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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs559
1 files changed, 493 insertions, 66 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 2819545..ea6aab0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -286,7 +349,9 @@ namespace OpenSim.Region.Framework.Scenes
286 public virtual Quaternion Rotation 349 public virtual Quaternion Rotation
287 { 350 {
288 get { return m_rotation; } 351 get { return m_rotation; }
289 set { m_rotation = value; } 352 set {
353 m_rotation = value;
354 }
290 } 355 }
291 356
292 public Quaternion GroupRotation 357 public Quaternion GroupRotation
@@ -397,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
397 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
398 } 463 }
399 } 464 }
400 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
401 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
402 { 471 {
403 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -411,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
411 return; 480 return;
412 } 481 }
413 } 482 }
414
415 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
416 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
417 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p;
497 if (m_parts.TryGetValue(av.LinkedPrim, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
418 506
419 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
420 //{ 508 //{
@@ -573,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
573 /// </summary> 661 /// </summary>
574 public SceneObjectGroup() 662 public SceneObjectGroup()
575 { 663 {
664
576 } 665 }
577 666
578 /// <summary> 667 /// <summary>
@@ -589,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
589 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
590 /// </summary> 679 /// </summary>
591 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
592 { 681 {
593 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
594 } 683 }
595 684
@@ -637,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
637 /// </summary> 726 /// </summary>
638 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
639 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
640 if (InSceneBackup) 732 if (InSceneBackup)
641 { 733 {
642 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -679,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
679 771
680 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
681 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
682 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
683 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
684 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -724,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes
724 result.normal = inter.normal; 819 result.normal = inter.normal;
725 result.distance = inter.distance; 820 result.distance = inter.distance;
726 } 821 }
822
727 } 823 }
728 } 824 }
729
730 return result; 825 return result;
731 } 826 }
732 827
@@ -746,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
746 minZ = 8192f; 841 minZ = 8192f;
747 842
748 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
749 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
750 { 845 {
751 SceneObjectPart part = parts[i];
752
753 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
754 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
755 Quaternion worldRot; 848 Quaternion worldRot;
756 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
757 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
758 else 853 else
854 {
759 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
760 857
761 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
762 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -768,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
768 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
769 Vector3 backBottomRight; 866 Vector3 backBottomRight;
770 867
868 // Vector3[] corners = new Vector3[8];
869
771 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
772 871
773 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -802,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
802 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
803 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
804 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
805 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
806 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
807 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -823,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
823 backTopLeft += offset; 954 backTopLeft += offset;
824 backTopRight += offset; 955 backTopRight += offset;
825 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
826 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
827 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
828 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -968,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
968 1108
969 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
970 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
971 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
972 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
973 1118
974 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
975 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
976 { 1121 {
977 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
978 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
979 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
980 } 1125 }
981 1126
982 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -996,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
996 } 1141 }
997 1142
998 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
999 /// 1306 ///
1000 /// </summary> 1307 /// </summary>
1001 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1052,7 +1359,10 @@ namespace OpenSim.Region.Framework.Scenes
1052 public void AddPart(SceneObjectPart part) 1359 public void AddPart(SceneObjectPart part)
1053 { 1360 {
1054 part.SetParent(this); 1361 part.SetParent(this);
1055 part.LinkNum = m_parts.Add(part.UUID, part); 1362 m_parts.Add(part.UUID, part);
1363
1364 part.LinkNum = m_parts.Count;
1365
1056 if (part.LinkNum == 2) 1366 if (part.LinkNum == 2)
1057 RootPart.LinkNum = 1; 1367 RootPart.LinkNum = 1;
1058 } 1368 }
@@ -1160,6 +1470,11 @@ namespace OpenSim.Region.Framework.Scenes
1160 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1470 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1161 public void DeleteGroupFromScene(bool silent) 1471 public void DeleteGroupFromScene(bool silent)
1162 { 1472 {
1473 // We need to keep track of this state in case this group is still queued for backup.
1474 IsDeleted = true;
1475
1476 DetachFromBackup();
1477
1163 SceneObjectPart[] parts = m_parts.GetArray(); 1478 SceneObjectPart[] parts = m_parts.GetArray();
1164 for (int i = 0; i < parts.Length; i++) 1479 for (int i = 0; i < parts.Length; i++)
1165 { 1480 {
@@ -1171,13 +1486,11 @@ namespace OpenSim.Region.Framework.Scenes
1171 avatar.StandUp(); 1486 avatar.StandUp();
1172 1487
1173 if (!silent) 1488 if (!silent)
1174 {
1175 part.UpdateFlag = 0; 1489 part.UpdateFlag = 0;
1176 if (part == m_rootPart)
1177 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1178 }
1179 }); 1490 });
1180 } 1491 }
1492
1493
1181 } 1494 }
1182 1495
1183 public void AddScriptLPS(int count) 1496 public void AddScriptLPS(int count)
@@ -1274,7 +1587,12 @@ namespace OpenSim.Region.Framework.Scenes
1274 1587
1275 public void SetOwnerId(UUID userId) 1588 public void SetOwnerId(UUID userId)
1276 { 1589 {
1277 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1590 ForEachPart(delegate(SceneObjectPart part)
1591 {
1592
1593 part.OwnerID = userId;
1594
1595 });
1278 } 1596 }
1279 1597
1280 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1598 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1306,11 +1624,17 @@ namespace OpenSim.Region.Framework.Scenes
1306 return; 1624 return;
1307 } 1625 }
1308 1626
1627 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1628 return;
1629
1309 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1630 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1310 // any exception propogate upwards. 1631 // any exception propogate upwards.
1311 try 1632 try
1312 { 1633 {
1313 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1634 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1635 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1636 m_scene.LoadingPrims) // Land may not be valid yet
1637
1314 { 1638 {
1315 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1639 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1316 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1640 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1337,6 +1661,7 @@ namespace OpenSim.Region.Framework.Scenes
1337 } 1661 }
1338 } 1662 }
1339 } 1663 }
1664
1340 } 1665 }
1341 1666
1342 if (m_scene.UseBackup && HasGroupChanged) 1667 if (m_scene.UseBackup && HasGroupChanged)
@@ -1344,6 +1669,20 @@ namespace OpenSim.Region.Framework.Scenes
1344 // don't backup while it's selected or you're asking for changes mid stream. 1669 // don't backup while it's selected or you're asking for changes mid stream.
1345 if (isTimeToPersist() || forcedBackup) 1670 if (isTimeToPersist() || forcedBackup)
1346 { 1671 {
1672 if (m_rootPart.PhysActor != null &&
1673 (!m_rootPart.PhysActor.IsPhysical))
1674 {
1675 // Possible ghost prim
1676 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1677 {
1678 foreach (SceneObjectPart part in m_parts.GetArray())
1679 {
1680 // Re-set physics actor positions and
1681 // orientations
1682 part.GroupPosition = m_rootPart.GroupPosition;
1683 }
1684 }
1685 }
1347// m_log.DebugFormat( 1686// m_log.DebugFormat(
1348// "[SCENE]: Storing {0}, {1} in {2}", 1687// "[SCENE]: Storing {0}, {1} in {2}",
1349// Name, UUID, m_scene.RegionInfo.RegionName); 1688// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1421,7 +1760,7 @@ namespace OpenSim.Region.Framework.Scenes
1421 // This is only necessary when userExposed is false! 1760 // This is only necessary when userExposed is false!
1422 1761
1423 bool previousAttachmentStatus = dupe.IsAttachment; 1762 bool previousAttachmentStatus = dupe.IsAttachment;
1424 1763
1425 if (!userExposed) 1764 if (!userExposed)
1426 dupe.IsAttachment = true; 1765 dupe.IsAttachment = true;
1427 1766
@@ -1439,11 +1778,11 @@ namespace OpenSim.Region.Framework.Scenes
1439 dupe.m_rootPart.TrimPermissions(); 1778 dupe.m_rootPart.TrimPermissions();
1440 1779
1441 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1780 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1442 1781
1443 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1782 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1444 { 1783 {
1445 return p1.LinkNum.CompareTo(p2.LinkNum); 1784 return p1.LinkNum.CompareTo(p2.LinkNum);
1446 } 1785 }
1447 ); 1786 );
1448 1787
1449 foreach (SceneObjectPart part in partList) 1788 foreach (SceneObjectPart part in partList)
@@ -1463,7 +1802,7 @@ namespace OpenSim.Region.Framework.Scenes
1463 if (part.PhysActor != null && userExposed) 1802 if (part.PhysActor != null && userExposed)
1464 { 1803 {
1465 PrimitiveBaseShape pbs = newPart.Shape; 1804 PrimitiveBaseShape pbs = newPart.Shape;
1466 1805
1467 newPart.PhysActor 1806 newPart.PhysActor
1468 = m_scene.PhysicsScene.AddPrimShape( 1807 = m_scene.PhysicsScene.AddPrimShape(
1469 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1808 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1473,11 +1812,11 @@ namespace OpenSim.Region.Framework.Scenes
1473 newPart.RotationOffset, 1812 newPart.RotationOffset,
1474 part.PhysActor.IsPhysical, 1813 part.PhysActor.IsPhysical,
1475 newPart.LocalId); 1814 newPart.LocalId);
1476 1815
1477 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1816 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1478 } 1817 }
1479 } 1818 }
1480 1819
1481 if (userExposed) 1820 if (userExposed)
1482 { 1821 {
1483 dupe.UpdateParentIDs(); 1822 dupe.UpdateParentIDs();
@@ -1592,6 +1931,7 @@ namespace OpenSim.Region.Framework.Scenes
1592 return Vector3.Zero; 1931 return Vector3.Zero;
1593 } 1932 }
1594 1933
1934 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1595 public void moveToTarget(Vector3 target, float tau) 1935 public void moveToTarget(Vector3 target, float tau)
1596 { 1936 {
1597 if (IsAttachment) 1937 if (IsAttachment)
@@ -1619,10 +1959,44 @@ namespace OpenSim.Region.Framework.Scenes
1619 RootPart.PhysActor.PIDActive = false; 1959 RootPart.PhysActor.PIDActive = false;
1620 } 1960 }
1621 1961
1962 public void rotLookAt(Quaternion target, float strength, float damping)
1963 {
1964 SceneObjectPart rootpart = m_rootPart;
1965 if (rootpart != null)
1966 {
1967 if (IsAttachment)
1968 {
1969 /*
1970 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1971 if (avatar != null)
1972 {
1973 Rotate the Av?
1974 } */
1975 }
1976 else
1977 {
1978 if (rootpart.PhysActor != null)
1979 { // APID must be implemented in your physics system for this to function.
1980 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1981 rootpart.PhysActor.APIDStrength = strength;
1982 rootpart.PhysActor.APIDDamping = damping;
1983 rootpart.PhysActor.APIDActive = true;
1984 }
1985 }
1986 }
1987 }
1988
1622 public void stopLookAt() 1989 public void stopLookAt()
1623 { 1990 {
1624 if (RootPart.PhysActor != null) 1991 SceneObjectPart rootpart = m_rootPart;
1625 RootPart.PhysActor.APIDActive = false; 1992 if (rootpart != null)
1993 {
1994 if (rootpart.PhysActor != null)
1995 { // APID must be implemented in your physics system for this to function.
1996 rootpart.PhysActor.APIDActive = false;
1997 }
1998 }
1999
1626 } 2000 }
1627 2001
1628 /// <summary> 2002 /// <summary>
@@ -1680,6 +2054,8 @@ namespace OpenSim.Region.Framework.Scenes
1680 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2054 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1681 { 2055 {
1682 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2056 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2057 newPart.SetParent(this);
2058
1683 AddPart(newPart); 2059 AddPart(newPart);
1684 2060
1685 SetPartAsNonRoot(newPart); 2061 SetPartAsNonRoot(newPart);
@@ -1828,11 +2204,11 @@ namespace OpenSim.Region.Framework.Scenes
1828 /// Immediately send a full update for this scene object. 2204 /// Immediately send a full update for this scene object.
1829 /// </summary> 2205 /// </summary>
1830 public void SendGroupFullUpdate() 2206 public void SendGroupFullUpdate()
1831 { 2207 {
1832 if (IsDeleted) 2208 if (IsDeleted)
1833 return; 2209 return;
1834 2210
1835// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2211// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1836 2212
1837 RootPart.SendFullUpdateToAllClients(); 2213 RootPart.SendFullUpdateToAllClients();
1838 2214
@@ -2021,12 +2397,15 @@ namespace OpenSim.Region.Framework.Scenes
2021 part.LinkNum += objectGroup.PrimCount; 2397 part.LinkNum += objectGroup.PrimCount;
2022 } 2398 }
2023 } 2399 }
2400 }
2024 2401
2025 linkPart.LinkNum = 2; 2402 linkPart.LinkNum = 2;
2026 2403
2027 linkPart.SetParent(this); 2404 linkPart.SetParent(this);
2028 linkPart.CreateSelected = true; 2405 linkPart.CreateSelected = true;
2029 2406
2407 lock (m_parts.SyncRoot)
2408 {
2030 //if (linkPart.PhysActor != null) 2409 //if (linkPart.PhysActor != null)
2031 //{ 2410 //{
2032 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2411 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2184,6 +2563,7 @@ namespace OpenSim.Region.Framework.Scenes
2184 /// <param name="objectGroup"></param> 2563 /// <param name="objectGroup"></param>
2185 public virtual void DetachFromBackup() 2564 public virtual void DetachFromBackup()
2186 { 2565 {
2566 m_scene.SceneGraph.FireDetachFromBackup(this);
2187 if (m_isBackedUp && Scene != null) 2567 if (m_isBackedUp && Scene != null)
2188 m_scene.EventManager.OnBackup -= ProcessBackup; 2568 m_scene.EventManager.OnBackup -= ProcessBackup;
2189 2569
@@ -2202,7 +2582,8 @@ namespace OpenSim.Region.Framework.Scenes
2202 2582
2203 axPos *= parentRot; 2583 axPos *= parentRot;
2204 part.OffsetPosition = axPos; 2584 part.OffsetPosition = axPos;
2205 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2585 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2586 part.GroupPosition = newPos;
2206 part.OffsetPosition = Vector3.Zero; 2587 part.OffsetPosition = Vector3.Zero;
2207 part.RotationOffset = worldRot; 2588 part.RotationOffset = worldRot;
2208 2589
@@ -2213,7 +2594,7 @@ namespace OpenSim.Region.Framework.Scenes
2213 2594
2214 part.LinkNum = linkNum; 2595 part.LinkNum = linkNum;
2215 2596
2216 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2597 part.OffsetPosition = newPos - AbsolutePosition;
2217 2598
2218 Quaternion rootRotation = m_rootPart.RotationOffset; 2599 Quaternion rootRotation = m_rootPart.RotationOffset;
2219 2600
@@ -2223,7 +2604,7 @@ namespace OpenSim.Region.Framework.Scenes
2223 2604
2224 parentRot = m_rootPart.RotationOffset; 2605 parentRot = m_rootPart.RotationOffset;
2225 oldRot = part.RotationOffset; 2606 oldRot = part.RotationOffset;
2226 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2607 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2227 part.RotationOffset = newRot; 2608 part.RotationOffset = newRot;
2228 } 2609 }
2229 2610
@@ -2479,8 +2860,12 @@ namespace OpenSim.Region.Framework.Scenes
2479 } 2860 }
2480 } 2861 }
2481 2862
2863 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2482 for (int i = 0; i < parts.Length; i++) 2864 for (int i = 0; i < parts.Length; i++)
2483 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2865 {
2866 if (parts[i] != RootPart)
2867 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2868 }
2484 } 2869 }
2485 } 2870 }
2486 2871
@@ -2493,6 +2878,17 @@ namespace OpenSim.Region.Framework.Scenes
2493 } 2878 }
2494 } 2879 }
2495 2880
2881
2882
2883 /// <summary>
2884 /// Gets the number of parts
2885 /// </summary>
2886 /// <returns></returns>
2887 public int GetPartCount()
2888 {
2889 return Parts.Count();
2890 }
2891
2496 /// <summary> 2892 /// <summary>
2497 /// Update the texture entry for this part 2893 /// Update the texture entry for this part
2498 /// </summary> 2894 /// </summary>
@@ -2549,7 +2945,6 @@ namespace OpenSim.Region.Framework.Scenes
2549 { 2945 {
2550// m_log.DebugFormat( 2946// m_log.DebugFormat(
2551// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2947// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2552
2553 RootPart.StoreUndoState(true); 2948 RootPart.StoreUndoState(true);
2554 2949
2555 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2950 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2650,7 +3045,6 @@ namespace OpenSim.Region.Framework.Scenes
2650 prevScale.X *= x; 3045 prevScale.X *= x;
2651 prevScale.Y *= y; 3046 prevScale.Y *= y;
2652 prevScale.Z *= z; 3047 prevScale.Z *= z;
2653
2654// RootPart.IgnoreUndoUpdate = true; 3048// RootPart.IgnoreUndoUpdate = true;
2655 RootPart.Resize(prevScale); 3049 RootPart.Resize(prevScale);
2656// RootPart.IgnoreUndoUpdate = false; 3050// RootPart.IgnoreUndoUpdate = false;
@@ -2681,7 +3075,9 @@ namespace OpenSim.Region.Framework.Scenes
2681 } 3075 }
2682 3076
2683// obPart.IgnoreUndoUpdate = false; 3077// obPart.IgnoreUndoUpdate = false;
2684// obPart.StoreUndoState(); 3078 HasGroupChanged = true;
3079 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3080 ScheduleGroupForTerseUpdate();
2685 } 3081 }
2686 3082
2687// m_log.DebugFormat( 3083// m_log.DebugFormat(
@@ -2741,9 +3137,9 @@ namespace OpenSim.Region.Framework.Scenes
2741 { 3137 {
2742 SceneObjectPart part = GetChildPart(localID); 3138 SceneObjectPart part = GetChildPart(localID);
2743 3139
2744// SceneObjectPart[] parts = m_parts.GetArray(); 3140 SceneObjectPart[] parts = m_parts.GetArray();
2745// for (int i = 0; i < parts.Length; i++) 3141 for (int i = 0; i < parts.Length; i++)
2746// parts[i].StoreUndoState(); 3142 parts[i].StoreUndoState();
2747 3143
2748 if (part != null) 3144 if (part != null)
2749 { 3145 {
@@ -2799,10 +3195,27 @@ namespace OpenSim.Region.Framework.Scenes
2799 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3195 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2800 } 3196 }
2801 3197
2802 AbsolutePosition = newPos; 3198 //We have to set undoing here because otherwise an undo state will be saved
3199 if (!m_rootPart.Undoing)
3200 {
3201 m_rootPart.Undoing = true;
3202 AbsolutePosition = newPos;
3203 m_rootPart.Undoing = false;
3204 }
3205 else
3206 {
3207 AbsolutePosition = newPos;
3208 }
2803 3209
2804 HasGroupChanged = true; 3210 HasGroupChanged = true;
2805 ScheduleGroupForTerseUpdate(); 3211 if (m_rootPart.Undoing)
3212 {
3213 ScheduleGroupForFullUpdate();
3214 }
3215 else
3216 {
3217 ScheduleGroupForTerseUpdate();
3218 }
2806 } 3219 }
2807 3220
2808 public void OffsetForNewRegion(Vector3 offset) 3221 public void OffsetForNewRegion(Vector3 offset)
@@ -2884,10 +3297,7 @@ namespace OpenSim.Region.Framework.Scenes
2884 public void UpdateSingleRotation(Quaternion rot, uint localID) 3297 public void UpdateSingleRotation(Quaternion rot, uint localID)
2885 { 3298 {
2886 SceneObjectPart part = GetChildPart(localID); 3299 SceneObjectPart part = GetChildPart(localID);
2887
2888 SceneObjectPart[] parts = m_parts.GetArray(); 3300 SceneObjectPart[] parts = m_parts.GetArray();
2889 for (int i = 0; i < parts.Length; i++)
2890 parts[i].StoreUndoState();
2891 3301
2892 if (part != null) 3302 if (part != null)
2893 { 3303 {
@@ -2925,7 +3335,16 @@ namespace OpenSim.Region.Framework.Scenes
2925 if (part.UUID == m_rootPart.UUID) 3335 if (part.UUID == m_rootPart.UUID)
2926 { 3336 {
2927 UpdateRootRotation(rot); 3337 UpdateRootRotation(rot);
2928 AbsolutePosition = pos; 3338 if (!m_rootPart.Undoing)
3339 {
3340 m_rootPart.Undoing = true;
3341 AbsolutePosition = pos;
3342 m_rootPart.Undoing = false;
3343 }
3344 else
3345 {
3346 AbsolutePosition = pos;
3347 }
2929 } 3348 }
2930 else 3349 else
2931 { 3350 {
@@ -2949,9 +3368,10 @@ namespace OpenSim.Region.Framework.Scenes
2949 3368
2950 Quaternion axRot = rot; 3369 Quaternion axRot = rot;
2951 Quaternion oldParentRot = m_rootPart.RotationOffset; 3370 Quaternion oldParentRot = m_rootPart.RotationOffset;
2952
2953 m_rootPart.StoreUndoState(); 3371 m_rootPart.StoreUndoState();
2954 m_rootPart.UpdateRotation(rot); 3372
3373 //Don't use UpdateRotation because it schedules an update prematurely
3374 m_rootPart.RotationOffset = rot;
2955 if (m_rootPart.PhysActor != null) 3375 if (m_rootPart.PhysActor != null)
2956 { 3376 {
2957 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3377 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2966,14 +3386,14 @@ namespace OpenSim.Region.Framework.Scenes
2966 { 3386 {
2967 prim.IgnoreUndoUpdate = true; 3387 prim.IgnoreUndoUpdate = true;
2968 Vector3 axPos = prim.OffsetPosition; 3388 Vector3 axPos = prim.OffsetPosition;
3389
2969 axPos *= oldParentRot; 3390 axPos *= oldParentRot;
2970 axPos *= Quaternion.Inverse(axRot); 3391 axPos *= Quaternion.Inverse(axRot);
2971 prim.OffsetPosition = axPos; 3392 prim.OffsetPosition = axPos;
2972 Quaternion primsRot = prim.RotationOffset; 3393
2973 Quaternion newRot = primsRot * oldParentRot; 3394 prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset);
2974 newRot *= Quaternion.Inverse(axRot); 3395
2975 prim.RotationOffset = newRot; 3396 prim.IgnoreUndoUpdate = false;
2976 prim.ScheduleTerseUpdate();
2977 prim.IgnoreUndoUpdate = false; 3397 prim.IgnoreUndoUpdate = false;
2978 } 3398 }
2979 } 3399 }
@@ -2987,8 +3407,8 @@ namespace OpenSim.Region.Framework.Scenes
2987//// childpart.StoreUndoState(); 3407//// childpart.StoreUndoState();
2988// } 3408// }
2989// } 3409// }
2990 3410 HasGroupChanged = true;
2991 m_rootPart.ScheduleTerseUpdate(); 3411 ScheduleGroupForFullUpdate();
2992 3412
2993// m_log.DebugFormat( 3413// m_log.DebugFormat(
2994// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3414// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3216,7 +3636,6 @@ namespace OpenSim.Region.Framework.Scenes
3216 public float GetMass() 3636 public float GetMass()
3217 { 3637 {
3218 float retmass = 0f; 3638 float retmass = 0f;
3219
3220 SceneObjectPart[] parts = m_parts.GetArray(); 3639 SceneObjectPart[] parts = m_parts.GetArray();
3221 for (int i = 0; i < parts.Length; i++) 3640 for (int i = 0; i < parts.Length; i++)
3222 retmass += parts[i].GetMass(); 3641 retmass += parts[i].GetMass();
@@ -3310,6 +3729,14 @@ namespace OpenSim.Region.Framework.Scenes
3310 SetFromItemID(uuid); 3729 SetFromItemID(uuid);
3311 } 3730 }
3312 3731
3732 public void ResetOwnerChangeFlag()
3733 {
3734 ForEachPart(delegate(SceneObjectPart part)
3735 {
3736 part.ResetOwnerChangeFlag();
3737 });
3738 }
3739
3313 #endregion 3740 #endregion
3314 } 3741 }
3315} 3742}