diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 294 |
1 files changed, 167 insertions, 127 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4d5eedf..9b9f280 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -61,7 +61,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
61 | TELEPORT = 512, | 61 | TELEPORT = 512, |
62 | REGION_RESTART = 1024, | 62 | REGION_RESTART = 1024, |
63 | MEDIA = 2048, | 63 | MEDIA = 2048, |
64 | ANIMATION = 16384 | 64 | ANIMATION = 16384, |
65 | POSITION = 32768 | ||
65 | } | 66 | } |
66 | 67 | ||
67 | // I don't really know where to put this except here. | 68 | // I don't really know where to put this except here. |
@@ -145,10 +146,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
145 | public Vector3 StatusSandboxPos; | 146 | public Vector3 StatusSandboxPos; |
146 | 147 | ||
147 | // TODO: This needs to be persisted in next XML version update! | 148 | // TODO: This needs to be persisted in next XML version update! |
148 | 149 | [XmlIgnore] | |
149 | public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; | 150 | public int[] PayPrice = {-2,-2,-2,-2,-2}; |
150 | 151 | ||
151 | 152 | [XmlIgnore] | |
152 | public PhysicsActor PhysActor | 153 | public PhysicsActor PhysActor |
153 | { | 154 | { |
154 | get { return m_physActor; } | 155 | get { return m_physActor; } |
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
190 | 191 | ||
191 | public UUID FromFolderID; | 192 | public UUID FromFolderID; |
192 | 193 | ||
193 | 194 | // The following two are to hold the attachment data | |
195 | // while an object is inworld | ||
196 | [XmlIgnore] | ||
197 | public byte AttachPoint = 0; | ||
198 | |||
199 | [XmlIgnore] | ||
200 | public Vector3 AttachOffset = Vector3.Zero; | ||
201 | |||
202 | [XmlIgnore] | ||
194 | public int STATUS_ROTATE_X; | 203 | public int STATUS_ROTATE_X; |
195 | 204 | ||
196 | 205 | ||
@@ -285,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
285 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 294 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
286 | private Vector3 m_sitTargetPosition; | 295 | private Vector3 m_sitTargetPosition; |
287 | private string m_sitAnimation = "SIT"; | 296 | private string m_sitAnimation = "SIT"; |
297 | private bool m_occupied; // KF if any av is sitting on this prim | ||
288 | private string m_text = String.Empty; | 298 | private string m_text = String.Empty; |
289 | private string m_touchName = String.Empty; | 299 | private string m_touchName = String.Empty; |
290 | private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); | 300 | private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); |
@@ -374,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
374 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 384 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
375 | Quaternion rotationOffset, Vector3 offsetPosition) | 385 | Quaternion rotationOffset, Vector3 offsetPosition) |
376 | { | 386 | { |
377 | m_name = "Primitive"; | 387 | m_name = "Object"; |
378 | 388 | ||
379 | Rezzed = DateTime.UtcNow; | 389 | Rezzed = DateTime.UtcNow; |
380 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 390 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
@@ -430,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
430 | private uint _ownerMask = (uint)PermissionMask.All; | 440 | private uint _ownerMask = (uint)PermissionMask.All; |
431 | private uint _groupMask = (uint)PermissionMask.None; | 441 | private uint _groupMask = (uint)PermissionMask.None; |
432 | private uint _everyoneMask = (uint)PermissionMask.None; | 442 | private uint _everyoneMask = (uint)PermissionMask.None; |
433 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 443 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
434 | private PrimFlags _flags = PrimFlags.None; | 444 | private PrimFlags _flags = PrimFlags.None; |
435 | private DateTime m_expires; | 445 | private DateTime m_expires; |
436 | private DateTime m_rezzed; | 446 | private DateTime m_rezzed; |
@@ -529,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
529 | } | 539 | } |
530 | 540 | ||
531 | /// <value> | 541 | /// <value> |
532 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 542 | /// Get the inventory list |
533 | /// </value> | 543 | /// </value> |
534 | public TaskInventoryDictionary TaskInventory | 544 | public TaskInventoryDictionary TaskInventory |
535 | { | 545 | { |
536 | get { return m_inventory.Items; } | 546 | get { |
537 | set { m_inventory.Items = value; } | 547 | return m_inventory.Items; |
548 | } | ||
549 | set { | ||
550 | m_inventory.Items = value; | ||
551 | } | ||
538 | } | 552 | } |
539 | 553 | ||
540 | /// <summary> | 554 | /// <summary> |
@@ -674,14 +688,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
674 | set { m_LoopSoundSlavePrims = value; } | 688 | set { m_LoopSoundSlavePrims = value; } |
675 | } | 689 | } |
676 | 690 | ||
677 | |||
678 | public Byte[] TextureAnimation | 691 | public Byte[] TextureAnimation |
679 | { | 692 | { |
680 | get { return m_TextureAnimation; } | 693 | get { return m_TextureAnimation; } |
681 | set { m_TextureAnimation = value; } | 694 | set { m_TextureAnimation = value; } |
682 | } | 695 | } |
683 | 696 | ||
684 | |||
685 | public Byte[] ParticleSystem | 697 | public Byte[] ParticleSystem |
686 | { | 698 | { |
687 | get { return m_particleSystem; } | 699 | get { return m_particleSystem; } |
@@ -718,9 +730,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
718 | { | 730 | { |
719 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 731 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
720 | PhysicsActor actor = PhysActor; | 732 | PhysicsActor actor = PhysActor; |
721 | if (actor != null && _parentID == 0) | 733 | if (_parentID == 0) |
722 | { | 734 | { |
723 | m_groupPosition = actor.Position; | 735 | if (actor != null) |
736 | m_groupPosition = actor.Position; | ||
737 | return m_groupPosition; | ||
724 | } | 738 | } |
725 | 739 | ||
726 | if (IsAttachment) | 740 | if (IsAttachment) |
@@ -730,12 +744,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
730 | return sp.AbsolutePosition; | 744 | return sp.AbsolutePosition; |
731 | } | 745 | } |
732 | 746 | ||
747 | // use root prim's group position. Physics may have updated it | ||
748 | if (ParentGroup.RootPart != this) | ||
749 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
733 | return m_groupPosition; | 750 | return m_groupPosition; |
734 | } | 751 | } |
735 | set | 752 | set |
736 | { | 753 | { |
737 | m_groupPosition = value; | 754 | m_groupPosition = value; |
738 | |||
739 | PhysicsActor actor = PhysActor; | 755 | PhysicsActor actor = PhysActor; |
740 | if (actor != null) | 756 | if (actor != null) |
741 | { | 757 | { |
@@ -755,25 +771,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
755 | 771 | ||
756 | // Tell the physics engines that this prim changed. | 772 | // Tell the physics engines that this prim changed. |
757 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 773 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
774 | |||
758 | } | 775 | } |
759 | catch (Exception e) | 776 | catch (Exception e) |
760 | { | 777 | { |
761 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 778 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
762 | } | 779 | } |
763 | } | 780 | } |
764 | |||
765 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
766 | if (m_sitTargetAvatar != UUID.Zero) | ||
767 | { | ||
768 | if (m_parentGroup != null) // TODO can there be a SOP without a SOG? | ||
769 | { | ||
770 | ScenePresence avatar; | ||
771 | if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar)) | ||
772 | { | ||
773 | avatar.ParentPosition = GetWorldPosition(); | ||
774 | } | ||
775 | } | ||
776 | } | ||
777 | } | 781 | } |
778 | } | 782 | } |
779 | 783 | ||
@@ -782,7 +786,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
782 | get { return m_offsetPosition; } | 786 | get { return m_offsetPosition; } |
783 | set | 787 | set |
784 | { | 788 | { |
785 | StoreUndoState(); | 789 | Vector3 oldpos = m_offsetPosition; |
790 | StoreUndoState(UndoType.STATE_PRIM_POSITION); | ||
786 | m_offsetPosition = value; | 791 | m_offsetPosition = value; |
787 | 792 | ||
788 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 793 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -796,7 +801,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
796 | // Tell the physics engines that this prim changed. | 801 | // Tell the physics engines that this prim changed. |
797 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 802 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
798 | } | 803 | } |
804 | |||
805 | if (!m_parentGroup.m_dupeInProgress) | ||
806 | { | ||
807 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
808 | foreach (ScenePresence av in avs) | ||
809 | { | ||
810 | if (av.LinkedPrim == m_uuid) | ||
811 | { | ||
812 | Vector3 offset = (m_offsetPosition - oldpos); | ||
813 | av.OffsetPosition += offset; | ||
814 | av.SendAvatarDataToAllAgents(); | ||
815 | } | ||
816 | } | ||
817 | } | ||
799 | } | 818 | } |
819 | TriggerScriptChangedEvent(Changed.POSITION); | ||
800 | } | 820 | } |
801 | } | 821 | } |
802 | 822 | ||
@@ -838,7 +858,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
838 | 858 | ||
839 | set | 859 | set |
840 | { | 860 | { |
841 | StoreUndoState(); | 861 | StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
842 | m_rotationOffset = value; | 862 | m_rotationOffset = value; |
843 | 863 | ||
844 | PhysicsActor actor = PhysActor; | 864 | PhysicsActor actor = PhysActor; |
@@ -922,7 +942,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
922 | /// <summary></summary> | 942 | /// <summary></summary> |
923 | public Vector3 Acceleration | 943 | public Vector3 Acceleration |
924 | { | 944 | { |
925 | get { return m_acceleration; } | 945 | get |
946 | { | ||
947 | PhysicsActor actor = PhysActor; | ||
948 | if (actor != null) | ||
949 | { | ||
950 | m_acceleration = actor.Acceleration; | ||
951 | } | ||
952 | return m_acceleration; | ||
953 | } | ||
954 | |||
926 | set { m_acceleration = value; } | 955 | set { m_acceleration = value; } |
927 | } | 956 | } |
928 | 957 | ||
@@ -1013,7 +1042,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1013 | get { return m_shape.Scale; } | 1042 | get { return m_shape.Scale; } |
1014 | set | 1043 | set |
1015 | { | 1044 | { |
1016 | StoreUndoState(); | 1045 | StoreUndoState(UndoType.STATE_PRIM_SCALE); |
1017 | if (m_shape != null) | 1046 | if (m_shape != null) |
1018 | { | 1047 | { |
1019 | m_shape.Scale = value; | 1048 | m_shape.Scale = value; |
@@ -1079,11 +1108,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1079 | 1108 | ||
1080 | public Vector3 AbsolutePosition | 1109 | public Vector3 AbsolutePosition |
1081 | { | 1110 | { |
1082 | get { | 1111 | get |
1083 | if (IsAttachment) | 1112 | { |
1084 | return GroupPosition; | 1113 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1085 | 1114 | } | |
1086 | return m_offsetPosition + m_groupPosition; } | ||
1087 | } | 1115 | } |
1088 | 1116 | ||
1089 | public SceneObjectGroup ParentGroup | 1117 | public SceneObjectGroup ParentGroup |
@@ -1242,6 +1270,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1242 | _flags = value; | 1270 | _flags = value; |
1243 | } | 1271 | } |
1244 | } | 1272 | } |
1273 | |||
1274 | [XmlIgnore] | ||
1275 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1276 | { | ||
1277 | get { return m_occupied; } | ||
1278 | set { m_occupied = value; } | ||
1279 | } | ||
1245 | 1280 | ||
1246 | 1281 | ||
1247 | public UUID SitTargetAvatar | 1282 | public UUID SitTargetAvatar |
@@ -1317,14 +1352,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1317 | } | 1352 | } |
1318 | } | 1353 | } |
1319 | 1354 | ||
1320 | /// <summary> | ||
1321 | /// Clear all pending updates of parts to clients | ||
1322 | /// </summary> | ||
1323 | private void ClearUpdateSchedule() | ||
1324 | { | ||
1325 | m_updateFlag = 0; | ||
1326 | } | ||
1327 | |||
1328 | private void SendObjectPropertiesToClient(UUID AgentID) | 1355 | private void SendObjectPropertiesToClient(UUID AgentID) |
1329 | { | 1356 | { |
1330 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 1357 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
@@ -1575,14 +1602,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1575 | // or flexible | 1602 | // or flexible |
1576 | if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) | 1603 | if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) |
1577 | { | 1604 | { |
1578 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( | 1605 | try |
1579 | string.Format("{0}/{1}", Name, UUID), | 1606 | { |
1580 | Shape, | 1607 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
1581 | AbsolutePosition, | 1608 | string.Format("{0}/{1}", Name, UUID), |
1582 | Scale, | 1609 | Shape, |
1583 | RotationOffset, | 1610 | AbsolutePosition, |
1584 | RigidBody); | 1611 | Scale, |
1585 | 1612 | RotationOffset, | |
1613 | RigidBody); | ||
1614 | PhysActor.SetMaterial(Material); | ||
1615 | } | ||
1616 | catch | ||
1617 | { | ||
1618 | m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); | ||
1619 | PhysActor = null; | ||
1620 | } | ||
1586 | // Basic Physics returns null.. joy joy joy. | 1621 | // Basic Physics returns null.. joy joy joy. |
1587 | if (PhysActor != null) | 1622 | if (PhysActor != null) |
1588 | { | 1623 | { |
@@ -1610,7 +1645,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1610 | { | 1645 | { |
1611 | m_redo.Clear(); | 1646 | m_redo.Clear(); |
1612 | } | 1647 | } |
1613 | StoreUndoState(); | 1648 | StoreUndoState(UndoType.STATE_ALL); |
1614 | } | 1649 | } |
1615 | 1650 | ||
1616 | public byte ConvertScriptUintToByte(uint indata) | 1651 | public byte ConvertScriptUintToByte(uint indata) |
@@ -1679,6 +1714,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1679 | 1714 | ||
1680 | // Move afterwards ResetIDs as it clears the localID | 1715 | // Move afterwards ResetIDs as it clears the localID |
1681 | dupe.LocalId = localID; | 1716 | dupe.LocalId = localID; |
1717 | if(dupe.PhysActor != null) | ||
1718 | dupe.PhysActor.LocalID = localID; | ||
1719 | |||
1682 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1720 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1683 | dupe._lastOwnerID = OwnerID; | 1721 | dupe._lastOwnerID = OwnerID; |
1684 | 1722 | ||
@@ -1722,7 +1760,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1722 | PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); | 1760 | PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); |
1723 | part.Shape = shape; | 1761 | part.Shape = shape; |
1724 | 1762 | ||
1725 | part.Name = "Primitive"; | 1763 | part.Name = "Object"; |
1726 | part._ownerID = UUID.Random(); | 1764 | part._ownerID = UUID.Random(); |
1727 | 1765 | ||
1728 | return part; | 1766 | return part; |
@@ -2083,12 +2121,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2083 | public Vector3 GetWorldPosition() | 2121 | public Vector3 GetWorldPosition() |
2084 | { | 2122 | { |
2085 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | 2123 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; |
2086 | |||
2087 | Vector3 axPos = OffsetPosition; | 2124 | Vector3 axPos = OffsetPosition; |
2088 | |||
2089 | axPos *= parentRot; | 2125 | axPos *= parentRot; |
2090 | Vector3 translationOffsetPosition = axPos; | 2126 | Vector3 translationOffsetPosition = axPos; |
2091 | return GroupPosition + translationOffsetPosition; | 2127 | if(_parentID == 0) |
2128 | { | ||
2129 | return GroupPosition; | ||
2130 | } | ||
2131 | else | ||
2132 | { | ||
2133 | return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position | ||
2134 | } | ||
2092 | } | 2135 | } |
2093 | 2136 | ||
2094 | /// <summary> | 2137 | /// <summary> |
@@ -2745,17 +2788,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2745 | //Trys to fetch sound id from prim's inventory. | 2788 | //Trys to fetch sound id from prim's inventory. |
2746 | //Prim's inventory doesn't support non script items yet | 2789 | //Prim's inventory doesn't support non script items yet |
2747 | 2790 | ||
2748 | lock (TaskInventory) | 2791 | TaskInventory.LockItemsForRead(true); |
2792 | |||
2793 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2749 | { | 2794 | { |
2750 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2795 | if (item.Value.Name == sound) |
2751 | { | 2796 | { |
2752 | if (item.Value.Name == sound) | 2797 | soundID = item.Value.ItemID; |
2753 | { | 2798 | break; |
2754 | soundID = item.Value.ItemID; | ||
2755 | break; | ||
2756 | } | ||
2757 | } | 2799 | } |
2758 | } | 2800 | } |
2801 | |||
2802 | TaskInventory.LockItemsForRead(false); | ||
2759 | } | 2803 | } |
2760 | 2804 | ||
2761 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) | 2805 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) |
@@ -2815,7 +2859,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2815 | /// <param name="scale"></param> | 2859 | /// <param name="scale"></param> |
2816 | public void Resize(Vector3 scale) | 2860 | public void Resize(Vector3 scale) |
2817 | { | 2861 | { |
2818 | StoreUndoState(); | 2862 | StoreUndoState(UndoType.STATE_PRIM_SCALE); |
2819 | m_shape.Scale = scale; | 2863 | m_shape.Scale = scale; |
2820 | 2864 | ||
2821 | ParentGroup.HasGroupChanged = true; | 2865 | ParentGroup.HasGroupChanged = true; |
@@ -2824,38 +2868,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2824 | 2868 | ||
2825 | public void RotLookAt(Quaternion target, float strength, float damping) | 2869 | public void RotLookAt(Quaternion target, float strength, float damping) |
2826 | { | 2870 | { |
2827 | rotLookAt(target, strength, damping); | 2871 | m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. |
2828 | } | ||
2829 | |||
2830 | public void rotLookAt(Quaternion target, float strength, float damping) | ||
2831 | { | ||
2832 | if (IsAttachment) | ||
2833 | { | ||
2834 | /* | ||
2835 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
2836 | if (avatar != null) | ||
2837 | { | ||
2838 | Rotate the Av? | ||
2839 | } */ | ||
2840 | } | ||
2841 | else | ||
2842 | { | ||
2843 | APIDDamp = damping; | ||
2844 | APIDStrength = strength; | ||
2845 | APIDTarget = target; | ||
2846 | } | ||
2847 | } | ||
2848 | |||
2849 | public void startLookAt(Quaternion rot, float damp, float strength) | ||
2850 | { | ||
2851 | APIDDamp = damp; | ||
2852 | APIDStrength = strength; | ||
2853 | APIDTarget = rot; | ||
2854 | } | ||
2855 | |||
2856 | public void stopLookAt() | ||
2857 | { | ||
2858 | APIDTarget = Quaternion.Identity; | ||
2859 | } | 2872 | } |
2860 | 2873 | ||
2861 | /// <summary> | 2874 | /// <summary> |
@@ -2867,7 +2880,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2867 | 2880 | ||
2868 | if (m_parentGroup != null) | 2881 | if (m_parentGroup != null) |
2869 | { | 2882 | { |
2870 | m_parentGroup.QueueForUpdateCheck(); | 2883 | if (!m_parentGroup.areUpdatesSuspended) |
2884 | { | ||
2885 | m_parentGroup.QueueForUpdateCheck(); | ||
2886 | } | ||
2871 | } | 2887 | } |
2872 | 2888 | ||
2873 | int timeNow = Util.UnixTimeSinceEpoch(); | 2889 | int timeNow = Util.UnixTimeSinceEpoch(); |
@@ -3084,8 +3100,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3084 | { | 3100 | { |
3085 | const float ROTATION_TOLERANCE = 0.01f; | 3101 | const float ROTATION_TOLERANCE = 0.01f; |
3086 | const float VELOCITY_TOLERANCE = 0.001f; | 3102 | const float VELOCITY_TOLERANCE = 0.001f; |
3087 | const float POSITION_TOLERANCE = 0.05f; | 3103 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
3088 | const int TIME_MS_TOLERANCE = 3000; | 3104 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
3089 | 3105 | ||
3090 | if (m_updateFlag == 1) | 3106 | if (m_updateFlag == 1) |
3091 | { | 3107 | { |
@@ -3099,7 +3115,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3099 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3115 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
3100 | { | 3116 | { |
3101 | AddTerseUpdateToAllAvatars(); | 3117 | AddTerseUpdateToAllAvatars(); |
3102 | ClearUpdateSchedule(); | 3118 | |
3103 | 3119 | ||
3104 | // This causes the Scene to 'poll' physical objects every couple of frames | 3120 | // This causes the Scene to 'poll' physical objects every couple of frames |
3105 | // bad, so it's been replaced by an event driven method. | 3121 | // bad, so it's been replaced by an event driven method. |
@@ -3117,16 +3133,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3117 | m_lastAngularVelocity = AngularVelocity; | 3133 | m_lastAngularVelocity = AngularVelocity; |
3118 | m_lastTerseSent = Environment.TickCount; | 3134 | m_lastTerseSent = Environment.TickCount; |
3119 | } | 3135 | } |
3136 | //Moved this outside of the if clause so updates don't get blocked.. *sigh* | ||
3137 | m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams* | ||
3120 | } | 3138 | } |
3121 | else | 3139 | else |
3122 | { | 3140 | { |
3123 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes | 3141 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes |
3124 | { | 3142 | { |
3125 | AddFullUpdateToAllAvatars(); | 3143 | AddFullUpdateToAllAvatars(); |
3126 | ClearUpdateSchedule(); | 3144 | m_updateFlag = 0; //Same here |
3127 | } | 3145 | } |
3128 | } | 3146 | } |
3129 | ClearUpdateSchedule(); | 3147 | m_updateFlag = 0; |
3130 | } | 3148 | } |
3131 | 3149 | ||
3132 | /// <summary> | 3150 | /// <summary> |
@@ -3154,17 +3172,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3154 | if (!UUID.TryParse(sound, out soundID)) | 3172 | if (!UUID.TryParse(sound, out soundID)) |
3155 | { | 3173 | { |
3156 | // search sound file from inventory | 3174 | // search sound file from inventory |
3157 | lock (TaskInventory) | 3175 | TaskInventory.LockItemsForRead(true); |
3176 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
3158 | { | 3177 | { |
3159 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3178 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
3160 | { | 3179 | { |
3161 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3180 | soundID = item.Value.ItemID; |
3162 | { | 3181 | break; |
3163 | soundID = item.Value.ItemID; | ||
3164 | break; | ||
3165 | } | ||
3166 | } | 3182 | } |
3167 | } | 3183 | } |
3184 | TaskInventory.LockItemsForRead(false); | ||
3168 | } | 3185 | } |
3169 | 3186 | ||
3170 | if (soundID == UUID.Zero) | 3187 | if (soundID == UUID.Zero) |
@@ -3594,7 +3611,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3594 | 3611 | ||
3595 | public void StopLookAt() | 3612 | public void StopLookAt() |
3596 | { | 3613 | { |
3597 | m_parentGroup.stopLookAt(); | 3614 | m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup. |
3598 | 3615 | ||
3599 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3616 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3600 | } | 3617 | } |
@@ -3621,10 +3638,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3621 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3638 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3622 | //m_parentGroup.ScheduleGroupForFullUpdate(); | 3639 | //m_parentGroup.ScheduleGroupForFullUpdate(); |
3623 | } | 3640 | } |
3624 | 3641 | public void StoreUndoState(UndoType type) | |
3625 | public void StoreUndoState() | ||
3626 | { | 3642 | { |
3627 | if (!Undoing) | 3643 | if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing)) |
3628 | { | 3644 | { |
3629 | if (!IgnoreUndoUpdate) | 3645 | if (!IgnoreUndoUpdate) |
3630 | { | 3646 | { |
@@ -3635,17 +3651,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3635 | if (m_undo.Count > 0) | 3651 | if (m_undo.Count > 0) |
3636 | { | 3652 | { |
3637 | UndoState last = m_undo.Peek(); | 3653 | UndoState last = m_undo.Peek(); |
3638 | if (last != null) | 3654 | |
3639 | { | ||
3640 | if (last.Compare(this)) | ||
3641 | return; | ||
3642 | } | ||
3643 | } | 3655 | } |
3644 | 3656 | ||
3645 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 3657 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
3646 | { | 3658 | { |
3647 | UndoState nUndo = new UndoState(this); | 3659 | UndoState lastUndo = m_undo.Peek(); |
3648 | 3660 | ||
3661 | UndoState nUndo = new UndoState(this, type); | ||
3662 | |||
3663 | if (lastUndo != null) | ||
3664 | { | ||
3665 | TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated); | ||
3666 | if (ts.TotalMilliseconds < 500) | ||
3667 | { | ||
3668 | //Delete the last entry since it was less than 500 milliseconds ago | ||
3669 | nUndo.Merge(lastUndo); | ||
3670 | m_undo.Pop(); | ||
3671 | } | ||
3672 | } | ||
3649 | m_undo.Push(nUndo); | 3673 | m_undo.Push(nUndo); |
3650 | } | 3674 | } |
3651 | 3675 | ||
@@ -4122,11 +4146,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
4122 | if (m_undo.Count > 0) | 4146 | if (m_undo.Count > 0) |
4123 | { | 4147 | { |
4124 | UndoState nUndo = null; | 4148 | UndoState nUndo = null; |
4149 | UndoState goback = m_undo.Pop(); | ||
4125 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 4150 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
4126 | { | 4151 | { |
4127 | nUndo = new UndoState(this); | 4152 | nUndo = new UndoState(this, goback.Type); |
4128 | } | 4153 | } |
4129 | UndoState goback = m_undo.Pop(); | 4154 | |
4155 | |||
4130 | if (goback != null) | 4156 | if (goback != null) |
4131 | { | 4157 | { |
4132 | goback.PlaybackState(this); | 4158 | goback.PlaybackState(this); |
@@ -4141,13 +4167,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
4141 | { | 4167 | { |
4142 | lock (m_redo) | 4168 | lock (m_redo) |
4143 | { | 4169 | { |
4170 | UndoState gofwd = m_redo.Pop(); | ||
4144 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 4171 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
4145 | { | 4172 | { |
4146 | UndoState nUndo = new UndoState(this); | 4173 | UndoState nUndo = new UndoState(this, gofwd.Type); |
4147 | 4174 | ||
4148 | m_undo.Push(nUndo); | 4175 | m_undo.Push(nUndo); |
4149 | } | 4176 | } |
4150 | UndoState gofwd = m_redo.Pop(); | ||
4151 | if (gofwd != null) | 4177 | if (gofwd != null) |
4152 | gofwd.PlayfwdState(this); | 4178 | gofwd.PlayfwdState(this); |
4153 | } | 4179 | } |
@@ -4411,6 +4437,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4411 | Scale, | 4437 | Scale, |
4412 | RotationOffset, | 4438 | RotationOffset, |
4413 | UsePhysics); | 4439 | UsePhysics); |
4440 | PhysActor.SetMaterial(Material); | ||
4414 | 4441 | ||
4415 | pa = PhysActor; | 4442 | pa = PhysActor; |
4416 | if (pa != null) | 4443 | if (pa != null) |
@@ -4596,8 +4623,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4596 | { | 4623 | { |
4597 | m_shape.TextureEntry = textureEntry; | 4624 | m_shape.TextureEntry = textureEntry; |
4598 | TriggerScriptChangedEvent(Changed.TEXTURE); | 4625 | TriggerScriptChangedEvent(Changed.TEXTURE); |
4599 | 4626 | m_updateFlag = 1; | |
4600 | ParentGroup.HasGroupChanged = true; | 4627 | ParentGroup.HasGroupChanged = true; |
4628 | |||
4601 | //This is madness.. | 4629 | //This is madness.. |
4602 | //ParentGroup.ScheduleGroupForFullUpdate(); | 4630 | //ParentGroup.ScheduleGroupForFullUpdate(); |
4603 | //This is sparta | 4631 | //This is sparta |
@@ -4830,5 +4858,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4830 | Color color = Color; | 4858 | Color color = Color; |
4831 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4859 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4832 | } | 4860 | } |
4861 | |||
4862 | public void ResetOwnerChangeFlag() | ||
4863 | { | ||
4864 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4865 | |||
4866 | foreach (UUID itemID in inv) | ||
4867 | { | ||
4868 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4869 | item.OwnerChanged = false; | ||
4870 | Inventory.UpdateInventoryItem(item, false, false); | ||
4871 | } | ||
4872 | } | ||
4833 | } | 4873 | } |
4834 | } | 4874 | } |