent |
@@ -2582,7 +3141,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2582 | part.LinkNum = linkNum; | 3141 | part.LinkNum = linkNum; |
2583 | 3142 | ||
2584 | // Compute the new position of this SOP relative to the group position | 3143 | // Compute the new position of this SOP relative to the group position |
2585 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 3144 | part.OffsetPosition = newPos - AbsolutePosition; |
2586 | 3145 | ||
2587 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. | 3146 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. |
2588 | // It would have the affect of setting the physics engine position multiple | 3147 | // It would have the affect of setting the physics engine position multiple |
@@ -2592,18 +3151,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2592 | // Rotate the relative position by the rotation of the group | 3151 | // Rotate the relative position by the rotation of the group |
2593 | Quaternion rootRotation = m_rootPart.RotationOffset; | 3152 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2594 | Vector3 pos = part.OffsetPosition; | 3153 | Vector3 pos = part.OffsetPosition; |
2595 | pos *= Quaternion.Inverse(rootRotation); | 3154 | pos *= Quaternion.Conjugate(rootRotation); |
2596 | part.OffsetPosition = pos; | 3155 | part.OffsetPosition = pos; |
2597 | 3156 | ||
2598 | // Compute the SOP's rotation relative to the rotation of the group. | 3157 | // Compute the SOP's rotation relative to the rotation of the group. |
2599 | parentRot = m_rootPart.RotationOffset; | 3158 | parentRot = m_rootPart.RotationOffset; |
2600 | oldRot = part.RotationOffset; | 3159 | oldRot = part.RotationOffset; |
2601 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 3160 | Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot; |
2602 | part.RotationOffset = newRot; | 3161 | part.RotationOffset = newRot; |
2603 | 3162 | ||
2604 | // Since this SOP's state has changed, push those changes into the physics engine | 3163 | // Since this SOP's state has changed, push those changes into the physics engine |
2605 | // and the simulator. | 3164 | // and the simulator. |
2606 | part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 3165 | // done on caller |
3166 | // part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2607 | } | 3167 | } |
2608 | 3168 | ||
2609 | /// <summary> | 3169 | /// <summary> |
@@ -2625,10 +3185,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2625 | { | 3185 | { |
2626 | if (!m_rootPart.BlockGrab) | 3186 | if (!m_rootPart.BlockGrab) |
2627 | { | 3187 | { |
2628 | Vector3 llmoveforce = pos - AbsolutePosition; | 3188 | /* Vector3 llmoveforce = pos - AbsolutePosition; |
2629 | Vector3 grabforce = llmoveforce; | 3189 | Vector3 grabforce = llmoveforce; |
2630 | grabforce = (grabforce / 10) * pa.Mass; | 3190 | grabforce = (grabforce / 10) * pa.Mass; |
2631 | pa.AddForce(grabforce, true); | 3191 | */ |
3192 | // empirically convert distance diference to a impulse | ||
3193 | Vector3 grabforce = pos - AbsolutePosition; | ||
3194 | grabforce = grabforce * (pa.Mass/ 10.0f); | ||
3195 | pa.AddForce(grabforce, false); | ||
2632 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 3196 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
2633 | } | 3197 | } |
2634 | } | 3198 | } |
@@ -2824,6 +3388,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2824 | /// <param name="SetVolumeDetect"></param> | 3388 | /// <param name="SetVolumeDetect"></param> |
2825 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) | 3389 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) |
2826 | { | 3390 | { |
3391 | HasGroupChanged = true; | ||
3392 | |||
2827 | SceneObjectPart selectionPart = GetPart(localID); | 3393 | SceneObjectPart selectionPart = GetPart(localID); |
2828 | 3394 | ||
2829 | if (SetTemporary && Scene != null) | 3395 | if (SetTemporary && Scene != null) |
@@ -2854,8 +3420,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2854 | } | 3420 | } |
2855 | } | 3421 | } |
2856 | 3422 | ||
2857 | for (int i = 0; i < parts.Length; i++) | 3423 | if (parts.Length > 1) |
2858 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 3424 | { |
3425 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3426 | |||
3427 | for (int i = 0; i < parts.Length; i++) | ||
3428 | { | ||
3429 | |||
3430 | if (parts[i].UUID != m_rootPart.UUID) | ||
3431 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3432 | } | ||
3433 | |||
3434 | if (m_rootPart.PhysActor != null) | ||
3435 | m_rootPart.PhysActor.Building = false; | ||
3436 | } | ||
3437 | else | ||
3438 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); | ||
2859 | } | 3439 | } |
2860 | } | 3440 | } |
2861 | 3441 | ||
@@ -2868,6 +3448,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2868 | } | 3448 | } |
2869 | } | 3449 | } |
2870 | 3450 | ||
3451 | |||
3452 | |||
3453 | /// <summary> | ||
3454 | /// Gets the number of parts | ||
3455 | /// </summary> | ||
3456 | /// <returns></returns> | ||
3457 | public int GetPartCount() | ||
3458 | { | ||
3459 | return Parts.Count(); | ||
3460 | } | ||
3461 | |||
2871 | /// <summary> | 3462 | /// <summary> |
2872 | /// Update the texture entry for this part | 3463 | /// Update the texture entry for this part |
2873 | /// </summary> | 3464 | /// </summary> |
@@ -2905,8 +3496,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2905 | { | 3496 | { |
2906 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); | 3497 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); |
2907 | 3498 | ||
3499 | bool god = Scene.Permissions.IsGod(AgentID); | ||
3500 | |||
3501 | if (field == 1 && god) | ||
3502 | { | ||
3503 | ForEachPart(part => | ||
3504 | { | ||
3505 | part.BaseMask = RootPart.BaseMask; | ||
3506 | }); | ||
3507 | } | ||
3508 | |||
2908 | AdjustChildPrimPermissions(); | 3509 | AdjustChildPrimPermissions(); |
2909 | 3510 | ||
3511 | if (field == 1 && god) // Base mask was set. Update all child part inventories | ||
3512 | { | ||
3513 | foreach (SceneObjectPart part in Parts) | ||
3514 | part.Inventory.ApplyGodPermissions(RootPart.BaseMask); | ||
3515 | } | ||
3516 | |||
2910 | HasGroupChanged = true; | 3517 | HasGroupChanged = true; |
2911 | 3518 | ||
2912 | // Send the group's properties to all clients once all parts are updated | 3519 | // Send the group's properties to all clients once all parts are updated |
@@ -2952,8 +3559,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2952 | 3559 | ||
2953 | PhysicsActor pa = m_rootPart.PhysActor; | 3560 | PhysicsActor pa = m_rootPart.PhysActor; |
2954 | 3561 | ||
2955 | RootPart.StoreUndoState(true); | ||
2956 | |||
2957 | if (Scene != null) | 3562 | if (Scene != null) |
2958 | { | 3563 | { |
2959 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); | 3564 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); |
@@ -2981,7 +3586,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2981 | SceneObjectPart obPart = parts[i]; | 3586 | SceneObjectPart obPart = parts[i]; |
2982 | if (obPart.UUID != m_rootPart.UUID) | 3587 | if (obPart.UUID != m_rootPart.UUID) |
2983 | { | 3588 | { |
2984 | // obPart.IgnoreUndoUpdate = true; | ||
2985 | Vector3 oldSize = new Vector3(obPart.Scale); | 3589 | Vector3 oldSize = new Vector3(obPart.Scale); |
2986 | 3590 | ||
2987 | float f = 1.0f; | 3591 | float f = 1.0f; |
@@ -3093,8 +3697,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3093 | z *= a; | 3697 | z *= a; |
3094 | } | 3698 | } |
3095 | } | 3699 | } |
3096 | |||
3097 | // obPart.IgnoreUndoUpdate = false; | ||
3098 | } | 3700 | } |
3099 | } | 3701 | } |
3100 | } | 3702 | } |
@@ -3104,9 +3706,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3104 | prevScale.Y *= y; | 3706 | prevScale.Y *= y; |
3105 | prevScale.Z *= z; | 3707 | prevScale.Z *= z; |
3106 | 3708 | ||
3107 | // RootPart.IgnoreUndoUpdate = true; | ||
3108 | RootPart.Resize(prevScale); | 3709 | RootPart.Resize(prevScale); |
3109 | // RootPart.IgnoreUndoUpdate = false; | ||
3110 | 3710 | ||
3111 | for (int i = 0; i < parts.Length; i++) | 3711 | for (int i = 0; i < parts.Length; i++) |
3112 | { | 3712 | { |
@@ -3114,8 +3714,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3114 | 3714 | ||
3115 | if (obPart.UUID != m_rootPart.UUID) | 3715 | if (obPart.UUID != m_rootPart.UUID) |
3116 | { | 3716 | { |
3117 | obPart.IgnoreUndoUpdate = true; | ||
3118 | |||
3119 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3717 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
3120 | currentpos.X *= x; | 3718 | currentpos.X *= x; |
3121 | currentpos.Y *= y; | 3719 | currentpos.Y *= y; |
@@ -3128,16 +3726,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3128 | 3726 | ||
3129 | obPart.Resize(newSize); | 3727 | obPart.Resize(newSize); |
3130 | obPart.UpdateOffSet(currentpos); | 3728 | obPart.UpdateOffSet(currentpos); |
3131 | |||
3132 | obPart.IgnoreUndoUpdate = false; | ||
3133 | } | 3729 | } |
3134 | 3730 | ||
3135 | // obPart.IgnoreUndoUpdate = false; | 3731 | HasGroupChanged = true; |
3136 | // obPart.StoreUndoState(); | 3732 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
3733 | ScheduleGroupForTerseUpdate(); | ||
3137 | } | 3734 | } |
3138 | |||
3139 | // m_log.DebugFormat( | ||
3140 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); | ||
3141 | } | 3735 | } |
3142 | 3736 | ||
3143 | #endregion | 3737 | #endregion |
@@ -3150,14 +3744,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3150 | /// <param name="pos"></param> | 3744 | /// <param name="pos"></param> |
3151 | public void UpdateGroupPosition(Vector3 pos) | 3745 | public void UpdateGroupPosition(Vector3 pos) |
3152 | { | 3746 | { |
3153 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); | ||
3154 | |||
3155 | RootPart.StoreUndoState(true); | ||
3156 | |||
3157 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3158 | // for (int i = 0; i < parts.Length; i++) | ||
3159 | // parts[i].StoreUndoState(); | ||
3160 | |||
3161 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3747 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
3162 | { | 3748 | { |
3163 | if (IsAttachment) | 3749 | if (IsAttachment) |
@@ -3190,21 +3776,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
3190 | /// </summary> | 3776 | /// </summary> |
3191 | /// <param name="pos"></param> | 3777 | /// <param name="pos"></param> |
3192 | /// <param name="localID"></param> | 3778 | /// <param name="localID"></param> |
3779 | /// | ||
3780 | |||
3193 | public void UpdateSinglePosition(Vector3 pos, uint localID) | 3781 | public void UpdateSinglePosition(Vector3 pos, uint localID) |
3194 | { | 3782 | { |
3195 | SceneObjectPart part = GetPart(localID); | 3783 | SceneObjectPart part = GetPart(localID); |
3196 | 3784 | ||
3197 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3198 | // for (int i = 0; i < parts.Length; i++) | ||
3199 | // parts[i].StoreUndoState(); | ||
3200 | |||
3201 | if (part != null) | 3785 | if (part != null) |
3202 | { | 3786 | { |
3203 | // m_log.DebugFormat( | 3787 | // unlock parts position change |
3204 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); | 3788 | if (m_rootPart.PhysActor != null) |
3205 | 3789 | m_rootPart.PhysActor.Building = true; | |
3206 | part.StoreUndoState(false); | ||
3207 | part.IgnoreUndoUpdate = true; | ||
3208 | 3790 | ||
3209 | if (part.UUID == m_rootPart.UUID) | 3791 | if (part.UUID == m_rootPart.UUID) |
3210 | { | 3792 | { |
@@ -3215,8 +3797,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3215 | part.UpdateOffSet(pos); | 3797 | part.UpdateOffSet(pos); |
3216 | } | 3798 | } |
3217 | 3799 | ||
3800 | if (m_rootPart.PhysActor != null) | ||
3801 | m_rootPart.PhysActor.Building = false; | ||
3802 | |||
3218 | HasGroupChanged = true; | 3803 | HasGroupChanged = true; |
3219 | part.IgnoreUndoUpdate = false; | ||
3220 | } | 3804 | } |
3221 | } | 3805 | } |
3222 | 3806 | ||
@@ -3226,13 +3810,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3226 | /// <param name="newPos"></param> | 3810 | /// <param name="newPos"></param> |
3227 | public void UpdateRootPosition(Vector3 newPos) | 3811 | public void UpdateRootPosition(Vector3 newPos) |
3228 | { | 3812 | { |
3229 | // m_log.DebugFormat( | 3813 | // needs to be called with phys building true |
3230 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); | ||
3231 | |||
3232 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3233 | // for (int i = 0; i < parts.Length; i++) | ||
3234 | // parts[i].StoreUndoState(); | ||
3235 | |||
3236 | Vector3 oldPos; | 3814 | Vector3 oldPos; |
3237 | 3815 | ||
3238 | if (IsAttachment) | 3816 | if (IsAttachment) |
@@ -3258,7 +3836,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3258 | m_rootPart.AttachedPos = newPos; | 3836 | m_rootPart.AttachedPos = newPos; |
3259 | 3837 | ||
3260 | HasGroupChanged = true; | 3838 | HasGroupChanged = true; |
3261 | ScheduleGroupForTerseUpdate(); | 3839 | if (m_rootPart.Undoing) |
3840 | { | ||
3841 | ScheduleGroupForFullUpdate(); | ||
3842 | } | ||
3843 | else | ||
3844 | { | ||
3845 | ScheduleGroupForTerseUpdate(); | ||
3846 | } | ||
3262 | } | 3847 | } |
3263 | 3848 | ||
3264 | #endregion | 3849 | #endregion |
@@ -3271,24 +3856,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3271 | /// <param name="rot"></param> | 3856 | /// <param name="rot"></param> |
3272 | public void UpdateGroupRotationR(Quaternion rot) | 3857 | public void UpdateGroupRotationR(Quaternion rot) |
3273 | { | 3858 | { |
3274 | // m_log.DebugFormat( | ||
3275 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); | ||
3276 | |||
3277 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3278 | // for (int i = 0; i < parts.Length; i++) | ||
3279 | // parts[i].StoreUndoState(); | ||
3280 | |||
3281 | m_rootPart.StoreUndoState(true); | ||
3282 | |||
3283 | m_rootPart.UpdateRotation(rot); | 3859 | m_rootPart.UpdateRotation(rot); |
3284 | 3860 | ||
3861 | /* this is done by rootpart RotationOffset set called by UpdateRotation | ||
3285 | PhysicsActor actor = m_rootPart.PhysActor; | 3862 | PhysicsActor actor = m_rootPart.PhysActor; |
3286 | if (actor != null) | 3863 | if (actor != null) |
3287 | { | 3864 | { |
3288 | actor.Orientation = m_rootPart.RotationOffset; | 3865 | actor.Orientation = m_rootPart.RotationOffset; |
3289 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); | 3866 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); |
3290 | } | 3867 | } |
3291 | 3868 | */ | |
3292 | HasGroupChanged = true; | 3869 | HasGroupChanged = true; |
3293 | ScheduleGroupForTerseUpdate(); | 3870 | ScheduleGroupForTerseUpdate(); |
3294 | } | 3871 | } |
@@ -3300,16 +3877,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3300 | /// <param name="rot"></param> | 3877 | /// <param name="rot"></param> |
3301 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 3878 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
3302 | { | 3879 | { |
3303 | // m_log.DebugFormat( | ||
3304 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); | ||
3305 | |||
3306 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3307 | // for (int i = 0; i < parts.Length; i++) | ||
3308 | // parts[i].StoreUndoState(); | ||
3309 | |||
3310 | RootPart.StoreUndoState(true); | ||
3311 | RootPart.IgnoreUndoUpdate = true; | ||
3312 | |||
3313 | m_rootPart.UpdateRotation(rot); | 3880 | m_rootPart.UpdateRotation(rot); |
3314 | 3881 | ||
3315 | PhysicsActor actor = m_rootPart.PhysActor; | 3882 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -3328,8 +3895,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3328 | 3895 | ||
3329 | HasGroupChanged = true; | 3896 | HasGroupChanged = true; |
3330 | ScheduleGroupForTerseUpdate(); | 3897 | ScheduleGroupForTerseUpdate(); |
3331 | |||
3332 | RootPart.IgnoreUndoUpdate = false; | ||
3333 | } | 3898 | } |
3334 | 3899 | ||
3335 | /// <summary> | 3900 | /// <summary> |
@@ -3342,13 +3907,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3342 | SceneObjectPart part = GetPart(localID); | 3907 | SceneObjectPart part = GetPart(localID); |
3343 | 3908 | ||
3344 | SceneObjectPart[] parts = m_parts.GetArray(); | 3909 | SceneObjectPart[] parts = m_parts.GetArray(); |
3345 | for (int i = 0; i < parts.Length; i++) | ||
3346 | parts[i].StoreUndoState(); | ||
3347 | 3910 | ||
3348 | if (part != null) | 3911 | if (part != null) |
3349 | { | 3912 | { |
3350 | // m_log.DebugFormat( | 3913 | if (m_rootPart.PhysActor != null) |
3351 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 3914 | m_rootPart.PhysActor.Building = true; |
3352 | 3915 | ||
3353 | if (part.UUID == m_rootPart.UUID) | 3916 | if (part.UUID == m_rootPart.UUID) |
3354 | { | 3917 | { |
@@ -3358,6 +3921,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3358 | { | 3921 | { |
3359 | part.UpdateRotation(rot); | 3922 | part.UpdateRotation(rot); |
3360 | } | 3923 | } |
3924 | |||
3925 | if (m_rootPart.PhysActor != null) | ||
3926 | m_rootPart.PhysActor.Building = false; | ||
3361 | } | 3927 | } |
3362 | } | 3928 | } |
3363 | 3929 | ||
@@ -3371,12 +3937,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3371 | SceneObjectPart part = GetPart(localID); | 3937 | SceneObjectPart part = GetPart(localID); |
3372 | if (part != null) | 3938 | if (part != null) |
3373 | { | 3939 | { |
3374 | // m_log.DebugFormat( | 3940 | if (m_rootPart.PhysActor != null) |
3375 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", | 3941 | m_rootPart.PhysActor.Building = true; |
3376 | // part.Name, part.LocalId, rot); | ||
3377 | |||
3378 | part.StoreUndoState(); | ||
3379 | part.IgnoreUndoUpdate = true; | ||
3380 | 3942 | ||
3381 | if (part.UUID == m_rootPart.UUID) | 3943 | if (part.UUID == m_rootPart.UUID) |
3382 | { | 3944 | { |
@@ -3389,7 +3951,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3389 | part.OffsetPosition = pos; | 3951 | part.OffsetPosition = pos; |
3390 | } | 3952 | } |
3391 | 3953 | ||
3392 | part.IgnoreUndoUpdate = false; | 3954 | if (m_rootPart.PhysActor != null) |
3955 | m_rootPart.PhysActor.Building = false; | ||
3393 | } | 3956 | } |
3394 | } | 3957 | } |
3395 | 3958 | ||
@@ -3399,15 +3962,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3399 | /// <param name="rot"></param> | 3962 | /// <param name="rot"></param> |
3400 | public void UpdateRootRotation(Quaternion rot) | 3963 | public void UpdateRootRotation(Quaternion rot) |
3401 | { | 3964 | { |
3402 | // m_log.DebugFormat( | 3965 | // needs to be called with phys building true |
3403 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", | ||
3404 | // Name, LocalId, rot); | ||
3405 | |||
3406 | Quaternion axRot = rot; | 3966 | Quaternion axRot = rot; |
3407 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3967 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3408 | 3968 | ||
3409 | m_rootPart.StoreUndoState(); | 3969 | //Don't use UpdateRotation because it schedules an update prematurely |
3410 | m_rootPart.UpdateRotation(rot); | 3970 | m_rootPart.RotationOffset = rot; |
3411 | 3971 | ||
3412 | PhysicsActor pa = m_rootPart.PhysActor; | 3972 | PhysicsActor pa = m_rootPart.PhysActor; |
3413 | 3973 | ||
@@ -3423,35 +3983,145 @@ namespace OpenSim.Region.Framework.Scenes | |||
3423 | SceneObjectPart prim = parts[i]; | 3983 | SceneObjectPart prim = parts[i]; |
3424 | if (prim.UUID != m_rootPart.UUID) | 3984 | if (prim.UUID != m_rootPart.UUID) |
3425 | { | 3985 | { |
3426 | prim.IgnoreUndoUpdate = true; | 3986 | Quaternion NewRot = oldParentRot * prim.RotationOffset; |
3987 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3988 | prim.RotationOffset = NewRot; | ||
3989 | |||
3427 | Vector3 axPos = prim.OffsetPosition; | 3990 | Vector3 axPos = prim.OffsetPosition; |
3991 | |||
3428 | axPos *= oldParentRot; | 3992 | axPos *= oldParentRot; |
3429 | axPos *= Quaternion.Inverse(axRot); | 3993 | axPos *= Quaternion.Inverse(axRot); |
3430 | prim.OffsetPosition = axPos; | 3994 | prim.OffsetPosition = axPos; |
3431 | Quaternion primsRot = prim.RotationOffset; | 3995 | } |
3432 | Quaternion newRot = oldParentRot * primsRot; | 3996 | } |
3433 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
3434 | prim.RotationOffset = newRot; | ||
3435 | prim.ScheduleTerseUpdate(); | ||
3436 | prim.IgnoreUndoUpdate = false; | ||
3437 | } | ||
3438 | } | ||
3439 | |||
3440 | // for (int i = 0; i < parts.Length; i++) | ||
3441 | // { | ||
3442 | // SceneObjectPart childpart = parts[i]; | ||
3443 | // if (childpart != m_rootPart) | ||
3444 | // { | ||
3445 | //// childpart.IgnoreUndoUpdate = false; | ||
3446 | //// childpart.StoreUndoState(); | ||
3447 | // } | ||
3448 | // } | ||
3449 | 3997 | ||
3450 | m_rootPart.ScheduleTerseUpdate(); | 3998 | HasGroupChanged = true; |
3999 | ScheduleGroupForFullUpdate(); | ||
4000 | } | ||
3451 | 4001 | ||
3452 | // m_log.DebugFormat( | 4002 | private enum updatetype :int |
3453 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 4003 | { |
3454 | // Name, LocalId, rot); | 4004 | none = 0, |
4005 | partterse = 1, | ||
4006 | partfull = 2, | ||
4007 | groupterse = 3, | ||
4008 | groupfull = 4 | ||
4009 | } | ||
4010 | |||
4011 | public void doChangeObject(SceneObjectPart part, ObjectChangeData data) | ||
4012 | { | ||
4013 | // TODO this still as excessive *.Schedule*Update()s | ||
4014 | |||
4015 | if (part != null && part.ParentGroup != null) | ||
4016 | { | ||
4017 | ObjectChangeType change = data.change; | ||
4018 | bool togroup = ((change & ObjectChangeType.Group) != 0); | ||
4019 | // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use | ||
4020 | |||
4021 | SceneObjectGroup group = part.ParentGroup; | ||
4022 | PhysicsActor pha = group.RootPart.PhysActor; | ||
4023 | |||
4024 | updatetype updateType = updatetype.none; | ||
4025 | |||
4026 | if (togroup) | ||
4027 | { | ||
4028 | // related to group | ||
4029 | if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0) | ||
4030 | { | ||
4031 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4032 | { | ||
4033 | group.RootPart.UpdateRotation(data.rotation); | ||
4034 | updateType = updatetype.none; | ||
4035 | } | ||
4036 | if ((change & ObjectChangeType.Position) != 0) | ||
4037 | { | ||
4038 | if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position)) | ||
4039 | UpdateGroupPosition(data.position); | ||
4040 | updateType = updatetype.groupterse; | ||
4041 | } | ||
4042 | else | ||
4043 | // ugly rotation update of all parts | ||
4044 | { | ||
4045 | group.ResetChildPrimPhysicsPositions(); | ||
4046 | } | ||
4047 | |||
4048 | } | ||
4049 | if ((change & ObjectChangeType.Scale) != 0) | ||
4050 | { | ||
4051 | if (pha != null) | ||
4052 | pha.Building = true; | ||
4053 | |||
4054 | group.GroupResize(data.scale); | ||
4055 | updateType = updatetype.none; | ||
4056 | |||
4057 | if (pha != null) | ||
4058 | pha.Building = false; | ||
4059 | } | ||
4060 | } | ||
4061 | else | ||
4062 | { | ||
4063 | // related to single prim in a link-set ( ie group) | ||
4064 | if (pha != null) | ||
4065 | pha.Building = true; | ||
4066 | |||
4067 | // root part is special | ||
4068 | // parts offset positions or rotations need to change also | ||
4069 | |||
4070 | if (part == group.RootPart) | ||
4071 | { | ||
4072 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4073 | group.UpdateRootRotation(data.rotation); | ||
4074 | if ((change & ObjectChangeType.Position) != 0) | ||
4075 | group.UpdateRootPosition(data.position); | ||
4076 | if ((change & ObjectChangeType.Scale) != 0) | ||
4077 | part.Resize(data.scale); | ||
4078 | } | ||
4079 | else | ||
4080 | { | ||
4081 | if ((change & ObjectChangeType.Position) != 0) | ||
4082 | { | ||
4083 | part.OffsetPosition = data.position; | ||
4084 | updateType = updatetype.partterse; | ||
4085 | } | ||
4086 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4087 | { | ||
4088 | part.UpdateRotation(data.rotation); | ||
4089 | updateType = updatetype.none; | ||
4090 | } | ||
4091 | if ((change & ObjectChangeType.Scale) != 0) | ||
4092 | { | ||
4093 | part.Resize(data.scale); | ||
4094 | updateType = updatetype.none; | ||
4095 | } | ||
4096 | } | ||
4097 | |||
4098 | if (pha != null) | ||
4099 | pha.Building = false; | ||
4100 | } | ||
4101 | |||
4102 | if (updateType != updatetype.none) | ||
4103 | { | ||
4104 | group.HasGroupChanged = true; | ||
4105 | |||
4106 | switch (updateType) | ||
4107 | { | ||
4108 | case updatetype.partterse: | ||
4109 | part.ScheduleTerseUpdate(); | ||
4110 | break; | ||
4111 | case updatetype.partfull: | ||
4112 | part.ScheduleFullUpdate(); | ||
4113 | break; | ||
4114 | case updatetype.groupterse: | ||
4115 | group.ScheduleGroupForTerseUpdate(); | ||
4116 | break; | ||
4117 | case updatetype.groupfull: | ||
4118 | group.ScheduleGroupForFullUpdate(); | ||
4119 | break; | ||
4120 | default: | ||
4121 | break; | ||
4122 | } | ||
4123 | } | ||
4124 | } | ||
3455 | } | 4125 | } |
3456 | 4126 | ||
3457 | #endregion | 4127 | #endregion |
@@ -3492,6 +4162,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3492 | waypoint.handle = handle; | 4162 | waypoint.handle = handle; |
3493 | lock (m_rotTargets) | 4163 | lock (m_rotTargets) |
3494 | { | 4164 | { |
4165 | if (m_rotTargets.Count >= 8) | ||
4166 | m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key); | ||
3495 | m_rotTargets.Add(handle, waypoint); | 4167 | m_rotTargets.Add(handle, waypoint); |
3496 | } | 4168 | } |
3497 | m_scene.AddGroupTarget(this); | 4169 | m_scene.AddGroupTarget(this); |
@@ -3517,6 +4189,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3517 | waypoint.handle = handle; | 4189 | waypoint.handle = handle; |
3518 | lock (m_targets) | 4190 | lock (m_targets) |
3519 | { | 4191 | { |
4192 | if (m_targets.Count >= 8) | ||
4193 | m_targets.Remove(m_targets.ElementAt(0).Key); | ||
3520 | m_targets.Add(handle, waypoint); | 4194 | m_targets.Add(handle, waypoint); |
3521 | } | 4195 | } |
3522 | m_scene.AddGroupTarget(this); | 4196 | m_scene.AddGroupTarget(this); |
@@ -3550,10 +4224,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3550 | scriptPosTarget target = m_targets[idx]; | 4224 | scriptPosTarget target = m_targets[idx]; |
3551 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) | 4225 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) |
3552 | { | 4226 | { |
4227 | at_target = true; | ||
4228 | |||
3553 | // trigger at_target | 4229 | // trigger at_target |
3554 | if (m_scriptListens_atTarget) | 4230 | if (m_scriptListens_atTarget) |
3555 | { | 4231 | { |
3556 | at_target = true; | ||
3557 | scriptPosTarget att = new scriptPosTarget(); | 4232 | scriptPosTarget att = new scriptPosTarget(); |
3558 | att.targetPos = target.targetPos; | 4233 | att.targetPos = target.targetPos; |
3559 | att.tolerance = target.tolerance; | 4234 | att.tolerance = target.tolerance; |
@@ -3671,11 +4346,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
3671 | } | 4346 | } |
3672 | } | 4347 | } |
3673 | } | 4348 | } |
3674 | 4349 | ||
4350 | public Vector3 GetGeometricCenter() | ||
4351 | { | ||
4352 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
4353 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
4354 | // ignoring tortured prims details since sl also seems to ignore | ||
4355 | // so no real use in doing it on physics | ||
4356 | |||
4357 | Vector3 gc = Vector3.Zero; | ||
4358 | |||
4359 | int nparts = m_parts.Count; | ||
4360 | if (nparts <= 1) | ||
4361 | return gc; | ||
4362 | |||
4363 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4364 | nparts = parts.Length; // just in case it changed | ||
4365 | if (nparts <= 1) | ||
4366 | return gc; | ||
4367 | |||
4368 | Quaternion parentRot = RootPart.RotationOffset; | ||
4369 | Vector3 pPos; | ||
4370 | |||
4371 | // average all parts positions | ||
4372 | for (int i = 0; i < nparts; i++) | ||
4373 | { | ||
4374 | // do it directly | ||
4375 | // gc += parts[i].GetWorldPosition(); | ||
4376 | if (parts[i] != RootPart) | ||
4377 | { | ||
4378 | pPos = parts[i].OffsetPosition; | ||
4379 | gc += pPos; | ||
4380 | } | ||
4381 | |||
4382 | } | ||
4383 | gc /= nparts; | ||
4384 | |||
4385 | // relative to root: | ||
4386 | // gc -= AbsolutePosition; | ||
4387 | return gc; | ||
4388 | } | ||
4389 | |||
3675 | public float GetMass() | 4390 | public float GetMass() |
3676 | { | 4391 | { |
3677 | float retmass = 0f; | 4392 | float retmass = 0f; |
3678 | |||
3679 | SceneObjectPart[] parts = m_parts.GetArray(); | 4393 | SceneObjectPart[] parts = m_parts.GetArray(); |
3680 | for (int i = 0; i < parts.Length; i++) | 4394 | for (int i = 0; i < parts.Length; i++) |
3681 | retmass += parts[i].GetMass(); | 4395 | retmass += parts[i].GetMass(); |
@@ -3683,6 +4397,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3683 | return retmass; | 4397 | return retmass; |
3684 | } | 4398 | } |
3685 | 4399 | ||
4400 | // center of mass of full object | ||
4401 | public Vector3 GetCenterOfMass() | ||
4402 | { | ||
4403 | PhysicsActor pa = RootPart.PhysActor; | ||
4404 | |||
4405 | if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null) | ||
4406 | { | ||
4407 | // physics knows better about center of mass of physical prims | ||
4408 | Vector3 tmp = pa.CenterOfMass; | ||
4409 | return tmp; | ||
4410 | } | ||
4411 | |||
4412 | Vector3 Ptot = Vector3.Zero; | ||
4413 | float totmass = 0f; | ||
4414 | float m; | ||
4415 | |||
4416 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4417 | for (int i = 0; i < parts.Length; i++) | ||
4418 | { | ||
4419 | m = parts[i].GetMass(); | ||
4420 | Ptot += parts[i].GetPartCenterOfMass() * m; | ||
4421 | totmass += m; | ||
4422 | } | ||
4423 | |||
4424 | if (totmass == 0) | ||
4425 | totmass = 0; | ||
4426 | else | ||
4427 | totmass = 1 / totmass; | ||
4428 | Ptot *= totmass; | ||
4429 | |||
4430 | return Ptot; | ||
4431 | } | ||
4432 | |||
3686 | /// <summary> | 4433 | /// <summary> |
3687 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that | 4434 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that |
3688 | /// the physics engine can use it. | 4435 | /// the physics engine can use it. |
@@ -3862,6 +4609,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3862 | FromItemID = uuid; | 4609 | FromItemID = uuid; |
3863 | } | 4610 | } |
3864 | 4611 | ||
4612 | public void ResetOwnerChangeFlag() | ||
4613 | { | ||
4614 | ForEachPart(delegate(SceneObjectPart part) | ||
4615 | { | ||
4616 | part.ResetOwnerChangeFlag(); | ||
4617 | }); | ||
4618 | } | ||
4619 | |||
3865 | #endregion | 4620 | #endregion |
3866 | } | 4621 | } |
3867 | } | 4622 | } |