Implement STATUS_BLOCK_GRAB_OBJECT in llSetStatus()/llGetStatus() and correct effect of STATUS_BLOCK_GRAB
As per http://wiki.secondlife.com/wiki/LlSetStatus Setting STATUS_BLOCK_GRAB_OBJECT prevents or allows move of a physical linkset by grab on any prim. Setting STATUS_BLOCK_GRAB prevents or allows move of a physical linkset by grab on a particular prim. Previously, setting STATUS_BLOCK_GRAB would prevent drag via all prims of the linkset.bullet-2.82
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1b75ec5647
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099212167b
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@ -1446,8 +1446,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.)
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{
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group.GrabMovement(offset, pos, remoteClient);
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group.GrabMovement(objectID, offset, pos, remoteClient);
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}
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// This is outside the above permissions condition
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// so that if the object is locked the client moving the object
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// get's it's position on the simulator even if it was the same as before
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@ -827,6 +827,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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public UUID FromFolderID { get; set; }
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/// <summary>
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/// If true then grabs are blocked no matter what the individual part BlockGrab setting.
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/// </summary>
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/// <value><c>true</c> if block grab override; otherwise, <c>false</c>.</value>
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public bool BlockGrabOverride { get; set; }
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/// <summary>
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/// IDs of all avatars sat on this scene object.
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/// </summary>
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@ -2610,20 +2616,26 @@ namespace OpenSim.Region.Framework.Scenes
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/// If object is physical, apply force to move it around
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/// If object is not physical, just put it at the resulting location
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/// </summary>
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/// <param name="partID">Part ID to check for grab</param>
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/// <param name="offset">Always seems to be 0,0,0, so ignoring</param>
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/// <param name="pos">New position. We do the math here to turn it into a force</param>
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/// <param name="remoteClient"></param>
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public void GrabMovement(Vector3 offset, Vector3 pos, IClientAPI remoteClient)
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public void GrabMovement(UUID partID, Vector3 offset, Vector3 pos, IClientAPI remoteClient)
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{
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if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
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{
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SceneObjectPart part = GetPart(partID);
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if (part == null)
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return;
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PhysicsActor pa = m_rootPart.PhysActor;
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if (pa != null)
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{
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if (pa.IsPhysical)
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{
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if (!m_rootPart.BlockGrab)
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if (!BlockGrabOverride && !part.BlockGrab)
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{
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Vector3 llmoveforce = pos - AbsolutePosition;
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Vector3 grabforce = llmoveforce;
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@ -186,7 +186,7 @@ namespace OpenSim.Region.Framework.Scenes
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public bool RETURN_AT_EDGE;
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public bool BlockGrab;
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public bool BlockGrab { get; set; }
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public bool StatusSandbox;
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@ -2079,22 +2079,6 @@ namespace OpenSim.Region.Framework.Scenes
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ParentGroup.RootPart.RETURN_AT_EDGE = p;
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}
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public bool GetBlockGrab()
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{
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if (ParentGroup.IsDeleted)
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return false;
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return ParentGroup.RootPart.BlockGrab;
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}
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public void SetBlockGrab(bool p)
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{
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if (ParentGroup.IsDeleted)
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return;
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ParentGroup.RootPart.BlockGrab = p;
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}
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public void SetStatusSandbox(bool p)
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{
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if (ParentGroup.IsDeleted)
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@ -1377,12 +1377,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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if ((status & ScriptBaseClass.STATUS_BLOCK_GRAB) == ScriptBaseClass.STATUS_BLOCK_GRAB)
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{
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if (value != 0)
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m_host.SetBlockGrab(true);
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else
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m_host.SetBlockGrab(false);
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}
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m_host.BlockGrab = value != 0;
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if ((status & ScriptBaseClass.STATUS_BLOCK_GRAB_OBJECT) == ScriptBaseClass.STATUS_BLOCK_GRAB_OBJECT)
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m_host.ParentGroup.BlockGrabOverride = value != 0;
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if ((status & ScriptBaseClass.STATUS_DIE_AT_EDGE) == ScriptBaseClass.STATUS_DIE_AT_EDGE)
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{
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@ -1443,10 +1441,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return 0;
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case ScriptBaseClass.STATUS_BLOCK_GRAB:
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if (m_host.GetBlockGrab())
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return 1;
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else
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return 0;
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return m_host.BlockGrab ? 1 : 0;
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case ScriptBaseClass.STATUS_BLOCK_GRAB_OBJECT:
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return m_host.ParentGroup.BlockGrabOverride ? 1 : 0;
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case ScriptBaseClass.STATUS_DIE_AT_EDGE:
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if (m_host.GetDieAtEdge())
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@ -48,6 +48,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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public const int STATUS_DIE_AT_EDGE = 128;
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public const int STATUS_RETURN_AT_EDGE = 256;
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public const int STATUS_CAST_SHADOWS = 512;
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public const int STATUS_BLOCK_GRAB_OBJECT = 1024;
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public const int AGENT = 1;
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public const int AGENT_BY_LEGACY_NAME = 1;
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