diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 559 |
1 files changed, 495 insertions, 64 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 234eb7d..17f02c2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -24,11 +24,12 @@ | |||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Drawing; | 30 | using System.Drawing; |
31 | using System.IO; | 31 | using System.IO; |
32 | using System.Diagnostics; | ||
32 | using System.Linq; | 33 | using System.Linq; |
33 | using System.Threading; | 34 | using System.Threading; |
34 | using System.Xml; | 35 | using System.Xml; |
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
105 | /// since the group's last persistent backup | 106 | /// since the group's last persistent backup |
106 | /// </summary> | 107 | /// </summary> |
107 | private bool m_hasGroupChanged = false; | 108 | private bool m_hasGroupChanged = false; |
108 | private long timeFirstChanged; | 109 | private long timeFirstChanged = 0; |
109 | private long timeLastChanged; | 110 | private long timeLastChanged = 0; |
111 | private long m_maxPersistTime = 0; | ||
112 | private long m_minPersistTime = 0; | ||
113 | private Random m_rand; | ||
114 | private bool m_suspendUpdates; | ||
115 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | ||
116 | |||
117 | public bool areUpdatesSuspended | ||
118 | { | ||
119 | get | ||
120 | { | ||
121 | return m_suspendUpdates; | ||
122 | } | ||
123 | set | ||
124 | { | ||
125 | m_suspendUpdates = value; | ||
126 | if (!value) | ||
127 | { | ||
128 | QueueForUpdateCheck(); | ||
129 | } | ||
130 | } | ||
131 | } | ||
110 | 132 | ||
111 | public bool HasGroupChanged | 133 | public bool HasGroupChanged |
112 | { | 134 | { |
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes | |||
114 | { | 136 | { |
115 | if (value) | 137 | if (value) |
116 | { | 138 | { |
139 | if (m_isBackedUp) | ||
140 | { | ||
141 | m_scene.SceneGraph.FireChangeBackup(this); | ||
142 | } | ||
117 | timeLastChanged = DateTime.Now.Ticks; | 143 | timeLastChanged = DateTime.Now.Ticks; |
118 | if (!m_hasGroupChanged) | 144 | if (!m_hasGroupChanged) |
119 | timeFirstChanged = DateTime.Now.Ticks; | 145 | timeFirstChanged = DateTime.Now.Ticks; |
146 | if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) | ||
147 | { | ||
148 | if (m_rand == null) | ||
149 | { | ||
150 | byte[] val = new byte[16]; | ||
151 | m_rootPart.UUID.ToBytes(val, 0); | ||
152 | m_rand = new Random(BitConverter.ToInt32(val, 0)); | ||
153 | } | ||
154 | |||
155 | if (m_scene.GetRootAgentCount() == 0) | ||
156 | { | ||
157 | //If the region is empty, this change has been made by an automated process | ||
158 | //and thus we delay the persist time by a random amount between 1.5 and 2.5. | ||
159 | |||
160 | float factor = 1.5f + (float)(m_rand.NextDouble()); | ||
161 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); | ||
162 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); | ||
163 | } | ||
164 | else | ||
165 | { | ||
166 | //If the region is not empty, we want to obey the minimum and maximum persist times | ||
167 | //but add a random factor so we stagger the object persistance a little | ||
168 | m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 | ||
169 | m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 | ||
170 | } | ||
171 | } | ||
120 | } | 172 | } |
121 | m_hasGroupChanged = value; | 173 | m_hasGroupChanged = value; |
122 | 174 | ||
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
131 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since | 183 | /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since |
132 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. | 184 | /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. |
133 | /// </summary> | 185 | /// </summary> |
134 | public bool HasGroupChangedDueToDelink { get; private set; } | 186 | public bool HasGroupChangedDueToDelink { get; set; } |
135 | 187 | ||
136 | private bool isTimeToPersist() | 188 | private bool isTimeToPersist() |
137 | { | 189 | { |
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
141 | return false; | 193 | return false; |
142 | if (m_scene.ShuttingDown) | 194 | if (m_scene.ShuttingDown) |
143 | return true; | 195 | return true; |
196 | |||
197 | if (m_minPersistTime == 0 || m_maxPersistTime == 0) | ||
198 | { | ||
199 | m_maxPersistTime = m_scene.m_persistAfter; | ||
200 | m_minPersistTime = m_scene.m_dontPersistBefore; | ||
201 | } | ||
202 | |||
144 | long currentTime = DateTime.Now.Ticks; | 203 | long currentTime = DateTime.Now.Ticks; |
145 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | 204 | |
205 | if (timeLastChanged == 0) timeLastChanged = currentTime; | ||
206 | if (timeFirstChanged == 0) timeFirstChanged = currentTime; | ||
207 | |||
208 | if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) | ||
146 | return true; | 209 | return true; |
147 | return false; | 210 | return false; |
148 | } | 211 | } |
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
247 | 310 | ||
248 | private bool m_scriptListens_atTarget; | 311 | private bool m_scriptListens_atTarget; |
249 | private bool m_scriptListens_notAtTarget; | 312 | private bool m_scriptListens_notAtTarget; |
250 | |||
251 | private bool m_scriptListens_atRotTarget; | 313 | private bool m_scriptListens_atRotTarget; |
252 | private bool m_scriptListens_notAtRotTarget; | 314 | private bool m_scriptListens_notAtRotTarget; |
253 | 315 | ||
316 | public bool m_dupeInProgress = false; | ||
254 | internal Dictionary<UUID, string> m_savedScriptState; | 317 | internal Dictionary<UUID, string> m_savedScriptState; |
255 | 318 | ||
256 | #region Properties | 319 | #region Properties |
@@ -286,7 +349,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
286 | public virtual Quaternion Rotation | 349 | public virtual Quaternion Rotation |
287 | { | 350 | { |
288 | get { return m_rotation; } | 351 | get { return m_rotation; } |
289 | set { m_rotation = value; } | 352 | set { |
353 | m_rotation = value; | ||
354 | } | ||
290 | } | 355 | } |
291 | 356 | ||
292 | public Quaternion GroupRotation | 357 | public Quaternion GroupRotation |
@@ -397,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
397 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 462 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
398 | } | 463 | } |
399 | } | 464 | } |
400 | 465 | ||
466 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
467 | { | ||
468 | part.IgnoreUndoUpdate = true; | ||
469 | } | ||
401 | if (RootPart.GetStatusSandbox()) | 470 | if (RootPart.GetStatusSandbox()) |
402 | { | 471 | { |
403 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 472 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -411,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
411 | return; | 480 | return; |
412 | } | 481 | } |
413 | } | 482 | } |
414 | |||
415 | SceneObjectPart[] parts = m_parts.GetArray(); | 483 | SceneObjectPart[] parts = m_parts.GetArray(); |
416 | for (int i = 0; i < parts.Length; i++) | 484 | foreach (SceneObjectPart part in parts) |
417 | parts[i].GroupPosition = val; | 485 | { |
486 | part.GroupPosition = val; | ||
487 | if (!m_dupeInProgress) | ||
488 | { | ||
489 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
490 | } | ||
491 | } | ||
492 | if (!m_dupeInProgress) | ||
493 | { | ||
494 | foreach (ScenePresence av in m_linkedAvatars) | ||
495 | { | ||
496 | SceneObjectPart p; | ||
497 | if (m_parts.TryGetValue(av.LinkedPrim, out p)) | ||
498 | { | ||
499 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
500 | av.AbsolutePosition += offset; | ||
501 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
502 | av.SendAvatarDataToAllAgents(); | ||
503 | } | ||
504 | } | ||
505 | } | ||
418 | 506 | ||
419 | //if (m_rootPart.PhysActor != null) | 507 | //if (m_rootPart.PhysActor != null) |
420 | //{ | 508 | //{ |
@@ -573,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
573 | /// </summary> | 661 | /// </summary> |
574 | public SceneObjectGroup() | 662 | public SceneObjectGroup() |
575 | { | 663 | { |
664 | |||
576 | } | 665 | } |
577 | 666 | ||
578 | /// <summary> | 667 | /// <summary> |
@@ -589,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
589 | /// Constructor. This object is added to the scene later via AttachToScene() | 678 | /// Constructor. This object is added to the scene later via AttachToScene() |
590 | /// </summary> | 679 | /// </summary> |
591 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 680 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
592 | { | 681 | { |
593 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 682 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
594 | } | 683 | } |
595 | 684 | ||
@@ -637,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
637 | /// </summary> | 726 | /// </summary> |
638 | public virtual void AttachToBackup() | 727 | public virtual void AttachToBackup() |
639 | { | 728 | { |
729 | if (IsAttachment) return; | ||
730 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
731 | |||
640 | if (InSceneBackup) | 732 | if (InSceneBackup) |
641 | { | 733 | { |
642 | //m_log.DebugFormat( | 734 | //m_log.DebugFormat( |
@@ -679,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
679 | 771 | ||
680 | ApplyPhysics(m_scene.m_physicalPrim); | 772 | ApplyPhysics(m_scene.m_physicalPrim); |
681 | 773 | ||
774 | if (RootPart.PhysActor != null) | ||
775 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
776 | |||
682 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 777 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
683 | // for the same object with very different properties. The caller must schedule the update. | 778 | // for the same object with very different properties. The caller must schedule the update. |
684 | //ScheduleGroupForFullUpdate(); | 779 | //ScheduleGroupForFullUpdate(); |
@@ -724,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
724 | result.normal = inter.normal; | 819 | result.normal = inter.normal; |
725 | result.distance = inter.distance; | 820 | result.distance = inter.distance; |
726 | } | 821 | } |
822 | |||
727 | } | 823 | } |
728 | } | 824 | } |
729 | |||
730 | return result; | 825 | return result; |
731 | } | 826 | } |
732 | 827 | ||
@@ -746,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
746 | minZ = 8192f; | 841 | minZ = 8192f; |
747 | 842 | ||
748 | SceneObjectPart[] parts = m_parts.GetArray(); | 843 | SceneObjectPart[] parts = m_parts.GetArray(); |
749 | for (int i = 0; i < parts.Length; i++) | 844 | foreach (SceneObjectPart part in parts) |
750 | { | 845 | { |
751 | SceneObjectPart part = parts[i]; | ||
752 | |||
753 | Vector3 worldPos = part.GetWorldPosition(); | 846 | Vector3 worldPos = part.GetWorldPosition(); |
754 | Vector3 offset = worldPos - AbsolutePosition; | 847 | Vector3 offset = worldPos - AbsolutePosition; |
755 | Quaternion worldRot; | 848 | Quaternion worldRot; |
756 | if (part.ParentID == 0) | 849 | if (part.ParentID == 0) |
850 | { | ||
757 | worldRot = part.RotationOffset; | 851 | worldRot = part.RotationOffset; |
852 | } | ||
758 | else | 853 | else |
854 | { | ||
759 | worldRot = part.GetWorldRotation(); | 855 | worldRot = part.GetWorldRotation(); |
856 | } | ||
760 | 857 | ||
761 | Vector3 frontTopLeft; | 858 | Vector3 frontTopLeft; |
762 | Vector3 frontTopRight; | 859 | Vector3 frontTopRight; |
@@ -768,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
768 | Vector3 backBottomLeft; | 865 | Vector3 backBottomLeft; |
769 | Vector3 backBottomRight; | 866 | Vector3 backBottomRight; |
770 | 867 | ||
868 | // Vector3[] corners = new Vector3[8]; | ||
869 | |||
771 | Vector3 orig = Vector3.Zero; | 870 | Vector3 orig = Vector3.Zero; |
772 | 871 | ||
773 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 872 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -802,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
802 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 901 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
803 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 902 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
804 | 903 | ||
904 | |||
905 | |||
906 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
907 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
908 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
909 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
910 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
911 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
912 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
913 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
914 | |||
915 | //for (int i = 0; i < 8; i++) | ||
916 | //{ | ||
917 | // corners[i] = corners[i] * worldRot; | ||
918 | // corners[i] += offset; | ||
919 | |||
920 | // if (corners[i].X > maxX) | ||
921 | // maxX = corners[i].X; | ||
922 | // if (corners[i].X < minX) | ||
923 | // minX = corners[i].X; | ||
924 | |||
925 | // if (corners[i].Y > maxY) | ||
926 | // maxY = corners[i].Y; | ||
927 | // if (corners[i].Y < minY) | ||
928 | // minY = corners[i].Y; | ||
929 | |||
930 | // if (corners[i].Z > maxZ) | ||
931 | // maxZ = corners[i].Y; | ||
932 | // if (corners[i].Z < minZ) | ||
933 | // minZ = corners[i].Z; | ||
934 | //} | ||
935 | |||
805 | frontTopLeft = frontTopLeft * worldRot; | 936 | frontTopLeft = frontTopLeft * worldRot; |
806 | frontTopRight = frontTopRight * worldRot; | 937 | frontTopRight = frontTopRight * worldRot; |
807 | frontBottomLeft = frontBottomLeft * worldRot; | 938 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -823,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
823 | backTopLeft += offset; | 954 | backTopLeft += offset; |
824 | backTopRight += offset; | 955 | backTopRight += offset; |
825 | 956 | ||
957 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
958 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
959 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
960 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
961 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
962 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
963 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
964 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
965 | |||
826 | if (frontTopRight.X > maxX) | 966 | if (frontTopRight.X > maxX) |
827 | maxX = frontTopRight.X; | 967 | maxX = frontTopRight.X; |
828 | if (frontTopLeft.X > maxX) | 968 | if (frontTopLeft.X > maxX) |
@@ -968,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
968 | 1108 | ||
969 | public void SaveScriptedState(XmlTextWriter writer) | 1109 | public void SaveScriptedState(XmlTextWriter writer) |
970 | { | 1110 | { |
1111 | SaveScriptedState(writer, false); | ||
1112 | } | ||
1113 | |||
1114 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1115 | { | ||
971 | XmlDocument doc = new XmlDocument(); | 1116 | XmlDocument doc = new XmlDocument(); |
972 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1117 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
973 | 1118 | ||
974 | SceneObjectPart[] parts = m_parts.GetArray(); | 1119 | SceneObjectPart[] parts = m_parts.GetArray(); |
975 | for (int i = 0; i < parts.Length; i++) | 1120 | for (int i = 0; i < parts.Length; i++) |
976 | { | 1121 | { |
977 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1122 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
978 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1123 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
979 | states.Add(kvp.Key, kvp.Value); | 1124 | states[kvp.Key] = kvp.Value; |
980 | } | 1125 | } |
981 | 1126 | ||
982 | if (states.Count > 0) | 1127 | if (states.Count > 0) |
@@ -996,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
996 | } | 1141 | } |
997 | 1142 | ||
998 | /// <summary> | 1143 | /// <summary> |
1144 | /// Add the avatar to this linkset (avatar is sat). | ||
1145 | /// </summary> | ||
1146 | /// <param name="agentID"></param> | ||
1147 | public void AddAvatar(UUID agentID) | ||
1148 | { | ||
1149 | ScenePresence presence; | ||
1150 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1151 | { | ||
1152 | if (!m_linkedAvatars.Contains(presence)) | ||
1153 | { | ||
1154 | m_linkedAvatars.Add(presence); | ||
1155 | } | ||
1156 | } | ||
1157 | } | ||
1158 | |||
1159 | /// <summary> | ||
1160 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1161 | /// </summary> | ||
1162 | /// <param name="agentID"></param> | ||
1163 | public void DeleteAvatar(UUID agentID) | ||
1164 | { | ||
1165 | ScenePresence presence; | ||
1166 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1167 | { | ||
1168 | if (m_linkedAvatars.Contains(presence)) | ||
1169 | { | ||
1170 | m_linkedAvatars.Remove(presence); | ||
1171 | } | ||
1172 | } | ||
1173 | } | ||
1174 | |||
1175 | /// <summary> | ||
1176 | /// Returns the list of linked presences (avatars sat on this group) | ||
1177 | /// </summary> | ||
1178 | /// <param name="agentID"></param> | ||
1179 | public List<ScenePresence> GetLinkedAvatars() | ||
1180 | { | ||
1181 | return m_linkedAvatars; | ||
1182 | } | ||
1183 | |||
1184 | /// <summary> | ||
1185 | /// Attach this scene object to the given avatar. | ||
1186 | /// </summary> | ||
1187 | /// <param name="agentID"></param> | ||
1188 | /// <param name="attachmentpoint"></param> | ||
1189 | /// <param name="AttachOffset"></param> | ||
1190 | private void AttachToAgent( | ||
1191 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1192 | { | ||
1193 | if (avatar != null) | ||
1194 | { | ||
1195 | // don't attach attachments to child agents | ||
1196 | if (avatar.IsChildAgent) return; | ||
1197 | |||
1198 | // Remove from database and parcel prim count | ||
1199 | m_scene.DeleteFromStorage(so.UUID); | ||
1200 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1201 | |||
1202 | so.AttachedAvatar = avatar.UUID; | ||
1203 | |||
1204 | if (so.RootPart.PhysActor != null) | ||
1205 | { | ||
1206 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1207 | so.RootPart.PhysActor = null; | ||
1208 | } | ||
1209 | |||
1210 | so.AbsolutePosition = attachOffset; | ||
1211 | so.RootPart.AttachedPos = attachOffset; | ||
1212 | so.IsAttachment = true; | ||
1213 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1214 | so.AttachmentPoint = attachmentpoint; | ||
1215 | |||
1216 | avatar.AddAttachment(this); | ||
1217 | |||
1218 | if (!silent) | ||
1219 | { | ||
1220 | // Killing it here will cause the client to deselect it | ||
1221 | // It then reappears on the avatar, deselected | ||
1222 | // through the full update below | ||
1223 | // | ||
1224 | if (IsSelected) | ||
1225 | { | ||
1226 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1227 | } | ||
1228 | |||
1229 | IsSelected = false; // fudge.... | ||
1230 | ScheduleGroupForFullUpdate(); | ||
1231 | } | ||
1232 | } | ||
1233 | else | ||
1234 | { | ||
1235 | m_log.WarnFormat( | ||
1236 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1237 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1238 | } | ||
1239 | } | ||
1240 | |||
1241 | public byte GetAttachmentPoint() | ||
1242 | { | ||
1243 | return m_rootPart.Shape.State; | ||
1244 | } | ||
1245 | |||
1246 | public void DetachToGround() | ||
1247 | { | ||
1248 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1249 | if (avatar == null) | ||
1250 | return; | ||
1251 | |||
1252 | avatar.RemoveAttachment(this); | ||
1253 | |||
1254 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1255 | if (avatar == null) | ||
1256 | return; | ||
1257 | |||
1258 | detachedpos = avatar.AbsolutePosition; | ||
1259 | RootPart.FromItemID = UUID.Zero; | ||
1260 | |||
1261 | AbsolutePosition = detachedpos; | ||
1262 | AttachedAvatar = UUID.Zero; | ||
1263 | |||
1264 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1265 | //for (int i = 0; i < parts.Length; i++) | ||
1266 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1267 | |||
1268 | m_rootPart.SetParentLocalId(0); | ||
1269 | AttachmentPoint = (byte)0; | ||
1270 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim); | ||
1271 | HasGroupChanged = true; | ||
1272 | RootPart.Rezzed = DateTime.Now; | ||
1273 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1274 | AttachToBackup(); | ||
1275 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1276 | m_rootPart.ScheduleFullUpdate(); | ||
1277 | m_rootPart.ClearUndoState(); | ||
1278 | } | ||
1279 | |||
1280 | public void DetachToInventoryPrep() | ||
1281 | { | ||
1282 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1283 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1284 | if (avatar != null) | ||
1285 | { | ||
1286 | //detachedpos = avatar.AbsolutePosition; | ||
1287 | avatar.RemoveAttachment(this); | ||
1288 | } | ||
1289 | |||
1290 | AttachedAvatar = UUID.Zero; | ||
1291 | |||
1292 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1293 | for (int i = 0; i < parts.Length; i++) | ||
1294 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1295 | |||
1296 | m_rootPart.SetParentLocalId(0); | ||
1297 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1298 | IsAttachment = false; | ||
1299 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1300 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1301 | //AttachToBackup(); | ||
1302 | //m_rootPart.ScheduleFullUpdate(); | ||
1303 | } | ||
1304 | |||
1305 | /// <summary> | ||
999 | /// | 1306 | /// |
1000 | /// </summary> | 1307 | /// </summary> |
1001 | /// <param name="part"></param> | 1308 | /// <param name="part"></param> |
@@ -1052,7 +1359,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1052 | public void AddPart(SceneObjectPart part) | 1359 | public void AddPart(SceneObjectPart part) |
1053 | { | 1360 | { |
1054 | part.SetParent(this); | 1361 | part.SetParent(this); |
1055 | part.LinkNum = m_parts.Add(part.UUID, part); | 1362 | m_parts.Add(part.UUID, part); |
1363 | |||
1364 | part.LinkNum = m_parts.Count; | ||
1365 | |||
1056 | if (part.LinkNum == 2) | 1366 | if (part.LinkNum == 2) |
1057 | RootPart.LinkNum = 1; | 1367 | RootPart.LinkNum = 1; |
1058 | } | 1368 | } |
@@ -1160,6 +1470,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1160 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1470 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1161 | public void DeleteGroupFromScene(bool silent) | 1471 | public void DeleteGroupFromScene(bool silent) |
1162 | { | 1472 | { |
1473 | // We need to keep track of this state in case this group is still queued for backup. | ||
1474 | IsDeleted = true; | ||
1475 | |||
1476 | DetachFromBackup(); | ||
1477 | |||
1163 | SceneObjectPart[] parts = m_parts.GetArray(); | 1478 | SceneObjectPart[] parts = m_parts.GetArray(); |
1164 | for (int i = 0; i < parts.Length; i++) | 1479 | for (int i = 0; i < parts.Length; i++) |
1165 | { | 1480 | { |
@@ -1171,17 +1486,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1171 | avatar.StandUp(); | 1486 | avatar.StandUp(); |
1172 | 1487 | ||
1173 | if (!silent) | 1488 | if (!silent) |
1174 | { | 1489 | { |
1175 | part.UpdateFlag = 0; | 1490 | part.UpdateFlag = 0; |
1176 | if (part == m_rootPart) | 1491 | if (part == m_rootPart) |
1177 | { | 1492 | { |
1178 | if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || | 1493 | if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || |
1179 | (AttachmentPoint < 31) || (AttachmentPoint > 38)) | 1494 | (AttachmentPoint < 31) || (AttachmentPoint > 38)) |
1180 | avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); | 1495 | avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint>() {part.LocalId}); |
1181 | } | 1496 | } |
1182 | } | 1497 | } |
1183 | }); | 1498 | }); |
1184 | } | 1499 | } |
1500 | |||
1501 | |||
1185 | } | 1502 | } |
1186 | 1503 | ||
1187 | public void AddScriptLPS(int count) | 1504 | public void AddScriptLPS(int count) |
@@ -1278,7 +1595,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1278 | 1595 | ||
1279 | public void SetOwnerId(UUID userId) | 1596 | public void SetOwnerId(UUID userId) |
1280 | { | 1597 | { |
1281 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1598 | ForEachPart(delegate(SceneObjectPart part) |
1599 | { | ||
1600 | |||
1601 | part.OwnerID = userId; | ||
1602 | |||
1603 | }); | ||
1282 | } | 1604 | } |
1283 | 1605 | ||
1284 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1606 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1310,11 +1632,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1310 | return; | 1632 | return; |
1311 | } | 1633 | } |
1312 | 1634 | ||
1635 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1636 | return; | ||
1637 | |||
1313 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1638 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1314 | // any exception propogate upwards. | 1639 | // any exception propogate upwards. |
1315 | try | 1640 | try |
1316 | { | 1641 | { |
1317 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1642 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1643 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1644 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1645 | |||
1318 | { | 1646 | { |
1319 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1647 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1320 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1648 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1341,6 +1669,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1341 | } | 1669 | } |
1342 | } | 1670 | } |
1343 | } | 1671 | } |
1672 | |||
1344 | } | 1673 | } |
1345 | 1674 | ||
1346 | if (m_scene.UseBackup && HasGroupChanged) | 1675 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1348,6 +1677,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1348 | // don't backup while it's selected or you're asking for changes mid stream. | 1677 | // don't backup while it's selected or you're asking for changes mid stream. |
1349 | if (isTimeToPersist() || forcedBackup) | 1678 | if (isTimeToPersist() || forcedBackup) |
1350 | { | 1679 | { |
1680 | if (m_rootPart.PhysActor != null && | ||
1681 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1682 | { | ||
1683 | // Possible ghost prim | ||
1684 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1685 | { | ||
1686 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1687 | { | ||
1688 | // Re-set physics actor positions and | ||
1689 | // orientations | ||
1690 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1691 | } | ||
1692 | } | ||
1693 | } | ||
1351 | // m_log.DebugFormat( | 1694 | // m_log.DebugFormat( |
1352 | // "[SCENE]: Storing {0}, {1} in {2}", | 1695 | // "[SCENE]: Storing {0}, {1} in {2}", |
1353 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1696 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1425,7 +1768,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1425 | // This is only necessary when userExposed is false! | 1768 | // This is only necessary when userExposed is false! |
1426 | 1769 | ||
1427 | bool previousAttachmentStatus = dupe.IsAttachment; | 1770 | bool previousAttachmentStatus = dupe.IsAttachment; |
1428 | 1771 | ||
1429 | if (!userExposed) | 1772 | if (!userExposed) |
1430 | dupe.IsAttachment = true; | 1773 | dupe.IsAttachment = true; |
1431 | 1774 | ||
@@ -1443,11 +1786,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1443 | dupe.m_rootPart.TrimPermissions(); | 1786 | dupe.m_rootPart.TrimPermissions(); |
1444 | 1787 | ||
1445 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 1788 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1446 | 1789 | ||
1447 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 1790 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1448 | { | 1791 | { |
1449 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1792 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1450 | } | 1793 | } |
1451 | ); | 1794 | ); |
1452 | 1795 | ||
1453 | foreach (SceneObjectPart part in partList) | 1796 | foreach (SceneObjectPart part in partList) |
@@ -1467,7 +1810,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1467 | if (part.PhysActor != null && userExposed) | 1810 | if (part.PhysActor != null && userExposed) |
1468 | { | 1811 | { |
1469 | PrimitiveBaseShape pbs = newPart.Shape; | 1812 | PrimitiveBaseShape pbs = newPart.Shape; |
1470 | 1813 | ||
1471 | newPart.PhysActor | 1814 | newPart.PhysActor |
1472 | = m_scene.PhysicsScene.AddPrimShape( | 1815 | = m_scene.PhysicsScene.AddPrimShape( |
1473 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 1816 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
@@ -1477,11 +1820,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1477 | newPart.RotationOffset, | 1820 | newPart.RotationOffset, |
1478 | part.PhysActor.IsPhysical, | 1821 | part.PhysActor.IsPhysical, |
1479 | newPart.LocalId); | 1822 | newPart.LocalId); |
1480 | 1823 | ||
1481 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | 1824 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); |
1482 | } | 1825 | } |
1483 | } | 1826 | } |
1484 | 1827 | ||
1485 | if (userExposed) | 1828 | if (userExposed) |
1486 | { | 1829 | { |
1487 | dupe.UpdateParentIDs(); | 1830 | dupe.UpdateParentIDs(); |
@@ -1596,6 +1939,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1596 | return Vector3.Zero; | 1939 | return Vector3.Zero; |
1597 | } | 1940 | } |
1598 | 1941 | ||
1942 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1599 | public void moveToTarget(Vector3 target, float tau) | 1943 | public void moveToTarget(Vector3 target, float tau) |
1600 | { | 1944 | { |
1601 | if (IsAttachment) | 1945 | if (IsAttachment) |
@@ -1623,10 +1967,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
1623 | RootPart.PhysActor.PIDActive = false; | 1967 | RootPart.PhysActor.PIDActive = false; |
1624 | } | 1968 | } |
1625 | 1969 | ||
1970 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1971 | { | ||
1972 | SceneObjectPart rootpart = m_rootPart; | ||
1973 | if (rootpart != null) | ||
1974 | { | ||
1975 | if (IsAttachment) | ||
1976 | { | ||
1977 | /* | ||
1978 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1979 | if (avatar != null) | ||
1980 | { | ||
1981 | Rotate the Av? | ||
1982 | } */ | ||
1983 | } | ||
1984 | else | ||
1985 | { | ||
1986 | if (rootpart.PhysActor != null) | ||
1987 | { // APID must be implemented in your physics system for this to function. | ||
1988 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
1989 | rootpart.PhysActor.APIDStrength = strength; | ||
1990 | rootpart.PhysActor.APIDDamping = damping; | ||
1991 | rootpart.PhysActor.APIDActive = true; | ||
1992 | } | ||
1993 | } | ||
1994 | } | ||
1995 | } | ||
1996 | |||
1626 | public void stopLookAt() | 1997 | public void stopLookAt() |
1627 | { | 1998 | { |
1628 | if (RootPart.PhysActor != null) | 1999 | SceneObjectPart rootpart = m_rootPart; |
1629 | RootPart.PhysActor.APIDActive = false; | 2000 | if (rootpart != null) |
2001 | { | ||
2002 | if (rootpart.PhysActor != null) | ||
2003 | { // APID must be implemented in your physics system for this to function. | ||
2004 | rootpart.PhysActor.APIDActive = false; | ||
2005 | } | ||
2006 | } | ||
2007 | |||
1630 | } | 2008 | } |
1631 | 2009 | ||
1632 | /// <summary> | 2010 | /// <summary> |
@@ -1684,6 +2062,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1684 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2062 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1685 | { | 2063 | { |
1686 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2064 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
2065 | newPart.SetParent(this); | ||
2066 | |||
1687 | AddPart(newPart); | 2067 | AddPart(newPart); |
1688 | 2068 | ||
1689 | SetPartAsNonRoot(newPart); | 2069 | SetPartAsNonRoot(newPart); |
@@ -1830,11 +2210,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1830 | /// Immediately send a full update for this scene object. | 2210 | /// Immediately send a full update for this scene object. |
1831 | /// </summary> | 2211 | /// </summary> |
1832 | public void SendGroupFullUpdate() | 2212 | public void SendGroupFullUpdate() |
1833 | { | 2213 | { |
1834 | if (IsDeleted) | 2214 | if (IsDeleted) |
1835 | return; | 2215 | return; |
1836 | 2216 | ||
1837 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2217 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1838 | 2218 | ||
1839 | RootPart.SendFullUpdateToAllClients(); | 2219 | RootPart.SendFullUpdateToAllClients(); |
1840 | 2220 | ||
@@ -2030,12 +2410,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2030 | part.LinkNum += objectGroup.PrimCount; | 2410 | part.LinkNum += objectGroup.PrimCount; |
2031 | } | 2411 | } |
2032 | } | 2412 | } |
2413 | } | ||
2033 | 2414 | ||
2034 | linkPart.LinkNum = 2; | 2415 | linkPart.LinkNum = 2; |
2035 | 2416 | ||
2036 | linkPart.SetParent(this); | 2417 | linkPart.SetParent(this); |
2037 | linkPart.CreateSelected = true; | 2418 | linkPart.CreateSelected = true; |
2038 | 2419 | ||
2420 | lock (m_parts.SyncRoot) | ||
2421 | { | ||
2039 | //if (linkPart.PhysActor != null) | 2422 | //if (linkPart.PhysActor != null) |
2040 | //{ | 2423 | //{ |
2041 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | 2424 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); |
@@ -2193,6 +2576,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2193 | /// <param name="objectGroup"></param> | 2576 | /// <param name="objectGroup"></param> |
2194 | public virtual void DetachFromBackup() | 2577 | public virtual void DetachFromBackup() |
2195 | { | 2578 | { |
2579 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2196 | if (m_isBackedUp && Scene != null) | 2580 | if (m_isBackedUp && Scene != null) |
2197 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2581 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2198 | 2582 | ||
@@ -2211,7 +2595,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2211 | 2595 | ||
2212 | axPos *= parentRot; | 2596 | axPos *= parentRot; |
2213 | part.OffsetPosition = axPos; | 2597 | part.OffsetPosition = axPos; |
2214 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2598 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2599 | part.GroupPosition = newPos; | ||
2215 | part.OffsetPosition = Vector3.Zero; | 2600 | part.OffsetPosition = Vector3.Zero; |
2216 | part.RotationOffset = worldRot; | 2601 | part.RotationOffset = worldRot; |
2217 | 2602 | ||
@@ -2222,7 +2607,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2222 | 2607 | ||
2223 | part.LinkNum = linkNum; | 2608 | part.LinkNum = linkNum; |
2224 | 2609 | ||
2225 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2610 | part.OffsetPosition = newPos - AbsolutePosition; |
2226 | 2611 | ||
2227 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2612 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2228 | 2613 | ||
@@ -2232,7 +2617,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2232 | 2617 | ||
2233 | parentRot = m_rootPart.RotationOffset; | 2618 | parentRot = m_rootPart.RotationOffset; |
2234 | oldRot = part.RotationOffset; | 2619 | oldRot = part.RotationOffset; |
2235 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2620 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; |
2236 | part.RotationOffset = newRot; | 2621 | part.RotationOffset = newRot; |
2237 | } | 2622 | } |
2238 | 2623 | ||
@@ -2479,8 +2864,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2479 | } | 2864 | } |
2480 | } | 2865 | } |
2481 | 2866 | ||
2867 | RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect); | ||
2482 | for (int i = 0; i < parts.Length; i++) | 2868 | for (int i = 0; i < parts.Length; i++) |
2483 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 2869 | { |
2870 | if (parts[i] != RootPart) | ||
2871 | parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect); | ||
2872 | } | ||
2484 | } | 2873 | } |
2485 | } | 2874 | } |
2486 | 2875 | ||
@@ -2493,6 +2882,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2493 | } | 2882 | } |
2494 | } | 2883 | } |
2495 | 2884 | ||
2885 | |||
2886 | |||
2887 | /// <summary> | ||
2888 | /// Gets the number of parts | ||
2889 | /// </summary> | ||
2890 | /// <returns></returns> | ||
2891 | public int GetPartCount() | ||
2892 | { | ||
2893 | return Parts.Count(); | ||
2894 | } | ||
2895 | |||
2496 | /// <summary> | 2896 | /// <summary> |
2497 | /// Update the texture entry for this part | 2897 | /// Update the texture entry for this part |
2498 | /// </summary> | 2898 | /// </summary> |
@@ -2549,7 +2949,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2549 | { | 2949 | { |
2550 | // m_log.DebugFormat( | 2950 | // m_log.DebugFormat( |
2551 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); | 2951 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); |
2552 | |||
2553 | RootPart.StoreUndoState(true); | 2952 | RootPart.StoreUndoState(true); |
2554 | 2953 | ||
2555 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 2954 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); |
@@ -2650,7 +3049,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2650 | prevScale.X *= x; | 3049 | prevScale.X *= x; |
2651 | prevScale.Y *= y; | 3050 | prevScale.Y *= y; |
2652 | prevScale.Z *= z; | 3051 | prevScale.Z *= z; |
2653 | |||
2654 | // RootPart.IgnoreUndoUpdate = true; | 3052 | // RootPart.IgnoreUndoUpdate = true; |
2655 | RootPart.Resize(prevScale); | 3053 | RootPart.Resize(prevScale); |
2656 | // RootPart.IgnoreUndoUpdate = false; | 3054 | // RootPart.IgnoreUndoUpdate = false; |
@@ -2681,7 +3079,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2681 | } | 3079 | } |
2682 | 3080 | ||
2683 | // obPart.IgnoreUndoUpdate = false; | 3081 | // obPart.IgnoreUndoUpdate = false; |
2684 | // obPart.StoreUndoState(); | 3082 | HasGroupChanged = true; |
3083 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); | ||
3084 | ScheduleGroupForTerseUpdate(); | ||
2685 | } | 3085 | } |
2686 | 3086 | ||
2687 | // m_log.DebugFormat( | 3087 | // m_log.DebugFormat( |
@@ -2741,9 +3141,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2741 | { | 3141 | { |
2742 | SceneObjectPart part = GetChildPart(localID); | 3142 | SceneObjectPart part = GetChildPart(localID); |
2743 | 3143 | ||
2744 | // SceneObjectPart[] parts = m_parts.GetArray(); | 3144 | SceneObjectPart[] parts = m_parts.GetArray(); |
2745 | // for (int i = 0; i < parts.Length; i++) | 3145 | for (int i = 0; i < parts.Length; i++) |
2746 | // parts[i].StoreUndoState(); | 3146 | parts[i].StoreUndoState(); |
2747 | 3147 | ||
2748 | if (part != null) | 3148 | if (part != null) |
2749 | { | 3149 | { |
@@ -2799,10 +3199,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
2799 | obPart.OffsetPosition = obPart.OffsetPosition + diff; | 3199 | obPart.OffsetPosition = obPart.OffsetPosition + diff; |
2800 | } | 3200 | } |
2801 | 3201 | ||
2802 | AbsolutePosition = newPos; | 3202 | //We have to set undoing here because otherwise an undo state will be saved |
3203 | if (!m_rootPart.Undoing) | ||
3204 | { | ||
3205 | m_rootPart.Undoing = true; | ||
3206 | AbsolutePosition = newPos; | ||
3207 | m_rootPart.Undoing = false; | ||
3208 | } | ||
3209 | else | ||
3210 | { | ||
3211 | AbsolutePosition = newPos; | ||
3212 | } | ||
2803 | 3213 | ||
2804 | HasGroupChanged = true; | 3214 | HasGroupChanged = true; |
2805 | ScheduleGroupForTerseUpdate(); | 3215 | if (m_rootPart.Undoing) |
3216 | { | ||
3217 | ScheduleGroupForFullUpdate(); | ||
3218 | } | ||
3219 | else | ||
3220 | { | ||
3221 | ScheduleGroupForTerseUpdate(); | ||
3222 | } | ||
2806 | } | 3223 | } |
2807 | 3224 | ||
2808 | public void OffsetForNewRegion(Vector3 offset) | 3225 | public void OffsetForNewRegion(Vector3 offset) |
@@ -2884,10 +3301,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2884 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 3301 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
2885 | { | 3302 | { |
2886 | SceneObjectPart part = GetChildPart(localID); | 3303 | SceneObjectPart part = GetChildPart(localID); |
2887 | |||
2888 | SceneObjectPart[] parts = m_parts.GetArray(); | 3304 | SceneObjectPart[] parts = m_parts.GetArray(); |
2889 | for (int i = 0; i < parts.Length; i++) | ||
2890 | parts[i].StoreUndoState(); | ||
2891 | 3305 | ||
2892 | if (part != null) | 3306 | if (part != null) |
2893 | { | 3307 | { |
@@ -2925,7 +3339,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2925 | if (part.UUID == m_rootPart.UUID) | 3339 | if (part.UUID == m_rootPart.UUID) |
2926 | { | 3340 | { |
2927 | UpdateRootRotation(rot); | 3341 | UpdateRootRotation(rot); |
2928 | AbsolutePosition = pos; | 3342 | if (!m_rootPart.Undoing) |
3343 | { | ||
3344 | m_rootPart.Undoing = true; | ||
3345 | AbsolutePosition = pos; | ||
3346 | m_rootPart.Undoing = false; | ||
3347 | } | ||
3348 | else | ||
3349 | { | ||
3350 | AbsolutePosition = pos; | ||
3351 | } | ||
2929 | } | 3352 | } |
2930 | else | 3353 | else |
2931 | { | 3354 | { |
@@ -2949,9 +3372,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2949 | 3372 | ||
2950 | Quaternion axRot = rot; | 3373 | Quaternion axRot = rot; |
2951 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3374 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
2952 | |||
2953 | m_rootPart.StoreUndoState(); | 3375 | m_rootPart.StoreUndoState(); |
2954 | m_rootPart.UpdateRotation(rot); | 3376 | |
3377 | //Don't use UpdateRotation because it schedules an update prematurely | ||
3378 | m_rootPart.RotationOffset = rot; | ||
2955 | if (m_rootPart.PhysActor != null) | 3379 | if (m_rootPart.PhysActor != null) |
2956 | { | 3380 | { |
2957 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | 3381 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; |
@@ -2966,14 +3390,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2966 | { | 3390 | { |
2967 | prim.IgnoreUndoUpdate = true; | 3391 | prim.IgnoreUndoUpdate = true; |
2968 | Vector3 axPos = prim.OffsetPosition; | 3392 | Vector3 axPos = prim.OffsetPosition; |
3393 | |||
2969 | axPos *= oldParentRot; | 3394 | axPos *= oldParentRot; |
2970 | axPos *= Quaternion.Inverse(axRot); | 3395 | axPos *= Quaternion.Inverse(axRot); |
2971 | prim.OffsetPosition = axPos; | 3396 | prim.OffsetPosition = axPos; |
2972 | Quaternion primsRot = prim.RotationOffset; | 3397 | |
2973 | Quaternion newRot = primsRot * oldParentRot; | 3398 | prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset); |
2974 | newRot *= Quaternion.Inverse(axRot); | 3399 | |
2975 | prim.RotationOffset = newRot; | 3400 | prim.IgnoreUndoUpdate = false; |
2976 | prim.ScheduleTerseUpdate(); | ||
2977 | prim.IgnoreUndoUpdate = false; | 3401 | prim.IgnoreUndoUpdate = false; |
2978 | } | 3402 | } |
2979 | } | 3403 | } |
@@ -2987,8 +3411,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2987 | //// childpart.StoreUndoState(); | 3411 | //// childpart.StoreUndoState(); |
2988 | // } | 3412 | // } |
2989 | // } | 3413 | // } |
2990 | 3414 | HasGroupChanged = true; | |
2991 | m_rootPart.ScheduleTerseUpdate(); | 3415 | ScheduleGroupForFullUpdate(); |
2992 | 3416 | ||
2993 | // m_log.DebugFormat( | 3417 | // m_log.DebugFormat( |
2994 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3418 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", |
@@ -3216,7 +3640,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3216 | public float GetMass() | 3640 | public float GetMass() |
3217 | { | 3641 | { |
3218 | float retmass = 0f; | 3642 | float retmass = 0f; |
3219 | |||
3220 | SceneObjectPart[] parts = m_parts.GetArray(); | 3643 | SceneObjectPart[] parts = m_parts.GetArray(); |
3221 | for (int i = 0; i < parts.Length; i++) | 3644 | for (int i = 0; i < parts.Length; i++) |
3222 | retmass += parts[i].GetMass(); | 3645 | retmass += parts[i].GetMass(); |
@@ -3310,6 +3733,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3310 | SetFromItemID(uuid); | 3733 | SetFromItemID(uuid); |
3311 | } | 3734 | } |
3312 | 3735 | ||
3736 | public void ResetOwnerChangeFlag() | ||
3737 | { | ||
3738 | ForEachPart(delegate(SceneObjectPart part) | ||
3739 | { | ||
3740 | part.ResetOwnerChangeFlag(); | ||
3741 | }); | ||
3742 | } | ||
3743 | |||
3313 | #endregion | 3744 | #endregion |
3314 | } | 3745 | } |
3315 | } | 3746 | } |