diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1367 |
1 files changed, 1151 insertions, 216 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 45bbbda..bf898bb 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; |
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization; | |||
43 | 44 | ||
44 | namespace OpenSim.Region.Framework.Scenes | 45 | namespace OpenSim.Region.Framework.Scenes |
45 | { | 46 | { |
47 | |||
46 | [Flags] | 48 | [Flags] |
47 | public enum scriptEvents | 49 | public enum scriptEvents |
48 | { | 50 | { |
@@ -106,8 +108,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
106 | /// since the group's last persistent backup | 108 | /// since the group's last persistent backup |
107 | /// </summary> | 109 | /// </summary> |
108 | private bool m_hasGroupChanged = false; | 110 | private bool m_hasGroupChanged = false; |
109 | private long timeFirstChanged; | 111 | private long timeFirstChanged = 0; |
110 | private long timeLastChanged; | 112 | private long timeLastChanged = 0; |
113 | private long m_maxPersistTime = 0; | ||
114 | private long m_minPersistTime = 0; | ||
115 | private Random m_rand; | ||
116 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
111 | 117 | ||
112 | /// <summary> | 118 | /// <summary> |
113 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage | 119 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage |
@@ -124,9 +130,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
124 | { | 130 | { |
125 | if (value) | 131 | if (value) |
126 | { | 132 | { |
133 | if (m_isBackedUp) | ||
134 | { | ||
135 | m_scene.SceneGraph.FireChangeBackup(this); | ||
136 | } | ||
127 | timeLastChanged = DateTime.Now.Ticks; | 137 | timeLastChanged = DateTime.Now.Ticks; |
128 | if (!m_hasGroupChanged) | 138 | if (!m_hasGroupChanged) |
129 | timeFirstChanged = DateTime.Now.Ticks; | 139 | timeFirstChanged = DateTime.Now.Ticks; |
140 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
141 | { | ||
142 | if (m_rand == null) | ||
143 | { | ||
144 | byte[] val = new byte[16]; | ||
145 | m_rootPart.UUID.ToBytes(val, 0); | ||
146 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
147 | } | ||
148 | |||
149 | if (m_scene.GetRootAgentCount() == 0) | ||
150 | { | ||
151 | //If the region is empty, this change has been made by an automated process | ||
152 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
153 | |||
154 | float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
155 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
156 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
157 | } | ||
158 | else | ||
159 | { | ||
160 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
161 | //but add a random factor so we stagger the object persistance a little | ||
162 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
163 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
164 | } | ||
165 | } | ||
130 | } | 166 | } |
131 | m_hasGroupChanged = value; | 167 | m_hasGroupChanged = value; |
132 | 168 | ||
@@ -141,7 +177,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
141 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 177 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
142 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 178 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
143 | /// </summary> | 179 | /// </summary> |
144 | public bool HasGroupChangedDueToDelink { get; private set; } | 180 | public bool HasGroupChangedDueToDelink { get; set; } |
145 | 181 | ||
146 | private bool isTimeToPersist() | 182 | private bool isTimeToPersist() |
147 | { | 183 | { |
@@ -151,8 +187,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
151 | return false; | 187 | return false; |
152 | if (m_scene.ShuttingDown) | 188 | if (m_scene.ShuttingDown) |
153 | return true; | 189 | return true; |
190 | |||
191 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
192 | { | ||
193 | m_maxPersistTime = m_scene.m_persistAfter; | ||
194 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
195 | } | ||
196 | |||
154 | long currentTime = DateTime.Now.Ticks; | 197 | long currentTime = DateTime.Now.Ticks; |
155 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 198 | |
199 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
200 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
201 | |||
202 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
156 | return true; | 203 | return true; |
157 | return false; | 204 | return false; |
158 | } | 205 | } |
@@ -271,10 +318,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
271 | 318 | ||
272 | private bool m_scriptListens_atTarget; | 319 | private bool m_scriptListens_atTarget; |
273 | private bool m_scriptListens_notAtTarget; | 320 | private bool m_scriptListens_notAtTarget; |
274 | |||
275 | private bool m_scriptListens_atRotTarget; | 321 | private bool m_scriptListens_atRotTarget; |
276 | private bool m_scriptListens_notAtRotTarget; | 322 | private bool m_scriptListens_notAtRotTarget; |
277 | 323 | ||
324 | public bool m_dupeInProgress = false; | ||
278 | internal Dictionary<UUID, string> m_savedScriptState; | 325 | internal Dictionary<UUID, string> m_savedScriptState; |
279 | 326 | ||
280 | #region Properties | 327 | #region Properties |
@@ -311,6 +358,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
311 | get { return m_parts.Count; } | 358 | get { return m_parts.Count; } |
312 | } | 359 | } |
313 | 360 | ||
361 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
362 | // | ||
363 | // public virtual Quaternion Rotation | ||
364 | // { | ||
365 | // get { return m_rotation; } | ||
366 | // set { | ||
367 | // m_rotation = value; | ||
368 | // } | ||
369 | // } | ||
370 | |||
314 | public Quaternion GroupRotation | 371 | public Quaternion GroupRotation |
315 | { | 372 | { |
316 | get { return m_rootPart.RotationOffset; } | 373 | get { return m_rootPart.RotationOffset; } |
@@ -417,7 +474,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
417 | { | 474 | { |
418 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); | 475 | return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); |
419 | } | 476 | } |
420 | 477 | ||
478 | |||
479 | |||
480 | private struct avtocrossInfo | ||
481 | { | ||
482 | public ScenePresence av; | ||
483 | public uint ParentID; | ||
484 | } | ||
485 | |||
421 | /// <summary> | 486 | /// <summary> |
422 | /// The absolute position of this scene object in the scene | 487 | /// The absolute position of this scene object in the scene |
423 | /// </summary> | 488 | /// </summary> |
@@ -430,14 +495,136 @@ namespace OpenSim.Region.Framework.Scenes | |||
430 | 495 | ||
431 | if (Scene != null) | 496 | if (Scene != null) |
432 | { | 497 | { |
433 | if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) | 498 | // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) |
434 | || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) | 499 | // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) |
500 | // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | ||
501 | if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W) | ||
502 | || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S)) | ||
435 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) | 503 | && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) |
436 | { | 504 | { |
437 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 505 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); |
506 | uint x = 0; | ||
507 | uint y = 0; | ||
508 | string version = String.Empty; | ||
509 | Vector3 newpos = Vector3.Zero; | ||
510 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
511 | |||
512 | if (m_rootPart.KeyframeMotion != null) | ||
513 | m_rootPart.KeyframeMotion.StartCrossingCheck(); | ||
514 | |||
515 | bool canCross = true; | ||
516 | foreach (ScenePresence av in m_linkedAvatars) | ||
517 | { | ||
518 | // We need to cross these agents. First, let's find | ||
519 | // out if any of them can't cross for some reason. | ||
520 | // We have to deny the crossing entirely if any | ||
521 | // of them are banned. Alternatively, we could | ||
522 | // unsit banned agents.... | ||
523 | |||
524 | |||
525 | // We set the avatar position as being the object | ||
526 | // position to get the region to send to | ||
527 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | ||
528 | { | ||
529 | canCross = false; | ||
530 | break; | ||
531 | } | ||
532 | |||
533 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
534 | } | ||
535 | |||
536 | if (canCross) | ||
537 | { | ||
538 | // We unparent the SP quietly so that it won't | ||
539 | // be made to stand up | ||
540 | |||
541 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); | ||
542 | |||
543 | foreach (ScenePresence av in m_linkedAvatars) | ||
544 | { | ||
545 | avtocrossInfo avinfo = new avtocrossInfo(); | ||
546 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
547 | if (parentPart != null) | ||
548 | av.ParentUUID = parentPart.UUID; | ||
549 | |||
550 | avinfo.av = av; | ||
551 | avinfo.ParentID = av.ParentID; | ||
552 | avsToCross.Add(avinfo); | ||
553 | |||
554 | av.ParentID = 0; | ||
555 | } | ||
556 | |||
557 | // m_linkedAvatars.Clear(); | ||
558 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
559 | |||
560 | // Normalize | ||
561 | if (val.X >= Constants.RegionSize) | ||
562 | val.X -= Constants.RegionSize; | ||
563 | if (val.Y >= Constants.RegionSize) | ||
564 | val.Y -= Constants.RegionSize; | ||
565 | if (val.X < 0) | ||
566 | val.X += Constants.RegionSize; | ||
567 | if (val.Y < 0) | ||
568 | val.Y += Constants.RegionSize; | ||
569 | |||
570 | // If it's deleted, crossing was successful | ||
571 | if (IsDeleted) | ||
572 | { | ||
573 | // foreach (ScenePresence av in m_linkedAvatars) | ||
574 | foreach (avtocrossInfo avinfo in avsToCross) | ||
575 | { | ||
576 | ScenePresence av = avinfo.av; | ||
577 | if (!av.IsInTransit) // just in case... | ||
578 | { | ||
579 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
580 | |||
581 | av.IsInTransit = true; | ||
582 | |||
583 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
584 | d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
585 | } | ||
586 | else | ||
587 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val); | ||
588 | } | ||
589 | avsToCross.Clear(); | ||
590 | return; | ||
591 | } | ||
592 | else // cross failed, put avas back ?? | ||
593 | { | ||
594 | foreach (avtocrossInfo avinfo in avsToCross) | ||
595 | { | ||
596 | ScenePresence av = avinfo.av; | ||
597 | av.ParentUUID = UUID.Zero; | ||
598 | av.ParentID = avinfo.ParentID; | ||
599 | // m_linkedAvatars.Add(av); | ||
600 | } | ||
601 | } | ||
602 | avsToCross.Clear(); | ||
603 | |||
604 | } | ||
605 | else | ||
606 | { | ||
607 | if (m_rootPart.KeyframeMotion != null) | ||
608 | m_rootPart.KeyframeMotion.CrossingFailure(); | ||
609 | |||
610 | if (RootPart.PhysActor != null) | ||
611 | { | ||
612 | RootPart.PhysActor.CrossingFailure(); | ||
613 | } | ||
614 | } | ||
615 | Vector3 oldp = AbsolutePosition; | ||
616 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
617 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
618 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | ||
438 | } | 619 | } |
439 | } | 620 | } |
440 | 621 | ||
622 | /* don't see the need but worse don't see where is restored to false if things stay in | ||
623 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
624 | { | ||
625 | part.IgnoreUndoUpdate = true; | ||
626 | } | ||
627 | */ | ||
441 | if (RootPart.GetStatusSandbox()) | 628 | if (RootPart.GetStatusSandbox()) |
442 | { | 629 | { |
443 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 630 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -455,9 +642,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
455 | // Restuff the new GroupPosition into each SOP of the linkset. | 642 | // Restuff the new GroupPosition into each SOP of the linkset. |
456 | // This has the affect of resetting and tainting the physics actors. | 643 | // This has the affect of resetting and tainting the physics actors. |
457 | SceneObjectPart[] parts = m_parts.GetArray(); | 644 | SceneObjectPart[] parts = m_parts.GetArray(); |
458 | for (int i = 0; i < parts.Length; i++) | 645 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
459 | parts[i].GroupPosition = val; | 646 | if (m_dupeInProgress) |
647 | triggerScriptEvent = false; | ||
648 | foreach (SceneObjectPart part in parts) | ||
649 | { | ||
650 | part.GroupPosition = val; | ||
651 | if (triggerScriptEvent) | ||
652 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
653 | } | ||
460 | 654 | ||
655 | /* | ||
656 | This seems not needed and should not be needed: | ||
657 | sp absolute position depends on sit part absolute position fixed above. | ||
658 | sp ParentPosition is not used anywhere. | ||
659 | Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it | ||
660 | Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature. | ||
661 | |||
662 | if (!m_dupeInProgress) | ||
663 | { | ||
664 | foreach (ScenePresence av in m_linkedAvatars) | ||
665 | { | ||
666 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
667 | if (p != null && m_parts.TryGetValue(p.UUID, out p)) | ||
668 | { | ||
669 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
670 | av.AbsolutePosition += offset; | ||
671 | // av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
672 | av.SendAvatarDataToAllAgents(); | ||
673 | } | ||
674 | } | ||
675 | } | ||
676 | */ | ||
461 | //if (m_rootPart.PhysActor != null) | 677 | //if (m_rootPart.PhysActor != null) |
462 | //{ | 678 | //{ |
463 | //m_rootPart.PhysActor.Position = | 679 | //m_rootPart.PhysActor.Position = |
@@ -471,6 +687,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
471 | } | 687 | } |
472 | } | 688 | } |
473 | 689 | ||
690 | public override Vector3 Velocity | ||
691 | { | ||
692 | get { return RootPart.Velocity; } | ||
693 | set { RootPart.Velocity = value; } | ||
694 | } | ||
695 | |||
696 | private void CrossAgentToNewRegionCompleted(IAsyncResult iar) | ||
697 | { | ||
698 | CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState; | ||
699 | ScenePresence agent = icon.EndInvoke(iar); | ||
700 | |||
701 | //// If the cross was successful, this agent is a child agent | ||
702 | if (agent.IsChildAgent) | ||
703 | { | ||
704 | if (agent.ParentUUID != UUID.Zero) | ||
705 | { | ||
706 | agent.ParentPart = null; | ||
707 | // agent.ParentPosition = Vector3.Zero; | ||
708 | // agent.ParentUUID = UUID.Zero; | ||
709 | } | ||
710 | } | ||
711 | |||
712 | agent.ParentUUID = UUID.Zero; | ||
713 | |||
714 | // agent.Reset(); | ||
715 | // else // Not successful | ||
716 | // agent.RestoreInCurrentScene(); | ||
717 | |||
718 | // In any case | ||
719 | agent.IsInTransit = false; | ||
720 | |||
721 | m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); | ||
722 | } | ||
723 | |||
474 | public override uint LocalId | 724 | public override uint LocalId |
475 | { | 725 | { |
476 | get { return m_rootPart.LocalId; } | 726 | get { return m_rootPart.LocalId; } |
@@ -541,6 +791,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
541 | m_isSelected = value; | 791 | m_isSelected = value; |
542 | // Tell physics engine that group is selected | 792 | // Tell physics engine that group is selected |
543 | 793 | ||
794 | // this is not right | ||
795 | // but ode engines should only really need to know about root part | ||
796 | // so they can put entire object simulation on hold and not colliding | ||
797 | // keep as was for now | ||
798 | |||
544 | PhysicsActor pa = m_rootPart.PhysActor; | 799 | PhysicsActor pa = m_rootPart.PhysActor; |
545 | if (pa != null) | 800 | if (pa != null) |
546 | { | 801 | { |
@@ -557,6 +812,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
557 | childPa.Selected = value; | 812 | childPa.Selected = value; |
558 | } | 813 | } |
559 | } | 814 | } |
815 | if (RootPart.KeyframeMotion != null) | ||
816 | RootPart.KeyframeMotion.Selected = value; | ||
817 | } | ||
818 | } | ||
819 | |||
820 | public void PartSelectChanged(bool partSelect) | ||
821 | { | ||
822 | // any part selected makes group selected | ||
823 | if (m_isSelected == partSelect) | ||
824 | return; | ||
825 | |||
826 | if (partSelect) | ||
827 | { | ||
828 | IsSelected = partSelect; | ||
829 | // if (!IsAttachment) | ||
830 | // ScheduleGroupForFullUpdate(); | ||
831 | } | ||
832 | else | ||
833 | { | ||
834 | // bad bad bad 2 heavy for large linksets | ||
835 | // since viewer does send lot of (un)selects | ||
836 | // this needs to be replaced by a specific list or count ? | ||
837 | // but that will require extra code in several places | ||
838 | |||
839 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
840 | for (int i = 0; i < parts.Length; i++) | ||
841 | { | ||
842 | SceneObjectPart part = parts[i]; | ||
843 | if (part.IsSelected) | ||
844 | return; | ||
845 | } | ||
846 | IsSelected = partSelect; | ||
847 | if (!IsAttachment) | ||
848 | { | ||
849 | ScheduleGroupForFullUpdate(); | ||
850 | } | ||
560 | } | 851 | } |
561 | } | 852 | } |
562 | 853 | ||
@@ -642,6 +933,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
642 | /// </summary> | 933 | /// </summary> |
643 | public SceneObjectGroup() | 934 | public SceneObjectGroup() |
644 | { | 935 | { |
936 | |||
645 | } | 937 | } |
646 | 938 | ||
647 | /// <summary> | 939 | /// <summary> |
@@ -659,8 +951,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
659 | /// Constructor. This object is added to the scene later via AttachToScene() | 951 | /// Constructor. This object is added to the scene later via AttachToScene() |
660 | /// </summary> | 952 | /// </summary> |
661 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 953 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
662 | :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) | 954 | { |
663 | { | 955 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
664 | } | 956 | } |
665 | 957 | ||
666 | /// <summary> | 958 | /// <summary> |
@@ -695,6 +987,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
695 | /// </summary> | 987 | /// </summary> |
696 | public virtual void AttachToBackup() | 988 | public virtual void AttachToBackup() |
697 | { | 989 | { |
990 | if (IsAttachment) return; | ||
991 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
992 | |||
698 | if (InSceneBackup) | 993 | if (InSceneBackup) |
699 | { | 994 | { |
700 | //m_log.DebugFormat( | 995 | //m_log.DebugFormat( |
@@ -737,6 +1032,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
737 | 1032 | ||
738 | ApplyPhysics(); | 1033 | ApplyPhysics(); |
739 | 1034 | ||
1035 | if (RootPart.PhysActor != null) | ||
1036 | RootPart.Force = RootPart.Force; | ||
1037 | if (RootPart.PhysActor != null) | ||
1038 | RootPart.Torque = RootPart.Torque; | ||
1039 | if (RootPart.PhysActor != null) | ||
1040 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
1041 | |||
740 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 1042 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
741 | // for the same object with very different properties. The caller must schedule the update. | 1043 | // for the same object with very different properties. The caller must schedule the update. |
742 | //ScheduleGroupForFullUpdate(); | 1044 | //ScheduleGroupForFullUpdate(); |
@@ -752,6 +1054,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
752 | EntityIntersection result = new EntityIntersection(); | 1054 | EntityIntersection result = new EntityIntersection(); |
753 | 1055 | ||
754 | SceneObjectPart[] parts = m_parts.GetArray(); | 1056 | SceneObjectPart[] parts = m_parts.GetArray(); |
1057 | |||
1058 | // Find closest hit here | ||
1059 | float idist = float.MaxValue; | ||
1060 | |||
755 | for (int i = 0; i < parts.Length; i++) | 1061 | for (int i = 0; i < parts.Length; i++) |
756 | { | 1062 | { |
757 | SceneObjectPart part = parts[i]; | 1063 | SceneObjectPart part = parts[i]; |
@@ -766,11 +1072,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
766 | 1072 | ||
767 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 1073 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
768 | 1074 | ||
769 | // This may need to be updated to the maximum draw distance possible.. | ||
770 | // We might (and probably will) be checking for prim creation from other sims | ||
771 | // when the camera crosses the border. | ||
772 | float idist = Constants.RegionSize; | ||
773 | |||
774 | if (inter.HitTF) | 1075 | if (inter.HitTF) |
775 | { | 1076 | { |
776 | // We need to find the closest prim to return to the testcaller along the ray | 1077 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -781,10 +1082,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
781 | result.obj = part; | 1082 | result.obj = part; |
782 | result.normal = inter.normal; | 1083 | result.normal = inter.normal; |
783 | result.distance = inter.distance; | 1084 | result.distance = inter.distance; |
1085 | |||
1086 | idist = inter.distance; | ||
784 | } | 1087 | } |
785 | } | 1088 | } |
786 | } | 1089 | } |
787 | |||
788 | return result; | 1090 | return result; |
789 | } | 1091 | } |
790 | 1092 | ||
@@ -796,25 +1098,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
796 | /// <returns></returns> | 1098 | /// <returns></returns> |
797 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 1099 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
798 | { | 1100 | { |
799 | maxX = -256f; | 1101 | maxX = float.MinValue; |
800 | maxY = -256f; | 1102 | maxY = float.MinValue; |
801 | maxZ = -256f; | 1103 | maxZ = float.MinValue; |
802 | minX = 256f; | 1104 | minX = float.MaxValue; |
803 | minY = 256f; | 1105 | minY = float.MaxValue; |
804 | minZ = 8192f; | 1106 | minZ = float.MaxValue; |
805 | 1107 | ||
806 | SceneObjectPart[] parts = m_parts.GetArray(); | 1108 | SceneObjectPart[] parts = m_parts.GetArray(); |
807 | for (int i = 0; i < parts.Length; i++) | 1109 | foreach (SceneObjectPart part in parts) |
808 | { | 1110 | { |
809 | SceneObjectPart part = parts[i]; | ||
810 | |||
811 | Vector3 worldPos = part.GetWorldPosition(); | 1111 | Vector3 worldPos = part.GetWorldPosition(); |
812 | Vector3 offset = worldPos - AbsolutePosition; | 1112 | Vector3 offset = worldPos - AbsolutePosition; |
813 | Quaternion worldRot; | 1113 | Quaternion worldRot; |
814 | if (part.ParentID == 0) | 1114 | if (part.ParentID == 0) |
1115 | { | ||
815 | worldRot = part.RotationOffset; | 1116 | worldRot = part.RotationOffset; |
1117 | } | ||
816 | else | 1118 | else |
1119 | { | ||
817 | worldRot = part.GetWorldRotation(); | 1120 | worldRot = part.GetWorldRotation(); |
1121 | } | ||
818 | 1122 | ||
819 | Vector3 frontTopLeft; | 1123 | Vector3 frontTopLeft; |
820 | Vector3 frontTopRight; | 1124 | Vector3 frontTopRight; |
@@ -826,6 +1130,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
826 | Vector3 backBottomLeft; | 1130 | Vector3 backBottomLeft; |
827 | Vector3 backBottomRight; | 1131 | Vector3 backBottomRight; |
828 | 1132 | ||
1133 | // Vector3[] corners = new Vector3[8]; | ||
1134 | |||
829 | Vector3 orig = Vector3.Zero; | 1135 | Vector3 orig = Vector3.Zero; |
830 | 1136 | ||
831 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 1137 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -860,6 +1166,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
860 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 1166 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
861 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 1167 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
862 | 1168 | ||
1169 | |||
1170 | |||
1171 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1172 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1173 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1174 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1175 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1176 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1177 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1178 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1179 | |||
1180 | //for (int i = 0; i < 8; i++) | ||
1181 | //{ | ||
1182 | // corners[i] = corners[i] * worldRot; | ||
1183 | // corners[i] += offset; | ||
1184 | |||
1185 | // if (corners[i].X > maxX) | ||
1186 | // maxX = corners[i].X; | ||
1187 | // if (corners[i].X < minX) | ||
1188 | // minX = corners[i].X; | ||
1189 | |||
1190 | // if (corners[i].Y > maxY) | ||
1191 | // maxY = corners[i].Y; | ||
1192 | // if (corners[i].Y < minY) | ||
1193 | // minY = corners[i].Y; | ||
1194 | |||
1195 | // if (corners[i].Z > maxZ) | ||
1196 | // maxZ = corners[i].Y; | ||
1197 | // if (corners[i].Z < minZ) | ||
1198 | // minZ = corners[i].Z; | ||
1199 | //} | ||
1200 | |||
863 | frontTopLeft = frontTopLeft * worldRot; | 1201 | frontTopLeft = frontTopLeft * worldRot; |
864 | frontTopRight = frontTopRight * worldRot; | 1202 | frontTopRight = frontTopRight * worldRot; |
865 | frontBottomLeft = frontBottomLeft * worldRot; | 1203 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -881,6 +1219,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
881 | backTopLeft += offset; | 1219 | backTopLeft += offset; |
882 | backTopRight += offset; | 1220 | backTopRight += offset; |
883 | 1221 | ||
1222 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
1223 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
1224 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
1225 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
1226 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
1227 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
1228 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
1229 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
1230 | |||
884 | if (frontTopRight.X > maxX) | 1231 | if (frontTopRight.X > maxX) |
885 | maxX = frontTopRight.X; | 1232 | maxX = frontTopRight.X; |
886 | if (frontTopLeft.X > maxX) | 1233 | if (frontTopLeft.X > maxX) |
@@ -1024,17 +1371,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
1024 | 1371 | ||
1025 | #endregion | 1372 | #endregion |
1026 | 1373 | ||
1374 | public void GetResourcesCosts(SceneObjectPart apart, | ||
1375 | out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost) | ||
1376 | { | ||
1377 | // this information may need to be cached | ||
1378 | |||
1379 | float cost; | ||
1380 | float tmpcost; | ||
1381 | |||
1382 | bool ComplexCost = false; | ||
1383 | |||
1384 | SceneObjectPart p; | ||
1385 | SceneObjectPart[] parts; | ||
1386 | |||
1387 | lock (m_parts) | ||
1388 | { | ||
1389 | parts = m_parts.GetArray(); | ||
1390 | } | ||
1391 | |||
1392 | int nparts = parts.Length; | ||
1393 | |||
1394 | |||
1395 | for (int i = 0; i < nparts; i++) | ||
1396 | { | ||
1397 | p = parts[i]; | ||
1398 | |||
1399 | if (p.UsesComplexCost) | ||
1400 | { | ||
1401 | ComplexCost = true; | ||
1402 | break; | ||
1403 | } | ||
1404 | } | ||
1405 | |||
1406 | if (ComplexCost) | ||
1407 | { | ||
1408 | linksetResCost = 0; | ||
1409 | linksetPhysCost = 0; | ||
1410 | partCost = 0; | ||
1411 | partPhysCost = 0; | ||
1412 | |||
1413 | for (int i = 0; i < nparts; i++) | ||
1414 | { | ||
1415 | p = parts[i]; | ||
1416 | |||
1417 | cost = p.StreamingCost; | ||
1418 | tmpcost = p.SimulationCost; | ||
1419 | if (tmpcost > cost) | ||
1420 | cost = tmpcost; | ||
1421 | tmpcost = p.PhysicsCost; | ||
1422 | if (tmpcost > cost) | ||
1423 | cost = tmpcost; | ||
1424 | |||
1425 | linksetPhysCost += tmpcost; | ||
1426 | linksetResCost += cost; | ||
1427 | |||
1428 | if (p == apart) | ||
1429 | { | ||
1430 | partCost = cost; | ||
1431 | partPhysCost = tmpcost; | ||
1432 | } | ||
1433 | } | ||
1434 | } | ||
1435 | else | ||
1436 | { | ||
1437 | partPhysCost = 1.0f; | ||
1438 | partCost = 1.0f; | ||
1439 | linksetResCost = (float)nparts; | ||
1440 | linksetPhysCost = linksetResCost; | ||
1441 | } | ||
1442 | } | ||
1443 | |||
1444 | public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost) | ||
1445 | { | ||
1446 | SceneObjectPart p; | ||
1447 | SceneObjectPart[] parts; | ||
1448 | |||
1449 | lock (m_parts) | ||
1450 | { | ||
1451 | parts = m_parts.GetArray(); | ||
1452 | } | ||
1453 | |||
1454 | int nparts = parts.Length; | ||
1455 | |||
1456 | PhysCost = 0; | ||
1457 | StreamCost = 0; | ||
1458 | SimulCost = 0; | ||
1459 | |||
1460 | for (int i = 0; i < nparts; i++) | ||
1461 | { | ||
1462 | p = parts[i]; | ||
1463 | |||
1464 | StreamCost += p.StreamingCost; | ||
1465 | SimulCost += p.SimulationCost; | ||
1466 | PhysCost += p.PhysicsCost; | ||
1467 | } | ||
1468 | } | ||
1469 | |||
1027 | public void SaveScriptedState(XmlTextWriter writer) | 1470 | public void SaveScriptedState(XmlTextWriter writer) |
1028 | { | 1471 | { |
1472 | SaveScriptedState(writer, false); | ||
1473 | } | ||
1474 | |||
1475 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1476 | { | ||
1029 | XmlDocument doc = new XmlDocument(); | 1477 | XmlDocument doc = new XmlDocument(); |
1030 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1478 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
1031 | 1479 | ||
1032 | SceneObjectPart[] parts = m_parts.GetArray(); | 1480 | SceneObjectPart[] parts = m_parts.GetArray(); |
1033 | for (int i = 0; i < parts.Length; i++) | 1481 | for (int i = 0; i < parts.Length; i++) |
1034 | { | 1482 | { |
1035 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1483 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
1036 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1484 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
1037 | states.Add(kvp.Key, kvp.Value); | 1485 | states[kvp.Key] = kvp.Value; |
1038 | } | 1486 | } |
1039 | 1487 | ||
1040 | if (states.Count > 0) | 1488 | if (states.Count > 0) |
@@ -1054,6 +1502,169 @@ namespace OpenSim.Region.Framework.Scenes | |||
1054 | } | 1502 | } |
1055 | 1503 | ||
1056 | /// <summary> | 1504 | /// <summary> |
1505 | /// Add the avatar to this linkset (avatar is sat). | ||
1506 | /// </summary> | ||
1507 | /// <param name="agentID"></param> | ||
1508 | public void AddAvatar(UUID agentID) | ||
1509 | { | ||
1510 | ScenePresence presence; | ||
1511 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1512 | { | ||
1513 | if (!m_linkedAvatars.Contains(presence)) | ||
1514 | { | ||
1515 | m_linkedAvatars.Add(presence); | ||
1516 | } | ||
1517 | } | ||
1518 | } | ||
1519 | |||
1520 | /// <summary> | ||
1521 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1522 | /// </summary> | ||
1523 | /// <param name="agentID"></param> | ||
1524 | public void DeleteAvatar(UUID agentID) | ||
1525 | { | ||
1526 | ScenePresence presence; | ||
1527 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1528 | { | ||
1529 | if (m_linkedAvatars.Contains(presence)) | ||
1530 | { | ||
1531 | m_linkedAvatars.Remove(presence); | ||
1532 | } | ||
1533 | } | ||
1534 | } | ||
1535 | |||
1536 | /// <summary> | ||
1537 | /// Returns the list of linked presences (avatars sat on this group) | ||
1538 | /// </summary> | ||
1539 | /// <param name="agentID"></param> | ||
1540 | public List<ScenePresence> GetLinkedAvatars() | ||
1541 | { | ||
1542 | return m_linkedAvatars; | ||
1543 | } | ||
1544 | |||
1545 | /// <summary> | ||
1546 | /// Attach this scene object to the given avatar. | ||
1547 | /// </summary> | ||
1548 | /// <param name="agentID"></param> | ||
1549 | /// <param name="attachmentpoint"></param> | ||
1550 | /// <param name="AttachOffset"></param> | ||
1551 | private void AttachToAgent( | ||
1552 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1553 | { | ||
1554 | if (avatar != null) | ||
1555 | { | ||
1556 | // don't attach attachments to child agents | ||
1557 | if (avatar.IsChildAgent) return; | ||
1558 | |||
1559 | // Remove from database and parcel prim count | ||
1560 | m_scene.DeleteFromStorage(so.UUID); | ||
1561 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1562 | |||
1563 | so.AttachedAvatar = avatar.UUID; | ||
1564 | |||
1565 | if (so.RootPart.PhysActor != null) | ||
1566 | { | ||
1567 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1568 | so.RootPart.PhysActor = null; | ||
1569 | } | ||
1570 | |||
1571 | so.AbsolutePosition = attachOffset; | ||
1572 | so.RootPart.AttachedPos = attachOffset; | ||
1573 | so.IsAttachment = true; | ||
1574 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1575 | so.AttachmentPoint = attachmentpoint; | ||
1576 | |||
1577 | avatar.AddAttachment(this); | ||
1578 | |||
1579 | if (!silent) | ||
1580 | { | ||
1581 | // Killing it here will cause the client to deselect it | ||
1582 | // It then reappears on the avatar, deselected | ||
1583 | // through the full update below | ||
1584 | // | ||
1585 | if (IsSelected) | ||
1586 | { | ||
1587 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1588 | } | ||
1589 | |||
1590 | IsSelected = false; // fudge.... | ||
1591 | ScheduleGroupForFullUpdate(); | ||
1592 | } | ||
1593 | } | ||
1594 | else | ||
1595 | { | ||
1596 | m_log.WarnFormat( | ||
1597 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1598 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1599 | } | ||
1600 | } | ||
1601 | |||
1602 | public byte GetAttachmentPoint() | ||
1603 | { | ||
1604 | return m_rootPart.Shape.State; | ||
1605 | } | ||
1606 | |||
1607 | public void DetachToGround() | ||
1608 | { | ||
1609 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1610 | if (avatar == null) | ||
1611 | return; | ||
1612 | |||
1613 | avatar.RemoveAttachment(this); | ||
1614 | |||
1615 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1616 | if (avatar == null) | ||
1617 | return; | ||
1618 | |||
1619 | detachedpos = avatar.AbsolutePosition; | ||
1620 | FromItemID = UUID.Zero; | ||
1621 | |||
1622 | AbsolutePosition = detachedpos; | ||
1623 | AttachedAvatar = UUID.Zero; | ||
1624 | |||
1625 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1626 | //for (int i = 0; i < parts.Length; i++) | ||
1627 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1628 | |||
1629 | m_rootPart.SetParentLocalId(0); | ||
1630 | AttachmentPoint = (byte)0; | ||
1631 | // must check if buildind should be true or false here | ||
1632 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); | ||
1633 | HasGroupChanged = true; | ||
1634 | RootPart.Rezzed = DateTime.Now; | ||
1635 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1636 | AttachToBackup(); | ||
1637 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1638 | m_rootPart.ScheduleFullUpdate(); | ||
1639 | m_rootPart.ClearUndoState(); | ||
1640 | } | ||
1641 | |||
1642 | public void DetachToInventoryPrep() | ||
1643 | { | ||
1644 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1645 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1646 | if (avatar != null) | ||
1647 | { | ||
1648 | //detachedpos = avatar.AbsolutePosition; | ||
1649 | avatar.RemoveAttachment(this); | ||
1650 | } | ||
1651 | |||
1652 | AttachedAvatar = UUID.Zero; | ||
1653 | |||
1654 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1655 | for (int i = 0; i < parts.Length; i++) | ||
1656 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1657 | |||
1658 | m_rootPart.SetParentLocalId(0); | ||
1659 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1660 | IsAttachment = false; | ||
1661 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1662 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1663 | //AttachToBackup(); | ||
1664 | //m_rootPart.ScheduleFullUpdate(); | ||
1665 | } | ||
1666 | |||
1667 | /// <summary> | ||
1057 | /// | 1668 | /// |
1058 | /// </summary> | 1669 | /// </summary> |
1059 | /// <param name="part"></param> | 1670 | /// <param name="part"></param> |
@@ -1093,7 +1704,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1093 | public void AddPart(SceneObjectPart part) | 1704 | public void AddPart(SceneObjectPart part) |
1094 | { | 1705 | { |
1095 | part.SetParent(this); | 1706 | part.SetParent(this); |
1096 | part.LinkNum = m_parts.Add(part.UUID, part); | 1707 | m_parts.Add(part.UUID, part); |
1708 | |||
1709 | part.LinkNum = m_parts.Count; | ||
1710 | |||
1097 | if (part.LinkNum == 2) | 1711 | if (part.LinkNum == 2) |
1098 | RootPart.LinkNum = 1; | 1712 | RootPart.LinkNum = 1; |
1099 | } | 1713 | } |
@@ -1119,6 +1733,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1119 | parts[i].UUID = UUID.Random(); | 1733 | parts[i].UUID = UUID.Random(); |
1120 | } | 1734 | } |
1121 | 1735 | ||
1736 | // helper provided for parts. | ||
1737 | public int GetSceneMaxUndo() | ||
1738 | { | ||
1739 | if (m_scene != null) | ||
1740 | return m_scene.MaxUndoCount; | ||
1741 | return 5; | ||
1742 | } | ||
1743 | |||
1122 | // justincc: I don't believe this hack is needed any longer, especially since the physics | 1744 | // justincc: I don't believe this hack is needed any longer, especially since the physics |
1123 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false | 1745 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false |
1124 | // this method was preventing proper reload of scene objects. | 1746 | // this method was preventing proper reload of scene objects. |
@@ -1176,7 +1798,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1176 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", | 1798 | // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", |
1177 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); | 1799 | // remoteClient.Name, part.Name, part.LocalId, offsetPos); |
1178 | 1800 | ||
1179 | part.StoreUndoState(); | 1801 | // part.StoreUndoState(); |
1180 | part.OnGrab(offsetPos, remoteClient); | 1802 | part.OnGrab(offsetPos, remoteClient); |
1181 | } | 1803 | } |
1182 | 1804 | ||
@@ -1196,6 +1818,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1196 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1818 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1197 | public void DeleteGroupFromScene(bool silent) | 1819 | public void DeleteGroupFromScene(bool silent) |
1198 | { | 1820 | { |
1821 | // We need to keep track of this state in case this group is still queued for backup. | ||
1822 | IsDeleted = true; | ||
1823 | |||
1824 | DetachFromBackup(); | ||
1825 | |||
1199 | SceneObjectPart[] parts = m_parts.GetArray(); | 1826 | SceneObjectPart[] parts = m_parts.GetArray(); |
1200 | for (int i = 0; i < parts.Length; i++) | 1827 | for (int i = 0; i < parts.Length; i++) |
1201 | { | 1828 | { |
@@ -1219,6 +1846,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1219 | } | 1846 | } |
1220 | }); | 1847 | }); |
1221 | } | 1848 | } |
1849 | |||
1222 | } | 1850 | } |
1223 | 1851 | ||
1224 | public void AddScriptLPS(int count) | 1852 | public void AddScriptLPS(int count) |
@@ -1288,28 +1916,43 @@ namespace OpenSim.Region.Framework.Scenes | |||
1288 | /// </summary> | 1916 | /// </summary> |
1289 | public void ApplyPhysics() | 1917 | public void ApplyPhysics() |
1290 | { | 1918 | { |
1291 | // Apply physics to the root prim | ||
1292 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1293 | |||
1294 | // Apply physics to child prims | ||
1295 | SceneObjectPart[] parts = m_parts.GetArray(); | 1919 | SceneObjectPart[] parts = m_parts.GetArray(); |
1296 | if (parts.Length > 1) | 1920 | if (parts.Length > 1) |
1297 | { | 1921 | { |
1922 | ResetChildPrimPhysicsPositions(); | ||
1923 | |||
1924 | // Apply physics to the root prim | ||
1925 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true); | ||
1926 | |||
1927 | |||
1298 | for (int i = 0; i < parts.Length; i++) | 1928 | for (int i = 0; i < parts.Length; i++) |
1299 | { | 1929 | { |
1300 | SceneObjectPart part = parts[i]; | 1930 | SceneObjectPart part = parts[i]; |
1301 | if (part.LocalId != m_rootPart.LocalId) | 1931 | if (part.LocalId != m_rootPart.LocalId) |
1302 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); | 1932 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true); |
1303 | } | 1933 | } |
1304 | |||
1305 | // Hack to get the physics scene geometries in the right spot | 1934 | // Hack to get the physics scene geometries in the right spot |
1306 | ResetChildPrimPhysicsPositions(); | 1935 | // ResetChildPrimPhysicsPositions(); |
1936 | if (m_rootPart.PhysActor != null) | ||
1937 | { | ||
1938 | m_rootPart.PhysActor.Building = false; | ||
1939 | } | ||
1940 | } | ||
1941 | else | ||
1942 | { | ||
1943 | // Apply physics to the root prim | ||
1944 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); | ||
1307 | } | 1945 | } |
1308 | } | 1946 | } |
1309 | 1947 | ||
1310 | public void SetOwnerId(UUID userId) | 1948 | public void SetOwnerId(UUID userId) |
1311 | { | 1949 | { |
1312 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1950 | ForEachPart(delegate(SceneObjectPart part) |
1951 | { | ||
1952 | |||
1953 | part.OwnerID = userId; | ||
1954 | |||
1955 | }); | ||
1313 | } | 1956 | } |
1314 | 1957 | ||
1315 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1958 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1341,11 +1984,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1341 | return; | 1984 | return; |
1342 | } | 1985 | } |
1343 | 1986 | ||
1987 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1988 | return; | ||
1989 | |||
1344 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1990 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1345 | // any exception propogate upwards. | 1991 | // any exception propogate upwards. |
1346 | try | 1992 | try |
1347 | { | 1993 | { |
1348 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1994 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1995 | !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things | ||
1996 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1997 | |||
1349 | { | 1998 | { |
1350 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1999 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1351 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 2000 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1372,6 +2021,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1372 | } | 2021 | } |
1373 | } | 2022 | } |
1374 | } | 2023 | } |
2024 | |||
1375 | } | 2025 | } |
1376 | 2026 | ||
1377 | if (m_scene.UseBackup && HasGroupChanged) | 2027 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1379,10 +2029,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
1379 | // don't backup while it's selected or you're asking for changes mid stream. | 2029 | // don't backup while it's selected or you're asking for changes mid stream. |
1380 | if (isTimeToPersist() || forcedBackup) | 2030 | if (isTimeToPersist() || forcedBackup) |
1381 | { | 2031 | { |
2032 | if (m_rootPart.PhysActor != null && | ||
2033 | (!m_rootPart.PhysActor.IsPhysical)) | ||
2034 | { | ||
2035 | // Possible ghost prim | ||
2036 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
2037 | { | ||
2038 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
2039 | { | ||
2040 | // Re-set physics actor positions and | ||
2041 | // orientations | ||
2042 | part.GroupPosition = m_rootPart.GroupPosition; | ||
2043 | } | ||
2044 | } | ||
2045 | } | ||
1382 | // m_log.DebugFormat( | 2046 | // m_log.DebugFormat( |
1383 | // "[SCENE]: Storing {0}, {1} in {2}", | 2047 | // "[SCENE]: Storing {0}, {1} in {2}", |
1384 | // Name, UUID, m_scene.RegionInfo.RegionName); | 2048 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1385 | 2049 | ||
2050 | if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0) | ||
2051 | { | ||
2052 | RootPart.Shape.State = 0; | ||
2053 | ScheduleGroupForFullUpdate(); | ||
2054 | } | ||
2055 | |||
1386 | SceneObjectGroup backup_group = Copy(false); | 2056 | SceneObjectGroup backup_group = Copy(false); |
1387 | backup_group.RootPart.Velocity = RootPart.Velocity; | 2057 | backup_group.RootPart.Velocity = RootPart.Velocity; |
1388 | backup_group.RootPart.Acceleration = RootPart.Acceleration; | 2058 | backup_group.RootPart.Acceleration = RootPart.Acceleration; |
@@ -1392,6 +2062,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1392 | HasGroupChangedDueToDelink = false; | 2062 | HasGroupChangedDueToDelink = false; |
1393 | 2063 | ||
1394 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); | 2064 | m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); |
2065 | /* | ||
2066 | backup_group.ForEachPart(delegate(SceneObjectPart part) | ||
2067 | { | ||
2068 | if (part.KeyframeMotion != null) | ||
2069 | { | ||
2070 | part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize()); | ||
2071 | // part.KeyframeMotion.UpdateSceneObject(this); | ||
2072 | } | ||
2073 | }); | ||
2074 | */ | ||
1395 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); | 2075 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); |
1396 | 2076 | ||
1397 | backup_group.ForEachPart(delegate(SceneObjectPart part) | 2077 | backup_group.ForEachPart(delegate(SceneObjectPart part) |
@@ -1448,10 +2128,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1448 | /// <returns></returns> | 2128 | /// <returns></returns> |
1449 | public SceneObjectGroup Copy(bool userExposed) | 2129 | public SceneObjectGroup Copy(bool userExposed) |
1450 | { | 2130 | { |
2131 | m_dupeInProgress = true; | ||
1451 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 2132 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
1452 | dupe.m_isBackedUp = false; | 2133 | dupe.m_isBackedUp = false; |
1453 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 2134 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); |
1454 | 2135 | ||
2136 | // new group as no sitting avatars | ||
2137 | dupe.m_linkedAvatars = new List<ScenePresence>(); | ||
2138 | |||
1455 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 2139 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1456 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 2140 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1457 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 2141 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
@@ -1462,7 +2146,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1462 | // This is only necessary when userExposed is false! | 2146 | // This is only necessary when userExposed is false! |
1463 | 2147 | ||
1464 | bool previousAttachmentStatus = dupe.IsAttachment; | 2148 | bool previousAttachmentStatus = dupe.IsAttachment; |
1465 | 2149 | ||
1466 | if (!userExposed) | 2150 | if (!userExposed) |
1467 | dupe.IsAttachment = true; | 2151 | dupe.IsAttachment = true; |
1468 | 2152 | ||
@@ -1475,16 +2159,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1475 | 2159 | ||
1476 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 2160 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1477 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 2161 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
2162 | |||
1478 | 2163 | ||
1479 | if (userExposed) | 2164 | if (userExposed) |
1480 | dupe.m_rootPart.TrimPermissions(); | 2165 | dupe.m_rootPart.TrimPermissions(); |
1481 | 2166 | ||
1482 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 2167 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1483 | 2168 | ||
1484 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 2169 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1485 | { | 2170 | { |
1486 | return p1.LinkNum.CompareTo(p2.LinkNum); | 2171 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1487 | } | 2172 | } |
1488 | ); | 2173 | ); |
1489 | 2174 | ||
1490 | foreach (SceneObjectPart part in partList) | 2175 | foreach (SceneObjectPart part in partList) |
@@ -1494,41 +2179,56 @@ namespace OpenSim.Region.Framework.Scenes | |||
1494 | { | 2179 | { |
1495 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 2180 | newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1496 | newPart.LinkNum = part.LinkNum; | 2181 | newPart.LinkNum = part.LinkNum; |
1497 | } | 2182 | if (userExposed) |
2183 | newPart.ParentID = dupe.m_rootPart.LocalId; | ||
2184 | } | ||
1498 | else | 2185 | else |
1499 | { | 2186 | { |
1500 | newPart = dupe.m_rootPart; | 2187 | newPart = dupe.m_rootPart; |
1501 | } | 2188 | } |
2189 | /* | ||
2190 | bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0); | ||
2191 | bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0); | ||
1502 | 2192 | ||
1503 | // Need to duplicate the physics actor as well | 2193 | // Need to duplicate the physics actor as well |
1504 | PhysicsActor originalPartPa = part.PhysActor; | 2194 | if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive)) |
1505 | if (originalPartPa != null && userExposed) | ||
1506 | { | 2195 | { |
1507 | PrimitiveBaseShape pbs = newPart.Shape; | 2196 | PrimitiveBaseShape pbs = newPart.Shape; |
1508 | |||
1509 | newPart.PhysActor | 2197 | newPart.PhysActor |
1510 | = m_scene.PhysicsScene.AddPrimShape( | 2198 | = m_scene.PhysicsScene.AddPrimShape( |
1511 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 2199 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
1512 | pbs, | 2200 | pbs, |
1513 | newPart.AbsolutePosition, | 2201 | newPart.AbsolutePosition, |
1514 | newPart.Scale, | 2202 | newPart.Scale, |
1515 | newPart.RotationOffset, | 2203 | newPart.GetWorldRotation(), |
1516 | originalPartPa.IsPhysical, | 2204 | isphys, |
2205 | isphan, | ||
1517 | newPart.LocalId); | 2206 | newPart.LocalId); |
1518 | 2207 | ||
1519 | newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); | 2208 | newPart.DoPhysicsPropertyUpdate(isphys, true); |
1520 | } | 2209 | */ |
2210 | if (userExposed) | ||
2211 | newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true); | ||
2212 | // } | ||
2213 | // copy keyframemotion | ||
2214 | if (part.KeyframeMotion != null) | ||
2215 | newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); | ||
1521 | } | 2216 | } |
1522 | 2217 | ||
1523 | if (userExposed) | 2218 | if (userExposed) |
1524 | { | 2219 | { |
1525 | dupe.UpdateParentIDs(); | 2220 | // done above dupe.UpdateParentIDs(); |
2221 | |||
2222 | if (dupe.m_rootPart.PhysActor != null) | ||
2223 | dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building | ||
2224 | |||
1526 | dupe.HasGroupChanged = true; | 2225 | dupe.HasGroupChanged = true; |
1527 | dupe.AttachToBackup(); | 2226 | dupe.AttachToBackup(); |
1528 | 2227 | ||
1529 | ScheduleGroupForFullUpdate(); | 2228 | ScheduleGroupForFullUpdate(); |
1530 | } | 2229 | } |
1531 | 2230 | ||
2231 | m_dupeInProgress = false; | ||
1532 | return dupe; | 2232 | return dupe; |
1533 | } | 2233 | } |
1534 | 2234 | ||
@@ -1540,11 +2240,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1540 | /// <param name="cGroupID"></param> | 2240 | /// <param name="cGroupID"></param> |
1541 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2241 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1542 | { | 2242 | { |
1543 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); | 2243 | // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); |
2244 | // give newpart a new local ID lettng old part keep same | ||
2245 | SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed); | ||
2246 | newpart.LocalId = m_scene.AllocateLocalId(); | ||
2247 | |||
2248 | SetRootPart(newpart); | ||
2249 | if (userExposed) | ||
2250 | RootPart.Velocity = Vector3.Zero; // In case source is moving | ||
1544 | } | 2251 | } |
1545 | 2252 | ||
1546 | public void ScriptSetPhysicsStatus(bool usePhysics) | 2253 | public void ScriptSetPhysicsStatus(bool usePhysics) |
1547 | { | 2254 | { |
2255 | if (usePhysics) | ||
2256 | { | ||
2257 | if (RootPart.KeyframeMotion != null) | ||
2258 | RootPart.KeyframeMotion.Stop(); | ||
2259 | RootPart.KeyframeMotion = null; | ||
2260 | } | ||
1548 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2261 | UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); |
1549 | } | 2262 | } |
1550 | 2263 | ||
@@ -1592,27 +2305,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1592 | 2305 | ||
1593 | if (pa != null) | 2306 | if (pa != null) |
1594 | { | 2307 | { |
1595 | pa.AddForce(impulse, true); | 2308 | // false to be applied as a impulse |
1596 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2309 | pa.AddForce(impulse, false); |
1597 | } | ||
1598 | } | ||
1599 | } | ||
1600 | |||
1601 | public void applyAngularImpulse(Vector3 impulse) | ||
1602 | { | ||
1603 | PhysicsActor pa = RootPart.PhysActor; | ||
1604 | |||
1605 | if (pa != null) | ||
1606 | { | ||
1607 | if (!IsAttachment) | ||
1608 | { | ||
1609 | pa.AddAngularForce(impulse, true); | ||
1610 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2310 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1611 | } | 2311 | } |
1612 | } | 2312 | } |
1613 | } | 2313 | } |
1614 | 2314 | ||
1615 | public void setAngularImpulse(Vector3 impulse) | 2315 | public void ApplyAngularImpulse(Vector3 impulse) |
1616 | { | 2316 | { |
1617 | PhysicsActor pa = RootPart.PhysActor; | 2317 | PhysicsActor pa = RootPart.PhysActor; |
1618 | 2318 | ||
@@ -1620,7 +2320,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1620 | { | 2320 | { |
1621 | if (!IsAttachment) | 2321 | if (!IsAttachment) |
1622 | { | 2322 | { |
1623 | pa.Torque = impulse; | 2323 | // false to be applied as a impulse |
2324 | pa.AddAngularForce(impulse, false); | ||
1624 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 2325 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
1625 | } | 2326 | } |
1626 | } | 2327 | } |
@@ -1628,20 +2329,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1628 | 2329 | ||
1629 | public Vector3 GetTorque() | 2330 | public Vector3 GetTorque() |
1630 | { | 2331 | { |
1631 | PhysicsActor pa = RootPart.PhysActor; | 2332 | return RootPart.Torque; |
1632 | |||
1633 | if (pa != null) | ||
1634 | { | ||
1635 | if (!IsAttachment) | ||
1636 | { | ||
1637 | Vector3 torque = pa.Torque; | ||
1638 | return torque; | ||
1639 | } | ||
1640 | } | ||
1641 | |||
1642 | return Vector3.Zero; | ||
1643 | } | 2333 | } |
1644 | 2334 | ||
2335 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1645 | public void moveToTarget(Vector3 target, float tau) | 2336 | public void moveToTarget(Vector3 target, float tau) |
1646 | { | 2337 | { |
1647 | if (IsAttachment) | 2338 | if (IsAttachment) |
@@ -1673,6 +2364,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
1673 | pa.PIDActive = false; | 2364 | pa.PIDActive = false; |
1674 | } | 2365 | } |
1675 | 2366 | ||
2367 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2368 | { | ||
2369 | SceneObjectPart rootpart = m_rootPart; | ||
2370 | if (rootpart != null) | ||
2371 | { | ||
2372 | if (IsAttachment) | ||
2373 | { | ||
2374 | /* | ||
2375 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2376 | if (avatar != null) | ||
2377 | { | ||
2378 | Rotate the Av? | ||
2379 | } */ | ||
2380 | } | ||
2381 | else | ||
2382 | { | ||
2383 | if (rootpart.PhysActor != null) | ||
2384 | { // APID must be implemented in your physics system for this to function. | ||
2385 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
2386 | rootpart.PhysActor.APIDStrength = strength; | ||
2387 | rootpart.PhysActor.APIDDamping = damping; | ||
2388 | rootpart.PhysActor.APIDActive = true; | ||
2389 | } | ||
2390 | } | ||
2391 | } | ||
2392 | } | ||
2393 | |||
2394 | public void stopLookAt() | ||
2395 | { | ||
2396 | SceneObjectPart rootpart = m_rootPart; | ||
2397 | if (rootpart != null) | ||
2398 | { | ||
2399 | if (rootpart.PhysActor != null) | ||
2400 | { // APID must be implemented in your physics system for this to function. | ||
2401 | rootpart.PhysActor.APIDActive = false; | ||
2402 | } | ||
2403 | } | ||
2404 | |||
2405 | } | ||
2406 | |||
1676 | /// <summary> | 2407 | /// <summary> |
1677 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2408 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1678 | /// </summary> | 2409 | /// </summary> |
@@ -1689,7 +2420,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1689 | { | 2420 | { |
1690 | pa.PIDHoverHeight = height; | 2421 | pa.PIDHoverHeight = height; |
1691 | pa.PIDHoverType = hoverType; | 2422 | pa.PIDHoverType = hoverType; |
1692 | pa.PIDTau = tau; | 2423 | pa.PIDHoverTau = tau; |
1693 | pa.PIDHoverActive = true; | 2424 | pa.PIDHoverActive = true; |
1694 | } | 2425 | } |
1695 | else | 2426 | else |
@@ -1729,7 +2460,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1729 | /// <param name="cGroupID"></param> | 2460 | /// <param name="cGroupID"></param> |
1730 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2461 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1731 | { | 2462 | { |
1732 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2463 | // give new ID to the new part, letting old keep original |
2464 | // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
2465 | SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed); | ||
2466 | newPart.LocalId = m_scene.AllocateLocalId(); | ||
2467 | newPart.SetParent(this); | ||
2468 | |||
1733 | AddPart(newPart); | 2469 | AddPart(newPart); |
1734 | 2470 | ||
1735 | SetPartAsNonRoot(newPart); | 2471 | SetPartAsNonRoot(newPart); |
@@ -1868,11 +2604,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1868 | /// Immediately send a full update for this scene object. | 2604 | /// Immediately send a full update for this scene object. |
1869 | /// </summary> | 2605 | /// </summary> |
1870 | public void SendGroupFullUpdate() | 2606 | public void SendGroupFullUpdate() |
1871 | { | 2607 | { |
1872 | if (IsDeleted) | 2608 | if (IsDeleted) |
1873 | return; | 2609 | return; |
1874 | 2610 | ||
1875 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2611 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1876 | 2612 | ||
1877 | RootPart.SendFullUpdateToAllClients(); | 2613 | RootPart.SendFullUpdateToAllClients(); |
1878 | 2614 | ||
@@ -2028,6 +2764,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2028 | // 'linkPart' == the root of the group being linked into this group | 2764 | // 'linkPart' == the root of the group being linked into this group |
2029 | SceneObjectPart linkPart = objectGroup.m_rootPart; | 2765 | SceneObjectPart linkPart = objectGroup.m_rootPart; |
2030 | 2766 | ||
2767 | if (m_rootPart.PhysActor != null) | ||
2768 | m_rootPart.PhysActor.Building = true; | ||
2769 | if (linkPart.PhysActor != null) | ||
2770 | linkPart.PhysActor.Building = true; | ||
2771 | |||
2031 | // physics flags from group to be applied to linked parts | 2772 | // physics flags from group to be applied to linked parts |
2032 | bool grpusephys = UsesPhysics; | 2773 | bool grpusephys = UsesPhysics; |
2033 | bool grptemporary = IsTemporary; | 2774 | bool grptemporary = IsTemporary; |
@@ -2053,12 +2794,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2053 | Vector3 axPos = linkPart.OffsetPosition; | 2794 | Vector3 axPos = linkPart.OffsetPosition; |
2054 | // Rotate the linking root SOP's position to be relative to the new root prim | 2795 | // Rotate the linking root SOP's position to be relative to the new root prim |
2055 | Quaternion parentRot = m_rootPart.RotationOffset; | 2796 | Quaternion parentRot = m_rootPart.RotationOffset; |
2056 | axPos *= Quaternion.Inverse(parentRot); | 2797 | axPos *= Quaternion.Conjugate(parentRot); |
2057 | linkPart.OffsetPosition = axPos; | 2798 | linkPart.OffsetPosition = axPos; |
2058 | 2799 | ||
2059 | // Make the linking root SOP's rotation relative to the new root prim | 2800 | // Make the linking root SOP's rotation relative to the new root prim |
2060 | Quaternion oldRot = linkPart.RotationOffset; | 2801 | Quaternion oldRot = linkPart.RotationOffset; |
2061 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2802 | Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot; |
2062 | linkPart.RotationOffset = newRot; | 2803 | linkPart.RotationOffset = newRot; |
2063 | 2804 | ||
2064 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. | 2805 | // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. |
@@ -2092,7 +2833,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2092 | linkPart.CreateSelected = true; | 2833 | linkPart.CreateSelected = true; |
2093 | 2834 | ||
2094 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now | 2835 | // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now |
2095 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); | 2836 | linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true); |
2096 | 2837 | ||
2097 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 2838 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2098 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2839 | if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2102,6 +2843,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2102 | } | 2843 | } |
2103 | 2844 | ||
2104 | linkPart.LinkNum = linkNum++; | 2845 | linkPart.LinkNum = linkNum++; |
2846 | linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2105 | 2847 | ||
2106 | // Get a list of the SOP's in the old group in order of their linknum's. | 2848 | // Get a list of the SOP's in the old group in order of their linknum's. |
2107 | SceneObjectPart[] ogParts = objectGroup.Parts; | 2849 | SceneObjectPart[] ogParts = objectGroup.Parts; |
@@ -2120,7 +2862,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2120 | 2862 | ||
2121 | // Update the physics flags for the newly added SOP | 2863 | // Update the physics flags for the newly added SOP |
2122 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) | 2864 | // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) |
2123 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); | 2865 | part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true); |
2124 | 2866 | ||
2125 | // If the added SOP is physical, also tell the physics engine about the link relationship. | 2867 | // If the added SOP is physical, also tell the physics engine about the link relationship. |
2126 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) | 2868 | if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) |
@@ -2138,7 +2880,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2138 | objectGroup.IsDeleted = true; | 2880 | objectGroup.IsDeleted = true; |
2139 | 2881 | ||
2140 | objectGroup.m_parts.Clear(); | 2882 | objectGroup.m_parts.Clear(); |
2141 | 2883 | ||
2142 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2884 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2143 | // objectGroup.m_rootPart = null; | 2885 | // objectGroup.m_rootPart = null; |
2144 | 2886 | ||
@@ -2152,6 +2894,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2152 | // unmoved prims! | 2894 | // unmoved prims! |
2153 | ResetChildPrimPhysicsPositions(); | 2895 | ResetChildPrimPhysicsPositions(); |
2154 | 2896 | ||
2897 | if (m_rootPart.PhysActor != null) | ||
2898 | m_rootPart.PhysActor.Building = false; | ||
2899 | |||
2155 | //HasGroupChanged = true; | 2900 | //HasGroupChanged = true; |
2156 | //ScheduleGroupForFullUpdate(); | 2901 | //ScheduleGroupForFullUpdate(); |
2157 | } | 2902 | } |
@@ -2219,7 +2964,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2219 | // m_log.DebugFormat( | 2964 | // m_log.DebugFormat( |
2220 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | 2965 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", |
2221 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | 2966 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); |
2222 | 2967 | ||
2968 | if (m_rootPart.PhysActor != null) | ||
2969 | m_rootPart.PhysActor.Building = true; | ||
2970 | |||
2223 | linkPart.ClearUndoState(); | 2971 | linkPart.ClearUndoState(); |
2224 | 2972 | ||
2225 | Vector3 worldPos = linkPart.GetWorldPosition(); | 2973 | Vector3 worldPos = linkPart.GetWorldPosition(); |
@@ -2290,6 +3038,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2290 | 3038 | ||
2291 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 3039 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
2292 | // (since delete works by deleting all rows which have a given object id) | 3040 | // (since delete works by deleting all rows which have a given object id) |
3041 | |||
3042 | // this is as it seems to be in sl now | ||
3043 | if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none) | ||
3044 | linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now | ||
3045 | |||
3046 | if (m_rootPart.PhysActor != null) | ||
3047 | m_rootPart.PhysActor.Building = false; | ||
3048 | |||
2293 | objectGroup.HasGroupChangedDueToDelink = true; | 3049 | objectGroup.HasGroupChangedDueToDelink = true; |
2294 | 3050 | ||
2295 | return objectGroup; | 3051 | return objectGroup; |
@@ -2301,6 +3057,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2301 | /// <param name="objectGroup"></param> | 3057 | /// <param name="objectGroup"></param> |
2302 | public virtual void DetachFromBackup() | 3058 | public virtual void DetachFromBackup() |
2303 | { | 3059 | { |
3060 | if (m_scene != null) | ||
3061 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2304 | if (m_isBackedUp && Scene != null) | 3062 | if (m_isBackedUp && Scene != null) |
2305 | m_scene.EventManager.OnBackup -= ProcessBackup; | 3063 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2306 | 3064 | ||
@@ -2321,7 +3079,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2321 | Vector3 axPos = part.OffsetPosition; | 3079 | Vector3 axPos = part.OffsetPosition; |
2322 | axPos *= parentRot; | 3080 | axPos *= parentRot; |
2323 | part.OffsetPosition = axPos; | 3081 | part.OffsetPosition = axPos; |
2324 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 3082 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
3083 | part.GroupPosition = newPos; | ||
2325 | part.OffsetPosition = Vector3.Zero; | 3084 | part.OffsetPosition = Vector3.Zero; |
2326 | 3085 | ||
2327 | // Compution our rotation to be not relative to the old parent | 3086 | // Compution our rotation to be not relative to the old parent |
@@ -2336,7 +3095,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2336 | part.LinkNum = linkNum; | 3095 | part.LinkNum = linkNum; |
2337 | 3096 | ||
2338 | // Compute the new position of this SOP relative to the group position | 3097 | // Compute the new position of this SOP relative to the group position |
2339 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 3098 | part.OffsetPosition = newPos - AbsolutePosition; |
2340 | 3099 | ||
2341 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. | 3100 | // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. |
2342 | // It would have the affect of setting the physics engine position multiple | 3101 | // It would have the affect of setting the physics engine position multiple |
@@ -2346,18 +3105,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
2346 | // Rotate the relative position by the rotation of the group | 3105 | // Rotate the relative position by the rotation of the group |
2347 | Quaternion rootRotation = m_rootPart.RotationOffset; | 3106 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2348 | Vector3 pos = part.OffsetPosition; | 3107 | Vector3 pos = part.OffsetPosition; |
2349 | pos *= Quaternion.Inverse(rootRotation); | 3108 | pos *= Quaternion.Conjugate(rootRotation); |
2350 | part.OffsetPosition = pos; | 3109 | part.OffsetPosition = pos; |
2351 | 3110 | ||
2352 | // Compute the SOP's rotation relative to the rotation of the group. | 3111 | // Compute the SOP's rotation relative to the rotation of the group. |
2353 | parentRot = m_rootPart.RotationOffset; | 3112 | parentRot = m_rootPart.RotationOffset; |
2354 | oldRot = part.RotationOffset; | 3113 | oldRot = part.RotationOffset; |
2355 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 3114 | Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot; |
2356 | part.RotationOffset = newRot; | 3115 | part.RotationOffset = newRot; |
2357 | 3116 | ||
2358 | // Since this SOP's state has changed, push those changes into the physics engine | 3117 | // Since this SOP's state has changed, push those changes into the physics engine |
2359 | // and the simulator. | 3118 | // and the simulator. |
2360 | part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 3119 | // done on caller |
3120 | // part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false); | ||
2361 | } | 3121 | } |
2362 | 3122 | ||
2363 | /// <summary> | 3123 | /// <summary> |
@@ -2379,10 +3139,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2379 | { | 3139 | { |
2380 | if (!m_rootPart.BlockGrab) | 3140 | if (!m_rootPart.BlockGrab) |
2381 | { | 3141 | { |
2382 | Vector3 llmoveforce = pos - AbsolutePosition; | 3142 | /* Vector3 llmoveforce = pos - AbsolutePosition; |
2383 | Vector3 grabforce = llmoveforce; | 3143 | Vector3 grabforce = llmoveforce; |
2384 | grabforce = (grabforce / 10) * pa.Mass; | 3144 | grabforce = (grabforce / 10) * pa.Mass; |
2385 | pa.AddForce(grabforce, true); | 3145 | */ |
3146 | // empirically convert distance diference to a impulse | ||
3147 | Vector3 grabforce = pos - AbsolutePosition; | ||
3148 | grabforce = grabforce * (pa.Mass/ 10.0f); | ||
3149 | pa.AddForce(grabforce, false); | ||
2386 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); | 3150 | m_scene.PhysicsScene.AddPhysicsActorTaint(pa); |
2387 | } | 3151 | } |
2388 | } | 3152 | } |
@@ -2578,6 +3342,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2578 | /// <param name="SetVolumeDetect"></param> | 3342 | /// <param name="SetVolumeDetect"></param> |
2579 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) | 3343 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) |
2580 | { | 3344 | { |
3345 | HasGroupChanged = true; | ||
3346 | |||
2581 | SceneObjectPart selectionPart = GetPart(localID); | 3347 | SceneObjectPart selectionPart = GetPart(localID); |
2582 | 3348 | ||
2583 | if (SetTemporary && Scene != null) | 3349 | if (SetTemporary && Scene != null) |
@@ -2608,8 +3374,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2608 | } | 3374 | } |
2609 | } | 3375 | } |
2610 | 3376 | ||
2611 | for (int i = 0; i < parts.Length; i++) | 3377 | if (parts.Length > 1) |
2612 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 3378 | { |
3379 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3380 | |||
3381 | for (int i = 0; i < parts.Length; i++) | ||
3382 | { | ||
3383 | |||
3384 | if (parts[i].UUID != m_rootPart.UUID) | ||
3385 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); | ||
3386 | } | ||
3387 | |||
3388 | if (m_rootPart.PhysActor != null) | ||
3389 | m_rootPart.PhysActor.Building = false; | ||
3390 | } | ||
3391 | else | ||
3392 | m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); | ||
2613 | } | 3393 | } |
2614 | } | 3394 | } |
2615 | 3395 | ||
@@ -2622,6 +3402,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2622 | } | 3402 | } |
2623 | } | 3403 | } |
2624 | 3404 | ||
3405 | |||
3406 | |||
3407 | /// <summary> | ||
3408 | /// Gets the number of parts | ||
3409 | /// </summary> | ||
3410 | /// <returns></returns> | ||
3411 | public int GetPartCount() | ||
3412 | { | ||
3413 | return Parts.Count(); | ||
3414 | } | ||
3415 | |||
2625 | /// <summary> | 3416 | /// <summary> |
2626 | /// Update the texture entry for this part | 3417 | /// Update the texture entry for this part |
2627 | /// </summary> | 3418 | /// </summary> |
@@ -2697,8 +3488,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2697 | 3488 | ||
2698 | PhysicsActor pa = m_rootPart.PhysActor; | 3489 | PhysicsActor pa = m_rootPart.PhysActor; |
2699 | 3490 | ||
2700 | RootPart.StoreUndoState(true); | ||
2701 | |||
2702 | if (Scene != null) | 3491 | if (Scene != null) |
2703 | { | 3492 | { |
2704 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); | 3493 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); |
@@ -2726,7 +3515,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2726 | SceneObjectPart obPart = parts[i]; | 3515 | SceneObjectPart obPart = parts[i]; |
2727 | if (obPart.UUID != m_rootPart.UUID) | 3516 | if (obPart.UUID != m_rootPart.UUID) |
2728 | { | 3517 | { |
2729 | // obPart.IgnoreUndoUpdate = true; | ||
2730 | Vector3 oldSize = new Vector3(obPart.Scale); | 3518 | Vector3 oldSize = new Vector3(obPart.Scale); |
2731 | 3519 | ||
2732 | float f = 1.0f; | 3520 | float f = 1.0f; |
@@ -2838,8 +3626,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2838 | z *= a; | 3626 | z *= a; |
2839 | } | 3627 | } |
2840 | } | 3628 | } |
2841 | |||
2842 | // obPart.IgnoreUndoUpdate = false; | ||
2843 | } | 3629 | } |
2844 | } | 3630 | } |
2845 | } | 3631 | } |
@@ -2849,9 +3635,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2849 | prevScale.Y *= y; | 3635 | prevScale.Y *= y; |
2850 | prevScale.Z *= z; | 3636 | prevScale.Z *= z; |
2851 | 3637 | ||
2852 | // RootPart.IgnoreUndoUpdate = true; | ||
2853 | RootPart.Resize(prevScale); | 3638 | RootPart.Resize(prevScale); |
2854 | // RootPart.IgnoreUndoUpdate = false; | ||
2855 | 3639 | ||
2856 | for (int i = 0; i < parts.Length; i++) | 3640 | for (int i = 0; i < parts.Length; i++) |
2857 | { | 3641 | { |
@@ -2859,8 +3643,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2859 | 3643 | ||
2860 | if (obPart.UUID != m_rootPart.UUID) | 3644 | if (obPart.UUID != m_rootPart.UUID) |
2861 | { | 3645 | { |
2862 | obPart.IgnoreUndoUpdate = true; | ||
2863 | |||
2864 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3646 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2865 | currentpos.X *= x; | 3647 | currentpos.X *= x; |
2866 | currentpos.Y *= y; | 3648 | currentpos.Y *= y; |
@@ -2873,16 +3655,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2873 | 3655 | ||
2874 | obPart.Resize(newSize); | 3656 | obPart.Resize(newSize); |
2875 | obPart.UpdateOffSet(currentpos); | 3657 | obPart.UpdateOffSet(currentpos); |
2876 | |||
2877 | obPart.IgnoreUndoUpdate = false; | ||
2878 | } | 3658 | } |
2879 | 3659 | ||
2880 | // obPart.IgnoreUndoUpdate = false; | 3660 | HasGroupChanged = true; |
2881 | // obPart.StoreUndoState(); | 3661 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
3662 | ScheduleGroupForTerseUpdate(); | ||
2882 | } | 3663 | } |
2883 | |||
2884 | // m_log.DebugFormat( | ||
2885 | // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); | ||
2886 | } | 3664 | } |
2887 | 3665 | ||
2888 | #endregion | 3666 | #endregion |
@@ -2895,14 +3673,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2895 | /// <param name="pos"></param> | 3673 | /// <param name="pos"></param> |
2896 | public void UpdateGroupPosition(Vector3 pos) | 3674 | public void UpdateGroupPosition(Vector3 pos) |
2897 | { | 3675 | { |
2898 | // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); | ||
2899 | |||
2900 | RootPart.StoreUndoState(true); | ||
2901 | |||
2902 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2903 | // for (int i = 0; i < parts.Length; i++) | ||
2904 | // parts[i].StoreUndoState(); | ||
2905 | |||
2906 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3676 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2907 | { | 3677 | { |
2908 | if (IsAttachment) | 3678 | if (IsAttachment) |
@@ -2935,21 +3705,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2935 | /// </summary> | 3705 | /// </summary> |
2936 | /// <param name="pos"></param> | 3706 | /// <param name="pos"></param> |
2937 | /// <param name="localID"></param> | 3707 | /// <param name="localID"></param> |
3708 | /// | ||
3709 | |||
2938 | public void UpdateSinglePosition(Vector3 pos, uint localID) | 3710 | public void UpdateSinglePosition(Vector3 pos, uint localID) |
2939 | { | 3711 | { |
2940 | SceneObjectPart part = GetPart(localID); | 3712 | SceneObjectPart part = GetPart(localID); |
2941 | 3713 | ||
2942 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2943 | // for (int i = 0; i < parts.Length; i++) | ||
2944 | // parts[i].StoreUndoState(); | ||
2945 | |||
2946 | if (part != null) | 3714 | if (part != null) |
2947 | { | 3715 | { |
2948 | // m_log.DebugFormat( | 3716 | // unlock parts position change |
2949 | // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); | 3717 | if (m_rootPart.PhysActor != null) |
2950 | 3718 | m_rootPart.PhysActor.Building = true; | |
2951 | part.StoreUndoState(false); | ||
2952 | part.IgnoreUndoUpdate = true; | ||
2953 | 3719 | ||
2954 | if (part.UUID == m_rootPart.UUID) | 3720 | if (part.UUID == m_rootPart.UUID) |
2955 | { | 3721 | { |
@@ -2960,8 +3726,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2960 | part.UpdateOffSet(pos); | 3726 | part.UpdateOffSet(pos); |
2961 | } | 3727 | } |
2962 | 3728 | ||
3729 | if (m_rootPart.PhysActor != null) | ||
3730 | m_rootPart.PhysActor.Building = false; | ||
3731 | |||
2963 | HasGroupChanged = true; | 3732 | HasGroupChanged = true; |
2964 | part.IgnoreUndoUpdate = false; | ||
2965 | } | 3733 | } |
2966 | } | 3734 | } |
2967 | 3735 | ||
@@ -2971,13 +3739,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2971 | /// <param name="pos"></param> | 3739 | /// <param name="pos"></param> |
2972 | public void UpdateRootPosition(Vector3 pos) | 3740 | public void UpdateRootPosition(Vector3 pos) |
2973 | { | 3741 | { |
2974 | // m_log.DebugFormat( | 3742 | // needs to be called with phys building true |
2975 | // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); | ||
2976 | |||
2977 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
2978 | // for (int i = 0; i < parts.Length; i++) | ||
2979 | // parts[i].StoreUndoState(); | ||
2980 | |||
2981 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3743 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
2982 | Vector3 oldPos = | 3744 | Vector3 oldPos = |
2983 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, | 3745 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, |
@@ -3000,7 +3762,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3000 | AbsolutePosition = newPos; | 3762 | AbsolutePosition = newPos; |
3001 | 3763 | ||
3002 | HasGroupChanged = true; | 3764 | HasGroupChanged = true; |
3003 | ScheduleGroupForTerseUpdate(); | 3765 | if (m_rootPart.Undoing) |
3766 | { | ||
3767 | ScheduleGroupForFullUpdate(); | ||
3768 | } | ||
3769 | else | ||
3770 | { | ||
3771 | ScheduleGroupForTerseUpdate(); | ||
3772 | } | ||
3004 | } | 3773 | } |
3005 | 3774 | ||
3006 | #endregion | 3775 | #endregion |
@@ -3013,24 +3782,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3013 | /// <param name="rot"></param> | 3782 | /// <param name="rot"></param> |
3014 | public void UpdateGroupRotationR(Quaternion rot) | 3783 | public void UpdateGroupRotationR(Quaternion rot) |
3015 | { | 3784 | { |
3016 | // m_log.DebugFormat( | ||
3017 | // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); | ||
3018 | |||
3019 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3020 | // for (int i = 0; i < parts.Length; i++) | ||
3021 | // parts[i].StoreUndoState(); | ||
3022 | |||
3023 | m_rootPart.StoreUndoState(true); | ||
3024 | |||
3025 | m_rootPart.UpdateRotation(rot); | 3785 | m_rootPart.UpdateRotation(rot); |
3026 | 3786 | ||
3787 | /* this is done by rootpart RotationOffset set called by UpdateRotation | ||
3027 | PhysicsActor actor = m_rootPart.PhysActor; | 3788 | PhysicsActor actor = m_rootPart.PhysActor; |
3028 | if (actor != null) | 3789 | if (actor != null) |
3029 | { | 3790 | { |
3030 | actor.Orientation = m_rootPart.RotationOffset; | 3791 | actor.Orientation = m_rootPart.RotationOffset; |
3031 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); | 3792 | m_scene.PhysicsScene.AddPhysicsActorTaint(actor); |
3032 | } | 3793 | } |
3033 | 3794 | */ | |
3034 | HasGroupChanged = true; | 3795 | HasGroupChanged = true; |
3035 | ScheduleGroupForTerseUpdate(); | 3796 | ScheduleGroupForTerseUpdate(); |
3036 | } | 3797 | } |
@@ -3042,16 +3803,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3042 | /// <param name="rot"></param> | 3803 | /// <param name="rot"></param> |
3043 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) | 3804 | public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) |
3044 | { | 3805 | { |
3045 | // m_log.DebugFormat( | ||
3046 | // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); | ||
3047 | |||
3048 | // SceneObjectPart[] parts = m_parts.GetArray(); | ||
3049 | // for (int i = 0; i < parts.Length; i++) | ||
3050 | // parts[i].StoreUndoState(); | ||
3051 | |||
3052 | RootPart.StoreUndoState(true); | ||
3053 | RootPart.IgnoreUndoUpdate = true; | ||
3054 | |||
3055 | m_rootPart.UpdateRotation(rot); | 3806 | m_rootPart.UpdateRotation(rot); |
3056 | 3807 | ||
3057 | PhysicsActor actor = m_rootPart.PhysActor; | 3808 | PhysicsActor actor = m_rootPart.PhysActor; |
@@ -3070,8 +3821,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3070 | 3821 | ||
3071 | HasGroupChanged = true; | 3822 | HasGroupChanged = true; |
3072 | ScheduleGroupForTerseUpdate(); | 3823 | ScheduleGroupForTerseUpdate(); |
3073 | |||
3074 | RootPart.IgnoreUndoUpdate = false; | ||
3075 | } | 3824 | } |
3076 | 3825 | ||
3077 | /// <summary> | 3826 | /// <summary> |
@@ -3084,13 +3833,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3084 | SceneObjectPart part = GetPart(localID); | 3833 | SceneObjectPart part = GetPart(localID); |
3085 | 3834 | ||
3086 | SceneObjectPart[] parts = m_parts.GetArray(); | 3835 | SceneObjectPart[] parts = m_parts.GetArray(); |
3087 | for (int i = 0; i < parts.Length; i++) | ||
3088 | parts[i].StoreUndoState(); | ||
3089 | 3836 | ||
3090 | if (part != null) | 3837 | if (part != null) |
3091 | { | 3838 | { |
3092 | // m_log.DebugFormat( | 3839 | if (m_rootPart.PhysActor != null) |
3093 | // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); | 3840 | m_rootPart.PhysActor.Building = true; |
3094 | 3841 | ||
3095 | if (part.UUID == m_rootPart.UUID) | 3842 | if (part.UUID == m_rootPart.UUID) |
3096 | { | 3843 | { |
@@ -3100,6 +3847,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3100 | { | 3847 | { |
3101 | part.UpdateRotation(rot); | 3848 | part.UpdateRotation(rot); |
3102 | } | 3849 | } |
3850 | |||
3851 | if (m_rootPart.PhysActor != null) | ||
3852 | m_rootPart.PhysActor.Building = false; | ||
3103 | } | 3853 | } |
3104 | } | 3854 | } |
3105 | 3855 | ||
@@ -3113,12 +3863,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3113 | SceneObjectPart part = GetPart(localID); | 3863 | SceneObjectPart part = GetPart(localID); |
3114 | if (part != null) | 3864 | if (part != null) |
3115 | { | 3865 | { |
3116 | // m_log.DebugFormat( | 3866 | if (m_rootPart.PhysActor != null) |
3117 | // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", | 3867 | m_rootPart.PhysActor.Building = true; |
3118 | // part.Name, part.LocalId, rot); | ||
3119 | |||
3120 | part.StoreUndoState(); | ||
3121 | part.IgnoreUndoUpdate = true; | ||
3122 | 3868 | ||
3123 | if (part.UUID == m_rootPart.UUID) | 3869 | if (part.UUID == m_rootPart.UUID) |
3124 | { | 3870 | { |
@@ -3131,7 +3877,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3131 | part.OffsetPosition = pos; | 3877 | part.OffsetPosition = pos; |
3132 | } | 3878 | } |
3133 | 3879 | ||
3134 | part.IgnoreUndoUpdate = false; | 3880 | if (m_rootPart.PhysActor != null) |
3881 | m_rootPart.PhysActor.Building = false; | ||
3135 | } | 3882 | } |
3136 | } | 3883 | } |
3137 | 3884 | ||
@@ -3141,15 +3888,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3141 | /// <param name="rot"></param> | 3888 | /// <param name="rot"></param> |
3142 | public void UpdateRootRotation(Quaternion rot) | 3889 | public void UpdateRootRotation(Quaternion rot) |
3143 | { | 3890 | { |
3144 | // m_log.DebugFormat( | 3891 | // needs to be called with phys building true |
3145 | // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", | ||
3146 | // Name, LocalId, rot); | ||
3147 | |||
3148 | Quaternion axRot = rot; | 3892 | Quaternion axRot = rot; |
3149 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3893 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
3150 | 3894 | ||
3151 | m_rootPart.StoreUndoState(); | 3895 | //Don't use UpdateRotation because it schedules an update prematurely |
3152 | m_rootPart.UpdateRotation(rot); | 3896 | m_rootPart.RotationOffset = rot; |
3153 | 3897 | ||
3154 | PhysicsActor pa = m_rootPart.PhysActor; | 3898 | PhysicsActor pa = m_rootPart.PhysActor; |
3155 | 3899 | ||
@@ -3165,35 +3909,145 @@ namespace OpenSim.Region.Framework.Scenes | |||
3165 | SceneObjectPart prim = parts[i]; | 3909 | SceneObjectPart prim = parts[i]; |
3166 | if (prim.UUID != m_rootPart.UUID) | 3910 | if (prim.UUID != m_rootPart.UUID) |
3167 | { | 3911 | { |
3168 | prim.IgnoreUndoUpdate = true; | 3912 | Quaternion NewRot = oldParentRot * prim.RotationOffset; |
3913 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3914 | prim.RotationOffset = NewRot; | ||
3915 | |||
3169 | Vector3 axPos = prim.OffsetPosition; | 3916 | Vector3 axPos = prim.OffsetPosition; |
3917 | |||
3170 | axPos *= oldParentRot; | 3918 | axPos *= oldParentRot; |
3171 | axPos *= Quaternion.Inverse(axRot); | 3919 | axPos *= Quaternion.Inverse(axRot); |
3172 | prim.OffsetPosition = axPos; | 3920 | prim.OffsetPosition = axPos; |
3173 | Quaternion primsRot = prim.RotationOffset; | 3921 | } |
3174 | Quaternion newRot = oldParentRot * primsRot; | 3922 | } |
3175 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
3176 | prim.RotationOffset = newRot; | ||
3177 | prim.ScheduleTerseUpdate(); | ||
3178 | prim.IgnoreUndoUpdate = false; | ||
3179 | } | ||
3180 | } | ||
3181 | |||
3182 | // for (int i = 0; i < parts.Length; i++) | ||
3183 | // { | ||
3184 | // SceneObjectPart childpart = parts[i]; | ||
3185 | // if (childpart != m_rootPart) | ||
3186 | // { | ||
3187 | //// childpart.IgnoreUndoUpdate = false; | ||
3188 | //// childpart.StoreUndoState(); | ||
3189 | // } | ||
3190 | // } | ||
3191 | 3923 | ||
3192 | m_rootPart.ScheduleTerseUpdate(); | 3924 | HasGroupChanged = true; |
3925 | ScheduleGroupForFullUpdate(); | ||
3926 | } | ||
3193 | 3927 | ||
3194 | // m_log.DebugFormat( | 3928 | private enum updatetype :int |
3195 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3929 | { |
3196 | // Name, LocalId, rot); | 3930 | none = 0, |
3931 | partterse = 1, | ||
3932 | partfull = 2, | ||
3933 | groupterse = 3, | ||
3934 | groupfull = 4 | ||
3935 | } | ||
3936 | |||
3937 | public void doChangeObject(SceneObjectPart part, ObjectChangeData data) | ||
3938 | { | ||
3939 | // TODO this still as excessive *.Schedule*Update()s | ||
3940 | |||
3941 | if (part != null && part.ParentGroup != null) | ||
3942 | { | ||
3943 | ObjectChangeType change = data.change; | ||
3944 | bool togroup = ((change & ObjectChangeType.Group) != 0); | ||
3945 | // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use | ||
3946 | |||
3947 | SceneObjectGroup group = part.ParentGroup; | ||
3948 | PhysicsActor pha = group.RootPart.PhysActor; | ||
3949 | |||
3950 | updatetype updateType = updatetype.none; | ||
3951 | |||
3952 | if (togroup) | ||
3953 | { | ||
3954 | // related to group | ||
3955 | if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0) | ||
3956 | { | ||
3957 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3958 | { | ||
3959 | group.RootPart.UpdateRotation(data.rotation); | ||
3960 | updateType = updatetype.none; | ||
3961 | } | ||
3962 | if ((change & ObjectChangeType.Position) != 0) | ||
3963 | { | ||
3964 | if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position)) | ||
3965 | UpdateGroupPosition(data.position); | ||
3966 | updateType = updatetype.groupterse; | ||
3967 | } | ||
3968 | else | ||
3969 | // ugly rotation update of all parts | ||
3970 | { | ||
3971 | group.ResetChildPrimPhysicsPositions(); | ||
3972 | } | ||
3973 | |||
3974 | } | ||
3975 | if ((change & ObjectChangeType.Scale) != 0) | ||
3976 | { | ||
3977 | if (pha != null) | ||
3978 | pha.Building = true; | ||
3979 | |||
3980 | group.GroupResize(data.scale); | ||
3981 | updateType = updatetype.none; | ||
3982 | |||
3983 | if (pha != null) | ||
3984 | pha.Building = false; | ||
3985 | } | ||
3986 | } | ||
3987 | else | ||
3988 | { | ||
3989 | // related to single prim in a link-set ( ie group) | ||
3990 | if (pha != null) | ||
3991 | pha.Building = true; | ||
3992 | |||
3993 | // root part is special | ||
3994 | // parts offset positions or rotations need to change also | ||
3995 | |||
3996 | if (part == group.RootPart) | ||
3997 | { | ||
3998 | if ((change & ObjectChangeType.Rotation) != 0) | ||
3999 | group.UpdateRootRotation(data.rotation); | ||
4000 | if ((change & ObjectChangeType.Position) != 0) | ||
4001 | group.UpdateRootPosition(data.position); | ||
4002 | if ((change & ObjectChangeType.Scale) != 0) | ||
4003 | part.Resize(data.scale); | ||
4004 | } | ||
4005 | else | ||
4006 | { | ||
4007 | if ((change & ObjectChangeType.Position) != 0) | ||
4008 | { | ||
4009 | part.OffsetPosition = data.position; | ||
4010 | updateType = updatetype.partterse; | ||
4011 | } | ||
4012 | if ((change & ObjectChangeType.Rotation) != 0) | ||
4013 | { | ||
4014 | part.UpdateRotation(data.rotation); | ||
4015 | updateType = updatetype.none; | ||
4016 | } | ||
4017 | if ((change & ObjectChangeType.Scale) != 0) | ||
4018 | { | ||
4019 | part.Resize(data.scale); | ||
4020 | updateType = updatetype.none; | ||
4021 | } | ||
4022 | } | ||
4023 | |||
4024 | if (pha != null) | ||
4025 | pha.Building = false; | ||
4026 | } | ||
4027 | |||
4028 | if (updateType != updatetype.none) | ||
4029 | { | ||
4030 | group.HasGroupChanged = true; | ||
4031 | |||
4032 | switch (updateType) | ||
4033 | { | ||
4034 | case updatetype.partterse: | ||
4035 | part.ScheduleTerseUpdate(); | ||
4036 | break; | ||
4037 | case updatetype.partfull: | ||
4038 | part.ScheduleFullUpdate(); | ||
4039 | break; | ||
4040 | case updatetype.groupterse: | ||
4041 | group.ScheduleGroupForTerseUpdate(); | ||
4042 | break; | ||
4043 | case updatetype.groupfull: | ||
4044 | group.ScheduleGroupForFullUpdate(); | ||
4045 | break; | ||
4046 | default: | ||
4047 | break; | ||
4048 | } | ||
4049 | } | ||
4050 | } | ||
3197 | } | 4051 | } |
3198 | 4052 | ||
3199 | #endregion | 4053 | #endregion |
@@ -3292,10 +4146,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3292 | scriptPosTarget target = m_targets[idx]; | 4146 | scriptPosTarget target = m_targets[idx]; |
3293 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) | 4147 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) |
3294 | { | 4148 | { |
4149 | at_target = true; | ||
4150 | |||
3295 | // trigger at_target | 4151 | // trigger at_target |
3296 | if (m_scriptListens_atTarget) | 4152 | if (m_scriptListens_atTarget) |
3297 | { | 4153 | { |
3298 | at_target = true; | ||
3299 | scriptPosTarget att = new scriptPosTarget(); | 4154 | scriptPosTarget att = new scriptPosTarget(); |
3300 | att.targetPos = target.targetPos; | 4155 | att.targetPos = target.targetPos; |
3301 | att.tolerance = target.tolerance; | 4156 | att.tolerance = target.tolerance; |
@@ -3413,11 +4268,50 @@ namespace OpenSim.Region.Framework.Scenes | |||
3413 | } | 4268 | } |
3414 | } | 4269 | } |
3415 | } | 4270 | } |
3416 | 4271 | ||
4272 | public Vector3 GetGeometricCenter() | ||
4273 | { | ||
4274 | // this is not real geometric center but a average of positions relative to root prim acording to | ||
4275 | // http://wiki.secondlife.com/wiki/llGetGeometricCenter | ||
4276 | // ignoring tortured prims details since sl also seems to ignore | ||
4277 | // so no real use in doing it on physics | ||
4278 | |||
4279 | Vector3 gc = Vector3.Zero; | ||
4280 | |||
4281 | int nparts = m_parts.Count; | ||
4282 | if (nparts <= 1) | ||
4283 | return gc; | ||
4284 | |||
4285 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4286 | nparts = parts.Length; // just in case it changed | ||
4287 | if (nparts <= 1) | ||
4288 | return gc; | ||
4289 | |||
4290 | Quaternion parentRot = RootPart.RotationOffset; | ||
4291 | Vector3 pPos; | ||
4292 | |||
4293 | // average all parts positions | ||
4294 | for (int i = 0; i < nparts; i++) | ||
4295 | { | ||
4296 | // do it directly | ||
4297 | // gc += parts[i].GetWorldPosition(); | ||
4298 | if (parts[i] != RootPart) | ||
4299 | { | ||
4300 | pPos = parts[i].OffsetPosition; | ||
4301 | gc += pPos; | ||
4302 | } | ||
4303 | |||
4304 | } | ||
4305 | gc /= nparts; | ||
4306 | |||
4307 | // relative to root: | ||
4308 | // gc -= AbsolutePosition; | ||
4309 | return gc; | ||
4310 | } | ||
4311 | |||
3417 | public float GetMass() | 4312 | public float GetMass() |
3418 | { | 4313 | { |
3419 | float retmass = 0f; | 4314 | float retmass = 0f; |
3420 | |||
3421 | SceneObjectPart[] parts = m_parts.GetArray(); | 4315 | SceneObjectPart[] parts = m_parts.GetArray(); |
3422 | for (int i = 0; i < parts.Length; i++) | 4316 | for (int i = 0; i < parts.Length; i++) |
3423 | retmass += parts[i].GetMass(); | 4317 | retmass += parts[i].GetMass(); |
@@ -3425,6 +4319,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
3425 | return retmass; | 4319 | return retmass; |
3426 | } | 4320 | } |
3427 | 4321 | ||
4322 | // center of mass of full object | ||
4323 | public Vector3 GetCenterOfMass() | ||
4324 | { | ||
4325 | PhysicsActor pa = RootPart.PhysActor; | ||
4326 | |||
4327 | if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null) | ||
4328 | { | ||
4329 | // physics knows better about center of mass of physical prims | ||
4330 | Vector3 tmp = pa.CenterOfMass; | ||
4331 | return tmp; | ||
4332 | } | ||
4333 | |||
4334 | Vector3 Ptot = Vector3.Zero; | ||
4335 | float totmass = 0f; | ||
4336 | float m; | ||
4337 | |||
4338 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
4339 | for (int i = 0; i < parts.Length; i++) | ||
4340 | { | ||
4341 | m = parts[i].GetMass(); | ||
4342 | Ptot += parts[i].GetPartCenterOfMass() * m; | ||
4343 | totmass += m; | ||
4344 | } | ||
4345 | |||
4346 | if (totmass == 0) | ||
4347 | totmass = 0; | ||
4348 | else | ||
4349 | totmass = 1 / totmass; | ||
4350 | Ptot *= totmass; | ||
4351 | |||
4352 | return Ptot; | ||
4353 | } | ||
4354 | |||
3428 | /// <summary> | 4355 | /// <summary> |
3429 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that | 4356 | /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that |
3430 | /// the physics engine can use it. | 4357 | /// the physics engine can use it. |
@@ -3592,6 +4519,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3592 | FromItemID = uuid; | 4519 | FromItemID = uuid; |
3593 | } | 4520 | } |
3594 | 4521 | ||
4522 | public void ResetOwnerChangeFlag() | ||
4523 | { | ||
4524 | ForEachPart(delegate(SceneObjectPart part) | ||
4525 | { | ||
4526 | part.ResetOwnerChangeFlag(); | ||
4527 | }); | ||
4528 | } | ||
4529 | |||
3595 | #endregion | 4530 | #endregion |
3596 | } | 4531 | } |
3597 | } | 4532 | } |