From 27fae36a21ff39e9bd413a3f4a4bb544f40bb4e1 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 16 Jul 2011 02:53:36 +0100
Subject: remove the need to supply SceneObjectGroup.GroupResize() with a
localId.
This is utterly pointless scene we already know which sog we're dealing with.
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 +-
.../Region/Framework/Scenes/SceneObjectGroup.cs | 261 +++++++++++----------
.../Scenes/Tests/SceneObjectResizeTests.cs | 2 +-
3 files changed, 133 insertions(+), 132 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 7ec7ea3..0e5ffc0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1234,7 +1234,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{
- group.GroupResize(scale, localID);
+ group.GroupResize(scale);
}
}
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 34e44e5..f7ef0b4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2658,164 +2658,165 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- public void GroupResize(Vector3 scale, uint localID)
+ ///
+ /// Resize the entire group of prims.
+ ///
+ ///
+ public void GroupResize(Vector3 scale)
{
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
// m_log.DebugFormat(
-// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, localID, part.Scale, scale);
+// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, localID, RootPart.Scale, scale);
+
+ RootPart.IgnoreUndoUpdate = true;
- part.IgnoreUndoUpdate = true;
+ if (scale.X > m_scene.m_maxNonphys)
+ scale.X = m_scene.m_maxNonphys;
+ if (scale.Y > m_scene.m_maxNonphys)
+ scale.Y = m_scene.m_maxNonphys;
+ if (scale.Z > m_scene.m_maxNonphys)
+ scale.Z = m_scene.m_maxNonphys;
- if (scale.X > m_scene.m_maxNonphys)
- scale.X = m_scene.m_maxNonphys;
- if (scale.Y > m_scene.m_maxNonphys)
- scale.Y = m_scene.m_maxNonphys;
- if (scale.Z > m_scene.m_maxNonphys)
- scale.Z = m_scene.m_maxNonphys;
+ if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
+ {
+ if (scale.X > m_scene.m_maxPhys)
+ scale.X = m_scene.m_maxPhys;
+ if (scale.Y > m_scene.m_maxPhys)
+ scale.Y = m_scene.m_maxPhys;
+ if (scale.Z > m_scene.m_maxPhys)
+ scale.Z = m_scene.m_maxPhys;
+ }
- if (part.PhysActor != null && part.PhysActor.IsPhysical)
- {
- if (scale.X > m_scene.m_maxPhys)
- scale.X = m_scene.m_maxPhys;
- if (scale.Y > m_scene.m_maxPhys)
- scale.Y = m_scene.m_maxPhys;
- if (scale.Z > m_scene.m_maxPhys)
- scale.Z = m_scene.m_maxPhys;
- }
- float x = (scale.X / part.Scale.X);
- float y = (scale.Y / part.Scale.Y);
- float z = (scale.Z / part.Scale.Z);
+ float x = (scale.X / RootPart.Scale.X);
+ float y = (scale.Y / RootPart.Scale.Y);
+ float z = (scale.Z / RootPart.Scale.Z);
- SceneObjectPart[] parts;
- if (x > 1.0f || y > 1.0f || z > 1.0f)
+ SceneObjectPart[] parts;
+ if (x > 1.0f || y > 1.0f || z > 1.0f)
+ {
+ parts = m_parts.GetArray();
+ for (int i = 0; i < parts.Length; i++)
{
- parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
+ SceneObjectPart obPart = parts[i];
+ if (obPart.UUID != m_rootPart.UUID)
{
- SceneObjectPart obPart = parts[i];
- if (obPart.UUID != m_rootPart.UUID)
- {
- obPart.IgnoreUndoUpdate = true;
- Vector3 oldSize = new Vector3(obPart.Scale);
+ obPart.IgnoreUndoUpdate = true;
+ Vector3 oldSize = new Vector3(obPart.Scale);
- float f = 1.0f;
- float a = 1.0f;
+ float f = 1.0f;
+ float a = 1.0f;
- if (part.PhysActor != null && part.PhysActor.IsPhysical)
+ if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
+ {
+ if (oldSize.X * x > m_scene.m_maxPhys)
{
- if (oldSize.X * x > m_scene.m_maxPhys)
- {
- f = m_scene.m_maxPhys / oldSize.X;
- a = f / x;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Y * y > m_scene.m_maxPhys)
- {
- f = m_scene.m_maxPhys / oldSize.Y;
- a = f / y;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Z * z > m_scene.m_maxPhys)
- {
- f = m_scene.m_maxPhys / oldSize.Z;
- a = f / z;
- x *= a;
- y *= a;
- z *= a;
- }
+ f = m_scene.m_maxPhys / oldSize.X;
+ a = f / x;
+ x *= a;
+ y *= a;
+ z *= a;
}
- else
+ if (oldSize.Y * y > m_scene.m_maxPhys)
{
- if (oldSize.X * x > m_scene.m_maxNonphys)
- {
- f = m_scene.m_maxNonphys / oldSize.X;
- a = f / x;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Y * y > m_scene.m_maxNonphys)
- {
- f = m_scene.m_maxNonphys / oldSize.Y;
- a = f / y;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Z * z > m_scene.m_maxNonphys)
- {
- f = m_scene.m_maxNonphys / oldSize.Z;
- a = f / z;
- x *= a;
- y *= a;
- z *= a;
- }
+ f = m_scene.m_maxPhys / oldSize.Y;
+ a = f / y;
+ x *= a;
+ y *= a;
+ z *= a;
+ }
+ if (oldSize.Z * z > m_scene.m_maxPhys)
+ {
+ f = m_scene.m_maxPhys / oldSize.Z;
+ a = f / z;
+ x *= a;
+ y *= a;
+ z *= a;
+ }
+ }
+ else
+ {
+ if (oldSize.X * x > m_scene.m_maxNonphys)
+ {
+ f = m_scene.m_maxNonphys / oldSize.X;
+ a = f / x;
+ x *= a;
+ y *= a;
+ z *= a;
+ }
+ if (oldSize.Y * y > m_scene.m_maxNonphys)
+ {
+ f = m_scene.m_maxNonphys / oldSize.Y;
+ a = f / y;
+ x *= a;
+ y *= a;
+ z *= a;
+ }
+ if (oldSize.Z * z > m_scene.m_maxNonphys)
+ {
+ f = m_scene.m_maxNonphys / oldSize.Z;
+ a = f / z;
+ x *= a;
+ y *= a;
+ z *= a;
}
- obPart.IgnoreUndoUpdate = false;
- obPart.StoreUndoState();
}
+ obPart.IgnoreUndoUpdate = false;
+ obPart.StoreUndoState();
}
}
+ }
- Vector3 prevScale = part.Scale;
- prevScale.X *= x;
- prevScale.Y *= y;
- prevScale.Z *= z;
- part.Resize(prevScale);
+ Vector3 prevScale = RootPart.Scale;
+ prevScale.X *= x;
+ prevScale.Y *= y;
+ prevScale.Z *= z;
+ RootPart.Resize(prevScale);
- parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
+ parts = m_parts.GetArray();
+ for (int i = 0; i < parts.Length; i++)
+ {
+ SceneObjectPart obPart = parts[i];
+ obPart.IgnoreUndoUpdate = true;
+ if (obPart.UUID != m_rootPart.UUID)
{
- SceneObjectPart obPart = parts[i];
- obPart.IgnoreUndoUpdate = true;
- if (obPart.UUID != m_rootPart.UUID)
+ Vector3 currentpos = new Vector3(obPart.OffsetPosition);
+ currentpos.X *= x;
+ currentpos.Y *= y;
+ currentpos.Z *= z;
+ Vector3 newSize = new Vector3(obPart.Scale);
+ newSize.X *= x;
+ newSize.Y *= y;
+ newSize.Z *= z;
+ obPart.Resize(newSize);
+ obPart.UpdateOffSet(currentpos);
+
+ if (obPart.PhysActor != null)
{
- Vector3 currentpos = new Vector3(obPart.OffsetPosition);
- currentpos.X *= x;
- currentpos.Y *= y;
- currentpos.Z *= z;
- Vector3 newSize = new Vector3(obPart.Scale);
- newSize.X *= x;
- newSize.Y *= y;
- newSize.Z *= z;
- obPart.Resize(newSize);
- obPart.UpdateOffSet(currentpos);
-
- if (obPart.PhysActor != null)
- {
- obPart.PhysActor.Size = newSize;
+ obPart.PhysActor.Size = newSize;
- // If we're a sculpt wait for the trigger when the sculpt texture is retrieved.
- if (((OpenMetaverse.SculptType)obPart.Shape.SculptType) != SculptType.Mesh)
- m_scene.PhysicsScene.AddPhysicsActorTaint(obPart.PhysActor);
- }
+ // If we're a sculpt wait for the trigger when the sculpt texture is retrieved.
+ if (((OpenMetaverse.SculptType)obPart.Shape.SculptType) != SculptType.Mesh)
+ m_scene.PhysicsScene.AddPhysicsActorTaint(obPart.PhysActor);
}
-
- obPart.IgnoreUndoUpdate = false;
- obPart.StoreUndoState();
}
- if (part.PhysActor != null)
- {
- part.PhysActor.Size = prevScale;
+ obPart.IgnoreUndoUpdate = false;
+ obPart.StoreUndoState();
+ }
- // If we're a sculpt wait for the trigger when the sculpt texture is retrieved.
- if (((OpenMetaverse.SculptType)part.Shape.SculptType) != SculptType.Mesh)
- m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
- }
+ if (RootPart.PhysActor != null)
+ {
+ RootPart.PhysActor.Size = prevScale;
- part.IgnoreUndoUpdate = false;
- part.StoreUndoState();
- HasGroupChanged = true;
- m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
- ScheduleGroupForTerseUpdate();
+ // If we're a sculpt wait for the trigger when the sculpt texture is retrieved.
+ if (((OpenMetaverse.SculptType)RootPart.Shape.SculptType) != SculptType.Mesh)
+ m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
}
+
+ RootPart.IgnoreUndoUpdate = false;
+ RootPart.StoreUndoState();
+ HasGroupChanged = true;
+ RootPart.TriggerScriptChangedEvent(Changed.SCALE);
+ ScheduleGroupForTerseUpdate();
}
#endregion
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index 3865329..627f294 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Scene scene = SceneSetupHelpers.SetupScene();
SceneObjectGroup g1 = SceneSetupHelpers.AddSceneObject(scene).ParentGroup;
- g1.GroupResize(new Vector3(2, 3, 4), g1.LocalId);
+ g1.GroupResize(new Vector3(2, 3, 4));
SceneObjectGroup g1Post = scene.GetSceneObjectGroup(g1.UUID);
--
cgit v1.1