diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 569 |
1 files changed, 507 insertions, 62 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 739c5fa..cf7bf16 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 |
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
281 | get { return m_parts.Count; } | 344 | get { return m_parts.Count; } |
282 | } | 345 | } |
283 | 346 | ||
347 | // protected Quaternion m_rotation = Quaternion.Identity; | ||
348 | // | ||
349 | // public virtual Quaternion Rotation | ||
350 | // { | ||
351 | // get { return m_rotation; } | ||
352 | // set { | ||
353 | // m_rotation = value; | ||
354 | // } | ||
355 | // } | ||
356 | |||
284 | public Quaternion GroupRotation | 357 | public Quaternion GroupRotation |
285 | { | 358 | { |
286 | get { return m_rootPart.RotationOffset; } | 359 | get { return m_rootPart.RotationOffset; } |
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
389 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 462 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
390 | } | 463 | } |
391 | } | 464 | } |
392 | 465 | ||
466 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
467 | { | ||
468 | part.IgnoreUndoUpdate = true; | ||
469 | } | ||
393 | if (RootPart.GetStatusSandbox()) | 470 | if (RootPart.GetStatusSandbox()) |
394 | { | 471 | { |
395 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 472 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -403,10 +480,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
403 | return; | 480 | return; |
404 | } | 481 | } |
405 | } | 482 | } |
406 | |||
407 | SceneObjectPart[] parts = m_parts.GetArray(); | 483 | SceneObjectPart[] parts = m_parts.GetArray(); |
408 | for (int i = 0; i < parts.Length; i++) | 484 | bool triggerScriptEvent = m_rootPart.GroupPosition != val; |
409 | parts[i].GroupPosition = val; | 485 | if (m_dupeInProgress) |
486 | triggerScriptEvent = false; | ||
487 | foreach (SceneObjectPart part in parts) | ||
488 | { | ||
489 | part.GroupPosition = val; | ||
490 | if (triggerScriptEvent) | ||
491 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
492 | } | ||
493 | if (!m_dupeInProgress) | ||
494 | { | ||
495 | foreach (ScenePresence av in m_linkedAvatars) | ||
496 | { | ||
497 | SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID); | ||
498 | if (m_parts.TryGetValue(p.UUID, out p)) | ||
499 | { | ||
500 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
501 | av.AbsolutePosition += offset; | ||
502 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
503 | av.SendAvatarDataToAllAgents(); | ||
504 | } | ||
505 | } | ||
506 | } | ||
410 | 507 | ||
411 | //if (m_rootPart.PhysActor != null) | 508 | //if (m_rootPart.PhysActor != null) |
412 | //{ | 509 | //{ |
@@ -571,6 +668,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
571 | /// </summary> | 668 | /// </summary> |
572 | public SceneObjectGroup() | 669 | public SceneObjectGroup() |
573 | { | 670 | { |
671 | |||
574 | } | 672 | } |
575 | 673 | ||
576 | /// <summary> | 674 | /// <summary> |
@@ -587,7 +685,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
587 | /// Constructor. This object is added to the scene later via AttachToScene() | 685 | /// Constructor. This object is added to the scene later via AttachToScene() |
588 | /// </summary> | 686 | /// </summary> |
589 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 687 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
590 | { | 688 | { |
591 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 689 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
592 | } | 690 | } |
593 | 691 | ||
@@ -635,6 +733,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
635 | /// </summary> | 733 | /// </summary> |
636 | public virtual void AttachToBackup() | 734 | public virtual void AttachToBackup() |
637 | { | 735 | { |
736 | if (IsAttachment) return; | ||
737 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
738 | |||
638 | if (InSceneBackup) | 739 | if (InSceneBackup) |
639 | { | 740 | { |
640 | //m_log.DebugFormat( | 741 | //m_log.DebugFormat( |
@@ -677,6 +778,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
677 | 778 | ||
678 | ApplyPhysics(); | 779 | ApplyPhysics(); |
679 | 780 | ||
781 | if (RootPart.PhysActor != null) | ||
782 | RootPart.Buoyancy = RootPart.Buoyancy; | ||
783 | |||
680 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled | 784 | // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled |
681 | // for the same object with very different properties. The caller must schedule the update. | 785 | // for the same object with very different properties. The caller must schedule the update. |
682 | //ScheduleGroupForFullUpdate(); | 786 | //ScheduleGroupForFullUpdate(); |
@@ -692,6 +796,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
692 | EntityIntersection result = new EntityIntersection(); | 796 | EntityIntersection result = new EntityIntersection(); |
693 | 797 | ||
694 | SceneObjectPart[] parts = m_parts.GetArray(); | 798 | SceneObjectPart[] parts = m_parts.GetArray(); |
799 | |||
800 | // Find closest hit here | ||
801 | float idist = float.MaxValue; | ||
802 | |||
695 | for (int i = 0; i < parts.Length; i++) | 803 | for (int i = 0; i < parts.Length; i++) |
696 | { | 804 | { |
697 | SceneObjectPart part = parts[i]; | 805 | SceneObjectPart part = parts[i]; |
@@ -706,11 +814,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
706 | 814 | ||
707 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); | 815 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); |
708 | 816 | ||
709 | // This may need to be updated to the maximum draw distance possible.. | ||
710 | // We might (and probably will) be checking for prim creation from other sims | ||
711 | // when the camera crosses the border. | ||
712 | float idist = Constants.RegionSize; | ||
713 | |||
714 | if (inter.HitTF) | 817 | if (inter.HitTF) |
715 | { | 818 | { |
716 | // We need to find the closest prim to return to the testcaller along the ray | 819 | // We need to find the closest prim to return to the testcaller along the ray |
@@ -721,10 +824,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
721 | result.obj = part; | 824 | result.obj = part; |
722 | result.normal = inter.normal; | 825 | result.normal = inter.normal; |
723 | result.distance = inter.distance; | 826 | result.distance = inter.distance; |
827 | |||
828 | idist = inter.distance; | ||
724 | } | 829 | } |
725 | } | 830 | } |
726 | } | 831 | } |
727 | |||
728 | return result; | 832 | return result; |
729 | } | 833 | } |
730 | 834 | ||
@@ -744,17 +848,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
744 | minZ = 8192f; | 848 | minZ = 8192f; |
745 | 849 | ||
746 | SceneObjectPart[] parts = m_parts.GetArray(); | 850 | SceneObjectPart[] parts = m_parts.GetArray(); |
747 | for (int i = 0; i < parts.Length; i++) | 851 | foreach (SceneObjectPart part in parts) |
748 | { | 852 | { |
749 | SceneObjectPart part = parts[i]; | ||
750 | |||
751 | Vector3 worldPos = part.GetWorldPosition(); | 853 | Vector3 worldPos = part.GetWorldPosition(); |
752 | Vector3 offset = worldPos - AbsolutePosition; | 854 | Vector3 offset = worldPos - AbsolutePosition; |
753 | Quaternion worldRot; | 855 | Quaternion worldRot; |
754 | if (part.ParentID == 0) | 856 | if (part.ParentID == 0) |
857 | { | ||
755 | worldRot = part.RotationOffset; | 858 | worldRot = part.RotationOffset; |
859 | } | ||
756 | else | 860 | else |
861 | { | ||
757 | worldRot = part.GetWorldRotation(); | 862 | worldRot = part.GetWorldRotation(); |
863 | } | ||
758 | 864 | ||
759 | Vector3 frontTopLeft; | 865 | Vector3 frontTopLeft; |
760 | Vector3 frontTopRight; | 866 | Vector3 frontTopRight; |
@@ -766,6 +872,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
766 | Vector3 backBottomLeft; | 872 | Vector3 backBottomLeft; |
767 | Vector3 backBottomRight; | 873 | Vector3 backBottomRight; |
768 | 874 | ||
875 | // Vector3[] corners = new Vector3[8]; | ||
876 | |||
769 | Vector3 orig = Vector3.Zero; | 877 | Vector3 orig = Vector3.Zero; |
770 | 878 | ||
771 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 879 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -800,6 +908,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
800 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 908 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
801 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 909 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
802 | 910 | ||
911 | |||
912 | |||
913 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
914 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
915 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
916 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
917 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
918 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
919 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
920 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
921 | |||
922 | //for (int i = 0; i < 8; i++) | ||
923 | //{ | ||
924 | // corners[i] = corners[i] * worldRot; | ||
925 | // corners[i] += offset; | ||
926 | |||
927 | // if (corners[i].X > maxX) | ||
928 | // maxX = corners[i].X; | ||
929 | // if (corners[i].X < minX) | ||
930 | // minX = corners[i].X; | ||
931 | |||
932 | // if (corners[i].Y > maxY) | ||
933 | // maxY = corners[i].Y; | ||
934 | // if (corners[i].Y < minY) | ||
935 | // minY = corners[i].Y; | ||
936 | |||
937 | // if (corners[i].Z > maxZ) | ||
938 | // maxZ = corners[i].Y; | ||
939 | // if (corners[i].Z < minZ) | ||
940 | // minZ = corners[i].Z; | ||
941 | //} | ||
942 | |||
803 | frontTopLeft = frontTopLeft * worldRot; | 943 | frontTopLeft = frontTopLeft * worldRot; |
804 | frontTopRight = frontTopRight * worldRot; | 944 | frontTopRight = frontTopRight * worldRot; |
805 | frontBottomLeft = frontBottomLeft * worldRot; | 945 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -821,6 +961,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
821 | backTopLeft += offset; | 961 | backTopLeft += offset; |
822 | backTopRight += offset; | 962 | backTopRight += offset; |
823 | 963 | ||
964 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
965 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
966 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
967 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
968 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
969 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
970 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
971 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
972 | |||
824 | if (frontTopRight.X > maxX) | 973 | if (frontTopRight.X > maxX) |
825 | maxX = frontTopRight.X; | 974 | maxX = frontTopRight.X; |
826 | if (frontTopLeft.X > maxX) | 975 | if (frontTopLeft.X > maxX) |
@@ -966,15 +1115,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
966 | 1115 | ||
967 | public void SaveScriptedState(XmlTextWriter writer) | 1116 | public void SaveScriptedState(XmlTextWriter writer) |
968 | { | 1117 | { |
1118 | SaveScriptedState(writer, false); | ||
1119 | } | ||
1120 | |||
1121 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1122 | { | ||
969 | XmlDocument doc = new XmlDocument(); | 1123 | XmlDocument doc = new XmlDocument(); |
970 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1124 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
971 | 1125 | ||
972 | SceneObjectPart[] parts = m_parts.GetArray(); | 1126 | SceneObjectPart[] parts = m_parts.GetArray(); |
973 | for (int i = 0; i < parts.Length; i++) | 1127 | for (int i = 0; i < parts.Length; i++) |
974 | { | 1128 | { |
975 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1129 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
976 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1130 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
977 | states.Add(kvp.Key, kvp.Value); | 1131 | states[kvp.Key] = kvp.Value; |
978 | } | 1132 | } |
979 | 1133 | ||
980 | if (states.Count > 0) | 1134 | if (states.Count > 0) |
@@ -994,6 +1148,168 @@ namespace OpenSim.Region.Framework.Scenes | |||
994 | } | 1148 | } |
995 | 1149 | ||
996 | /// <summary> | 1150 | /// <summary> |
1151 | /// Add the avatar to this linkset (avatar is sat). | ||
1152 | /// </summary> | ||
1153 | /// <param name="agentID"></param> | ||
1154 | public void AddAvatar(UUID agentID) | ||
1155 | { | ||
1156 | ScenePresence presence; | ||
1157 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1158 | { | ||
1159 | if (!m_linkedAvatars.Contains(presence)) | ||
1160 | { | ||
1161 | m_linkedAvatars.Add(presence); | ||
1162 | } | ||
1163 | } | ||
1164 | } | ||
1165 | |||
1166 | /// <summary> | ||
1167 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1168 | /// </summary> | ||
1169 | /// <param name="agentID"></param> | ||
1170 | public void DeleteAvatar(UUID agentID) | ||
1171 | { | ||
1172 | ScenePresence presence; | ||
1173 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1174 | { | ||
1175 | if (m_linkedAvatars.Contains(presence)) | ||
1176 | { | ||
1177 | m_linkedAvatars.Remove(presence); | ||
1178 | } | ||
1179 | } | ||
1180 | } | ||
1181 | |||
1182 | /// <summary> | ||
1183 | /// Returns the list of linked presences (avatars sat on this group) | ||
1184 | /// </summary> | ||
1185 | /// <param name="agentID"></param> | ||
1186 | public List<ScenePresence> GetLinkedAvatars() | ||
1187 | { | ||
1188 | return m_linkedAvatars; | ||
1189 | } | ||
1190 | |||
1191 | /// <summary> | ||
1192 | /// Attach this scene object to the given avatar. | ||
1193 | /// </summary> | ||
1194 | /// <param name="agentID"></param> | ||
1195 | /// <param name="attachmentpoint"></param> | ||
1196 | /// <param name="AttachOffset"></param> | ||
1197 | private void AttachToAgent( | ||
1198 | ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
1199 | { | ||
1200 | if (avatar != null) | ||
1201 | { | ||
1202 | // don't attach attachments to child agents | ||
1203 | if (avatar.IsChildAgent) return; | ||
1204 | |||
1205 | // Remove from database and parcel prim count | ||
1206 | m_scene.DeleteFromStorage(so.UUID); | ||
1207 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1208 | |||
1209 | so.AttachedAvatar = avatar.UUID; | ||
1210 | |||
1211 | if (so.RootPart.PhysActor != null) | ||
1212 | { | ||
1213 | m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); | ||
1214 | so.RootPart.PhysActor = null; | ||
1215 | } | ||
1216 | |||
1217 | so.AbsolutePosition = attachOffset; | ||
1218 | so.RootPart.AttachedPos = attachOffset; | ||
1219 | so.IsAttachment = true; | ||
1220 | so.RootPart.SetParentLocalId(avatar.LocalId); | ||
1221 | so.AttachmentPoint = attachmentpoint; | ||
1222 | |||
1223 | avatar.AddAttachment(this); | ||
1224 | |||
1225 | if (!silent) | ||
1226 | { | ||
1227 | // Killing it here will cause the client to deselect it | ||
1228 | // It then reappears on the avatar, deselected | ||
1229 | // through the full update below | ||
1230 | // | ||
1231 | if (IsSelected) | ||
1232 | { | ||
1233 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1234 | } | ||
1235 | |||
1236 | IsSelected = false; // fudge.... | ||
1237 | ScheduleGroupForFullUpdate(); | ||
1238 | } | ||
1239 | } | ||
1240 | else | ||
1241 | { | ||
1242 | m_log.WarnFormat( | ||
1243 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1244 | UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName); | ||
1245 | } | ||
1246 | } | ||
1247 | |||
1248 | public byte GetAttachmentPoint() | ||
1249 | { | ||
1250 | return m_rootPart.Shape.State; | ||
1251 | } | ||
1252 | |||
1253 | public void DetachToGround() | ||
1254 | { | ||
1255 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1256 | if (avatar == null) | ||
1257 | return; | ||
1258 | |||
1259 | avatar.RemoveAttachment(this); | ||
1260 | |||
1261 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
1262 | if (avatar == null) | ||
1263 | return; | ||
1264 | |||
1265 | detachedpos = avatar.AbsolutePosition; | ||
1266 | RootPart.FromItemID = UUID.Zero; | ||
1267 | |||
1268 | AbsolutePosition = detachedpos; | ||
1269 | AttachedAvatar = UUID.Zero; | ||
1270 | |||
1271 | //SceneObjectPart[] parts = m_parts.GetArray(); | ||
1272 | //for (int i = 0; i < parts.Length; i++) | ||
1273 | // parts[i].AttachedAvatar = UUID.Zero; | ||
1274 | |||
1275 | m_rootPart.SetParentLocalId(0); | ||
1276 | AttachmentPoint = (byte)0; | ||
1277 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | ||
1278 | HasGroupChanged = true; | ||
1279 | RootPart.Rezzed = DateTime.Now; | ||
1280 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
1281 | AttachToBackup(); | ||
1282 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1283 | m_rootPart.ScheduleFullUpdate(); | ||
1284 | m_rootPart.ClearUndoState(); | ||
1285 | } | ||
1286 | |||
1287 | public void DetachToInventoryPrep() | ||
1288 | { | ||
1289 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | ||
1290 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
1291 | if (avatar != null) | ||
1292 | { | ||
1293 | //detachedpos = avatar.AbsolutePosition; | ||
1294 | avatar.RemoveAttachment(this); | ||
1295 | } | ||
1296 | |||
1297 | AttachedAvatar = UUID.Zero; | ||
1298 | |||
1299 | /*SceneObjectPart[] parts = m_parts.GetArray(); | ||
1300 | for (int i = 0; i < parts.Length; i++) | ||
1301 | parts[i].AttachedAvatar = UUID.Zero;*/ | ||
1302 | |||
1303 | m_rootPart.SetParentLocalId(0); | ||
1304 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
1305 | IsAttachment = false; | ||
1306 | AbsolutePosition = m_rootPart.AttachedPos; | ||
1307 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
1308 | //AttachToBackup(); | ||
1309 | //m_rootPart.ScheduleFullUpdate(); | ||
1310 | } | ||
1311 | |||
1312 | /// <summary> | ||
997 | /// | 1313 | /// |
998 | /// </summary> | 1314 | /// </summary> |
999 | /// <param name="part"></param> | 1315 | /// <param name="part"></param> |
@@ -1043,7 +1359,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1043 | public void AddPart(SceneObjectPart part) | 1359 | public void AddPart(SceneObjectPart part) |
1044 | { | 1360 | { |
1045 | part.SetParent(this); | 1361 | part.SetParent(this); |
1046 | part.LinkNum = m_parts.Add(part.UUID, part); | 1362 | m_parts.Add(part.UUID, part); |
1363 | |||
1364 | part.LinkNum = m_parts.Count; | ||
1365 | |||
1047 | if (part.LinkNum == 2) | 1366 | if (part.LinkNum == 2) |
1048 | RootPart.LinkNum = 1; | 1367 | RootPart.LinkNum = 1; |
1049 | } | 1368 | } |
@@ -1151,6 +1470,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1151 | /// <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> |
1152 | public void DeleteGroupFromScene(bool silent) | 1471 | public void DeleteGroupFromScene(bool silent) |
1153 | { | 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 | |||
1154 | SceneObjectPart[] parts = m_parts.GetArray(); | 1478 | SceneObjectPart[] parts = m_parts.GetArray(); |
1155 | for (int i = 0; i < parts.Length; i++) | 1479 | for (int i = 0; i < parts.Length; i++) |
1156 | { | 1480 | { |
@@ -1173,6 +1497,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1173 | } | 1497 | } |
1174 | }); | 1498 | }); |
1175 | } | 1499 | } |
1500 | |||
1501 | |||
1176 | } | 1502 | } |
1177 | 1503 | ||
1178 | public void AddScriptLPS(int count) | 1504 | public void AddScriptLPS(int count) |
@@ -1268,7 +1594,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1268 | 1594 | ||
1269 | public void SetOwnerId(UUID userId) | 1595 | public void SetOwnerId(UUID userId) |
1270 | { | 1596 | { |
1271 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1597 | ForEachPart(delegate(SceneObjectPart part) |
1598 | { | ||
1599 | |||
1600 | part.OwnerID = userId; | ||
1601 | |||
1602 | }); | ||
1272 | } | 1603 | } |
1273 | 1604 | ||
1274 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1605 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1300,11 +1631,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1300 | return; | 1631 | return; |
1301 | } | 1632 | } |
1302 | 1633 | ||
1634 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1635 | return; | ||
1636 | |||
1303 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1637 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1304 | // any exception propogate upwards. | 1638 | // any exception propogate upwards. |
1305 | try | 1639 | try |
1306 | { | 1640 | { |
1307 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1641 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1642 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1643 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1644 | |||
1308 | { | 1645 | { |
1309 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1646 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1310 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1647 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1331,6 +1668,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1331 | } | 1668 | } |
1332 | } | 1669 | } |
1333 | } | 1670 | } |
1671 | |||
1334 | } | 1672 | } |
1335 | 1673 | ||
1336 | if (m_scene.UseBackup && HasGroupChanged) | 1674 | if (m_scene.UseBackup && HasGroupChanged) |
@@ -1338,6 +1676,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1338 | // don't backup while it's selected or you're asking for changes mid stream. | 1676 | // don't backup while it's selected or you're asking for changes mid stream. |
1339 | if (isTimeToPersist() || forcedBackup) | 1677 | if (isTimeToPersist() || forcedBackup) |
1340 | { | 1678 | { |
1679 | if (m_rootPart.PhysActor != null && | ||
1680 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1681 | { | ||
1682 | // Possible ghost prim | ||
1683 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1684 | { | ||
1685 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1686 | { | ||
1687 | // Re-set physics actor positions and | ||
1688 | // orientations | ||
1689 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1690 | } | ||
1691 | } | ||
1692 | } | ||
1341 | // m_log.DebugFormat( | 1693 | // m_log.DebugFormat( |
1342 | // "[SCENE]: Storing {0}, {1} in {2}", | 1694 | // "[SCENE]: Storing {0}, {1} in {2}", |
1343 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1695 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1421,7 +1773,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1421 | // This is only necessary when userExposed is false! | 1773 | // This is only necessary when userExposed is false! |
1422 | 1774 | ||
1423 | bool previousAttachmentStatus = dupe.IsAttachment; | 1775 | bool previousAttachmentStatus = dupe.IsAttachment; |
1424 | 1776 | ||
1425 | if (!userExposed) | 1777 | if (!userExposed) |
1426 | dupe.IsAttachment = true; | 1778 | dupe.IsAttachment = true; |
1427 | 1779 | ||
@@ -1439,11 +1791,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1439 | dupe.m_rootPart.TrimPermissions(); | 1791 | dupe.m_rootPart.TrimPermissions(); |
1440 | 1792 | ||
1441 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | 1793 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); |
1442 | 1794 | ||
1443 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | 1795 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) |
1444 | { | 1796 | { |
1445 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1797 | return p1.LinkNum.CompareTo(p2.LinkNum); |
1446 | } | 1798 | } |
1447 | ); | 1799 | ); |
1448 | 1800 | ||
1449 | foreach (SceneObjectPart part in partList) | 1801 | foreach (SceneObjectPart part in partList) |
@@ -1463,7 +1815,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1463 | if (part.PhysActor != null && userExposed) | 1815 | if (part.PhysActor != null && userExposed) |
1464 | { | 1816 | { |
1465 | PrimitiveBaseShape pbs = newPart.Shape; | 1817 | PrimitiveBaseShape pbs = newPart.Shape; |
1466 | 1818 | ||
1467 | newPart.PhysActor | 1819 | newPart.PhysActor |
1468 | = m_scene.PhysicsScene.AddPrimShape( | 1820 | = m_scene.PhysicsScene.AddPrimShape( |
1469 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), | 1821 | string.Format("{0}/{1}", newPart.Name, newPart.UUID), |
@@ -1473,11 +1825,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1473 | newPart.RotationOffset, | 1825 | newPart.RotationOffset, |
1474 | part.PhysActor.IsPhysical, | 1826 | part.PhysActor.IsPhysical, |
1475 | newPart.LocalId); | 1827 | newPart.LocalId); |
1476 | 1828 | ||
1477 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | 1829 | newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); |
1478 | } | 1830 | } |
1479 | } | 1831 | } |
1480 | 1832 | ||
1481 | if (userExposed) | 1833 | if (userExposed) |
1482 | { | 1834 | { |
1483 | dupe.UpdateParentIDs(); | 1835 | dupe.UpdateParentIDs(); |
@@ -1592,6 +1944,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1592 | return Vector3.Zero; | 1944 | return Vector3.Zero; |
1593 | } | 1945 | } |
1594 | 1946 | ||
1947 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | ||
1595 | public void moveToTarget(Vector3 target, float tau) | 1948 | public void moveToTarget(Vector3 target, float tau) |
1596 | { | 1949 | { |
1597 | if (IsAttachment) | 1950 | if (IsAttachment) |
@@ -1619,6 +1972,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
1619 | RootPart.PhysActor.PIDActive = false; | 1972 | RootPart.PhysActor.PIDActive = false; |
1620 | } | 1973 | } |
1621 | 1974 | ||
1975 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1976 | { | ||
1977 | SceneObjectPart rootpart = m_rootPart; | ||
1978 | if (rootpart != null) | ||
1979 | { | ||
1980 | if (IsAttachment) | ||
1981 | { | ||
1982 | /* | ||
1983 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1984 | if (avatar != null) | ||
1985 | { | ||
1986 | Rotate the Av? | ||
1987 | } */ | ||
1988 | } | ||
1989 | else | ||
1990 | { | ||
1991 | if (rootpart.PhysActor != null) | ||
1992 | { // APID must be implemented in your physics system for this to function. | ||
1993 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
1994 | rootpart.PhysActor.APIDStrength = strength; | ||
1995 | rootpart.PhysActor.APIDDamping = damping; | ||
1996 | rootpart.PhysActor.APIDActive = true; | ||
1997 | } | ||
1998 | } | ||
1999 | } | ||
2000 | } | ||
2001 | |||
2002 | public void stopLookAt() | ||
2003 | { | ||
2004 | SceneObjectPart rootpart = m_rootPart; | ||
2005 | if (rootpart != null) | ||
2006 | { | ||
2007 | if (rootpart.PhysActor != null) | ||
2008 | { // APID must be implemented in your physics system for this to function. | ||
2009 | rootpart.PhysActor.APIDActive = false; | ||
2010 | } | ||
2011 | } | ||
2012 | |||
2013 | } | ||
2014 | |||
1622 | /// <summary> | 2015 | /// <summary> |
1623 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. | 2016 | /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. |
1624 | /// </summary> | 2017 | /// </summary> |
@@ -1674,6 +2067,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1674 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2067 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1675 | { | 2068 | { |
1676 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2069 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
2070 | newPart.SetParent(this); | ||
2071 | |||
1677 | AddPart(newPart); | 2072 | AddPart(newPart); |
1678 | 2073 | ||
1679 | SetPartAsNonRoot(newPart); | 2074 | SetPartAsNonRoot(newPart); |
@@ -1802,11 +2197,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1802 | /// Immediately send a full update for this scene object. | 2197 | /// Immediately send a full update for this scene object. |
1803 | /// </summary> | 2198 | /// </summary> |
1804 | public void SendGroupFullUpdate() | 2199 | public void SendGroupFullUpdate() |
1805 | { | 2200 | { |
1806 | if (IsDeleted) | 2201 | if (IsDeleted) |
1807 | return; | 2202 | return; |
1808 | 2203 | ||
1809 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2204 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1810 | 2205 | ||
1811 | RootPart.SendFullUpdateToAllClients(); | 2206 | RootPart.SendFullUpdateToAllClients(); |
1812 | 2207 | ||
@@ -2007,7 +2402,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2007 | objectGroup.IsDeleted = true; | 2402 | objectGroup.IsDeleted = true; |
2008 | 2403 | ||
2009 | objectGroup.m_parts.Clear(); | 2404 | objectGroup.m_parts.Clear(); |
2010 | 2405 | ||
2011 | // Can't do this yet since backup still makes use of the root part without any synchronization | 2406 | // Can't do this yet since backup still makes use of the root part without any synchronization |
2012 | // objectGroup.m_rootPart = null; | 2407 | // objectGroup.m_rootPart = null; |
2013 | 2408 | ||
@@ -2141,6 +2536,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2141 | /// <param name="objectGroup"></param> | 2536 | /// <param name="objectGroup"></param> |
2142 | public virtual void DetachFromBackup() | 2537 | public virtual void DetachFromBackup() |
2143 | { | 2538 | { |
2539 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2144 | if (m_isBackedUp && Scene != null) | 2540 | if (m_isBackedUp && Scene != null) |
2145 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2541 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2146 | 2542 | ||
@@ -2159,7 +2555,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2159 | 2555 | ||
2160 | axPos *= parentRot; | 2556 | axPos *= parentRot; |
2161 | part.OffsetPosition = axPos; | 2557 | part.OffsetPosition = axPos; |
2162 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2558 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2559 | part.GroupPosition = newPos; | ||
2163 | part.OffsetPosition = Vector3.Zero; | 2560 | part.OffsetPosition = Vector3.Zero; |
2164 | part.RotationOffset = worldRot; | 2561 | part.RotationOffset = worldRot; |
2165 | 2562 | ||
@@ -2170,7 +2567,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2170 | 2567 | ||
2171 | part.LinkNum = linkNum; | 2568 | part.LinkNum = linkNum; |
2172 | 2569 | ||
2173 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2570 | part.OffsetPosition = newPos - AbsolutePosition; |
2174 | 2571 | ||
2175 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2572 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2176 | 2573 | ||
@@ -2180,7 +2577,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2180 | 2577 | ||
2181 | parentRot = m_rootPart.RotationOffset; | 2578 | parentRot = m_rootPart.RotationOffset; |
2182 | oldRot = part.RotationOffset; | 2579 | oldRot = part.RotationOffset; |
2183 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2580 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; |
2184 | part.RotationOffset = newRot; | 2581 | part.RotationOffset = newRot; |
2185 | } | 2582 | } |
2186 | 2583 | ||
@@ -2427,8 +2824,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2427 | } | 2824 | } |
2428 | } | 2825 | } |
2429 | 2826 | ||
2827 | RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | ||
2430 | for (int i = 0; i < parts.Length; i++) | 2828 | for (int i = 0; i < parts.Length; i++) |
2431 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | 2829 | { |
2830 | if (parts[i] != RootPart) | ||
2831 | parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); | ||
2832 | } | ||
2432 | } | 2833 | } |
2433 | } | 2834 | } |
2434 | 2835 | ||
@@ -2441,6 +2842,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2441 | } | 2842 | } |
2442 | } | 2843 | } |
2443 | 2844 | ||
2845 | |||
2846 | |||
2847 | /// <summary> | ||
2848 | /// Gets the number of parts | ||
2849 | /// </summary> | ||
2850 | /// <returns></returns> | ||
2851 | public int GetPartCount() | ||
2852 | { | ||
2853 | return Parts.Count(); | ||
2854 | } | ||
2855 | |||
2444 | /// <summary> | 2856 | /// <summary> |
2445 | /// Update the texture entry for this part | 2857 | /// Update the texture entry for this part |
2446 | /// </summary> | 2858 | /// </summary> |
@@ -2502,7 +2914,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2502 | { | 2914 | { |
2503 | // m_log.DebugFormat( | 2915 | // m_log.DebugFormat( |
2504 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); | 2916 | // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); |
2505 | |||
2506 | RootPart.StoreUndoState(true); | 2917 | RootPart.StoreUndoState(true); |
2507 | 2918 | ||
2508 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 2919 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); |
@@ -2603,7 +3014,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2603 | prevScale.X *= x; | 3014 | prevScale.X *= x; |
2604 | prevScale.Y *= y; | 3015 | prevScale.Y *= y; |
2605 | prevScale.Z *= z; | 3016 | prevScale.Z *= z; |
2606 | |||
2607 | // RootPart.IgnoreUndoUpdate = true; | 3017 | // RootPart.IgnoreUndoUpdate = true; |
2608 | RootPart.Resize(prevScale); | 3018 | RootPart.Resize(prevScale); |
2609 | // RootPart.IgnoreUndoUpdate = false; | 3019 | // RootPart.IgnoreUndoUpdate = false; |
@@ -2634,7 +3044,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2634 | } | 3044 | } |
2635 | 3045 | ||
2636 | // obPart.IgnoreUndoUpdate = false; | 3046 | // obPart.IgnoreUndoUpdate = false; |
2637 | // obPart.StoreUndoState(); | 3047 | HasGroupChanged = true; |
3048 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); | ||
3049 | ScheduleGroupForTerseUpdate(); | ||
2638 | } | 3050 | } |
2639 | 3051 | ||
2640 | // m_log.DebugFormat( | 3052 | // m_log.DebugFormat( |
@@ -2694,9 +3106,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2694 | { | 3106 | { |
2695 | SceneObjectPart part = GetChildPart(localID); | 3107 | SceneObjectPart part = GetChildPart(localID); |
2696 | 3108 | ||
2697 | // SceneObjectPart[] parts = m_parts.GetArray(); | 3109 | SceneObjectPart[] parts = m_parts.GetArray(); |
2698 | // for (int i = 0; i < parts.Length; i++) | 3110 | for (int i = 0; i < parts.Length; i++) |
2699 | // parts[i].StoreUndoState(); | 3111 | parts[i].StoreUndoState(); |
2700 | 3112 | ||
2701 | if (part != null) | 3113 | if (part != null) |
2702 | { | 3114 | { |
@@ -2752,10 +3164,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
2752 | obPart.OffsetPosition = obPart.OffsetPosition + diff; | 3164 | obPart.OffsetPosition = obPart.OffsetPosition + diff; |
2753 | } | 3165 | } |
2754 | 3166 | ||
2755 | AbsolutePosition = newPos; | 3167 | //We have to set undoing here because otherwise an undo state will be saved |
3168 | if (!m_rootPart.Undoing) | ||
3169 | { | ||
3170 | m_rootPart.Undoing = true; | ||
3171 | AbsolutePosition = newPos; | ||
3172 | m_rootPart.Undoing = false; | ||
3173 | } | ||
3174 | else | ||
3175 | { | ||
3176 | AbsolutePosition = newPos; | ||
3177 | } | ||
2756 | 3178 | ||
2757 | HasGroupChanged = true; | 3179 | HasGroupChanged = true; |
2758 | ScheduleGroupForTerseUpdate(); | 3180 | if (m_rootPart.Undoing) |
3181 | { | ||
3182 | ScheduleGroupForFullUpdate(); | ||
3183 | } | ||
3184 | else | ||
3185 | { | ||
3186 | ScheduleGroupForTerseUpdate(); | ||
3187 | } | ||
2759 | } | 3188 | } |
2760 | 3189 | ||
2761 | #endregion | 3190 | #endregion |
@@ -2832,10 +3261,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2832 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 3261 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
2833 | { | 3262 | { |
2834 | SceneObjectPart part = GetChildPart(localID); | 3263 | SceneObjectPart part = GetChildPart(localID); |
2835 | |||
2836 | SceneObjectPart[] parts = m_parts.GetArray(); | 3264 | SceneObjectPart[] parts = m_parts.GetArray(); |
2837 | for (int i = 0; i < parts.Length; i++) | ||
2838 | parts[i].StoreUndoState(); | ||
2839 | 3265 | ||
2840 | if (part != null) | 3266 | if (part != null) |
2841 | { | 3267 | { |
@@ -2873,7 +3299,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2873 | if (part.UUID == m_rootPart.UUID) | 3299 | if (part.UUID == m_rootPart.UUID) |
2874 | { | 3300 | { |
2875 | UpdateRootRotation(rot); | 3301 | UpdateRootRotation(rot); |
2876 | AbsolutePosition = pos; | 3302 | if (!m_rootPart.Undoing) |
3303 | { | ||
3304 | m_rootPart.Undoing = true; | ||
3305 | AbsolutePosition = pos; | ||
3306 | m_rootPart.Undoing = false; | ||
3307 | } | ||
3308 | else | ||
3309 | { | ||
3310 | AbsolutePosition = pos; | ||
3311 | } | ||
2877 | } | 3312 | } |
2878 | else | 3313 | else |
2879 | { | 3314 | { |
@@ -2897,9 +3332,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2897 | 3332 | ||
2898 | Quaternion axRot = rot; | 3333 | Quaternion axRot = rot; |
2899 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3334 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
2900 | |||
2901 | m_rootPart.StoreUndoState(); | 3335 | m_rootPart.StoreUndoState(); |
2902 | m_rootPart.UpdateRotation(rot); | 3336 | |
3337 | //Don't use UpdateRotation because it schedules an update prematurely | ||
3338 | m_rootPart.RotationOffset = rot; | ||
2903 | if (m_rootPart.PhysActor != null) | 3339 | if (m_rootPart.PhysActor != null) |
2904 | { | 3340 | { |
2905 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | 3341 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; |
@@ -2913,15 +3349,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2913 | if (prim.UUID != m_rootPart.UUID) | 3349 | if (prim.UUID != m_rootPart.UUID) |
2914 | { | 3350 | { |
2915 | prim.IgnoreUndoUpdate = true; | 3351 | prim.IgnoreUndoUpdate = true; |
3352 | |||
3353 | Quaternion NewRot = oldParentRot * prim.RotationOffset; | ||
3354 | NewRot = Quaternion.Inverse(axRot) * NewRot; | ||
3355 | prim.RotationOffset = NewRot; | ||
3356 | |||
2916 | Vector3 axPos = prim.OffsetPosition; | 3357 | Vector3 axPos = prim.OffsetPosition; |
3358 | |||
2917 | axPos *= oldParentRot; | 3359 | axPos *= oldParentRot; |
2918 | axPos *= Quaternion.Inverse(axRot); | 3360 | axPos *= Quaternion.Inverse(axRot); |
2919 | prim.OffsetPosition = axPos; | 3361 | prim.OffsetPosition = axPos; |
2920 | Quaternion primsRot = prim.RotationOffset; | 3362 | |
2921 | Quaternion newRot = oldParentRot * primsRot; | ||
2922 | newRot = Quaternion.Inverse(axRot) * newRot; | ||
2923 | prim.RotationOffset = newRot; | ||
2924 | prim.ScheduleTerseUpdate(); | ||
2925 | prim.IgnoreUndoUpdate = false; | 3363 | prim.IgnoreUndoUpdate = false; |
2926 | } | 3364 | } |
2927 | } | 3365 | } |
@@ -2935,8 +3373,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2935 | //// childpart.StoreUndoState(); | 3373 | //// childpart.StoreUndoState(); |
2936 | // } | 3374 | // } |
2937 | // } | 3375 | // } |
2938 | 3376 | HasGroupChanged = true; | |
2939 | m_rootPart.ScheduleTerseUpdate(); | 3377 | ScheduleGroupForFullUpdate(); |
2940 | 3378 | ||
2941 | // m_log.DebugFormat( | 3379 | // m_log.DebugFormat( |
2942 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", | 3380 | // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", |
@@ -3164,7 +3602,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3164 | public float GetMass() | 3602 | public float GetMass() |
3165 | { | 3603 | { |
3166 | float retmass = 0f; | 3604 | float retmass = 0f; |
3167 | |||
3168 | SceneObjectPart[] parts = m_parts.GetArray(); | 3605 | SceneObjectPart[] parts = m_parts.GetArray(); |
3169 | for (int i = 0; i < parts.Length; i++) | 3606 | for (int i = 0; i < parts.Length; i++) |
3170 | retmass += parts[i].GetMass(); | 3607 | retmass += parts[i].GetMass(); |
@@ -3260,6 +3697,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3260 | SetFromItemID(uuid); | 3697 | SetFromItemID(uuid); |
3261 | } | 3698 | } |
3262 | 3699 | ||
3700 | public void ResetOwnerChangeFlag() | ||
3701 | { | ||
3702 | ForEachPart(delegate(SceneObjectPart part) | ||
3703 | { | ||
3704 | part.ResetOwnerChangeFlag(); | ||
3705 | }); | ||
3706 | } | ||
3707 | |||
3263 | #endregion | 3708 | #endregion |
3264 | } | 3709 | } |
3265 | } | 3710 | } |