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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1438
1 files changed, 1204 insertions, 234 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 15795e5..0f5d116 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
47
46 [Flags] 48 [Flags]
47 public enum scriptEvents 49 public enum scriptEvents
48 { 50 {
@@ -77,14 +79,14 @@ namespace OpenSim.Region.Framework.Scenes
77 object_rez = 4194304 79 object_rez = 4194304
78 } 80 }
79 81
80 struct scriptPosTarget 82 public struct scriptPosTarget
81 { 83 {
82 public Vector3 targetPos; 84 public Vector3 targetPos;
83 public float tolerance; 85 public float tolerance;
84 public uint handle; 86 public uint handle;
85 } 87 }
86 88
87 struct scriptRotTarget 89 public struct scriptRotTarget
88 { 90 {
89 public Quaternion targetRot; 91 public Quaternion targetRot;
90 public float tolerance; 92 public float tolerance;
@@ -115,8 +117,12 @@ namespace OpenSim.Region.Framework.Scenes
115 /// since the group's last persistent backup 117 /// since the group's last persistent backup
116 /// </summary> 118 /// </summary>
117 private bool m_hasGroupChanged = false; 119 private bool m_hasGroupChanged = false;
118 private long timeFirstChanged; 120 private long timeFirstChanged = 0;
119 private long timeLastChanged; 121 private long timeLastChanged = 0;
122 private long m_maxPersistTime = 0;
123 private long m_minPersistTime = 0;
124// private Random m_rand;
125 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
120 126
121 /// <summary> 127 /// <summary>
122 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 128 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -133,9 +139,44 @@ namespace OpenSim.Region.Framework.Scenes
133 { 139 {
134 if (value) 140 if (value)
135 { 141 {
142
143 if (m_isBackedUp)
144 {
145 m_scene.SceneGraph.FireChangeBackup(this);
146 }
136 timeLastChanged = DateTime.Now.Ticks; 147 timeLastChanged = DateTime.Now.Ticks;
137 if (!m_hasGroupChanged) 148 if (!m_hasGroupChanged)
138 timeFirstChanged = DateTime.Now.Ticks; 149 timeFirstChanged = DateTime.Now.Ticks;
150 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
151 {
152/*
153 if (m_rand == null)
154 {
155 byte[] val = new byte[16];
156 m_rootPart.UUID.ToBytes(val, 0);
157 m_rand = new Random(BitConverter.ToInt32(val, 0));
158 }
159 */
160 if (m_scene.GetRootAgentCount() == 0)
161 {
162 //If the region is empty, this change has been made by an automated process
163 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
164
165// float factor = 1.5f + (float)(m_rand.NextDouble());
166 float factor = 2.0f;
167 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
168 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
169 }
170 else
171 {
172 //If the region is not empty, we want to obey the minimum and maximum persist times
173 //but add a random factor so we stagger the object persistance a little
174// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
175// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
176 m_maxPersistTime = m_scene.m_persistAfter;
177 m_minPersistTime = m_scene.m_dontPersistBefore;
178 }
179 }
139 } 180 }
140 m_hasGroupChanged = value; 181 m_hasGroupChanged = value;
141 182
@@ -150,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
150 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 191 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
151 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 192 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
152 /// </summary> 193 /// </summary>
153 public bool HasGroupChangedDueToDelink { get; private set; } 194 public bool HasGroupChangedDueToDelink { get; set; }
154 195
155 private bool isTimeToPersist() 196 private bool isTimeToPersist()
156 { 197 {
@@ -160,8 +201,19 @@ namespace OpenSim.Region.Framework.Scenes
160 return false; 201 return false;
161 if (m_scene.ShuttingDown) 202 if (m_scene.ShuttingDown)
162 return true; 203 return true;
204
205 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
206 {
207 m_maxPersistTime = m_scene.m_persistAfter;
208 m_minPersistTime = m_scene.m_dontPersistBefore;
209 }
210
163 long currentTime = DateTime.Now.Ticks; 211 long currentTime = DateTime.Now.Ticks;
164 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 212
213 if (timeLastChanged == 0) timeLastChanged = currentTime;
214 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
215
216 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
165 return true; 217 return true;
166 return false; 218 return false;
167 } 219 }
@@ -264,26 +316,38 @@ namespace OpenSim.Region.Framework.Scenes
264 get { return RootPart.VolumeDetectActive; } 316 get { return RootPart.VolumeDetectActive; }
265 } 317 }
266 318
267 private Vector3 lastPhysGroupPos;
268 private Quaternion lastPhysGroupRot;
269
270 private bool m_isBackedUp; 319 private bool m_isBackedUp;
271 320
321 public bool IsBackedUp
322 {
323 get { return m_isBackedUp; }
324 }
325
272 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 326 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
273 327
274 protected ulong m_regionHandle; 328 protected ulong m_regionHandle;
275 protected SceneObjectPart m_rootPart; 329 protected SceneObjectPart m_rootPart;
276 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 330 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
277 331
278 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 332 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
279 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 333 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
334
335 public SortedDictionary<uint, scriptPosTarget> AtTargets
336 {
337 get { return m_targets; }
338 }
339
340 public SortedDictionary<uint, scriptRotTarget> RotTargets
341 {
342 get { return m_rotTargets; }
343 }
280 344
281 private bool m_scriptListens_atTarget; 345 private bool m_scriptListens_atTarget;
282 private bool m_scriptListens_notAtTarget; 346 private bool m_scriptListens_notAtTarget;
283
284 private bool m_scriptListens_atRotTarget; 347 private bool m_scriptListens_atRotTarget;
285 private bool m_scriptListens_notAtRotTarget; 348 private bool m_scriptListens_notAtRotTarget;
286 349
350 public bool m_dupeInProgress = false;
287 internal Dictionary<UUID, string> m_savedScriptState; 351 internal Dictionary<UUID, string> m_savedScriptState;
288 352
289 #region Properties 353 #region Properties
@@ -320,6 +384,16 @@ namespace OpenSim.Region.Framework.Scenes
320 get { return m_parts.Count; } 384 get { return m_parts.Count; }
321 } 385 }
322 386
387// protected Quaternion m_rotation = Quaternion.Identity;
388//
389// public virtual Quaternion Rotation
390// {
391// get { return m_rotation; }
392// set {
393// m_rotation = value;
394// }
395// }
396
323 public Quaternion GroupRotation 397 public Quaternion GroupRotation
324 { 398 {
325 get { return m_rootPart.RotationOffset; } 399 get { return m_rootPart.RotationOffset; }
@@ -426,7 +500,15 @@ namespace OpenSim.Region.Framework.Scenes
426 { 500 {
427 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 501 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
428 } 502 }
429 503
504
505
506 private struct avtocrossInfo
507 {
508 public ScenePresence av;
509 public uint ParentID;
510 }
511
430 /// <summary> 512 /// <summary>
431 /// The absolute position of this scene object in the scene 513 /// The absolute position of this scene object in the scene
432 /// </summary> 514 /// </summary>
@@ -454,10 +536,129 @@ namespace OpenSim.Region.Framework.Scenes
454 || Scene.TestBorderCross(val, Cardinals.S)) 536 || Scene.TestBorderCross(val, Cardinals.S))
455 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 537 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
456 { 538 {
457 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 539 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
540 uint x = 0;
541 uint y = 0;
542 string version = String.Empty;
543 Vector3 newpos = Vector3.Zero;
544 OpenSim.Services.Interfaces.GridRegion destination = null;
545
546 if (m_rootPart.KeyframeMotion != null)
547 m_rootPart.KeyframeMotion.StartCrossingCheck();
548
549 bool canCross = true;
550 foreach (ScenePresence av in m_linkedAvatars)
551 {
552 // We need to cross these agents. First, let's find
553 // out if any of them can't cross for some reason.
554 // We have to deny the crossing entirely if any
555 // of them are banned. Alternatively, we could
556 // unsit banned agents....
557
558
559 // We set the avatar position as being the object
560 // position to get the region to send to
561 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
562 {
563 canCross = false;
564 break;
565 }
566
567 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
568 }
569
570 if (canCross)
571 {
572 // We unparent the SP quietly so that it won't
573 // be made to stand up
574
575 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
576
577 foreach (ScenePresence av in m_linkedAvatars)
578 {
579 avtocrossInfo avinfo = new avtocrossInfo();
580 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
581 if (parentPart != null)
582 av.ParentUUID = parentPart.UUID;
583
584 avinfo.av = av;
585 avinfo.ParentID = av.ParentID;
586 avsToCross.Add(avinfo);
587
588 av.ParentID = 0;
589 }
590
591 // m_linkedAvatars.Clear();
592 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
593
594 // Normalize
595 if (val.X >= Constants.RegionSize)
596 val.X -= Constants.RegionSize;
597 if (val.Y >= Constants.RegionSize)
598 val.Y -= Constants.RegionSize;
599 if (val.X < 0)
600 val.X += Constants.RegionSize;
601 if (val.Y < 0)
602 val.Y += Constants.RegionSize;
603
604 // If it's deleted, crossing was successful
605 if (IsDeleted)
606 {
607 // foreach (ScenePresence av in m_linkedAvatars)
608 foreach (avtocrossInfo avinfo in avsToCross)
609 {
610 ScenePresence av = avinfo.av;
611 if (!av.IsInTransit) // just in case...
612 {
613 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
614
615 av.IsInTransit = true;
616
617 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
618 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
619 }
620 else
621 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
622 }
623 avsToCross.Clear();
624 return;
625 }
626 else // cross failed, put avas back ??
627 {
628 foreach (avtocrossInfo avinfo in avsToCross)
629 {
630 ScenePresence av = avinfo.av;
631 av.ParentUUID = UUID.Zero;
632 av.ParentID = avinfo.ParentID;
633// m_linkedAvatars.Add(av);
634 }
635 }
636 avsToCross.Clear();
637
638 }
639 else
640 {
641 if (m_rootPart.KeyframeMotion != null)
642 m_rootPart.KeyframeMotion.CrossingFailure();
643
644 if (RootPart.PhysActor != null)
645 {
646 RootPart.PhysActor.CrossingFailure();
647 }
648 }
649 Vector3 oldp = AbsolutePosition;
650 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
651 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
652 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
458 } 653 }
459 } 654 }
460 655
656/* don't see the need but worse don't see where is restored to false if things stay in
657 foreach (SceneObjectPart part in m_parts.GetArray())
658 {
659 part.IgnoreUndoUpdate = true;
660 }
661 */
461 if (RootPart.GetStatusSandbox()) 662 if (RootPart.GetStatusSandbox())
462 { 663 {
463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 664 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -475,9 +676,38 @@ namespace OpenSim.Region.Framework.Scenes
475 // Restuff the new GroupPosition into each SOP of the linkset. 676 // Restuff the new GroupPosition into each SOP of the linkset.
476 // This has the affect of resetting and tainting the physics actors. 677 // This has the affect of resetting and tainting the physics actors.
477 SceneObjectPart[] parts = m_parts.GetArray(); 678 SceneObjectPart[] parts = m_parts.GetArray();
478 for (int i = 0; i < parts.Length; i++) 679 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
479 parts[i].GroupPosition = val; 680 if (m_dupeInProgress)
681 triggerScriptEvent = false;
682 foreach (SceneObjectPart part in parts)
683 {
684 part.GroupPosition = val;
685 if (triggerScriptEvent)
686 part.TriggerScriptChangedEvent(Changed.POSITION);
687 }
480 688
689/*
690 This seems not needed and should not be needed:
691 sp absolute position depends on sit part absolute position fixed above.
692 sp ParentPosition is not used anywhere.
693 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
694 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
695
696 if (!m_dupeInProgress)
697 {
698 foreach (ScenePresence av in m_linkedAvatars)
699 {
700 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
701 if (p != null && m_parts.TryGetValue(p.UUID, out p))
702 {
703 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
704 av.AbsolutePosition += offset;
705// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
706 av.SendAvatarDataToAllAgents();
707 }
708 }
709 }
710*/
481 //if (m_rootPart.PhysActor != null) 711 //if (m_rootPart.PhysActor != null)
482 //{ 712 //{
483 //m_rootPart.PhysActor.Position = 713 //m_rootPart.PhysActor.Position =
@@ -491,6 +721,40 @@ namespace OpenSim.Region.Framework.Scenes
491 } 721 }
492 } 722 }
493 723
724 public override Vector3 Velocity
725 {
726 get { return RootPart.Velocity; }
727 set { RootPart.Velocity = value; }
728 }
729
730 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
731 {
732 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
733 ScenePresence agent = icon.EndInvoke(iar);
734
735 //// If the cross was successful, this agent is a child agent
736 if (agent.IsChildAgent)
737 {
738 if (agent.ParentUUID != UUID.Zero)
739 {
740 agent.ParentPart = null;
741// agent.ParentPosition = Vector3.Zero;
742// agent.ParentUUID = UUID.Zero;
743 }
744 }
745
746 agent.ParentUUID = UUID.Zero;
747
748// agent.Reset();
749// else // Not successful
750// agent.RestoreInCurrentScene();
751
752 // In any case
753 agent.IsInTransit = false;
754
755 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
756 }
757
494 public override uint LocalId 758 public override uint LocalId
495 { 759 {
496 get { return m_rootPart.LocalId; } 760 get { return m_rootPart.LocalId; }
@@ -561,6 +825,11 @@ namespace OpenSim.Region.Framework.Scenes
561 m_isSelected = value; 825 m_isSelected = value;
562 // Tell physics engine that group is selected 826 // Tell physics engine that group is selected
563 827
828 // this is not right
829 // but ode engines should only really need to know about root part
830 // so they can put entire object simulation on hold and not colliding
831 // keep as was for now
832
564 PhysicsActor pa = m_rootPart.PhysActor; 833 PhysicsActor pa = m_rootPart.PhysActor;
565 if (pa != null) 834 if (pa != null)
566 { 835 {
@@ -577,6 +846,42 @@ namespace OpenSim.Region.Framework.Scenes
577 childPa.Selected = value; 846 childPa.Selected = value;
578 } 847 }
579 } 848 }
849 if (RootPart.KeyframeMotion != null)
850 RootPart.KeyframeMotion.Selected = value;
851 }
852 }
853
854 public void PartSelectChanged(bool partSelect)
855 {
856 // any part selected makes group selected
857 if (m_isSelected == partSelect)
858 return;
859
860 if (partSelect)
861 {
862 IsSelected = partSelect;
863// if (!IsAttachment)
864// ScheduleGroupForFullUpdate();
865 }
866 else
867 {
868 // bad bad bad 2 heavy for large linksets
869 // since viewer does send lot of (un)selects
870 // this needs to be replaced by a specific list or count ?
871 // but that will require extra code in several places
872
873 SceneObjectPart[] parts = m_parts.GetArray();
874 for (int i = 0; i < parts.Length; i++)
875 {
876 SceneObjectPart part = parts[i];
877 if (part.IsSelected)
878 return;
879 }
880 IsSelected = partSelect;
881 if (!IsAttachment)
882 {
883 ScheduleGroupForFullUpdate();
884 }
580 } 885 }
581 } 886 }
582 887
@@ -674,6 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
674 /// </summary> 979 /// </summary>
675 public SceneObjectGroup() 980 public SceneObjectGroup()
676 { 981 {
982
677 } 983 }
678 984
679 /// <summary> 985 /// <summary>
@@ -691,8 +997,8 @@ namespace OpenSim.Region.Framework.Scenes
691 /// Constructor. This object is added to the scene later via AttachToScene() 997 /// Constructor. This object is added to the scene later via AttachToScene()
692 /// </summary> 998 /// </summary>
693 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 999 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
694 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1000 {
695 { 1001 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
696 } 1002 }
697 1003
698 /// <summary> 1004 /// <summary>
@@ -727,6 +1033,9 @@ namespace OpenSim.Region.Framework.Scenes
727 /// </summary> 1033 /// </summary>
728 public virtual void AttachToBackup() 1034 public virtual void AttachToBackup()
729 { 1035 {
1036 if (IsAttachment) return;
1037 m_scene.SceneGraph.FireAttachToBackup(this);
1038
730 if (InSceneBackup) 1039 if (InSceneBackup)
731 { 1040 {
732 //m_log.DebugFormat( 1041 //m_log.DebugFormat(
@@ -769,6 +1078,13 @@ namespace OpenSim.Region.Framework.Scenes
769 1078
770 ApplyPhysics(); 1079 ApplyPhysics();
771 1080
1081 if (RootPart.PhysActor != null)
1082 RootPart.Force = RootPart.Force;
1083 if (RootPart.PhysActor != null)
1084 RootPart.Torque = RootPart.Torque;
1085 if (RootPart.PhysActor != null)
1086 RootPart.Buoyancy = RootPart.Buoyancy;
1087
772 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1088 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
773 // for the same object with very different properties. The caller must schedule the update. 1089 // for the same object with very different properties. The caller must schedule the update.
774 //ScheduleGroupForFullUpdate(); 1090 //ScheduleGroupForFullUpdate();
@@ -784,6 +1100,10 @@ namespace OpenSim.Region.Framework.Scenes
784 EntityIntersection result = new EntityIntersection(); 1100 EntityIntersection result = new EntityIntersection();
785 1101
786 SceneObjectPart[] parts = m_parts.GetArray(); 1102 SceneObjectPart[] parts = m_parts.GetArray();
1103
1104 // Find closest hit here
1105 float idist = float.MaxValue;
1106
787 for (int i = 0; i < parts.Length; i++) 1107 for (int i = 0; i < parts.Length; i++)
788 { 1108 {
789 SceneObjectPart part = parts[i]; 1109 SceneObjectPart part = parts[i];
@@ -798,11 +1118,6 @@ namespace OpenSim.Region.Framework.Scenes
798 1118
799 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1119 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
800 1120
801 // This may need to be updated to the maximum draw distance possible..
802 // We might (and probably will) be checking for prim creation from other sims
803 // when the camera crosses the border.
804 float idist = Constants.RegionSize;
805
806 if (inter.HitTF) 1121 if (inter.HitTF)
807 { 1122 {
808 // We need to find the closest prim to return to the testcaller along the ray 1123 // We need to find the closest prim to return to the testcaller along the ray
@@ -813,10 +1128,11 @@ namespace OpenSim.Region.Framework.Scenes
813 result.obj = part; 1128 result.obj = part;
814 result.normal = inter.normal; 1129 result.normal = inter.normal;
815 result.distance = inter.distance; 1130 result.distance = inter.distance;
1131
1132 idist = inter.distance;
816 } 1133 }
817 } 1134 }
818 } 1135 }
819
820 return result; 1136 return result;
821 } 1137 }
822 1138
@@ -828,25 +1144,27 @@ namespace OpenSim.Region.Framework.Scenes
828 /// <returns></returns> 1144 /// <returns></returns>
829 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1145 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
830 { 1146 {
831 maxX = -256f; 1147 maxX = float.MinValue;
832 maxY = -256f; 1148 maxY = float.MinValue;
833 maxZ = -256f; 1149 maxZ = float.MinValue;
834 minX = 256f; 1150 minX = float.MaxValue;
835 minY = 256f; 1151 minY = float.MaxValue;
836 minZ = 8192f; 1152 minZ = float.MaxValue;
837 1153
838 SceneObjectPart[] parts = m_parts.GetArray(); 1154 SceneObjectPart[] parts = m_parts.GetArray();
839 for (int i = 0; i < parts.Length; i++) 1155 foreach (SceneObjectPart part in parts)
840 { 1156 {
841 SceneObjectPart part = parts[i];
842
843 Vector3 worldPos = part.GetWorldPosition(); 1157 Vector3 worldPos = part.GetWorldPosition();
844 Vector3 offset = worldPos - AbsolutePosition; 1158 Vector3 offset = worldPos - AbsolutePosition;
845 Quaternion worldRot; 1159 Quaternion worldRot;
846 if (part.ParentID == 0) 1160 if (part.ParentID == 0)
1161 {
847 worldRot = part.RotationOffset; 1162 worldRot = part.RotationOffset;
1163 }
848 else 1164 else
1165 {
849 worldRot = part.GetWorldRotation(); 1166 worldRot = part.GetWorldRotation();
1167 }
850 1168
851 Vector3 frontTopLeft; 1169 Vector3 frontTopLeft;
852 Vector3 frontTopRight; 1170 Vector3 frontTopRight;
@@ -858,6 +1176,8 @@ namespace OpenSim.Region.Framework.Scenes
858 Vector3 backBottomLeft; 1176 Vector3 backBottomLeft;
859 Vector3 backBottomRight; 1177 Vector3 backBottomRight;
860 1178
1179 // Vector3[] corners = new Vector3[8];
1180
861 Vector3 orig = Vector3.Zero; 1181 Vector3 orig = Vector3.Zero;
862 1182
863 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1183 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -892,6 +1212,38 @@ namespace OpenSim.Region.Framework.Scenes
892 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1212 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
893 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1213 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
894 1214
1215
1216
1217 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1218 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1219 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1220 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1221 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1222 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1223 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1224 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1225
1226 //for (int i = 0; i < 8; i++)
1227 //{
1228 // corners[i] = corners[i] * worldRot;
1229 // corners[i] += offset;
1230
1231 // if (corners[i].X > maxX)
1232 // maxX = corners[i].X;
1233 // if (corners[i].X < minX)
1234 // minX = corners[i].X;
1235
1236 // if (corners[i].Y > maxY)
1237 // maxY = corners[i].Y;
1238 // if (corners[i].Y < minY)
1239 // minY = corners[i].Y;
1240
1241 // if (corners[i].Z > maxZ)
1242 // maxZ = corners[i].Y;
1243 // if (corners[i].Z < minZ)
1244 // minZ = corners[i].Z;
1245 //}
1246
895 frontTopLeft = frontTopLeft * worldRot; 1247 frontTopLeft = frontTopLeft * worldRot;
896 frontTopRight = frontTopRight * worldRot; 1248 frontTopRight = frontTopRight * worldRot;
897 frontBottomLeft = frontBottomLeft * worldRot; 1249 frontBottomLeft = frontBottomLeft * worldRot;
@@ -913,6 +1265,15 @@ namespace OpenSim.Region.Framework.Scenes
913 backTopLeft += offset; 1265 backTopLeft += offset;
914 backTopRight += offset; 1266 backTopRight += offset;
915 1267
1268 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1269 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1270 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1271 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1272 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1273 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1274 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1275 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1276
916 if (frontTopRight.X > maxX) 1277 if (frontTopRight.X > maxX)
917 maxX = frontTopRight.X; 1278 maxX = frontTopRight.X;
918 if (frontTopLeft.X > maxX) 1279 if (frontTopLeft.X > maxX)
@@ -1056,17 +1417,118 @@ namespace OpenSim.Region.Framework.Scenes
1056 1417
1057 #endregion 1418 #endregion
1058 1419
1420 public void GetResourcesCosts(SceneObjectPart apart,
1421 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1422 {
1423 // this information may need to be cached
1424
1425 float cost;
1426 float tmpcost;
1427
1428 bool ComplexCost = false;
1429
1430 SceneObjectPart p;
1431 SceneObjectPart[] parts;
1432
1433 lock (m_parts)
1434 {
1435 parts = m_parts.GetArray();
1436 }
1437
1438 int nparts = parts.Length;
1439
1440
1441 for (int i = 0; i < nparts; i++)
1442 {
1443 p = parts[i];
1444
1445 if (p.UsesComplexCost)
1446 {
1447 ComplexCost = true;
1448 break;
1449 }
1450 }
1451
1452 if (ComplexCost)
1453 {
1454 linksetResCost = 0;
1455 linksetPhysCost = 0;
1456 partCost = 0;
1457 partPhysCost = 0;
1458
1459 for (int i = 0; i < nparts; i++)
1460 {
1461 p = parts[i];
1462
1463 cost = p.StreamingCost;
1464 tmpcost = p.SimulationCost;
1465 if (tmpcost > cost)
1466 cost = tmpcost;
1467 tmpcost = p.PhysicsCost;
1468 if (tmpcost > cost)
1469 cost = tmpcost;
1470
1471 linksetPhysCost += tmpcost;
1472 linksetResCost += cost;
1473
1474 if (p == apart)
1475 {
1476 partCost = cost;
1477 partPhysCost = tmpcost;
1478 }
1479 }
1480 }
1481 else
1482 {
1483 partPhysCost = 1.0f;
1484 partCost = 1.0f;
1485 linksetResCost = (float)nparts;
1486 linksetPhysCost = linksetResCost;
1487 }
1488 }
1489
1490 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1491 {
1492 SceneObjectPart p;
1493 SceneObjectPart[] parts;
1494
1495 lock (m_parts)
1496 {
1497 parts = m_parts.GetArray();
1498 }
1499
1500 int nparts = parts.Length;
1501
1502 PhysCost = 0;
1503 StreamCost = 0;
1504 SimulCost = 0;
1505
1506 for (int i = 0; i < nparts; i++)
1507 {
1508 p = parts[i];
1509
1510 StreamCost += p.StreamingCost;
1511 SimulCost += p.SimulationCost;
1512 PhysCost += p.PhysicsCost;
1513 }
1514 }
1515
1059 public void SaveScriptedState(XmlTextWriter writer) 1516 public void SaveScriptedState(XmlTextWriter writer)
1060 { 1517 {
1518 SaveScriptedState(writer, false);
1519 }
1520
1521 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1522 {
1061 XmlDocument doc = new XmlDocument(); 1523 XmlDocument doc = new XmlDocument();
1062 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1524 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1063 1525
1064 SceneObjectPart[] parts = m_parts.GetArray(); 1526 SceneObjectPart[] parts = m_parts.GetArray();
1065 for (int i = 0; i < parts.Length; i++) 1527 for (int i = 0; i < parts.Length; i++)
1066 { 1528 {
1067 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1529 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1068 foreach (KeyValuePair<UUID, string> kvp in pstates) 1530 foreach (KeyValuePair<UUID, string> kvp in pstates)
1069 states.Add(kvp.Key, kvp.Value); 1531 states[kvp.Key] = kvp.Value;
1070 } 1532 }
1071 1533
1072 if (states.Count > 0) 1534 if (states.Count > 0)
@@ -1086,6 +1548,169 @@ namespace OpenSim.Region.Framework.Scenes
1086 } 1548 }
1087 1549
1088 /// <summary> 1550 /// <summary>
1551 /// Add the avatar to this linkset (avatar is sat).
1552 /// </summary>
1553 /// <param name="agentID"></param>
1554 public void AddAvatar(UUID agentID)
1555 {
1556 ScenePresence presence;
1557 if (m_scene.TryGetScenePresence(agentID, out presence))
1558 {
1559 if (!m_linkedAvatars.Contains(presence))
1560 {
1561 m_linkedAvatars.Add(presence);
1562 }
1563 }
1564 }
1565
1566 /// <summary>
1567 /// Delete the avatar from this linkset (avatar is unsat).
1568 /// </summary>
1569 /// <param name="agentID"></param>
1570 public void DeleteAvatar(UUID agentID)
1571 {
1572 ScenePresence presence;
1573 if (m_scene.TryGetScenePresence(agentID, out presence))
1574 {
1575 if (m_linkedAvatars.Contains(presence))
1576 {
1577 m_linkedAvatars.Remove(presence);
1578 }
1579 }
1580 }
1581
1582 /// <summary>
1583 /// Returns the list of linked presences (avatars sat on this group)
1584 /// </summary>
1585 /// <param name="agentID"></param>
1586 public List<ScenePresence> GetLinkedAvatars()
1587 {
1588 return m_linkedAvatars;
1589 }
1590
1591 /// <summary>
1592 /// Attach this scene object to the given avatar.
1593 /// </summary>
1594 /// <param name="agentID"></param>
1595 /// <param name="attachmentpoint"></param>
1596 /// <param name="AttachOffset"></param>
1597 private void AttachToAgent(
1598 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1599 {
1600 if (avatar != null)
1601 {
1602 // don't attach attachments to child agents
1603 if (avatar.IsChildAgent) return;
1604
1605 // Remove from database and parcel prim count
1606 m_scene.DeleteFromStorage(so.UUID);
1607 m_scene.EventManager.TriggerParcelPrimCountTainted();
1608
1609 so.AttachedAvatar = avatar.UUID;
1610
1611 if (so.RootPart.PhysActor != null)
1612 {
1613 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1614 so.RootPart.PhysActor = null;
1615 }
1616
1617 so.AbsolutePosition = attachOffset;
1618 so.RootPart.AttachedPos = attachOffset;
1619 so.IsAttachment = true;
1620 so.RootPart.SetParentLocalId(avatar.LocalId);
1621 so.AttachmentPoint = attachmentpoint;
1622
1623 avatar.AddAttachment(this);
1624
1625 if (!silent)
1626 {
1627 // Killing it here will cause the client to deselect it
1628 // It then reappears on the avatar, deselected
1629 // through the full update below
1630 //
1631 if (IsSelected)
1632 {
1633 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1634 }
1635
1636 IsSelected = false; // fudge....
1637 ScheduleGroupForFullUpdate();
1638 }
1639 }
1640 else
1641 {
1642 m_log.WarnFormat(
1643 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1644 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1645 }
1646 }
1647
1648 public byte GetAttachmentPoint()
1649 {
1650 return m_rootPart.Shape.State;
1651 }
1652
1653 public void DetachToGround()
1654 {
1655 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1656 if (avatar == null)
1657 return;
1658
1659 avatar.RemoveAttachment(this);
1660
1661 Vector3 detachedpos = new Vector3(127f,127f,127f);
1662 if (avatar == null)
1663 return;
1664
1665 detachedpos = avatar.AbsolutePosition;
1666 FromItemID = UUID.Zero;
1667
1668 AbsolutePosition = detachedpos;
1669 AttachedAvatar = UUID.Zero;
1670
1671 //SceneObjectPart[] parts = m_parts.GetArray();
1672 //for (int i = 0; i < parts.Length; i++)
1673 // parts[i].AttachedAvatar = UUID.Zero;
1674
1675 m_rootPart.SetParentLocalId(0);
1676 AttachmentPoint = (byte)0;
1677 // must check if buildind should be true or false here
1678 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1679 HasGroupChanged = true;
1680 RootPart.Rezzed = DateTime.Now;
1681 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1682 AttachToBackup();
1683 m_scene.EventManager.TriggerParcelPrimCountTainted();
1684 m_rootPart.ScheduleFullUpdate();
1685 m_rootPart.ClearUndoState();
1686 }
1687
1688 public void DetachToInventoryPrep()
1689 {
1690 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1691 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1692 if (avatar != null)
1693 {
1694 //detachedpos = avatar.AbsolutePosition;
1695 avatar.RemoveAttachment(this);
1696 }
1697
1698 AttachedAvatar = UUID.Zero;
1699
1700 /*SceneObjectPart[] parts = m_parts.GetArray();
1701 for (int i = 0; i < parts.Length; i++)
1702 parts[i].AttachedAvatar = UUID.Zero;*/
1703
1704 m_rootPart.SetParentLocalId(0);
1705 //m_rootPart.SetAttachmentPoint((byte)0);
1706 IsAttachment = false;
1707 AbsolutePosition = m_rootPart.AttachedPos;
1708 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1709 //AttachToBackup();
1710 //m_rootPart.ScheduleFullUpdate();
1711 }
1712
1713 /// <summary>
1089 /// 1714 ///
1090 /// </summary> 1715 /// </summary>
1091 /// <param name="part"></param> 1716 /// <param name="part"></param>
@@ -1125,7 +1750,10 @@ namespace OpenSim.Region.Framework.Scenes
1125 public void AddPart(SceneObjectPart part) 1750 public void AddPart(SceneObjectPart part)
1126 { 1751 {
1127 part.SetParent(this); 1752 part.SetParent(this);
1128 part.LinkNum = m_parts.Add(part.UUID, part); 1753 m_parts.Add(part.UUID, part);
1754
1755 part.LinkNum = m_parts.Count;
1756
1129 if (part.LinkNum == 2) 1757 if (part.LinkNum == 2)
1130 RootPart.LinkNum = 1; 1758 RootPart.LinkNum = 1;
1131 } 1759 }
@@ -1151,6 +1779,14 @@ namespace OpenSim.Region.Framework.Scenes
1151 parts[i].UUID = UUID.Random(); 1779 parts[i].UUID = UUID.Random();
1152 } 1780 }
1153 1781
1782 // helper provided for parts.
1783 public int GetSceneMaxUndo()
1784 {
1785 if (m_scene != null)
1786 return m_scene.MaxUndoCount;
1787 return 5;
1788 }
1789
1154 // justincc: I don't believe this hack is needed any longer, especially since the physics 1790 // justincc: I don't believe this hack is needed any longer, especially since the physics
1155 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1791 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1156 // this method was preventing proper reload of scene objects. 1792 // this method was preventing proper reload of scene objects.
@@ -1208,7 +1844,7 @@ namespace OpenSim.Region.Framework.Scenes
1208// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1844// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1209// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1845// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1210 1846
1211 part.StoreUndoState(); 1847// part.StoreUndoState();
1212 part.OnGrab(offsetPos, remoteClient); 1848 part.OnGrab(offsetPos, remoteClient);
1213 } 1849 }
1214 1850
@@ -1228,6 +1864,11 @@ namespace OpenSim.Region.Framework.Scenes
1228 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1864 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1229 public void DeleteGroupFromScene(bool silent) 1865 public void DeleteGroupFromScene(bool silent)
1230 { 1866 {
1867 // We need to keep track of this state in case this group is still queued for backup.
1868 IsDeleted = true;
1869
1870 DetachFromBackup();
1871
1231 SceneObjectPart[] parts = m_parts.GetArray(); 1872 SceneObjectPart[] parts = m_parts.GetArray();
1232 for (int i = 0; i < parts.Length; i++) 1873 for (int i = 0; i < parts.Length; i++)
1233 { 1874 {
@@ -1251,6 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
1251 } 1892 }
1252 }); 1893 });
1253 } 1894 }
1895
1254 } 1896 }
1255 1897
1256 public void AddScriptLPS(int count) 1898 public void AddScriptLPS(int count)
@@ -1320,28 +1962,43 @@ namespace OpenSim.Region.Framework.Scenes
1320 /// </summary> 1962 /// </summary>
1321 public void ApplyPhysics() 1963 public void ApplyPhysics()
1322 { 1964 {
1323 // Apply physics to the root prim
1324 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1325
1326 // Apply physics to child prims
1327 SceneObjectPart[] parts = m_parts.GetArray(); 1965 SceneObjectPart[] parts = m_parts.GetArray();
1328 if (parts.Length > 1) 1966 if (parts.Length > 1)
1329 { 1967 {
1968 ResetChildPrimPhysicsPositions();
1969
1970 // Apply physics to the root prim
1971 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1972
1973
1330 for (int i = 0; i < parts.Length; i++) 1974 for (int i = 0; i < parts.Length; i++)
1331 { 1975 {
1332 SceneObjectPart part = parts[i]; 1976 SceneObjectPart part = parts[i];
1333 if (part.LocalId != m_rootPart.LocalId) 1977 if (part.LocalId != m_rootPart.LocalId)
1334 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1978 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1335 } 1979 }
1336
1337 // Hack to get the physics scene geometries in the right spot 1980 // Hack to get the physics scene geometries in the right spot
1338 ResetChildPrimPhysicsPositions(); 1981// ResetChildPrimPhysicsPositions();
1982 if (m_rootPart.PhysActor != null)
1983 {
1984 m_rootPart.PhysActor.Building = false;
1985 }
1986 }
1987 else
1988 {
1989 // Apply physics to the root prim
1990 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1339 } 1991 }
1340 } 1992 }
1341 1993
1342 public void SetOwnerId(UUID userId) 1994 public void SetOwnerId(UUID userId)
1343 { 1995 {
1344 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1996 ForEachPart(delegate(SceneObjectPart part)
1997 {
1998
1999 part.OwnerID = userId;
2000
2001 });
1345 } 2002 }
1346 2003
1347 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2004 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1373,11 +2030,17 @@ namespace OpenSim.Region.Framework.Scenes
1373 return; 2030 return;
1374 } 2031 }
1375 2032
2033 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2034 return;
2035
1376 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2036 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1377 // any exception propogate upwards. 2037 // any exception propogate upwards.
1378 try 2038 try
1379 { 2039 {
1380 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2040 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2041 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2042 m_scene.LoadingPrims) // Land may not be valid yet
2043
1381 { 2044 {
1382 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2045 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1383 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2046 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1404,6 +2067,7 @@ namespace OpenSim.Region.Framework.Scenes
1404 } 2067 }
1405 } 2068 }
1406 } 2069 }
2070
1407 } 2071 }
1408 2072
1409 if (m_scene.UseBackup && HasGroupChanged) 2073 if (m_scene.UseBackup && HasGroupChanged)
@@ -1411,10 +2075,30 @@ namespace OpenSim.Region.Framework.Scenes
1411 // don't backup while it's selected or you're asking for changes mid stream. 2075 // don't backup while it's selected or you're asking for changes mid stream.
1412 if (isTimeToPersist() || forcedBackup) 2076 if (isTimeToPersist() || forcedBackup)
1413 { 2077 {
2078 if (m_rootPart.PhysActor != null &&
2079 (!m_rootPart.PhysActor.IsPhysical))
2080 {
2081 // Possible ghost prim
2082 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2083 {
2084 foreach (SceneObjectPart part in m_parts.GetArray())
2085 {
2086 // Re-set physics actor positions and
2087 // orientations
2088 part.GroupPosition = m_rootPart.GroupPosition;
2089 }
2090 }
2091 }
1414// m_log.DebugFormat( 2092// m_log.DebugFormat(
1415// "[SCENE]: Storing {0}, {1} in {2}", 2093// "[SCENE]: Storing {0}, {1} in {2}",
1416// Name, UUID, m_scene.RegionInfo.RegionName); 2094// Name, UUID, m_scene.RegionInfo.RegionName);
1417 2095
2096 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2097 {
2098 RootPart.Shape.State = 0;
2099 ScheduleGroupForFullUpdate();
2100 }
2101
1418 SceneObjectGroup backup_group = Copy(false); 2102 SceneObjectGroup backup_group = Copy(false);
1419 backup_group.RootPart.Velocity = RootPart.Velocity; 2103 backup_group.RootPart.Velocity = RootPart.Velocity;
1420 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2104 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1424,6 +2108,16 @@ namespace OpenSim.Region.Framework.Scenes
1424 HasGroupChangedDueToDelink = false; 2108 HasGroupChangedDueToDelink = false;
1425 2109
1426 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2110 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2111/*
2112 backup_group.ForEachPart(delegate(SceneObjectPart part)
2113 {
2114 if (part.KeyframeMotion != null)
2115 {
2116 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2117// part.KeyframeMotion.UpdateSceneObject(this);
2118 }
2119 });
2120*/
1427 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2121 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1428 2122
1429 backup_group.ForEachPart(delegate(SceneObjectPart part) 2123 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1480,10 +2174,14 @@ namespace OpenSim.Region.Framework.Scenes
1480 /// <returns></returns> 2174 /// <returns></returns>
1481 public SceneObjectGroup Copy(bool userExposed) 2175 public SceneObjectGroup Copy(bool userExposed)
1482 { 2176 {
2177 m_dupeInProgress = true;
1483 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2178 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1484 dupe.m_isBackedUp = false; 2179 dupe.m_isBackedUp = false;
1485 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2180 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1486 2181
2182 // new group as no sitting avatars
2183 dupe.m_linkedAvatars = new List<ScenePresence>();
2184
1487 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2185 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1488 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2186 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1489 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2187 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1494,7 +2192,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 // This is only necessary when userExposed is false! 2192 // This is only necessary when userExposed is false!
1495 2193
1496 bool previousAttachmentStatus = dupe.IsAttachment; 2194 bool previousAttachmentStatus = dupe.IsAttachment;
1497 2195
1498 if (!userExposed) 2196 if (!userExposed)
1499 dupe.IsAttachment = true; 2197 dupe.IsAttachment = true;
1500 2198
@@ -1507,16 +2205,17 @@ namespace OpenSim.Region.Framework.Scenes
1507 2205
1508 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2206 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1509 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2207 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2208
1510 2209
1511 if (userExposed) 2210 if (userExposed)
1512 dupe.m_rootPart.TrimPermissions(); 2211 dupe.m_rootPart.TrimPermissions();
1513 2212
1514 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2213 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1515 2214
1516 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2215 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1517 { 2216 {
1518 return p1.LinkNum.CompareTo(p2.LinkNum); 2217 return p1.LinkNum.CompareTo(p2.LinkNum);
1519 } 2218 }
1520 ); 2219 );
1521 2220
1522 foreach (SceneObjectPart part in partList) 2221 foreach (SceneObjectPart part in partList)
@@ -1526,41 +2225,56 @@ namespace OpenSim.Region.Framework.Scenes
1526 { 2225 {
1527 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2226 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1528 newPart.LinkNum = part.LinkNum; 2227 newPart.LinkNum = part.LinkNum;
1529 } 2228 if (userExposed)
2229 newPart.ParentID = dupe.m_rootPart.LocalId;
2230 }
1530 else 2231 else
1531 { 2232 {
1532 newPart = dupe.m_rootPart; 2233 newPart = dupe.m_rootPart;
1533 } 2234 }
2235/*
2236 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2237 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1534 2238
1535 // Need to duplicate the physics actor as well 2239 // Need to duplicate the physics actor as well
1536 PhysicsActor originalPartPa = part.PhysActor; 2240 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1537 if (originalPartPa != null && userExposed)
1538 { 2241 {
1539 PrimitiveBaseShape pbs = newPart.Shape; 2242 PrimitiveBaseShape pbs = newPart.Shape;
1540
1541 newPart.PhysActor 2243 newPart.PhysActor
1542 = m_scene.PhysicsScene.AddPrimShape( 2244 = m_scene.PhysicsScene.AddPrimShape(
1543 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2245 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1544 pbs, 2246 pbs,
1545 newPart.AbsolutePosition, 2247 newPart.AbsolutePosition,
1546 newPart.Scale, 2248 newPart.Scale,
1547 newPart.RotationOffset, 2249 newPart.GetWorldRotation(),
1548 originalPartPa.IsPhysical, 2250 isphys,
2251 isphan,
1549 newPart.LocalId); 2252 newPart.LocalId);
1550 2253
1551 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2254 newPart.DoPhysicsPropertyUpdate(isphys, true);
1552 } 2255 */
2256 if (userExposed)
2257 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2258// }
2259 // copy keyframemotion
2260 if (part.KeyframeMotion != null)
2261 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1553 } 2262 }
1554 2263
1555 if (userExposed) 2264 if (userExposed)
1556 { 2265 {
1557 dupe.UpdateParentIDs(); 2266// done above dupe.UpdateParentIDs();
2267
2268 if (dupe.m_rootPart.PhysActor != null)
2269 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2270
1558 dupe.HasGroupChanged = true; 2271 dupe.HasGroupChanged = true;
1559 dupe.AttachToBackup(); 2272 dupe.AttachToBackup();
1560 2273
1561 ScheduleGroupForFullUpdate(); 2274 ScheduleGroupForFullUpdate();
1562 } 2275 }
1563 2276
2277 m_dupeInProgress = false;
1564 return dupe; 2278 return dupe;
1565 } 2279 }
1566 2280
@@ -1572,11 +2286,24 @@ namespace OpenSim.Region.Framework.Scenes
1572 /// <param name="cGroupID"></param> 2286 /// <param name="cGroupID"></param>
1573 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2287 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1574 { 2288 {
1575 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2289 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2290 // give newpart a new local ID lettng old part keep same
2291 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2292 newpart.LocalId = m_scene.AllocateLocalId();
2293
2294 SetRootPart(newpart);
2295 if (userExposed)
2296 RootPart.Velocity = Vector3.Zero; // In case source is moving
1576 } 2297 }
1577 2298
1578 public void ScriptSetPhysicsStatus(bool usePhysics) 2299 public void ScriptSetPhysicsStatus(bool usePhysics)
1579 { 2300 {
2301 if (usePhysics)
2302 {
2303 if (RootPart.KeyframeMotion != null)
2304 RootPart.KeyframeMotion.Stop();
2305 RootPart.KeyframeMotion = null;
2306 }
1580 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2307 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1581 } 2308 }
1582 2309
@@ -1624,13 +2351,14 @@ namespace OpenSim.Region.Framework.Scenes
1624 2351
1625 if (pa != null) 2352 if (pa != null)
1626 { 2353 {
1627 pa.AddForce(impulse, true); 2354 // false to be applied as a impulse
2355 pa.AddForce(impulse, false);
1628 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2356 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1629 } 2357 }
1630 } 2358 }
1631 } 2359 }
1632 2360
1633 public void applyAngularImpulse(Vector3 impulse) 2361 public void ApplyAngularImpulse(Vector3 impulse)
1634 { 2362 {
1635 PhysicsActor pa = RootPart.PhysActor; 2363 PhysicsActor pa = RootPart.PhysActor;
1636 2364
@@ -1638,21 +2366,8 @@ namespace OpenSim.Region.Framework.Scenes
1638 { 2366 {
1639 if (!IsAttachment) 2367 if (!IsAttachment)
1640 { 2368 {
1641 pa.AddAngularForce(impulse, true); 2369 // false to be applied as a impulse
1642 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2370 pa.AddAngularForce(impulse, false);
1643 }
1644 }
1645 }
1646
1647 public void setAngularImpulse(Vector3 impulse)
1648 {
1649 PhysicsActor pa = RootPart.PhysActor;
1650
1651 if (pa != null)
1652 {
1653 if (!IsAttachment)
1654 {
1655 pa.Torque = impulse;
1656 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2371 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1657 } 2372 }
1658 } 2373 }
@@ -1660,20 +2375,10 @@ namespace OpenSim.Region.Framework.Scenes
1660 2375
1661 public Vector3 GetTorque() 2376 public Vector3 GetTorque()
1662 { 2377 {
1663 PhysicsActor pa = RootPart.PhysActor; 2378 return RootPart.Torque;
1664
1665 if (pa != null)
1666 {
1667 if (!IsAttachment)
1668 {
1669 Vector3 torque = pa.Torque;
1670 return torque;
1671 }
1672 }
1673
1674 return Vector3.Zero;
1675 } 2379 }
1676 2380
2381 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1677 public void moveToTarget(Vector3 target, float tau) 2382 public void moveToTarget(Vector3 target, float tau)
1678 { 2383 {
1679 if (IsAttachment) 2384 if (IsAttachment)
@@ -1703,8 +2408,50 @@ namespace OpenSim.Region.Framework.Scenes
1703 2408
1704 if (pa != null) 2409 if (pa != null)
1705 pa.PIDActive = false; 2410 pa.PIDActive = false;
2411
2412 RootPart.ScheduleTerseUpdate(); // send a stop information
1706 } 2413 }
1707 2414
2415 public void rotLookAt(Quaternion target, float strength, float damping)
2416 {
2417 SceneObjectPart rootpart = m_rootPart;
2418 if (rootpart != null)
2419 {
2420 if (IsAttachment)
2421 {
2422 /*
2423 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2424 if (avatar != null)
2425 {
2426 Rotate the Av?
2427 } */
2428 }
2429 else
2430 {
2431 if (rootpart.PhysActor != null)
2432 { // APID must be implemented in your physics system for this to function.
2433 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2434 rootpart.PhysActor.APIDStrength = strength;
2435 rootpart.PhysActor.APIDDamping = damping;
2436 rootpart.PhysActor.APIDActive = true;
2437 }
2438 }
2439 }
2440 }
2441
2442 public void stopLookAt()
2443 {
2444 SceneObjectPart rootpart = m_rootPart;
2445 if (rootpart != null)
2446 {
2447 if (rootpart.PhysActor != null)
2448 { // APID must be implemented in your physics system for this to function.
2449 rootpart.PhysActor.APIDActive = false;
2450 }
2451 }
2452
2453 }
2454
1708 /// <summary> 2455 /// <summary>
1709 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2456 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1710 /// </summary> 2457 /// </summary>
@@ -1721,7 +2468,7 @@ namespace OpenSim.Region.Framework.Scenes
1721 { 2468 {
1722 pa.PIDHoverHeight = height; 2469 pa.PIDHoverHeight = height;
1723 pa.PIDHoverType = hoverType; 2470 pa.PIDHoverType = hoverType;
1724 pa.PIDTau = tau; 2471 pa.PIDHoverTau = tau;
1725 pa.PIDHoverActive = true; 2472 pa.PIDHoverActive = true;
1726 } 2473 }
1727 else 2474 else
@@ -1761,7 +2508,12 @@ namespace OpenSim.Region.Framework.Scenes
1761 /// <param name="cGroupID"></param> 2508 /// <param name="cGroupID"></param>
1762 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2509 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1763 { 2510 {
1764 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2511 // give new ID to the new part, letting old keep original
2512 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2513 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2514 newPart.LocalId = m_scene.AllocateLocalId();
2515 newPart.SetParent(this);
2516
1765 AddPart(newPart); 2517 AddPart(newPart);
1766 2518
1767 SetPartAsNonRoot(newPart); 2519 SetPartAsNonRoot(newPart);
@@ -1811,6 +2563,7 @@ namespace OpenSim.Region.Framework.Scenes
1811 2563
1812 #endregion 2564 #endregion
1813 2565
2566
1814 public override void Update() 2567 public override void Update()
1815 { 2568 {
1816 // Check that the group was not deleted before the scheduled update 2569 // Check that the group was not deleted before the scheduled update
@@ -1829,19 +2582,8 @@ namespace OpenSim.Region.Framework.Scenes
1829 // check to see if the physical position or rotation warrant an update. 2582 // check to see if the physical position or rotation warrant an update.
1830 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2583 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1831 { 2584 {
1832 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2585 // rootpart SendScheduledUpdates will check if a update is needed
1833 2586 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1834 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1835 {
1836 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1837 lastPhysGroupPos = AbsolutePosition;
1838 }
1839
1840 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1841 {
1842 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1843 lastPhysGroupRot = GroupRotation;
1844 }
1845 } 2587 }
1846 2588
1847 SceneObjectPart[] parts = m_parts.GetArray(); 2589 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1900,11 +2642,11 @@ namespace OpenSim.Region.Framework.Scenes
1900 /// Immediately send a full update for this scene object. 2642 /// Immediately send a full update for this scene object.
1901 /// </summary> 2643 /// </summary>
1902 public void SendGroupFullUpdate() 2644 public void SendGroupFullUpdate()
1903 { 2645 {
1904 if (IsDeleted) 2646 if (IsDeleted)
1905 return; 2647 return;
1906 2648
1907// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2649// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1908 2650
1909 RootPart.SendFullUpdateToAllClients(); 2651 RootPart.SendFullUpdateToAllClients();
1910 2652
@@ -2060,6 +2802,11 @@ namespace OpenSim.Region.Framework.Scenes
2060 // 'linkPart' == the root of the group being linked into this group 2802 // 'linkPart' == the root of the group being linked into this group
2061 SceneObjectPart linkPart = objectGroup.m_rootPart; 2803 SceneObjectPart linkPart = objectGroup.m_rootPart;
2062 2804
2805 if (m_rootPart.PhysActor != null)
2806 m_rootPart.PhysActor.Building = true;
2807 if (linkPart.PhysActor != null)
2808 linkPart.PhysActor.Building = true;
2809
2063 // physics flags from group to be applied to linked parts 2810 // physics flags from group to be applied to linked parts
2064 bool grpusephys = UsesPhysics; 2811 bool grpusephys = UsesPhysics;
2065 bool grptemporary = IsTemporary; 2812 bool grptemporary = IsTemporary;
@@ -2085,12 +2832,12 @@ namespace OpenSim.Region.Framework.Scenes
2085 Vector3 axPos = linkPart.OffsetPosition; 2832 Vector3 axPos = linkPart.OffsetPosition;
2086 // Rotate the linking root SOP's position to be relative to the new root prim 2833 // Rotate the linking root SOP's position to be relative to the new root prim
2087 Quaternion parentRot = m_rootPart.RotationOffset; 2834 Quaternion parentRot = m_rootPart.RotationOffset;
2088 axPos *= Quaternion.Inverse(parentRot); 2835 axPos *= Quaternion.Conjugate(parentRot);
2089 linkPart.OffsetPosition = axPos; 2836 linkPart.OffsetPosition = axPos;
2090 2837
2091 // Make the linking root SOP's rotation relative to the new root prim 2838 // Make the linking root SOP's rotation relative to the new root prim
2092 Quaternion oldRot = linkPart.RotationOffset; 2839 Quaternion oldRot = linkPart.RotationOffset;
2093 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2840 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2094 linkPart.RotationOffset = newRot; 2841 linkPart.RotationOffset = newRot;
2095 2842
2096 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2843 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2124,7 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes
2124 linkPart.CreateSelected = true; 2871 linkPart.CreateSelected = true;
2125 2872
2126 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2873 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2127 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2874 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2128 2875
2129 // If the added SOP is physical, also tell the physics engine about the link relationship. 2876 // If the added SOP is physical, also tell the physics engine about the link relationship.
2130 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2877 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2134,6 +2881,7 @@ namespace OpenSim.Region.Framework.Scenes
2134 } 2881 }
2135 2882
2136 linkPart.LinkNum = linkNum++; 2883 linkPart.LinkNum = linkNum++;
2884 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2137 2885
2138 // Get a list of the SOP's in the old group in order of their linknum's. 2886 // Get a list of the SOP's in the old group in order of their linknum's.
2139 SceneObjectPart[] ogParts = objectGroup.Parts; 2887 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2152,7 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 2900
2153 // Update the physics flags for the newly added SOP 2901 // Update the physics flags for the newly added SOP
2154 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2902 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2155 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2903 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2156 2904
2157 // If the added SOP is physical, also tell the physics engine about the link relationship. 2905 // If the added SOP is physical, also tell the physics engine about the link relationship.
2158 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2906 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2170,7 +2918,7 @@ namespace OpenSim.Region.Framework.Scenes
2170 objectGroup.IsDeleted = true; 2918 objectGroup.IsDeleted = true;
2171 2919
2172 objectGroup.m_parts.Clear(); 2920 objectGroup.m_parts.Clear();
2173 2921
2174 // Can't do this yet since backup still makes use of the root part without any synchronization 2922 // Can't do this yet since backup still makes use of the root part without any synchronization
2175// objectGroup.m_rootPart = null; 2923// objectGroup.m_rootPart = null;
2176 2924
@@ -2184,6 +2932,9 @@ namespace OpenSim.Region.Framework.Scenes
2184 // unmoved prims! 2932 // unmoved prims!
2185 ResetChildPrimPhysicsPositions(); 2933 ResetChildPrimPhysicsPositions();
2186 2934
2935 if (m_rootPart.PhysActor != null)
2936 m_rootPart.PhysActor.Building = false;
2937
2187 //HasGroupChanged = true; 2938 //HasGroupChanged = true;
2188 //ScheduleGroupForFullUpdate(); 2939 //ScheduleGroupForFullUpdate();
2189 } 2940 }
@@ -2251,7 +3002,10 @@ namespace OpenSim.Region.Framework.Scenes
2251// m_log.DebugFormat( 3002// m_log.DebugFormat(
2252// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3003// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2253// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3004// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2254 3005
3006 if (m_rootPart.PhysActor != null)
3007 m_rootPart.PhysActor.Building = true;
3008
2255 linkPart.ClearUndoState(); 3009 linkPart.ClearUndoState();
2256 3010
2257 Vector3 worldPos = linkPart.GetWorldPosition(); 3011 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2322,6 +3076,14 @@ namespace OpenSim.Region.Framework.Scenes
2322 3076
2323 // When we delete a group, we currently have to force persist to the database if the object id has changed 3077 // When we delete a group, we currently have to force persist to the database if the object id has changed
2324 // (since delete works by deleting all rows which have a given object id) 3078 // (since delete works by deleting all rows which have a given object id)
3079
3080 // this is as it seems to be in sl now
3081 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3082 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3083
3084 if (m_rootPart.PhysActor != null)
3085 m_rootPart.PhysActor.Building = false;
3086
2325 objectGroup.HasGroupChangedDueToDelink = true; 3087 objectGroup.HasGroupChangedDueToDelink = true;
2326 3088
2327 return objectGroup; 3089 return objectGroup;
@@ -2333,6 +3095,8 @@ namespace OpenSim.Region.Framework.Scenes
2333 /// <param name="objectGroup"></param> 3095 /// <param name="objectGroup"></param>
2334 public virtual void DetachFromBackup() 3096 public virtual void DetachFromBackup()
2335 { 3097 {
3098 if (m_scene != null)
3099 m_scene.SceneGraph.FireDetachFromBackup(this);
2336 if (m_isBackedUp && Scene != null) 3100 if (m_isBackedUp && Scene != null)
2337 m_scene.EventManager.OnBackup -= ProcessBackup; 3101 m_scene.EventManager.OnBackup -= ProcessBackup;
2338 3102
@@ -2353,7 +3117,8 @@ namespace OpenSim.Region.Framework.Scenes
2353 Vector3 axPos = part.OffsetPosition; 3117 Vector3 axPos = part.OffsetPosition;
2354 axPos *= parentRot; 3118 axPos *= parentRot;
2355 part.OffsetPosition = axPos; 3119 part.OffsetPosition = axPos;
2356 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3120 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3121 part.GroupPosition = newPos;
2357 part.OffsetPosition = Vector3.Zero; 3122 part.OffsetPosition = Vector3.Zero;
2358 3123
2359 // Compution our rotation to be not relative to the old parent 3124 // Compution our rotation to be not relative to the old parent
@@ -2368,7 +3133,7 @@ namespace OpenSim.Region.Framework.Scenes
2368 part.LinkNum = linkNum; 3133 part.LinkNum = linkNum;
2369 3134
2370 // Compute the new position of this SOP relative to the group position 3135 // Compute the new position of this SOP relative to the group position
2371 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3136 part.OffsetPosition = newPos - AbsolutePosition;
2372 3137
2373 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3138 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2374 // It would have the affect of setting the physics engine position multiple 3139 // It would have the affect of setting the physics engine position multiple
@@ -2378,18 +3143,19 @@ namespace OpenSim.Region.Framework.Scenes
2378 // Rotate the relative position by the rotation of the group 3143 // Rotate the relative position by the rotation of the group
2379 Quaternion rootRotation = m_rootPart.RotationOffset; 3144 Quaternion rootRotation = m_rootPart.RotationOffset;
2380 Vector3 pos = part.OffsetPosition; 3145 Vector3 pos = part.OffsetPosition;
2381 pos *= Quaternion.Inverse(rootRotation); 3146 pos *= Quaternion.Conjugate(rootRotation);
2382 part.OffsetPosition = pos; 3147 part.OffsetPosition = pos;
2383 3148
2384 // Compute the SOP's rotation relative to the rotation of the group. 3149 // Compute the SOP's rotation relative to the rotation of the group.
2385 parentRot = m_rootPart.RotationOffset; 3150 parentRot = m_rootPart.RotationOffset;
2386 oldRot = part.RotationOffset; 3151 oldRot = part.RotationOffset;
2387 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3152 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2388 part.RotationOffset = newRot; 3153 part.RotationOffset = newRot;
2389 3154
2390 // Since this SOP's state has changed, push those changes into the physics engine 3155 // Since this SOP's state has changed, push those changes into the physics engine
2391 // and the simulator. 3156 // and the simulator.
2392 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3157 // done on caller
3158// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2393 } 3159 }
2394 3160
2395 /// <summary> 3161 /// <summary>
@@ -2411,10 +3177,14 @@ namespace OpenSim.Region.Framework.Scenes
2411 { 3177 {
2412 if (!m_rootPart.BlockGrab) 3178 if (!m_rootPart.BlockGrab)
2413 { 3179 {
2414 Vector3 llmoveforce = pos - AbsolutePosition; 3180/* Vector3 llmoveforce = pos - AbsolutePosition;
2415 Vector3 grabforce = llmoveforce; 3181 Vector3 grabforce = llmoveforce;
2416 grabforce = (grabforce / 10) * pa.Mass; 3182 grabforce = (grabforce / 10) * pa.Mass;
2417 pa.AddForce(grabforce, true); 3183 */
3184 // empirically convert distance diference to a impulse
3185 Vector3 grabforce = pos - AbsolutePosition;
3186 grabforce = grabforce * (pa.Mass/ 10.0f);
3187 pa.AddForce(grabforce, false);
2418 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3188 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2419 } 3189 }
2420 } 3190 }
@@ -2610,6 +3380,8 @@ namespace OpenSim.Region.Framework.Scenes
2610 /// <param name="SetVolumeDetect"></param> 3380 /// <param name="SetVolumeDetect"></param>
2611 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3381 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2612 { 3382 {
3383 HasGroupChanged = true;
3384
2613 SceneObjectPart selectionPart = GetPart(localID); 3385 SceneObjectPart selectionPart = GetPart(localID);
2614 3386
2615 if (SetTemporary && Scene != null) 3387 if (SetTemporary && Scene != null)
@@ -2640,8 +3412,22 @@ namespace OpenSim.Region.Framework.Scenes
2640 } 3412 }
2641 } 3413 }
2642 3414
2643 for (int i = 0; i < parts.Length; i++) 3415 if (parts.Length > 1)
2644 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3416 {
3417 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3418
3419 for (int i = 0; i < parts.Length; i++)
3420 {
3421
3422 if (parts[i].UUID != m_rootPart.UUID)
3423 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3424 }
3425
3426 if (m_rootPart.PhysActor != null)
3427 m_rootPart.PhysActor.Building = false;
3428 }
3429 else
3430 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2645 } 3431 }
2646 } 3432 }
2647 3433
@@ -2654,6 +3440,17 @@ namespace OpenSim.Region.Framework.Scenes
2654 } 3440 }
2655 } 3441 }
2656 3442
3443
3444
3445 /// <summary>
3446 /// Gets the number of parts
3447 /// </summary>
3448 /// <returns></returns>
3449 public int GetPartCount()
3450 {
3451 return Parts.Count();
3452 }
3453
2657 /// <summary> 3454 /// <summary>
2658 /// Update the texture entry for this part 3455 /// Update the texture entry for this part
2659 /// </summary> 3456 /// </summary>
@@ -2670,11 +3467,20 @@ namespace OpenSim.Region.Framework.Scenes
2670 3467
2671 public void AdjustChildPrimPermissions() 3468 public void AdjustChildPrimPermissions()
2672 { 3469 {
3470 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3471 uint foldedPerms = RootPart.OwnerMask & 3;
3472
2673 ForEachPart(part => 3473 ForEachPart(part =>
2674 { 3474 {
3475 newOwnerMask &= part.BaseMask;
2675 if (part != RootPart) 3476 if (part != RootPart)
2676 part.ClonePermissions(RootPart); 3477 part.ClonePermissions(RootPart);
2677 }); 3478 });
3479
3480 uint lockMask = ~(uint)PermissionMask.Move;
3481 uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move;
3482 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
3483 RootPart.ScheduleFullUpdate();
2678 } 3484 }
2679 3485
2680 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3486 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2682,8 +3488,24 @@ namespace OpenSim.Region.Framework.Scenes
2682 { 3488 {
2683 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3489 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2684 3490
3491 bool god = Scene.Permissions.IsGod(AgentID);
3492
3493 if (field == 1 && god)
3494 {
3495 ForEachPart(part =>
3496 {
3497 part.BaseMask = RootPart.BaseMask;
3498 });
3499 }
3500
2685 AdjustChildPrimPermissions(); 3501 AdjustChildPrimPermissions();
2686 3502
3503 if (field == 1 && god) // Base mask was set. Update all child part inventories
3504 {
3505 foreach (SceneObjectPart part in Parts)
3506 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3507 }
3508
2687 HasGroupChanged = true; 3509 HasGroupChanged = true;
2688 3510
2689 // Send the group's properties to all clients once all parts are updated 3511 // Send the group's properties to all clients once all parts are updated
@@ -2729,8 +3551,6 @@ namespace OpenSim.Region.Framework.Scenes
2729 3551
2730 PhysicsActor pa = m_rootPart.PhysActor; 3552 PhysicsActor pa = m_rootPart.PhysActor;
2731 3553
2732 RootPart.StoreUndoState(true);
2733
2734 if (Scene != null) 3554 if (Scene != null)
2735 { 3555 {
2736 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3556 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2758,7 +3578,6 @@ namespace OpenSim.Region.Framework.Scenes
2758 SceneObjectPart obPart = parts[i]; 3578 SceneObjectPart obPart = parts[i];
2759 if (obPart.UUID != m_rootPart.UUID) 3579 if (obPart.UUID != m_rootPart.UUID)
2760 { 3580 {
2761// obPart.IgnoreUndoUpdate = true;
2762 Vector3 oldSize = new Vector3(obPart.Scale); 3581 Vector3 oldSize = new Vector3(obPart.Scale);
2763 3582
2764 float f = 1.0f; 3583 float f = 1.0f;
@@ -2870,8 +3689,6 @@ namespace OpenSim.Region.Framework.Scenes
2870 z *= a; 3689 z *= a;
2871 } 3690 }
2872 } 3691 }
2873
2874// obPart.IgnoreUndoUpdate = false;
2875 } 3692 }
2876 } 3693 }
2877 } 3694 }
@@ -2881,9 +3698,7 @@ namespace OpenSim.Region.Framework.Scenes
2881 prevScale.Y *= y; 3698 prevScale.Y *= y;
2882 prevScale.Z *= z; 3699 prevScale.Z *= z;
2883 3700
2884// RootPart.IgnoreUndoUpdate = true;
2885 RootPart.Resize(prevScale); 3701 RootPart.Resize(prevScale);
2886// RootPart.IgnoreUndoUpdate = false;
2887 3702
2888 for (int i = 0; i < parts.Length; i++) 3703 for (int i = 0; i < parts.Length; i++)
2889 { 3704 {
@@ -2891,8 +3706,6 @@ namespace OpenSim.Region.Framework.Scenes
2891 3706
2892 if (obPart.UUID != m_rootPart.UUID) 3707 if (obPart.UUID != m_rootPart.UUID)
2893 { 3708 {
2894 obPart.IgnoreUndoUpdate = true;
2895
2896 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3709 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2897 currentpos.X *= x; 3710 currentpos.X *= x;
2898 currentpos.Y *= y; 3711 currentpos.Y *= y;
@@ -2905,16 +3718,12 @@ namespace OpenSim.Region.Framework.Scenes
2905 3718
2906 obPart.Resize(newSize); 3719 obPart.Resize(newSize);
2907 obPart.UpdateOffSet(currentpos); 3720 obPart.UpdateOffSet(currentpos);
2908
2909 obPart.IgnoreUndoUpdate = false;
2910 } 3721 }
2911 3722
2912// obPart.IgnoreUndoUpdate = false; 3723 HasGroupChanged = true;
2913// obPart.StoreUndoState(); 3724 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3725 ScheduleGroupForTerseUpdate();
2914 } 3726 }
2915
2916// m_log.DebugFormat(
2917// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2918 } 3727 }
2919 3728
2920 #endregion 3729 #endregion
@@ -2927,14 +3736,6 @@ namespace OpenSim.Region.Framework.Scenes
2927 /// <param name="pos"></param> 3736 /// <param name="pos"></param>
2928 public void UpdateGroupPosition(Vector3 pos) 3737 public void UpdateGroupPosition(Vector3 pos)
2929 { 3738 {
2930// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2931
2932 RootPart.StoreUndoState(true);
2933
2934// SceneObjectPart[] parts = m_parts.GetArray();
2935// for (int i = 0; i < parts.Length; i++)
2936// parts[i].StoreUndoState();
2937
2938 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3739 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2939 { 3740 {
2940 if (IsAttachment) 3741 if (IsAttachment)
@@ -2967,21 +3768,17 @@ namespace OpenSim.Region.Framework.Scenes
2967 /// </summary> 3768 /// </summary>
2968 /// <param name="pos"></param> 3769 /// <param name="pos"></param>
2969 /// <param name="localID"></param> 3770 /// <param name="localID"></param>
3771 ///
3772
2970 public void UpdateSinglePosition(Vector3 pos, uint localID) 3773 public void UpdateSinglePosition(Vector3 pos, uint localID)
2971 { 3774 {
2972 SceneObjectPart part = GetPart(localID); 3775 SceneObjectPart part = GetPart(localID);
2973 3776
2974// SceneObjectPart[] parts = m_parts.GetArray();
2975// for (int i = 0; i < parts.Length; i++)
2976// parts[i].StoreUndoState();
2977
2978 if (part != null) 3777 if (part != null)
2979 { 3778 {
2980// m_log.DebugFormat( 3779// unlock parts position change
2981// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3780 if (m_rootPart.PhysActor != null)
2982 3781 m_rootPart.PhysActor.Building = true;
2983 part.StoreUndoState(false);
2984 part.IgnoreUndoUpdate = true;
2985 3782
2986 if (part.UUID == m_rootPart.UUID) 3783 if (part.UUID == m_rootPart.UUID)
2987 { 3784 {
@@ -2992,8 +3789,10 @@ namespace OpenSim.Region.Framework.Scenes
2992 part.UpdateOffSet(pos); 3789 part.UpdateOffSet(pos);
2993 } 3790 }
2994 3791
3792 if (m_rootPart.PhysActor != null)
3793 m_rootPart.PhysActor.Building = false;
3794
2995 HasGroupChanged = true; 3795 HasGroupChanged = true;
2996 part.IgnoreUndoUpdate = false;
2997 } 3796 }
2998 } 3797 }
2999 3798
@@ -3003,13 +3802,7 @@ namespace OpenSim.Region.Framework.Scenes
3003 /// <param name="pos"></param> 3802 /// <param name="pos"></param>
3004 public void UpdateRootPosition(Vector3 pos) 3803 public void UpdateRootPosition(Vector3 pos)
3005 { 3804 {
3006// m_log.DebugFormat( 3805 // needs to be called with phys building true
3007// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3008
3009// SceneObjectPart[] parts = m_parts.GetArray();
3010// for (int i = 0; i < parts.Length; i++)
3011// parts[i].StoreUndoState();
3012
3013 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3806 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3014 Vector3 oldPos = 3807 Vector3 oldPos =
3015 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3808 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3032,7 +3825,14 @@ namespace OpenSim.Region.Framework.Scenes
3032 AbsolutePosition = newPos; 3825 AbsolutePosition = newPos;
3033 3826
3034 HasGroupChanged = true; 3827 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3828 if (m_rootPart.Undoing)
3829 {
3830 ScheduleGroupForFullUpdate();
3831 }
3832 else
3833 {
3834 ScheduleGroupForTerseUpdate();
3835 }
3036 } 3836 }
3037 3837
3038 #endregion 3838 #endregion
@@ -3045,24 +3845,16 @@ namespace OpenSim.Region.Framework.Scenes
3045 /// <param name="rot"></param> 3845 /// <param name="rot"></param>
3046 public void UpdateGroupRotationR(Quaternion rot) 3846 public void UpdateGroupRotationR(Quaternion rot)
3047 { 3847 {
3048// m_log.DebugFormat(
3049// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3050
3051// SceneObjectPart[] parts = m_parts.GetArray();
3052// for (int i = 0; i < parts.Length; i++)
3053// parts[i].StoreUndoState();
3054
3055 m_rootPart.StoreUndoState(true);
3056
3057 m_rootPart.UpdateRotation(rot); 3848 m_rootPart.UpdateRotation(rot);
3058 3849
3850/* this is done by rootpart RotationOffset set called by UpdateRotation
3059 PhysicsActor actor = m_rootPart.PhysActor; 3851 PhysicsActor actor = m_rootPart.PhysActor;
3060 if (actor != null) 3852 if (actor != null)
3061 { 3853 {
3062 actor.Orientation = m_rootPart.RotationOffset; 3854 actor.Orientation = m_rootPart.RotationOffset;
3063 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3855 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3064 } 3856 }
3065 3857*/
3066 HasGroupChanged = true; 3858 HasGroupChanged = true;
3067 ScheduleGroupForTerseUpdate(); 3859 ScheduleGroupForTerseUpdate();
3068 } 3860 }
@@ -3074,16 +3866,6 @@ namespace OpenSim.Region.Framework.Scenes
3074 /// <param name="rot"></param> 3866 /// <param name="rot"></param>
3075 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3867 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3076 { 3868 {
3077// m_log.DebugFormat(
3078// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3079
3080// SceneObjectPart[] parts = m_parts.GetArray();
3081// for (int i = 0; i < parts.Length; i++)
3082// parts[i].StoreUndoState();
3083
3084 RootPart.StoreUndoState(true);
3085 RootPart.IgnoreUndoUpdate = true;
3086
3087 m_rootPart.UpdateRotation(rot); 3869 m_rootPart.UpdateRotation(rot);
3088 3870
3089 PhysicsActor actor = m_rootPart.PhysActor; 3871 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3102,8 +3884,6 @@ namespace OpenSim.Region.Framework.Scenes
3102 3884
3103 HasGroupChanged = true; 3885 HasGroupChanged = true;
3104 ScheduleGroupForTerseUpdate(); 3886 ScheduleGroupForTerseUpdate();
3105
3106 RootPart.IgnoreUndoUpdate = false;
3107 } 3887 }
3108 3888
3109 /// <summary> 3889 /// <summary>
@@ -3116,13 +3896,11 @@ namespace OpenSim.Region.Framework.Scenes
3116 SceneObjectPart part = GetPart(localID); 3896 SceneObjectPart part = GetPart(localID);
3117 3897
3118 SceneObjectPart[] parts = m_parts.GetArray(); 3898 SceneObjectPart[] parts = m_parts.GetArray();
3119 for (int i = 0; i < parts.Length; i++)
3120 parts[i].StoreUndoState();
3121 3899
3122 if (part != null) 3900 if (part != null)
3123 { 3901 {
3124// m_log.DebugFormat( 3902 if (m_rootPart.PhysActor != null)
3125// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3903 m_rootPart.PhysActor.Building = true;
3126 3904
3127 if (part.UUID == m_rootPart.UUID) 3905 if (part.UUID == m_rootPart.UUID)
3128 { 3906 {
@@ -3132,6 +3910,9 @@ namespace OpenSim.Region.Framework.Scenes
3132 { 3910 {
3133 part.UpdateRotation(rot); 3911 part.UpdateRotation(rot);
3134 } 3912 }
3913
3914 if (m_rootPart.PhysActor != null)
3915 m_rootPart.PhysActor.Building = false;
3135 } 3916 }
3136 } 3917 }
3137 3918
@@ -3145,12 +3926,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 SceneObjectPart part = GetPart(localID); 3926 SceneObjectPart part = GetPart(localID);
3146 if (part != null) 3927 if (part != null)
3147 { 3928 {
3148// m_log.DebugFormat( 3929 if (m_rootPart.PhysActor != null)
3149// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3930 m_rootPart.PhysActor.Building = true;
3150// part.Name, part.LocalId, rot);
3151
3152 part.StoreUndoState();
3153 part.IgnoreUndoUpdate = true;
3154 3931
3155 if (part.UUID == m_rootPart.UUID) 3932 if (part.UUID == m_rootPart.UUID)
3156 { 3933 {
@@ -3163,7 +3940,8 @@ namespace OpenSim.Region.Framework.Scenes
3163 part.OffsetPosition = pos; 3940 part.OffsetPosition = pos;
3164 } 3941 }
3165 3942
3166 part.IgnoreUndoUpdate = false; 3943 if (m_rootPart.PhysActor != null)
3944 m_rootPart.PhysActor.Building = false;
3167 } 3945 }
3168 } 3946 }
3169 3947
@@ -3173,15 +3951,12 @@ namespace OpenSim.Region.Framework.Scenes
3173 /// <param name="rot"></param> 3951 /// <param name="rot"></param>
3174 public void UpdateRootRotation(Quaternion rot) 3952 public void UpdateRootRotation(Quaternion rot)
3175 { 3953 {
3176// m_log.DebugFormat( 3954 // needs to be called with phys building true
3177// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3178// Name, LocalId, rot);
3179
3180 Quaternion axRot = rot; 3955 Quaternion axRot = rot;
3181 Quaternion oldParentRot = m_rootPart.RotationOffset; 3956 Quaternion oldParentRot = m_rootPart.RotationOffset;
3182 3957
3183 m_rootPart.StoreUndoState(); 3958 //Don't use UpdateRotation because it schedules an update prematurely
3184 m_rootPart.UpdateRotation(rot); 3959 m_rootPart.RotationOffset = rot;
3185 3960
3186 PhysicsActor pa = m_rootPart.PhysActor; 3961 PhysicsActor pa = m_rootPart.PhysActor;
3187 3962
@@ -3197,35 +3972,145 @@ namespace OpenSim.Region.Framework.Scenes
3197 SceneObjectPart prim = parts[i]; 3972 SceneObjectPart prim = parts[i];
3198 if (prim.UUID != m_rootPart.UUID) 3973 if (prim.UUID != m_rootPart.UUID)
3199 { 3974 {
3200 prim.IgnoreUndoUpdate = true; 3975 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3976 NewRot = Quaternion.Inverse(axRot) * NewRot;
3977 prim.RotationOffset = NewRot;
3978
3201 Vector3 axPos = prim.OffsetPosition; 3979 Vector3 axPos = prim.OffsetPosition;
3980
3202 axPos *= oldParentRot; 3981 axPos *= oldParentRot;
3203 axPos *= Quaternion.Inverse(axRot); 3982 axPos *= Quaternion.Inverse(axRot);
3204 prim.OffsetPosition = axPos; 3983 prim.OffsetPosition = axPos;
3205 Quaternion primsRot = prim.RotationOffset; 3984 }
3206 Quaternion newRot = oldParentRot * primsRot; 3985 }
3207 newRot = Quaternion.Inverse(axRot) * newRot;
3208 prim.RotationOffset = newRot;
3209 prim.ScheduleTerseUpdate();
3210 prim.IgnoreUndoUpdate = false;
3211 }
3212 }
3213
3214// for (int i = 0; i < parts.Length; i++)
3215// {
3216// SceneObjectPart childpart = parts[i];
3217// if (childpart != m_rootPart)
3218// {
3219//// childpart.IgnoreUndoUpdate = false;
3220//// childpart.StoreUndoState();
3221// }
3222// }
3223 3986
3224 m_rootPart.ScheduleTerseUpdate(); 3987 HasGroupChanged = true;
3988 ScheduleGroupForFullUpdate();
3989 }
3225 3990
3226// m_log.DebugFormat( 3991 private enum updatetype :int
3227// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3992 {
3228// Name, LocalId, rot); 3993 none = 0,
3994 partterse = 1,
3995 partfull = 2,
3996 groupterse = 3,
3997 groupfull = 4
3998 }
3999
4000 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4001 {
4002 // TODO this still as excessive *.Schedule*Update()s
4003
4004 if (part != null && part.ParentGroup != null)
4005 {
4006 ObjectChangeType change = data.change;
4007 bool togroup = ((change & ObjectChangeType.Group) != 0);
4008 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4009
4010 SceneObjectGroup group = part.ParentGroup;
4011 PhysicsActor pha = group.RootPart.PhysActor;
4012
4013 updatetype updateType = updatetype.none;
4014
4015 if (togroup)
4016 {
4017 // related to group
4018 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4019 {
4020 if ((change & ObjectChangeType.Rotation) != 0)
4021 {
4022 group.RootPart.UpdateRotation(data.rotation);
4023 updateType = updatetype.none;
4024 }
4025 if ((change & ObjectChangeType.Position) != 0)
4026 {
4027 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4028 UpdateGroupPosition(data.position);
4029 updateType = updatetype.groupterse;
4030 }
4031 else
4032 // ugly rotation update of all parts
4033 {
4034 group.ResetChildPrimPhysicsPositions();
4035 }
4036
4037 }
4038 if ((change & ObjectChangeType.Scale) != 0)
4039 {
4040 if (pha != null)
4041 pha.Building = true;
4042
4043 group.GroupResize(data.scale);
4044 updateType = updatetype.none;
4045
4046 if (pha != null)
4047 pha.Building = false;
4048 }
4049 }
4050 else
4051 {
4052 // related to single prim in a link-set ( ie group)
4053 if (pha != null)
4054 pha.Building = true;
4055
4056 // root part is special
4057 // parts offset positions or rotations need to change also
4058
4059 if (part == group.RootPart)
4060 {
4061 if ((change & ObjectChangeType.Rotation) != 0)
4062 group.UpdateRootRotation(data.rotation);
4063 if ((change & ObjectChangeType.Position) != 0)
4064 group.UpdateRootPosition(data.position);
4065 if ((change & ObjectChangeType.Scale) != 0)
4066 part.Resize(data.scale);
4067 }
4068 else
4069 {
4070 if ((change & ObjectChangeType.Position) != 0)
4071 {
4072 part.OffsetPosition = data.position;
4073 updateType = updatetype.partterse;
4074 }
4075 if ((change & ObjectChangeType.Rotation) != 0)
4076 {
4077 part.UpdateRotation(data.rotation);
4078 updateType = updatetype.none;
4079 }
4080 if ((change & ObjectChangeType.Scale) != 0)
4081 {
4082 part.Resize(data.scale);
4083 updateType = updatetype.none;
4084 }
4085 }
4086
4087 if (pha != null)
4088 pha.Building = false;
4089 }
4090
4091 if (updateType != updatetype.none)
4092 {
4093 group.HasGroupChanged = true;
4094
4095 switch (updateType)
4096 {
4097 case updatetype.partterse:
4098 part.ScheduleTerseUpdate();
4099 break;
4100 case updatetype.partfull:
4101 part.ScheduleFullUpdate();
4102 break;
4103 case updatetype.groupterse:
4104 group.ScheduleGroupForTerseUpdate();
4105 break;
4106 case updatetype.groupfull:
4107 group.ScheduleGroupForFullUpdate();
4108 break;
4109 default:
4110 break;
4111 }
4112 }
4113 }
3229 } 4114 }
3230 4115
3231 #endregion 4116 #endregion
@@ -3266,6 +4151,8 @@ namespace OpenSim.Region.Framework.Scenes
3266 waypoint.handle = handle; 4151 waypoint.handle = handle;
3267 lock (m_rotTargets) 4152 lock (m_rotTargets)
3268 { 4153 {
4154 if (m_rotTargets.Count >= 8)
4155 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3269 m_rotTargets.Add(handle, waypoint); 4156 m_rotTargets.Add(handle, waypoint);
3270 } 4157 }
3271 m_scene.AddGroupTarget(this); 4158 m_scene.AddGroupTarget(this);
@@ -3291,6 +4178,8 @@ namespace OpenSim.Region.Framework.Scenes
3291 waypoint.handle = handle; 4178 waypoint.handle = handle;
3292 lock (m_targets) 4179 lock (m_targets)
3293 { 4180 {
4181 if (m_targets.Count >= 8)
4182 m_targets.Remove(m_targets.ElementAt(0).Key);
3294 m_targets.Add(handle, waypoint); 4183 m_targets.Add(handle, waypoint);
3295 } 4184 }
3296 m_scene.AddGroupTarget(this); 4185 m_scene.AddGroupTarget(this);
@@ -3324,10 +4213,11 @@ namespace OpenSim.Region.Framework.Scenes
3324 scriptPosTarget target = m_targets[idx]; 4213 scriptPosTarget target = m_targets[idx];
3325 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4214 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3326 { 4215 {
4216 at_target = true;
4217
3327 // trigger at_target 4218 // trigger at_target
3328 if (m_scriptListens_atTarget) 4219 if (m_scriptListens_atTarget)
3329 { 4220 {
3330 at_target = true;
3331 scriptPosTarget att = new scriptPosTarget(); 4221 scriptPosTarget att = new scriptPosTarget();
3332 att.targetPos = target.targetPos; 4222 att.targetPos = target.targetPos;
3333 att.tolerance = target.tolerance; 4223 att.tolerance = target.tolerance;
@@ -3445,11 +4335,50 @@ namespace OpenSim.Region.Framework.Scenes
3445 } 4335 }
3446 } 4336 }
3447 } 4337 }
3448 4338
4339 public Vector3 GetGeometricCenter()
4340 {
4341 // this is not real geometric center but a average of positions relative to root prim acording to
4342 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4343 // ignoring tortured prims details since sl also seems to ignore
4344 // so no real use in doing it on physics
4345
4346 Vector3 gc = Vector3.Zero;
4347
4348 int nparts = m_parts.Count;
4349 if (nparts <= 1)
4350 return gc;
4351
4352 SceneObjectPart[] parts = m_parts.GetArray();
4353 nparts = parts.Length; // just in case it changed
4354 if (nparts <= 1)
4355 return gc;
4356
4357 Quaternion parentRot = RootPart.RotationOffset;
4358 Vector3 pPos;
4359
4360 // average all parts positions
4361 for (int i = 0; i < nparts; i++)
4362 {
4363 // do it directly
4364 // gc += parts[i].GetWorldPosition();
4365 if (parts[i] != RootPart)
4366 {
4367 pPos = parts[i].OffsetPosition;
4368 gc += pPos;
4369 }
4370
4371 }
4372 gc /= nparts;
4373
4374 // relative to root:
4375// gc -= AbsolutePosition;
4376 return gc;
4377 }
4378
3449 public float GetMass() 4379 public float GetMass()
3450 { 4380 {
3451 float retmass = 0f; 4381 float retmass = 0f;
3452
3453 SceneObjectPart[] parts = m_parts.GetArray(); 4382 SceneObjectPart[] parts = m_parts.GetArray();
3454 for (int i = 0; i < parts.Length; i++) 4383 for (int i = 0; i < parts.Length; i++)
3455 retmass += parts[i].GetMass(); 4384 retmass += parts[i].GetMass();
@@ -3457,6 +4386,39 @@ namespace OpenSim.Region.Framework.Scenes
3457 return retmass; 4386 return retmass;
3458 } 4387 }
3459 4388
4389 // center of mass of full object
4390 public Vector3 GetCenterOfMass()
4391 {
4392 PhysicsActor pa = RootPart.PhysActor;
4393
4394 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4395 {
4396 // physics knows better about center of mass of physical prims
4397 Vector3 tmp = pa.CenterOfMass;
4398 return tmp;
4399 }
4400
4401 Vector3 Ptot = Vector3.Zero;
4402 float totmass = 0f;
4403 float m;
4404
4405 SceneObjectPart[] parts = m_parts.GetArray();
4406 for (int i = 0; i < parts.Length; i++)
4407 {
4408 m = parts[i].GetMass();
4409 Ptot += parts[i].GetPartCenterOfMass() * m;
4410 totmass += m;
4411 }
4412
4413 if (totmass == 0)
4414 totmass = 0;
4415 else
4416 totmass = 1 / totmass;
4417 Ptot *= totmass;
4418
4419 return Ptot;
4420 }
4421
3460 /// <summary> 4422 /// <summary>
3461 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4423 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3462 /// the physics engine can use it. 4424 /// the physics engine can use it.
@@ -3636,6 +4598,14 @@ namespace OpenSim.Region.Framework.Scenes
3636 FromItemID = uuid; 4598 FromItemID = uuid;
3637 } 4599 }
3638 4600
4601 public void ResetOwnerChangeFlag()
4602 {
4603 ForEachPart(delegate(SceneObjectPart part)
4604 {
4605 part.ResetOwnerChangeFlag();
4606 });
4607 }
4608
3639 #endregion 4609 #endregion
3640 } 4610 }
3641} 4611}