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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs133
1 files changed, 60 insertions, 73 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 46eadee..4b2641c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -274,6 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 274 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
275 private Vector3 m_sitTargetPosition; 275 private Vector3 m_sitTargetPosition;
276 private string m_sitAnimation = "SIT"; 276 private string m_sitAnimation = "SIT";
277 private bool m_occupied; // KF if any av is sitting on this prim
277 private string m_text = String.Empty; 278 private string m_text = String.Empty;
278 private string m_touchName = String.Empty; 279 private string m_touchName = String.Empty;
279 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 280 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -452,12 +453,16 @@ namespace OpenSim.Region.Framework.Scenes
452 } 453 }
453 454
454 /// <value> 455 /// <value>
455 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 456 /// Get the inventory list
456 /// </value> 457 /// </value>
457 public TaskInventoryDictionary TaskInventory 458 public TaskInventoryDictionary TaskInventory
458 { 459 {
459 get { return m_inventory.Items; } 460 get {
460 set { m_inventory.Items = value; } 461 return m_inventory.Items;
462 }
463 set {
464 m_inventory.Items = value;
465 }
461 } 466 }
462 467
463 public uint ObjectFlags 468 public uint ObjectFlags
@@ -586,14 +591,12 @@ namespace OpenSim.Region.Framework.Scenes
586 set { m_LoopSoundSlavePrims = value; } 591 set { m_LoopSoundSlavePrims = value; }
587 } 592 }
588 593
589 [XmlIgnore]
590 public Byte[] TextureAnimation 594 public Byte[] TextureAnimation
591 { 595 {
592 get { return m_TextureAnimation; } 596 get { return m_TextureAnimation; }
593 set { m_TextureAnimation = value; } 597 set { m_TextureAnimation = value; }
594 } 598 }
595 599
596 [XmlIgnore]
597 public Byte[] ParticleSystem 600 public Byte[] ParticleSystem
598 { 601 {
599 get { return m_particleSystem; } 602 get { return m_particleSystem; }
@@ -647,7 +650,6 @@ namespace OpenSim.Region.Framework.Scenes
647 set 650 set
648 { 651 {
649 m_groupPosition = value; 652 m_groupPosition = value;
650
651 PhysicsActor actor = PhysActor; 653 PhysicsActor actor = PhysActor;
652 if (actor != null) 654 if (actor != null)
653 { 655 {
@@ -816,7 +818,16 @@ namespace OpenSim.Region.Framework.Scenes
816 /// <summary></summary> 818 /// <summary></summary>
817 public Vector3 Acceleration 819 public Vector3 Acceleration
818 { 820 {
819 get { return m_acceleration; } 821 get
822 {
823 PhysicsActor actor = PhysActor;
824 if (actor != null)
825 {
826 m_acceleration = actor.Acceleration;
827 }
828 return m_acceleration;
829 }
830
820 set { m_acceleration = value; } 831 set { m_acceleration = value; }
821 } 832 }
822 833
@@ -960,7 +971,8 @@ namespace OpenSim.Region.Framework.Scenes
960 if (IsAttachment) 971 if (IsAttachment)
961 return GroupPosition; 972 return GroupPosition;
962 973
963 return m_offsetPosition + m_groupPosition; } 974// return m_offsetPosition + m_groupPosition; }
975 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
964 } 976 }
965 977
966 public SceneObjectGroup ParentGroup 978 public SceneObjectGroup ParentGroup
@@ -1112,6 +1124,13 @@ namespace OpenSim.Region.Framework.Scenes
1112 get { return _flags; } 1124 get { return _flags; }
1113 set { _flags = value; } 1125 set { _flags = value; }
1114 } 1126 }
1127
1128 [XmlIgnore]
1129 public bool IsOccupied // KF If an av is sittingon this prim
1130 {
1131 get { return m_occupied; }
1132 set { m_occupied = value; }
1133 }
1115 1134
1116 [XmlIgnore] 1135 [XmlIgnore]
1117 public UUID SitTargetAvatar 1136 public UUID SitTargetAvatar
@@ -1187,14 +1206,6 @@ namespace OpenSim.Region.Framework.Scenes
1187 } 1206 }
1188 } 1207 }
1189 1208
1190 /// <summary>
1191 /// Clear all pending updates of parts to clients
1192 /// </summary>
1193 private void ClearUpdateSchedule()
1194 {
1195 m_updateFlag = 0;
1196 }
1197
1198 private void SendObjectPropertiesToClient(UUID AgentID) 1209 private void SendObjectPropertiesToClient(UUID AgentID)
1199 { 1210 {
1200 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1211 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1934,12 +1945,17 @@ namespace OpenSim.Region.Framework.Scenes
1934 public Vector3 GetWorldPosition() 1945 public Vector3 GetWorldPosition()
1935 { 1946 {
1936 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1947 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1937
1938 Vector3 axPos = OffsetPosition; 1948 Vector3 axPos = OffsetPosition;
1939
1940 axPos *= parentRot; 1949 axPos *= parentRot;
1941 Vector3 translationOffsetPosition = axPos; 1950 Vector3 translationOffsetPosition = axPos;
1942 return GroupPosition + translationOffsetPosition; 1951 if(_parentID == 0)
1952 {
1953 return GroupPosition;
1954 }
1955 else
1956 {
1957 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1958 }
1943 } 1959 }
1944 1960
1945 /// <summary> 1961 /// <summary>
@@ -1950,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes
1950 { 1966 {
1951 Quaternion newRot; 1967 Quaternion newRot;
1952 1968
1953 if (this.LinkNum == 0) 1969 if (this.LinkNum < 2) //KF Single or root prim
1954 { 1970 {
1955 newRot = RotationOffset; 1971 newRot = RotationOffset;
1956 } 1972 }
@@ -2596,17 +2612,18 @@ namespace OpenSim.Region.Framework.Scenes
2596 //Trys to fetch sound id from prim's inventory. 2612 //Trys to fetch sound id from prim's inventory.
2597 //Prim's inventory doesn't support non script items yet 2613 //Prim's inventory doesn't support non script items yet
2598 2614
2599 lock (TaskInventory) 2615 TaskInventory.LockItemsForRead(true);
2616
2617 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2600 { 2618 {
2601 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2619 if (item.Value.Name == sound)
2602 { 2620 {
2603 if (item.Value.Name == sound) 2621 soundID = item.Value.ItemID;
2604 { 2622 break;
2605 soundID = item.Value.ItemID;
2606 break;
2607 }
2608 } 2623 }
2609 } 2624 }
2625
2626 TaskInventory.LockItemsForRead(false);
2610 } 2627 }
2611 2628
2612 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2629 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2675,38 +2692,7 @@ namespace OpenSim.Region.Framework.Scenes
2675 2692
2676 public void RotLookAt(Quaternion target, float strength, float damping) 2693 public void RotLookAt(Quaternion target, float strength, float damping)
2677 { 2694 {
2678 rotLookAt(target, strength, damping); 2695 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2679 }
2680
2681 public void rotLookAt(Quaternion target, float strength, float damping)
2682 {
2683 if (IsAttachment)
2684 {
2685 /*
2686 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2687 if (avatar != null)
2688 {
2689 Rotate the Av?
2690 } */
2691 }
2692 else
2693 {
2694 APIDDamp = damping;
2695 APIDStrength = strength;
2696 APIDTarget = target;
2697 }
2698 }
2699
2700 public void startLookAt(Quaternion rot, float damp, float strength)
2701 {
2702 APIDDamp = damp;
2703 APIDStrength = strength;
2704 APIDTarget = rot;
2705 }
2706
2707 public void stopLookAt()
2708 {
2709 APIDTarget = Quaternion.Identity;
2710 } 2696 }
2711 2697
2712 /// <summary> 2698 /// <summary>
@@ -2939,8 +2925,8 @@ namespace OpenSim.Region.Framework.Scenes
2939 { 2925 {
2940 const float ROTATION_TOLERANCE = 0.01f; 2926 const float ROTATION_TOLERANCE = 0.01f;
2941 const float VELOCITY_TOLERANCE = 0.001f; 2927 const float VELOCITY_TOLERANCE = 0.001f;
2942 const float POSITION_TOLERANCE = 0.05f; 2928 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2943 const int TIME_MS_TOLERANCE = 3000; 2929 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2944 2930
2945 if (m_updateFlag == 1) 2931 if (m_updateFlag == 1)
2946 { 2932 {
@@ -2954,7 +2940,7 @@ namespace OpenSim.Region.Framework.Scenes
2954 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2940 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2955 { 2941 {
2956 AddTerseUpdateToAllAvatars(); 2942 AddTerseUpdateToAllAvatars();
2957 ClearUpdateSchedule(); 2943
2958 2944
2959 // This causes the Scene to 'poll' physical objects every couple of frames 2945 // This causes the Scene to 'poll' physical objects every couple of frames
2960 // bad, so it's been replaced by an event driven method. 2946 // bad, so it's been replaced by an event driven method.
@@ -2972,16 +2958,18 @@ namespace OpenSim.Region.Framework.Scenes
2972 m_lastAngularVelocity = AngularVelocity; 2958 m_lastAngularVelocity = AngularVelocity;
2973 m_lastTerseSent = Environment.TickCount; 2959 m_lastTerseSent = Environment.TickCount;
2974 } 2960 }
2961 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2962 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2975 } 2963 }
2976 else 2964 else
2977 { 2965 {
2978 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2966 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2979 { 2967 {
2980 AddFullUpdateToAllAvatars(); 2968 AddFullUpdateToAllAvatars();
2981 ClearUpdateSchedule(); 2969 m_updateFlag = 0; //Same here
2982 } 2970 }
2983 } 2971 }
2984 ClearUpdateSchedule(); 2972 m_updateFlag = 0;
2985 } 2973 }
2986 2974
2987 /// <summary> 2975 /// <summary>
@@ -3008,17 +2996,16 @@ namespace OpenSim.Region.Framework.Scenes
3008 if (!UUID.TryParse(sound, out soundID)) 2996 if (!UUID.TryParse(sound, out soundID))
3009 { 2997 {
3010 // search sound file from inventory 2998 // search sound file from inventory
3011 lock (TaskInventory) 2999 TaskInventory.LockItemsForRead(true);
3000 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3012 { 3001 {
3013 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3002 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3014 { 3003 {
3015 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3004 soundID = item.Value.ItemID;
3016 { 3005 break;
3017 soundID = item.Value.ItemID;
3018 break;
3019 }
3020 } 3006 }
3021 } 3007 }
3008 TaskInventory.LockItemsForRead(false);
3022 } 3009 }
3023 3010
3024 if (soundID == UUID.Zero) 3011 if (soundID == UUID.Zero)
@@ -3453,7 +3440,7 @@ namespace OpenSim.Region.Framework.Scenes
3453 3440
3454 public void StopLookAt() 3441 public void StopLookAt()
3455 { 3442 {
3456 m_parentGroup.stopLookAt(); 3443 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3457 3444
3458 m_parentGroup.ScheduleGroupForTerseUpdate(); 3445 m_parentGroup.ScheduleGroupForTerseUpdate();
3459 } 3446 }