diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 670 |
1 files changed, 529 insertions, 141 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index f17fb28..6e0fc43 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -29,6 +29,7 @@ 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 | ||
@@ -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 | } |
@@ -185,10 +248,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
185 | 248 | ||
186 | private bool m_scriptListens_atTarget; | 249 | private bool m_scriptListens_atTarget; |
187 | private bool m_scriptListens_notAtTarget; | 250 | private bool m_scriptListens_notAtTarget; |
188 | |||
189 | private bool m_scriptListens_atRotTarget; | 251 | private bool m_scriptListens_atRotTarget; |
190 | private bool m_scriptListens_notAtRotTarget; | 252 | private bool m_scriptListens_notAtRotTarget; |
191 | 253 | ||
254 | public bool m_dupeInProgress = false; | ||
192 | internal Dictionary<UUID, string> m_savedScriptState; | 255 | internal Dictionary<UUID, string> m_savedScriptState; |
193 | 256 | ||
194 | #region Properties | 257 | #region Properties |
@@ -228,7 +291,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
228 | public virtual Quaternion Rotation | 291 | public virtual Quaternion Rotation |
229 | { | 292 | { |
230 | get { return m_rotation; } | 293 | get { return m_rotation; } |
231 | set { m_rotation = value; } | 294 | set { |
295 | foreach(SceneObjectPart p in m_parts.GetArray()) | ||
296 | { | ||
297 | p.StoreUndoState(UndoType.STATE_GROUP_ROTATION); | ||
298 | } | ||
299 | m_rotation = value; | ||
300 | } | ||
232 | } | 301 | } |
233 | 302 | ||
234 | public Quaternion GroupRotation | 303 | public Quaternion GroupRotation |
@@ -302,7 +371,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
302 | { | 371 | { |
303 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 372 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
304 | } | 373 | } |
305 | 374 | ||
375 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
376 | { | ||
377 | part.IgnoreUndoUpdate = true; | ||
378 | } | ||
306 | if (RootPart.GetStatusSandbox()) | 379 | if (RootPart.GetStatusSandbox()) |
307 | { | 380 | { |
308 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 381 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -313,10 +386,31 @@ namespace OpenSim.Region.Framework.Scenes | |||
313 | return; | 386 | return; |
314 | } | 387 | } |
315 | } | 388 | } |
316 | |||
317 | SceneObjectPart[] parts = m_parts.GetArray(); | 389 | SceneObjectPart[] parts = m_parts.GetArray(); |
318 | for (int i = 0; i < parts.Length; i++) | 390 | foreach (SceneObjectPart part in parts) |
319 | parts[i].GroupPosition = val; | 391 | { |
392 | part.IgnoreUndoUpdate = false; | ||
393 | part.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
394 | part.GroupPosition = val; | ||
395 | if (!m_dupeInProgress) | ||
396 | { | ||
397 | part.TriggerScriptChangedEvent(Changed.POSITION); | ||
398 | } | ||
399 | } | ||
400 | if (!m_dupeInProgress) | ||
401 | { | ||
402 | foreach (ScenePresence av in m_linkedAvatars) | ||
403 | { | ||
404 | SceneObjectPart p; | ||
405 | if (m_parts.TryGetValue(av.LinkedPrim, out p)) | ||
406 | { | ||
407 | Vector3 offset = p.GetWorldPosition() - av.ParentPosition; | ||
408 | av.AbsolutePosition += offset; | ||
409 | av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition | ||
410 | av.SendAvatarDataToAllAgents(); | ||
411 | } | ||
412 | } | ||
413 | } | ||
320 | 414 | ||
321 | //if (m_rootPart.PhysActor != null) | 415 | //if (m_rootPart.PhysActor != null) |
322 | //{ | 416 | //{ |
@@ -467,6 +561,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
467 | /// </summary> | 561 | /// </summary> |
468 | public SceneObjectGroup() | 562 | public SceneObjectGroup() |
469 | { | 563 | { |
564 | |||
470 | } | 565 | } |
471 | 566 | ||
472 | /// <summary> | 567 | /// <summary> |
@@ -483,7 +578,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
483 | /// Constructor. This object is added to the scene later via AttachToScene() | 578 | /// Constructor. This object is added to the scene later via AttachToScene() |
484 | /// </summary> | 579 | /// </summary> |
485 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | 580 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) |
486 | { | 581 | { |
487 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); | 582 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); |
488 | } | 583 | } |
489 | 584 | ||
@@ -531,6 +626,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
531 | /// </summary> | 626 | /// </summary> |
532 | public virtual void AttachToBackup() | 627 | public virtual void AttachToBackup() |
533 | { | 628 | { |
629 | if (IsAttachment) return; | ||
630 | m_scene.SceneGraph.FireAttachToBackup(this); | ||
631 | |||
534 | if (InSceneBackup) | 632 | if (InSceneBackup) |
535 | { | 633 | { |
536 | //m_log.DebugFormat( | 634 | //m_log.DebugFormat( |
@@ -646,9 +744,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
646 | result.normal = inter.normal; | 744 | result.normal = inter.normal; |
647 | result.distance = inter.distance; | 745 | result.distance = inter.distance; |
648 | } | 746 | } |
747 | |||
649 | } | 748 | } |
650 | } | 749 | } |
651 | |||
652 | return result; | 750 | return result; |
653 | } | 751 | } |
654 | 752 | ||
@@ -668,17 +766,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
668 | minZ = 8192f; | 766 | minZ = 8192f; |
669 | 767 | ||
670 | SceneObjectPart[] parts = m_parts.GetArray(); | 768 | SceneObjectPart[] parts = m_parts.GetArray(); |
671 | for (int i = 0; i < parts.Length; i++) | 769 | foreach (SceneObjectPart part in parts) |
672 | { | 770 | { |
673 | SceneObjectPart part = parts[i]; | ||
674 | |||
675 | Vector3 worldPos = part.GetWorldPosition(); | 771 | Vector3 worldPos = part.GetWorldPosition(); |
676 | Vector3 offset = worldPos - AbsolutePosition; | 772 | Vector3 offset = worldPos - AbsolutePosition; |
677 | Quaternion worldRot; | 773 | Quaternion worldRot; |
678 | if (part.ParentID == 0) | 774 | if (part.ParentID == 0) |
775 | { | ||
679 | worldRot = part.RotationOffset; | 776 | worldRot = part.RotationOffset; |
777 | } | ||
680 | else | 778 | else |
779 | { | ||
681 | worldRot = part.GetWorldRotation(); | 780 | worldRot = part.GetWorldRotation(); |
781 | } | ||
682 | 782 | ||
683 | Vector3 frontTopLeft; | 783 | Vector3 frontTopLeft; |
684 | Vector3 frontTopRight; | 784 | Vector3 frontTopRight; |
@@ -690,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
690 | Vector3 backBottomLeft; | 790 | Vector3 backBottomLeft; |
691 | Vector3 backBottomRight; | 791 | Vector3 backBottomRight; |
692 | 792 | ||
793 | // Vector3[] corners = new Vector3[8]; | ||
794 | |||
693 | Vector3 orig = Vector3.Zero; | 795 | Vector3 orig = Vector3.Zero; |
694 | 796 | ||
695 | frontTopLeft.X = orig.X - (part.Scale.X / 2); | 797 | frontTopLeft.X = orig.X - (part.Scale.X / 2); |
@@ -724,6 +826,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
724 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); | 826 | backBottomRight.Y = orig.Y + (part.Scale.Y / 2); |
725 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); | 827 | backBottomRight.Z = orig.Z - (part.Scale.Z / 2); |
726 | 828 | ||
829 | |||
830 | |||
831 | //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
832 | //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
833 | //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
834 | //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
835 | //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
836 | //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
837 | //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
838 | //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
839 | |||
840 | //for (int i = 0; i < 8; i++) | ||
841 | //{ | ||
842 | // corners[i] = corners[i] * worldRot; | ||
843 | // corners[i] += offset; | ||
844 | |||
845 | // if (corners[i].X > maxX) | ||
846 | // maxX = corners[i].X; | ||
847 | // if (corners[i].X < minX) | ||
848 | // minX = corners[i].X; | ||
849 | |||
850 | // if (corners[i].Y > maxY) | ||
851 | // maxY = corners[i].Y; | ||
852 | // if (corners[i].Y < minY) | ||
853 | // minY = corners[i].Y; | ||
854 | |||
855 | // if (corners[i].Z > maxZ) | ||
856 | // maxZ = corners[i].Y; | ||
857 | // if (corners[i].Z < minZ) | ||
858 | // minZ = corners[i].Z; | ||
859 | //} | ||
860 | |||
727 | frontTopLeft = frontTopLeft * worldRot; | 861 | frontTopLeft = frontTopLeft * worldRot; |
728 | frontTopRight = frontTopRight * worldRot; | 862 | frontTopRight = frontTopRight * worldRot; |
729 | frontBottomLeft = frontBottomLeft * worldRot; | 863 | frontBottomLeft = frontBottomLeft * worldRot; |
@@ -745,6 +879,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
745 | backTopLeft += offset; | 879 | backTopLeft += offset; |
746 | backTopRight += offset; | 880 | backTopRight += offset; |
747 | 881 | ||
882 | //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); | ||
883 | //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); | ||
884 | //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); | ||
885 | //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); | ||
886 | //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); | ||
887 | //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); | ||
888 | //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); | ||
889 | //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); | ||
890 | |||
748 | if (frontTopRight.X > maxX) | 891 | if (frontTopRight.X > maxX) |
749 | maxX = frontTopRight.X; | 892 | maxX = frontTopRight.X; |
750 | if (frontTopLeft.X > maxX) | 893 | if (frontTopLeft.X > maxX) |
@@ -890,15 +1033,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
890 | 1033 | ||
891 | public void SaveScriptedState(XmlTextWriter writer) | 1034 | public void SaveScriptedState(XmlTextWriter writer) |
892 | { | 1035 | { |
1036 | SaveScriptedState(writer, false); | ||
1037 | } | ||
1038 | |||
1039 | public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) | ||
1040 | { | ||
893 | XmlDocument doc = new XmlDocument(); | 1041 | XmlDocument doc = new XmlDocument(); |
894 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); | 1042 | Dictionary<UUID,string> states = new Dictionary<UUID,string>(); |
895 | 1043 | ||
896 | SceneObjectPart[] parts = m_parts.GetArray(); | 1044 | SceneObjectPart[] parts = m_parts.GetArray(); |
897 | for (int i = 0; i < parts.Length; i++) | 1045 | for (int i = 0; i < parts.Length; i++) |
898 | { | 1046 | { |
899 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); | 1047 | Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs); |
900 | foreach (KeyValuePair<UUID, string> kvp in pstates) | 1048 | foreach (KeyValuePair<UUID, string> kvp in pstates) |
901 | states.Add(kvp.Key, kvp.Value); | 1049 | states[kvp.Key] = kvp.Value; |
902 | } | 1050 | } |
903 | 1051 | ||
904 | if (states.Count > 0) | 1052 | if (states.Count > 0) |
@@ -917,6 +1065,118 @@ namespace OpenSim.Region.Framework.Scenes | |||
917 | } | 1065 | } |
918 | } | 1066 | } |
919 | 1067 | ||
1068 | /// <summary> | ||
1069 | /// Add the avatar to this linkset (avatar is sat). | ||
1070 | /// </summary> | ||
1071 | /// <param name="agentID"></param> | ||
1072 | public void AddAvatar(UUID agentID) | ||
1073 | { | ||
1074 | ScenePresence presence; | ||
1075 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1076 | { | ||
1077 | if (!m_linkedAvatars.Contains(presence)) | ||
1078 | { | ||
1079 | m_linkedAvatars.Add(presence); | ||
1080 | } | ||
1081 | } | ||
1082 | } | ||
1083 | |||
1084 | /// <summary> | ||
1085 | /// Delete the avatar from this linkset (avatar is unsat). | ||
1086 | /// </summary> | ||
1087 | /// <param name="agentID"></param> | ||
1088 | public void DeleteAvatar(UUID agentID) | ||
1089 | { | ||
1090 | ScenePresence presence; | ||
1091 | if (m_scene.TryGetScenePresence(agentID, out presence)) | ||
1092 | { | ||
1093 | if (m_linkedAvatars.Contains(presence)) | ||
1094 | { | ||
1095 | m_linkedAvatars.Remove(presence); | ||
1096 | } | ||
1097 | } | ||
1098 | } | ||
1099 | |||
1100 | /// <summary> | ||
1101 | /// Returns the list of linked presences (avatars sat on this group) | ||
1102 | /// </summary> | ||
1103 | /// <param name="agentID"></param> | ||
1104 | public List<ScenePresence> GetLinkedAvatars() | ||
1105 | { | ||
1106 | return m_linkedAvatars; | ||
1107 | } | ||
1108 | |||
1109 | /// <summary> | ||
1110 | /// Attach this scene object to the given avatar. | ||
1111 | /// </summary> | ||
1112 | /// <param name="agentID"></param> | ||
1113 | /// <param name="attachmentpoint"></param> | ||
1114 | /// <param name="AttachOffset"></param> | ||
1115 | public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent) | ||
1116 | { | ||
1117 | ScenePresence avatar = m_scene.GetScenePresence(agentID); | ||
1118 | if (avatar != null) | ||
1119 | { | ||
1120 | // don't attach attachments to child agents | ||
1121 | if (avatar.IsChildAgent) return; | ||
1122 | |||
1123 | // m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name); | ||
1124 | |||
1125 | DetachFromBackup(); | ||
1126 | |||
1127 | // Remove from database and parcel prim count | ||
1128 | m_scene.DeleteFromStorage(UUID); | ||
1129 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
1130 | |||
1131 | m_rootPart.AttachedAvatar = agentID; | ||
1132 | |||
1133 | //Anakin Lohner bug #3839 | ||
1134 | lock (m_parts) | ||
1135 | { | ||
1136 | foreach (SceneObjectPart p in m_parts.GetArray()) | ||
1137 | { | ||
1138 | p.AttachedAvatar = agentID; | ||
1139 | } | ||
1140 | } | ||
1141 | |||
1142 | if (m_rootPart.PhysActor != null) | ||
1143 | { | ||
1144 | m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor); | ||
1145 | m_rootPart.PhysActor = null; | ||
1146 | } | ||
1147 | |||
1148 | AbsolutePosition = AttachOffset; | ||
1149 | m_rootPart.AttachedPos = AttachOffset; | ||
1150 | m_rootPart.IsAttachment = true; | ||
1151 | |||
1152 | m_rootPart.SetParentLocalId(avatar.LocalId); | ||
1153 | SetAttachmentPoint(Convert.ToByte(attachmentpoint)); | ||
1154 | |||
1155 | avatar.AddAttachment(this); | ||
1156 | |||
1157 | if (!silent) | ||
1158 | { | ||
1159 | // Killing it here will cause the client to deselect it | ||
1160 | // It then reappears on the avatar, deselected | ||
1161 | // through the full update below | ||
1162 | // | ||
1163 | if (IsSelected) | ||
1164 | { | ||
1165 | m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId }); | ||
1166 | } | ||
1167 | |||
1168 | IsSelected = false; // fudge.... | ||
1169 | ScheduleGroupForFullUpdate(); | ||
1170 | } | ||
1171 | } | ||
1172 | else | ||
1173 | { | ||
1174 | m_log.WarnFormat( | ||
1175 | "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", | ||
1176 | UUID, agentID, Scene.RegionInfo.RegionName); | ||
1177 | } | ||
1178 | } | ||
1179 | |||
920 | public byte GetAttachmentPoint() | 1180 | public byte GetAttachmentPoint() |
921 | { | 1181 | { |
922 | return m_rootPart.Shape.State; | 1182 | return m_rootPart.Shape.State; |
@@ -1043,7 +1303,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1043 | public void AddPart(SceneObjectPart part) | 1303 | public void AddPart(SceneObjectPart part) |
1044 | { | 1304 | { |
1045 | part.SetParent(this); | 1305 | part.SetParent(this); |
1046 | part.LinkNum = m_parts.Add(part.UUID, part); | 1306 | m_parts.Add(part.UUID, part); |
1307 | |||
1308 | part.LinkNum = m_parts.Count; | ||
1309 | |||
1047 | if (part.LinkNum == 2 && RootPart != null) | 1310 | if (part.LinkNum == 2 && RootPart != null) |
1048 | RootPart.LinkNum = 1; | 1311 | RootPart.LinkNum = 1; |
1049 | } | 1312 | } |
@@ -1127,7 +1390,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1127 | 1390 | ||
1128 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) | 1391 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) |
1129 | { | 1392 | { |
1130 | part.StoreUndoState(); | 1393 | part.StoreUndoState(UndoType.STATE_PRIM_ALL); |
1131 | part.OnGrab(offsetPos, remoteClient); | 1394 | part.OnGrab(offsetPos, remoteClient); |
1132 | } | 1395 | } |
1133 | 1396 | ||
@@ -1147,6 +1410,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1147 | /// <param name="silent">If true then deletion is not broadcast to clients</param> | 1410 | /// <param name="silent">If true then deletion is not broadcast to clients</param> |
1148 | public void DeleteGroupFromScene(bool silent) | 1411 | public void DeleteGroupFromScene(bool silent) |
1149 | { | 1412 | { |
1413 | // We need to keep track of this state in case this group is still queued for backup. | ||
1414 | m_isDeleted = true; | ||
1415 | |||
1416 | DetachFromBackup(); | ||
1417 | |||
1150 | SceneObjectPart[] parts = m_parts.GetArray(); | 1418 | SceneObjectPart[] parts = m_parts.GetArray(); |
1151 | for (int i = 0; i < parts.Length; i++) | 1419 | for (int i = 0; i < parts.Length; i++) |
1152 | { | 1420 | { |
@@ -1158,13 +1426,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1158 | avatar.StandUp(); | 1426 | avatar.StandUp(); |
1159 | 1427 | ||
1160 | if (!silent) | 1428 | if (!silent) |
1161 | { | ||
1162 | part.UpdateFlag = 0; | 1429 | part.UpdateFlag = 0; |
1163 | if (part == m_rootPart) | ||
1164 | avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); | ||
1165 | } | ||
1166 | }); | 1430 | }); |
1167 | } | 1431 | } |
1432 | |||
1433 | |||
1168 | } | 1434 | } |
1169 | 1435 | ||
1170 | public void AddScriptLPS(int count) | 1436 | public void AddScriptLPS(int count) |
@@ -1261,7 +1527,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1261 | 1527 | ||
1262 | public void SetOwnerId(UUID userId) | 1528 | public void SetOwnerId(UUID userId) |
1263 | { | 1529 | { |
1264 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | 1530 | ForEachPart(delegate(SceneObjectPart part) |
1531 | { | ||
1532 | |||
1533 | part.OwnerID = userId; | ||
1534 | |||
1535 | }); | ||
1265 | } | 1536 | } |
1266 | 1537 | ||
1267 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | 1538 | public void ForEachPart(Action<SceneObjectPart> whatToDo) |
@@ -1293,11 +1564,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
1293 | return; | 1564 | return; |
1294 | } | 1565 | } |
1295 | 1566 | ||
1567 | if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) | ||
1568 | return; | ||
1569 | |||
1296 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | 1570 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let |
1297 | // any exception propogate upwards. | 1571 | // any exception propogate upwards. |
1298 | try | 1572 | try |
1299 | { | 1573 | { |
1300 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | 1574 | if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart |
1575 | m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things | ||
1576 | m_scene.LoadingPrims) // Land may not be valid yet | ||
1577 | |||
1301 | { | 1578 | { |
1302 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | 1579 | ILandObject parcel = m_scene.LandChannel.GetLandObject( |
1303 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | 1580 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); |
@@ -1322,6 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1322 | } | 1599 | } |
1323 | } | 1600 | } |
1324 | } | 1601 | } |
1602 | |||
1325 | } | 1603 | } |
1326 | 1604 | ||
1327 | if (HasGroupChanged) | 1605 | if (HasGroupChanged) |
@@ -1329,6 +1607,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1329 | // don't backup while it's selected or you're asking for changes mid stream. | 1607 | // don't backup while it's selected or you're asking for changes mid stream. |
1330 | if (isTimeToPersist() || forcedBackup) | 1608 | if (isTimeToPersist() || forcedBackup) |
1331 | { | 1609 | { |
1610 | if (m_rootPart.PhysActor != null && | ||
1611 | (!m_rootPart.PhysActor.IsPhysical)) | ||
1612 | { | ||
1613 | // Possible ghost prim | ||
1614 | if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition) | ||
1615 | { | ||
1616 | foreach (SceneObjectPart part in m_parts.GetArray()) | ||
1617 | { | ||
1618 | // Re-set physics actor positions and | ||
1619 | // orientations | ||
1620 | part.GroupPosition = m_rootPart.GroupPosition; | ||
1621 | } | ||
1622 | } | ||
1623 | } | ||
1332 | // m_log.DebugFormat( | 1624 | // m_log.DebugFormat( |
1333 | // "[SCENE]: Storing {0}, {1} in {2}", | 1625 | // "[SCENE]: Storing {0}, {1} in {2}", |
1334 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1626 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1392,81 +1684,90 @@ namespace OpenSim.Region.Framework.Scenes | |||
1392 | /// <returns></returns> | 1684 | /// <returns></returns> |
1393 | public SceneObjectGroup Copy(bool userExposed) | 1685 | public SceneObjectGroup Copy(bool userExposed) |
1394 | { | 1686 | { |
1395 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 1687 | SceneObjectGroup dupe; |
1396 | dupe.m_isBackedUp = false; | 1688 | try |
1397 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | 1689 | { |
1690 | m_dupeInProgress = true; | ||
1691 | dupe = (SceneObjectGroup)MemberwiseClone(); | ||
1692 | dupe.m_isBackedUp = false; | ||
1693 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | ||
1398 | 1694 | ||
1399 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of | 1695 | // Warning, The following code related to previousAttachmentStatus is needed so that clones of |
1400 | // attachments do not bordercross while they're being duplicated. This is hacktastic! | 1696 | // attachments do not bordercross while they're being duplicated. This is hacktastic! |
1401 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! | 1697 | // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! |
1402 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state | 1698 | // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state |
1403 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, | 1699 | // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, |
1404 | // then restore it's attachment state | 1700 | // then restore it's attachment state |
1405 | 1701 | ||
1406 | // This is only necessary when userExposed is false! | 1702 | // This is only necessary when userExposed is false! |
1407 | 1703 | ||
1408 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; | 1704 | bool previousAttachmentStatus = dupe.RootPart.IsAttachment; |
1409 | |||
1410 | if (!userExposed) | ||
1411 | dupe.RootPart.IsAttachment = true; | ||
1412 | 1705 | ||
1413 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); | 1706 | if (!userExposed) |
1707 | dupe.RootPart.IsAttachment = true; | ||
1414 | 1708 | ||
1415 | if (!userExposed) | 1709 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); |
1416 | { | ||
1417 | dupe.RootPart.IsAttachment = previousAttachmentStatus; | ||
1418 | } | ||
1419 | 1710 | ||
1420 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 1711 | if (!userExposed) |
1421 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | ||
1422 | |||
1423 | if (userExposed) | ||
1424 | dupe.m_rootPart.TrimPermissions(); | ||
1425 | |||
1426 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | ||
1427 | |||
1428 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1429 | { | 1712 | { |
1430 | return p1.LinkNum.CompareTo(p2.LinkNum); | 1713 | dupe.RootPart.IsAttachment = previousAttachmentStatus; |
1431 | } | 1714 | } |
1432 | ); | ||
1433 | 1715 | ||
1434 | foreach (SceneObjectPart part in partList) | 1716 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
1435 | { | 1717 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
1436 | if (part.UUID != m_rootPart.UUID) | 1718 | |
1719 | if (userExposed) | ||
1720 | dupe.m_rootPart.TrimPermissions(); | ||
1721 | |||
1722 | List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); | ||
1723 | |||
1724 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1725 | { | ||
1726 | return p1.LinkNum.CompareTo(p2.LinkNum); | ||
1727 | } | ||
1728 | ); | ||
1729 | |||
1730 | foreach (SceneObjectPart part in partList) | ||
1437 | { | 1731 | { |
1438 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | 1732 | if (part.UUID != m_rootPart.UUID) |
1439 | newPart.LinkNum = part.LinkNum; | 1733 | { |
1440 | } | 1734 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); |
1441 | 1735 | ||
1442 | // Need to duplicate the physics actor as well | 1736 | newPart.LinkNum = part.LinkNum; |
1443 | if (part.PhysActor != null && userExposed) | 1737 | } |
1738 | |||
1739 | // Need to duplicate the physics actor as well | ||
1740 | if (part.PhysActor != null && userExposed) | ||
1741 | { | ||
1742 | PrimitiveBaseShape pbs = part.Shape; | ||
1743 | |||
1744 | part.PhysActor | ||
1745 | = m_scene.PhysicsScene.AddPrimShape( | ||
1746 | string.Format("{0}/{1}", part.Name, part.UUID), | ||
1747 | pbs, | ||
1748 | part.AbsolutePosition, | ||
1749 | part.Scale, | ||
1750 | part.RotationOffset, | ||
1751 | part.PhysActor.IsPhysical); | ||
1752 | part.PhysActor.SetMaterial((int)part.Material); | ||
1753 | |||
1754 | part.PhysActor.LocalID = part.LocalId; | ||
1755 | part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | ||
1756 | } | ||
1757 | } | ||
1758 | if (userExposed) | ||
1444 | { | 1759 | { |
1445 | PrimitiveBaseShape pbs = part.Shape; | 1760 | dupe.UpdateParentIDs(); |
1446 | 1761 | dupe.HasGroupChanged = true; | |
1447 | part.PhysActor | 1762 | dupe.AttachToBackup(); |
1448 | = m_scene.PhysicsScene.AddPrimShape( | 1763 | |
1449 | string.Format("{0}/{1}", part.Name, part.UUID), | 1764 | ScheduleGroupForFullUpdate(); |
1450 | pbs, | ||
1451 | part.AbsolutePosition, | ||
1452 | part.Scale, | ||
1453 | part.RotationOffset, | ||
1454 | part.PhysActor.IsPhysical); | ||
1455 | |||
1456 | part.PhysActor.LocalID = part.LocalId; | ||
1457 | part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); | ||
1458 | } | 1765 | } |
1459 | } | 1766 | } |
1460 | 1767 | finally | |
1461 | if (userExposed) | ||
1462 | { | 1768 | { |
1463 | dupe.UpdateParentIDs(); | 1769 | m_dupeInProgress = false; |
1464 | dupe.HasGroupChanged = true; | ||
1465 | dupe.AttachToBackup(); | ||
1466 | |||
1467 | ScheduleGroupForFullUpdate(); | ||
1468 | } | 1770 | } |
1469 | |||
1470 | return dupe; | 1771 | return dupe; |
1471 | } | 1772 | } |
1472 | 1773 | ||
@@ -1657,13 +1958,40 @@ namespace OpenSim.Region.Framework.Scenes | |||
1657 | } | 1958 | } |
1658 | } | 1959 | } |
1659 | 1960 | ||
1961 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
1962 | { | ||
1963 | SceneObjectPart rootpart = m_rootPart; | ||
1964 | if (rootpart != null) | ||
1965 | { | ||
1966 | if (IsAttachment) | ||
1967 | { | ||
1968 | /* | ||
1969 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1970 | if (avatar != null) | ||
1971 | { | ||
1972 | Rotate the Av? | ||
1973 | } */ | ||
1974 | } | ||
1975 | else | ||
1976 | { | ||
1977 | if (rootpart.PhysActor != null) | ||
1978 | { // APID must be implemented in your physics system for this to function. | ||
1979 | rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); | ||
1980 | rootpart.PhysActor.APIDStrength = strength; | ||
1981 | rootpart.PhysActor.APIDDamping = damping; | ||
1982 | rootpart.PhysActor.APIDActive = true; | ||
1983 | } | ||
1984 | } | ||
1985 | } | ||
1986 | } | ||
1987 | |||
1660 | public void stopLookAt() | 1988 | public void stopLookAt() |
1661 | { | 1989 | { |
1662 | SceneObjectPart rootpart = m_rootPart; | 1990 | SceneObjectPart rootpart = m_rootPart; |
1663 | if (rootpart != null) | 1991 | if (rootpart != null) |
1664 | { | 1992 | { |
1665 | if (rootpart.PhysActor != null) | 1993 | if (rootpart.PhysActor != null) |
1666 | { | 1994 | { // APID must be implemented in your physics system for this to function. |
1667 | rootpart.PhysActor.APIDActive = false; | 1995 | rootpart.PhysActor.APIDActive = false; |
1668 | } | 1996 | } |
1669 | } | 1997 | } |
@@ -1729,6 +2057,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1729 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | 2057 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) |
1730 | { | 2058 | { |
1731 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | 2059 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); |
2060 | newPart.SetParent(this); | ||
2061 | |||
1732 | AddPart(newPart); | 2062 | AddPart(newPart); |
1733 | 2063 | ||
1734 | SetPartAsNonRoot(newPart); | 2064 | SetPartAsNonRoot(newPart); |
@@ -1875,11 +2205,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1875 | /// Immediately send a full update for this scene object. | 2205 | /// Immediately send a full update for this scene object. |
1876 | /// </summary> | 2206 | /// </summary> |
1877 | public void SendGroupFullUpdate() | 2207 | public void SendGroupFullUpdate() |
1878 | { | 2208 | { |
1879 | if (IsDeleted) | 2209 | if (IsDeleted) |
1880 | return; | 2210 | return; |
1881 | 2211 | ||
1882 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); | 2212 | // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); |
1883 | 2213 | ||
1884 | RootPart.SendFullUpdateToAllClients(); | 2214 | RootPart.SendFullUpdateToAllClients(); |
1885 | 2215 | ||
@@ -2068,12 +2398,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2068 | part.LinkNum += objectGroup.PrimCount; | 2398 | part.LinkNum += objectGroup.PrimCount; |
2069 | } | 2399 | } |
2070 | } | 2400 | } |
2401 | } | ||
2071 | 2402 | ||
2072 | linkPart.LinkNum = 2; | 2403 | linkPart.LinkNum = 2; |
2073 | 2404 | ||
2074 | linkPart.SetParent(this); | 2405 | linkPart.SetParent(this); |
2075 | linkPart.CreateSelected = true; | 2406 | linkPart.CreateSelected = true; |
2076 | 2407 | ||
2408 | lock (m_parts.SyncRoot) | ||
2409 | { | ||
2077 | //if (linkPart.PhysActor != null) | 2410 | //if (linkPart.PhysActor != null) |
2078 | //{ | 2411 | //{ |
2079 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | 2412 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); |
@@ -2231,6 +2564,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2231 | /// <param name="objectGroup"></param> | 2564 | /// <param name="objectGroup"></param> |
2232 | public virtual void DetachFromBackup() | 2565 | public virtual void DetachFromBackup() |
2233 | { | 2566 | { |
2567 | m_scene.SceneGraph.FireDetachFromBackup(this); | ||
2568 | |||
2234 | if (m_isBackedUp) | 2569 | if (m_isBackedUp) |
2235 | m_scene.EventManager.OnBackup -= ProcessBackup; | 2570 | m_scene.EventManager.OnBackup -= ProcessBackup; |
2236 | 2571 | ||
@@ -2249,7 +2584,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2249 | 2584 | ||
2250 | axPos *= parentRot; | 2585 | axPos *= parentRot; |
2251 | part.OffsetPosition = axPos; | 2586 | part.OffsetPosition = axPos; |
2252 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | 2587 | Vector3 newPos = oldGroupPosition + part.OffsetPosition; |
2588 | part.GroupPosition = newPos; | ||
2253 | part.OffsetPosition = Vector3.Zero; | 2589 | part.OffsetPosition = Vector3.Zero; |
2254 | part.RotationOffset = worldRot; | 2590 | part.RotationOffset = worldRot; |
2255 | 2591 | ||
@@ -2260,7 +2596,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2260 | 2596 | ||
2261 | part.LinkNum = linkNum; | 2597 | part.LinkNum = linkNum; |
2262 | 2598 | ||
2263 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | 2599 | part.OffsetPosition = newPos - AbsolutePosition; |
2264 | 2600 | ||
2265 | Quaternion rootRotation = m_rootPart.RotationOffset; | 2601 | Quaternion rootRotation = m_rootPart.RotationOffset; |
2266 | 2602 | ||
@@ -2270,7 +2606,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2270 | 2606 | ||
2271 | parentRot = m_rootPart.RotationOffset; | 2607 | parentRot = m_rootPart.RotationOffset; |
2272 | oldRot = part.RotationOffset; | 2608 | oldRot = part.RotationOffset; |
2273 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | 2609 | Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot; |
2274 | part.RotationOffset = newRot; | 2610 | part.RotationOffset = newRot; |
2275 | } | 2611 | } |
2276 | 2612 | ||
@@ -2521,8 +2857,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2521 | } | 2857 | } |
2522 | } | 2858 | } |
2523 | 2859 | ||
2860 | RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | ||
2524 | for (int i = 0; i < parts.Length; i++) | 2861 | for (int i = 0; i < parts.Length; i++) |
2525 | parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | 2862 | { |
2863 | if (parts[i] != RootPart) | ||
2864 | parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | ||
2865 | } | ||
2526 | } | 2866 | } |
2527 | } | 2867 | } |
2528 | 2868 | ||
@@ -2535,6 +2875,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2535 | } | 2875 | } |
2536 | } | 2876 | } |
2537 | 2877 | ||
2878 | |||
2879 | |||
2880 | /// <summary> | ||
2881 | /// Gets the number of parts | ||
2882 | /// </summary> | ||
2883 | /// <returns></returns> | ||
2884 | public int GetPartCount() | ||
2885 | { | ||
2886 | return Parts.Count(); | ||
2887 | } | ||
2888 | |||
2538 | /// <summary> | 2889 | /// <summary> |
2539 | /// Update the texture entry for this part | 2890 | /// Update the texture entry for this part |
2540 | /// </summary> | 2891 | /// </summary> |
@@ -2596,11 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2596 | scale.Y = m_scene.m_maxNonphys; | 2947 | scale.Y = m_scene.m_maxNonphys; |
2597 | if (scale.Z > m_scene.m_maxNonphys) | 2948 | if (scale.Z > m_scene.m_maxNonphys) |
2598 | scale.Z = m_scene.m_maxNonphys; | 2949 | scale.Z = m_scene.m_maxNonphys; |
2599 | |||
2600 | SceneObjectPart part = GetChildPart(localID); | 2950 | SceneObjectPart part = GetChildPart(localID); |
2601 | if (part != null) | 2951 | if (part != null) |
2602 | { | 2952 | { |
2603 | part.Resize(scale); | ||
2604 | if (part.PhysActor != null) | 2953 | if (part.PhysActor != null) |
2605 | { | 2954 | { |
2606 | if (part.PhysActor.IsPhysical) | 2955 | if (part.PhysActor.IsPhysical) |
@@ -2615,7 +2964,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2615 | part.PhysActor.Size = scale; | 2964 | part.PhysActor.Size = scale; |
2616 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | 2965 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); |
2617 | } | 2966 | } |
2618 | //if (part.UUID != m_rootPart.UUID) | 2967 | part.Resize(scale); |
2619 | 2968 | ||
2620 | HasGroupChanged = true; | 2969 | HasGroupChanged = true; |
2621 | part.TriggerScriptChangedEvent(Changed.SCALE); | 2970 | part.TriggerScriptChangedEvent(Changed.SCALE); |
@@ -2638,7 +2987,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2638 | SceneObjectPart part = GetChildPart(localID); | 2987 | SceneObjectPart part = GetChildPart(localID); |
2639 | if (part != null) | 2988 | if (part != null) |
2640 | { | 2989 | { |
2641 | part.IgnoreUndoUpdate = true; | ||
2642 | if (scale.X > m_scene.m_maxNonphys) | 2990 | if (scale.X > m_scene.m_maxNonphys) |
2643 | scale.X = m_scene.m_maxNonphys; | 2991 | scale.X = m_scene.m_maxNonphys; |
2644 | if (scale.Y > m_scene.m_maxNonphys) | 2992 | if (scale.Y > m_scene.m_maxNonphys) |
@@ -2675,7 +3023,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2675 | 3023 | ||
2676 | if (part.PhysActor != null && part.PhysActor.IsPhysical) | 3024 | if (part.PhysActor != null && part.PhysActor.IsPhysical) |
2677 | { | 3025 | { |
2678 | if (oldSize.X * x > m_scene.m_maxPhys) | 3026 | if (oldSize.X*x > m_scene.m_maxPhys) |
2679 | { | 3027 | { |
2680 | f = m_scene.m_maxPhys / oldSize.X; | 3028 | f = m_scene.m_maxPhys / oldSize.X; |
2681 | a = f / x; | 3029 | a = f / x; |
@@ -2683,7 +3031,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2683 | y *= a; | 3031 | y *= a; |
2684 | z *= a; | 3032 | z *= a; |
2685 | } | 3033 | } |
2686 | if (oldSize.Y * y > m_scene.m_maxPhys) | 3034 | if (oldSize.Y*y > m_scene.m_maxPhys) |
2687 | { | 3035 | { |
2688 | f = m_scene.m_maxPhys / oldSize.Y; | 3036 | f = m_scene.m_maxPhys / oldSize.Y; |
2689 | a = f / y; | 3037 | a = f / y; |
@@ -2691,7 +3039,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2691 | y *= a; | 3039 | y *= a; |
2692 | z *= a; | 3040 | z *= a; |
2693 | } | 3041 | } |
2694 | if (oldSize.Z * z > m_scene.m_maxPhys) | 3042 | if (oldSize.Z*z > m_scene.m_maxPhys) |
2695 | { | 3043 | { |
2696 | f = m_scene.m_maxPhys / oldSize.Z; | 3044 | f = m_scene.m_maxPhys / oldSize.Z; |
2697 | a = f / z; | 3045 | a = f / z; |
@@ -2702,7 +3050,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2702 | } | 3050 | } |
2703 | else | 3051 | else |
2704 | { | 3052 | { |
2705 | if (oldSize.X * x > m_scene.m_maxNonphys) | 3053 | if (oldSize.X*x > m_scene.m_maxNonphys) |
2706 | { | 3054 | { |
2707 | f = m_scene.m_maxNonphys / oldSize.X; | 3055 | f = m_scene.m_maxNonphys / oldSize.X; |
2708 | a = f / x; | 3056 | a = f / x; |
@@ -2710,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2710 | y *= a; | 3058 | y *= a; |
2711 | z *= a; | 3059 | z *= a; |
2712 | } | 3060 | } |
2713 | if (oldSize.Y * y > m_scene.m_maxNonphys) | 3061 | if (oldSize.Y*y > m_scene.m_maxNonphys) |
2714 | { | 3062 | { |
2715 | f = m_scene.m_maxNonphys / oldSize.Y; | 3063 | f = m_scene.m_maxNonphys / oldSize.Y; |
2716 | a = f / y; | 3064 | a = f / y; |
@@ -2718,7 +3066,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2718 | y *= a; | 3066 | y *= a; |
2719 | z *= a; | 3067 | z *= a; |
2720 | } | 3068 | } |
2721 | if (oldSize.Z * z > m_scene.m_maxNonphys) | 3069 | if (oldSize.Z*z > m_scene.m_maxNonphys) |
2722 | { | 3070 | { |
2723 | f = m_scene.m_maxNonphys / oldSize.Z; | 3071 | f = m_scene.m_maxNonphys / oldSize.Z; |
2724 | a = f / z; | 3072 | a = f / z; |
@@ -2728,7 +3076,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2728 | } | 3076 | } |
2729 | } | 3077 | } |
2730 | obPart.IgnoreUndoUpdate = false; | 3078 | obPart.IgnoreUndoUpdate = false; |
2731 | obPart.StoreUndoState(); | ||
2732 | } | 3079 | } |
2733 | } | 3080 | } |
2734 | } | 3081 | } |
@@ -2736,8 +3083,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2736 | Vector3 prevScale = part.Scale; | 3083 | Vector3 prevScale = part.Scale; |
2737 | prevScale.X *= x; | 3084 | prevScale.X *= x; |
2738 | prevScale.Y *= y; | 3085 | prevScale.Y *= y; |
2739 | prevScale.Z *= z; | 3086 | prevScale.Z *= z;; |
3087 | |||
3088 | part.IgnoreUndoUpdate = false; | ||
3089 | part.StoreUndoState(UndoType.STATE_GROUP_SCALE); | ||
3090 | part.IgnoreUndoUpdate = true; | ||
2740 | part.Resize(prevScale); | 3091 | part.Resize(prevScale); |
3092 | part.IgnoreUndoUpdate = false; | ||
2741 | 3093 | ||
2742 | parts = m_parts.GetArray(); | 3094 | parts = m_parts.GetArray(); |
2743 | for (int i = 0; i < parts.Length; i++) | 3095 | for (int i = 0; i < parts.Length; i++) |
@@ -2746,19 +3098,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
2746 | obPart.IgnoreUndoUpdate = true; | 3098 | obPart.IgnoreUndoUpdate = true; |
2747 | if (obPart.UUID != m_rootPart.UUID) | 3099 | if (obPart.UUID != m_rootPart.UUID) |
2748 | { | 3100 | { |
2749 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | 3101 | if (obPart.UUID != m_rootPart.UUID) |
2750 | currentpos.X *= x; | 3102 | { |
2751 | currentpos.Y *= y; | 3103 | obPart.IgnoreUndoUpdate = false; |
2752 | currentpos.Z *= z; | 3104 | obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE); |
2753 | Vector3 newSize = new Vector3(obPart.Scale); | 3105 | obPart.IgnoreUndoUpdate = true; |
2754 | newSize.X *= x; | 3106 | |
2755 | newSize.Y *= y; | 3107 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); |
2756 | newSize.Z *= z; | 3108 | currentpos.X *= x; |
2757 | obPart.Resize(newSize); | 3109 | currentpos.Y *= y; |
2758 | obPart.UpdateOffSet(currentpos); | 3110 | currentpos.Z *= z; |
3111 | Vector3 newSize = new Vector3(obPart.Scale); | ||
3112 | newSize.X *= x; | ||
3113 | newSize.Y *= y; | ||
3114 | newSize.Z *= z; | ||
3115 | obPart.Resize(newSize); | ||
3116 | obPart.UpdateOffSet(currentpos); | ||
3117 | } | ||
3118 | obPart.IgnoreUndoUpdate = false; | ||
2759 | } | 3119 | } |
2760 | obPart.IgnoreUndoUpdate = false; | 3120 | obPart.IgnoreUndoUpdate = false; |
2761 | obPart.StoreUndoState(); | ||
2762 | } | 3121 | } |
2763 | 3122 | ||
2764 | if (part.PhysActor != null) | 3123 | if (part.PhysActor != null) |
@@ -2768,7 +3127,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2768 | } | 3127 | } |
2769 | 3128 | ||
2770 | part.IgnoreUndoUpdate = false; | 3129 | part.IgnoreUndoUpdate = false; |
2771 | part.StoreUndoState(); | ||
2772 | HasGroupChanged = true; | 3130 | HasGroupChanged = true; |
2773 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); | 3131 | m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); |
2774 | ScheduleGroupForTerseUpdate(); | 3132 | ScheduleGroupForTerseUpdate(); |
@@ -2785,14 +3143,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2785 | /// <param name="pos"></param> | 3143 | /// <param name="pos"></param> |
2786 | public void UpdateGroupPosition(Vector3 pos) | 3144 | public void UpdateGroupPosition(Vector3 pos) |
2787 | { | 3145 | { |
2788 | SceneObjectPart[] parts = m_parts.GetArray(); | ||
2789 | for (int i = 0; i < parts.Length; i++) | ||
2790 | parts[i].StoreUndoState(); | ||
2791 | |||
2792 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | 3146 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) |
2793 | { | 3147 | { |
2794 | if (IsAttachment) | 3148 | if (IsAttachment) |
2795 | { | 3149 | { |
3150 | m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION); | ||
2796 | m_rootPart.AttachedPos = pos; | 3151 | m_rootPart.AttachedPos = pos; |
2797 | } | 3152 | } |
2798 | if (RootPart.GetStatusSandbox()) | 3153 | if (RootPart.GetStatusSandbox()) |
@@ -2826,7 +3181,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2826 | 3181 | ||
2827 | SceneObjectPart[] parts = m_parts.GetArray(); | 3182 | SceneObjectPart[] parts = m_parts.GetArray(); |
2828 | for (int i = 0; i < parts.Length; i++) | 3183 | for (int i = 0; i < parts.Length; i++) |
2829 | parts[i].StoreUndoState(); | 3184 | parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION); |
2830 | 3185 | ||
2831 | if (part != null) | 3186 | if (part != null) |
2832 | { | 3187 | { |
@@ -2851,7 +3206,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2851 | { | 3206 | { |
2852 | SceneObjectPart[] parts = m_parts.GetArray(); | 3207 | SceneObjectPart[] parts = m_parts.GetArray(); |
2853 | for (int i = 0; i < parts.Length; i++) | 3208 | for (int i = 0; i < parts.Length; i++) |
2854 | parts[i].StoreUndoState(); | 3209 | parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION); |
2855 | 3210 | ||
2856 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3211 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); |
2857 | Vector3 oldPos = | 3212 | Vector3 oldPos = |
@@ -2872,10 +3227,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
2872 | obPart.OffsetPosition = obPart.OffsetPosition + diff; | 3227 | obPart.OffsetPosition = obPart.OffsetPosition + diff; |
2873 | } | 3228 | } |
2874 | 3229 | ||
2875 | AbsolutePosition = newPos; | 3230 | //We have to set undoing here because otherwise an undo state will be saved |
3231 | if (!m_rootPart.Undoing) | ||
3232 | { | ||
3233 | m_rootPart.Undoing = true; | ||
3234 | AbsolutePosition = newPos; | ||
3235 | m_rootPart.Undoing = false; | ||
3236 | } | ||
3237 | else | ||
3238 | { | ||
3239 | AbsolutePosition = newPos; | ||
3240 | } | ||
2876 | 3241 | ||
2877 | HasGroupChanged = true; | 3242 | HasGroupChanged = true; |
2878 | ScheduleGroupForTerseUpdate(); | 3243 | if (m_rootPart.Undoing) |
3244 | { | ||
3245 | ScheduleGroupForFullUpdate(); | ||
3246 | } | ||
3247 | else | ||
3248 | { | ||
3249 | ScheduleGroupForTerseUpdate(); | ||
3250 | } | ||
2879 | } | 3251 | } |
2880 | 3252 | ||
2881 | public void OffsetForNewRegion(Vector3 offset) | 3253 | public void OffsetForNewRegion(Vector3 offset) |
@@ -2895,7 +3267,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2895 | { | 3267 | { |
2896 | SceneObjectPart[] parts = m_parts.GetArray(); | 3268 | SceneObjectPart[] parts = m_parts.GetArray(); |
2897 | for (int i = 0; i < parts.Length; i++) | 3269 | for (int i = 0; i < parts.Length; i++) |
2898 | parts[i].StoreUndoState(); | 3270 | parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION); |
2899 | 3271 | ||
2900 | m_rootPart.UpdateRotation(rot); | 3272 | m_rootPart.UpdateRotation(rot); |
2901 | 3273 | ||
@@ -2919,7 +3291,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2919 | { | 3291 | { |
2920 | SceneObjectPart[] parts = m_parts.GetArray(); | 3292 | SceneObjectPart[] parts = m_parts.GetArray(); |
2921 | for (int i = 0; i < parts.Length; i++) | 3293 | for (int i = 0; i < parts.Length; i++) |
2922 | parts[i].StoreUndoState(); | 3294 | parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION); |
2923 | 3295 | ||
2924 | m_rootPart.UpdateRotation(rot); | 3296 | m_rootPart.UpdateRotation(rot); |
2925 | 3297 | ||
@@ -2944,10 +3316,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2944 | public void UpdateSingleRotation(Quaternion rot, uint localID) | 3316 | public void UpdateSingleRotation(Quaternion rot, uint localID) |
2945 | { | 3317 | { |
2946 | SceneObjectPart part = GetChildPart(localID); | 3318 | SceneObjectPart part = GetChildPart(localID); |
2947 | |||
2948 | SceneObjectPart[] parts = m_parts.GetArray(); | 3319 | SceneObjectPart[] parts = m_parts.GetArray(); |
2949 | for (int i = 0; i < parts.Length; i++) | 3320 | for (int i = 0; i < parts.Length; i++) |
2950 | parts[i].StoreUndoState(); | 3321 | parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
2951 | 3322 | ||
2952 | if (part != null) | 3323 | if (part != null) |
2953 | { | 3324 | { |
@@ -2975,15 +3346,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
2975 | if (part.UUID == m_rootPart.UUID) | 3346 | if (part.UUID == m_rootPart.UUID) |
2976 | { | 3347 | { |
2977 | UpdateRootRotation(rot); | 3348 | UpdateRootRotation(rot); |
2978 | AbsolutePosition = pos; | 3349 | if (!m_rootPart.Undoing) |
3350 | { | ||
3351 | m_rootPart.Undoing = true; | ||
3352 | AbsolutePosition = pos; | ||
3353 | m_rootPart.Undoing = false; | ||
3354 | } | ||
3355 | else | ||
3356 | { | ||
3357 | AbsolutePosition = pos; | ||
3358 | } | ||
2979 | } | 3359 | } |
2980 | else | 3360 | else |
2981 | { | 3361 | { |
3362 | part.StoreUndoState(UndoType.STATE_PRIM_ROTATION); | ||
2982 | part.IgnoreUndoUpdate = true; | 3363 | part.IgnoreUndoUpdate = true; |
2983 | part.UpdateRotation(rot); | 3364 | part.UpdateRotation(rot); |
2984 | part.OffsetPosition = pos; | 3365 | part.OffsetPosition = pos; |
2985 | part.IgnoreUndoUpdate = false; | 3366 | part.IgnoreUndoUpdate = false; |
2986 | part.StoreUndoState(); | ||
2987 | } | 3367 | } |
2988 | } | 3368 | } |
2989 | } | 3369 | } |
@@ -2997,7 +3377,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2997 | Quaternion axRot = rot; | 3377 | Quaternion axRot = rot; |
2998 | Quaternion oldParentRot = m_rootPart.RotationOffset; | 3378 | Quaternion oldParentRot = m_rootPart.RotationOffset; |
2999 | 3379 | ||
3000 | m_rootPart.StoreUndoState(); | 3380 | m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
3381 | bool cancelUndo = false; | ||
3382 | if (!m_rootPart.Undoing) | ||
3383 | { | ||
3384 | m_rootPart.Undoing = true; | ||
3385 | cancelUndo = true; | ||
3386 | } | ||
3001 | m_rootPart.UpdateRotation(rot); | 3387 | m_rootPart.UpdateRotation(rot); |
3002 | if (m_rootPart.PhysActor != null) | 3388 | if (m_rootPart.PhysActor != null) |
3003 | { | 3389 | { |
@@ -3021,17 +3407,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3021 | newRot *= Quaternion.Inverse(axRot); | 3407 | newRot *= Quaternion.Inverse(axRot); |
3022 | prim.RotationOffset = newRot; | 3408 | prim.RotationOffset = newRot; |
3023 | prim.ScheduleTerseUpdate(); | 3409 | prim.ScheduleTerseUpdate(); |
3410 | prim.IgnoreUndoUpdate = false; | ||
3024 | } | 3411 | } |
3025 | } | 3412 | } |
3026 | 3413 | if (cancelUndo == true) | |
3027 | for (int i = 0; i < parts.Length; i++) | ||
3028 | { | 3414 | { |
3029 | SceneObjectPart childpart = parts[i]; | 3415 | m_rootPart.Undoing = false; |
3030 | if (childpart != m_rootPart) | ||
3031 | { | ||
3032 | childpart.IgnoreUndoUpdate = false; | ||
3033 | childpart.StoreUndoState(); | ||
3034 | } | ||
3035 | } | 3416 | } |
3036 | 3417 | ||
3037 | m_rootPart.ScheduleTerseUpdate(); | 3418 | m_rootPart.ScheduleTerseUpdate(); |
@@ -3257,7 +3638,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3257 | public float GetMass() | 3638 | public float GetMass() |
3258 | { | 3639 | { |
3259 | float retmass = 0f; | 3640 | float retmass = 0f; |
3260 | |||
3261 | SceneObjectPart[] parts = m_parts.GetArray(); | 3641 | SceneObjectPart[] parts = m_parts.GetArray(); |
3262 | for (int i = 0; i < parts.Length; i++) | 3642 | for (int i = 0; i < parts.Length; i++) |
3263 | retmass += parts[i].GetMass(); | 3643 | retmass += parts[i].GetMass(); |
@@ -3373,6 +3753,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3373 | SetFromItemID(uuid); | 3753 | SetFromItemID(uuid); |
3374 | } | 3754 | } |
3375 | 3755 | ||
3756 | public void ResetOwnerChangeFlag() | ||
3757 | { | ||
3758 | ForEachPart(delegate(SceneObjectPart part) | ||
3759 | { | ||
3760 | part.ResetOwnerChangeFlag(); | ||
3761 | }); | ||
3762 | } | ||
3763 | |||
3376 | #endregion | 3764 | #endregion |
3377 | } | 3765 | } |
3378 | } | 3766 | } |