Merge branch 'ubitwork'

avinationmerge
Melanie 2012-03-11 01:47:36 +01:00
commit 0a4056ad22
11 changed files with 706 additions and 234 deletions

View File

@ -130,6 +130,8 @@ namespace OpenSim.Framework
public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient); public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient);
public delegate void ClientChangeObject(uint localID, object data ,IClientAPI remoteClient);
public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient); public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient); public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
@ -838,6 +840,7 @@ namespace OpenSim.Framework
event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
event UpdatePrimFlags OnUpdatePrimFlags; event UpdatePrimFlags OnUpdatePrimFlags;
event UpdatePrimTexture OnUpdatePrimTexture; event UpdatePrimTexture OnUpdatePrimTexture;
event ClientChangeObject onClientChangeObject;
event UpdateVector OnUpdatePrimGroupPosition; event UpdateVector OnUpdatePrimGroupPosition;
event UpdateVector OnUpdatePrimSinglePosition; event UpdateVector OnUpdatePrimSinglePosition;
event UpdatePrimRotation OnUpdatePrimGroupRotation; event UpdatePrimRotation OnUpdatePrimGroupRotation;

View File

@ -125,6 +125,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
public event UpdatePrimFlags OnUpdatePrimFlags; public event UpdatePrimFlags OnUpdatePrimFlags;
public event UpdatePrimTexture OnUpdatePrimTexture; public event UpdatePrimTexture OnUpdatePrimTexture;
public event ClientChangeObject onClientChangeObject;
public event UpdateVector OnUpdatePrimGroupPosition; public event UpdateVector OnUpdatePrimGroupPosition;
public event UpdateVector OnUpdatePrimSinglePosition; public event UpdateVector OnUpdatePrimSinglePosition;
public event UpdatePrimRotation OnUpdatePrimGroupRotation; public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@ -11517,13 +11518,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// parts[j].IgnoreUndoUpdate = true; // parts[j].IgnoreUndoUpdate = true;
// } // }
UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; // UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
UpdateVector handlerUpdatePrimGroupScale; // UpdateVector handlerUpdatePrimGroupScale;
Quaternion arot; ClientChangeObject updatehandler = onClientChangeObject;
Vector3 ascale;
Vector3 apos; if (updatehandler != null)
/*ubit from ll JIRA: {
ObjectChangeData udata = new ObjectChangeData();
/*ubit from ll JIRA:
* 0x01 position * 0x01 position
* 0x02 rotation * 0x02 rotation
* 0x04 scale * 0x04 scale
@ -11532,7 +11536,133 @@ namespace OpenSim.Region.ClientStack.LindenUDP
* 0x10 UNIFORM for scale * 0x10 UNIFORM for scale
*/ */
// translate to internal changes
// not all cases .. just the ones older code did
switch (block.Type)
{
case 1: //change position sp
udata.position = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.primP;
updatehandler(localId, udata, this);
break;
case 2: // rotation sp
udata.rotation = new Quaternion(block.Data, 0, true);
udata.what = ObjectChangeWhat.primR;
updatehandler(localId, udata, this);
break;
case 3: // position plus rotation
udata.position = new Vector3(block.Data, 0);
udata.rotation = new Quaternion(block.Data, 12, true);
udata.what = ObjectChangeWhat.primPR;
updatehandler(localId, udata, this);
break;
case 4: // scale sp
udata.scale = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.primS;
updatehandler(localId, udata, this);
break;
case 0x14: // uniform scale sp
udata.scale = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.primUS;
updatehandler(localId, udata, this);
break;
case 5: // scale and position sp
udata.position = new Vector3(block.Data, 0);
udata.scale = new Vector3(block.Data, 12);
udata.what = ObjectChangeWhat.primPS;
updatehandler(localId, udata, this);
break;
case 0x15: //uniform scale and position
udata.position = new Vector3(block.Data, 0);
udata.scale = new Vector3(block.Data, 12);
udata.what = ObjectChangeWhat.primPUS;
updatehandler(localId, udata, this);
break;
// now group related (bit 4)
case 9: //( 8 + 1 )group position
udata.position = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.groupP;
updatehandler(localId, udata, this);
break;
case 0x0A: // (8 + 2) group rotation
udata.rotation = new Quaternion(block.Data, 0, true);
udata.what = ObjectChangeWhat.groupR;
updatehandler(localId, udata, this);
break;
case 0x0B: //( 8 + 2 + 1) group rotation and position
udata.position = new Vector3(block.Data, 0);
udata.rotation = new Quaternion(block.Data, 12, true);
udata.what = ObjectChangeWhat.groupPR;
updatehandler(localId, udata, this);
break;
case 0x0C: // (8 + 4) group scale
// only afects root prim and only sent by viewer editor object tab scaling
// mouse edition only allows uniform scaling
// SL MAY CHANGE THIS in viewers
udata.scale = new Vector3(block.Data, 0);
// udata.what = ObjectChangeWhat.groupS;
udata.what = ObjectChangeWhat.primS; // to conform to current SL
updatehandler(localId, udata, this);
break;
case 0x0D: //(8 + 4 + 1) group scale and position
// exception as above
udata.position = new Vector3(block.Data, 0);
udata.scale = new Vector3(block.Data, 12);
// udata.what = ObjectChangeWhat.groupPS;
udata.what = ObjectChangeWhat.primPS; // to conform to current SL
updatehandler(localId, udata, this);
break;
case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
udata.scale = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.groupUS;
updatehandler(localId, udata, this);
break;
case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
udata.position = new Vector3(block.Data, 0);
udata.scale = new Vector3(block.Data, 12);
udata.what = ObjectChangeWhat.groupPUS;
updatehandler(localId, udata, this);
break;
default:
m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
break;
}
}
/*
switch (block.Type) switch (block.Type)
{ {
case 1: //change position sp case 1: //change position sp
@ -11788,7 +11918,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
break; break;
} }
*/
// for (int j = 0; j < parts.Length; j++) // for (int j = 0; j < parts.Length; j++)
// parts[j].IgnoreUndoUpdate = false; // parts[j].IgnoreUndoUpdate = false;

View File

@ -2811,6 +2811,8 @@ namespace OpenSim.Region.Framework.Scenes
client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@ -2940,6 +2942,8 @@ namespace OpenSim.Region.Framework.Scenes
client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;

View File

@ -47,6 +47,57 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void ChangedBackupDelegate(SceneObjectGroup sog); public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
public enum ObjectChangeWhat : uint
{
// bits definitions
Position = 0x01,
Rotation = 0x02,
Scale = 0x04,
Group = 0x08,
UniformScale = 0x10,
// macros from above
// single prim
primP = 0x01,
primR = 0x02,
primPR = 0x03,
primS = 0x04,
primPS = 0x05,
primRS = 0x06,
primPSR = 0x07,
primUS = 0x14,
primPUS = 0x15,
primRUS = 0x16,
primPUSR = 0x17,
// group
groupP = 0x09,
groupR = 0x0A,
groupPR = 0x0B,
groupS = 0x0C,
groupPS = 0x0D,
groupRS = 0x0E,
groupPSR = 0x0F,
groupUS = 0x1C,
groupPUS = 0x1D,
groupRUS = 0x1E,
groupPUSR = 0x1F,
PRSmask = 0x07
}
public struct ObjectChangeData
{
public Quaternion rotation;
public Vector3 position;
public Vector3 scale;
public ObjectChangeWhat what;
}
/// <summary> /// <summary>
/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
/// should be migrated out over time. /// should be migrated out over time.
@ -1289,6 +1340,87 @@ namespace OpenSim.Region.Framework.Scenes
#region Client Event handlers #region Client Event handlers
protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
ObjectChangeData data = (ObjectChangeData)odata;
if (part != null)
{
SceneObjectGroup grp = part.ParentGroup;
if (grp != null)
{
if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
{
// part.StoreUndoState(data.what | ObjectChangeWhat.PRSmask); // for now save all to keep previus behavour ???
part.StoreUndoState(data.what); // lets test only saving what we changed
grp.doChangeObject(part, (ObjectChangeData)data);
}
}
}
}
/* moved to SOG
protected internal void doChangeObject(SceneObjectPart part, ObjectChangeData data)
{
if (part != null && part.ParentGroup != null)
{
ObjectChangeWhat what = data.what;
bool togroup = ((what & ObjectChangeWhat.Group) != 0);
// bool uniform = ((what & ObjectChangeWhat.UniformScale) != 0); not in use
SceneObjectGroup group = part.ParentGroup;
PhysicsActor pha = group.RootPart.PhysActor;
if (togroup)
{
// related to group
if ((what & ObjectChangeWhat.Position) != 0)
group.AbsolutePosition = data.position;
if ((what & ObjectChangeWhat.Rotation) != 0)
group.RootPart.UpdateRotation(data.rotation);
if ((what & ObjectChangeWhat.Scale) != 0)
{
if (pha != null)
pha.Building = true;
group.GroupResize(data.scale);
if (pha != null)
pha.Building = false;
}
}
else
{
// related to single prim in a link-set ( ie group)
if (pha != null)
pha.Building = true;
// must deal with root part specially for position and rotation
// so parts offset positions or rotations are fixed
if (part == group.RootPart)
{
if ((what & ObjectChangeWhat.Position) != 0)
group.UpdateRootPosition(data.position);
if ((what & ObjectChangeWhat.Rotation) != 0)
group.UpdateRootRotation(data.rotation);
}
else
{
if ((what & ObjectChangeWhat.Position) != 0)
part.OffsetPosition = data.position;
if ((what & ObjectChangeWhat.Rotation) != 0)
part.UpdateRotation(data.rotation);
}
if ((what & ObjectChangeWhat.Scale) != 0)
part.Resize(data.scale);
if (pha != null)
pha.Building = false;
}
}
}
*/
/// <summary> /// <summary>
/// Update the scale of an individual prim. /// Update the scale of an individual prim.
/// </summary> /// </summary>
@ -1303,7 +1435,17 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
{ {
bool physbuild = false;
if (part.ParentGroup.RootPart.PhysActor != null)
{
part.ParentGroup.RootPart.PhysActor.Building = true;
physbuild = true;
}
part.Resize(scale); part.Resize(scale);
if (physbuild)
part.ParentGroup.RootPart.PhysActor.Building = false;
} }
} }
} }
@ -1315,7 +1457,17 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{ {
bool physbuild = false;
if (group.RootPart.PhysActor != null)
{
group.RootPart.PhysActor.Building = true;
physbuild = true;
}
group.GroupResize(scale); group.GroupResize(scale);
if (physbuild)
group.RootPart.PhysActor.Building = false;
} }
} }
} }

View File

@ -2499,6 +2499,11 @@ namespace OpenSim.Region.Framework.Scenes
if (linkPart.PhysActor != null) if (linkPart.PhysActor != null)
linkPart.PhysActor.Building = true; linkPart.PhysActor.Building = true;
// physics flags from group to be applied to linked parts
bool grpusephys = UsesPhysics;
bool grptemporary = IsTemporary;
bool gprphantom = IsPhantom;
Vector3 oldGroupPosition = linkPart.GroupPosition; Vector3 oldGroupPosition = linkPart.GroupPosition;
Quaternion oldRootRotation = linkPart.RotationOffset; Quaternion oldRootRotation = linkPart.RotationOffset;
@ -2542,7 +2547,8 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.SetParent(this); linkPart.SetParent(this);
linkPart.CreateSelected = true; linkPart.CreateSelected = true;
// let physics know // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
linkPart.UpdatePrimFlags(grpusephys, grptemporary, gprphantom, linkPart.VolumeDetectActive, true);
if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
{ {
linkPart.PhysActor.link(m_rootPart.PhysActor); linkPart.PhysActor.link(m_rootPart.PhysActor);
@ -2564,6 +2570,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
// let physics know // let physics know
part.UpdatePrimFlags(grpusephys, grptemporary, gprphantom, part.VolumeDetectActive, true);
if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
{ {
part.PhysActor.link(m_rootPart.PhysActor); part.PhysActor.link(m_rootPart.PhysActor);
@ -3117,10 +3124,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="scale"></param> /// <param name="scale"></param>
public void GroupResize(Vector3 scale) public void GroupResize(Vector3 scale)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
// RootPart.StoreUndoState(true);
scale.X = Math.Min(scale.X, Scene.m_maxNonphys); scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@ -3145,7 +3148,6 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart obPart = parts[i]; SceneObjectPart obPart = parts[i];
if (obPart.UUID != m_rootPart.UUID) if (obPart.UUID != m_rootPart.UUID)
{ {
// obPart.IgnoreUndoUpdate = true;
Vector3 oldSize = new Vector3(obPart.Scale); Vector3 oldSize = new Vector3(obPart.Scale);
float f = 1.0f; float f = 1.0f;
@ -3209,8 +3211,6 @@ namespace OpenSim.Region.Framework.Scenes
z *= a; z *= a;
} }
} }
// obPart.IgnoreUndoUpdate = false;
} }
} }
} }
@ -3219,9 +3219,8 @@ namespace OpenSim.Region.Framework.Scenes
prevScale.X *= x; prevScale.X *= x;
prevScale.Y *= y; prevScale.Y *= y;
prevScale.Z *= z; prevScale.Z *= z;
// RootPart.IgnoreUndoUpdate = true;
RootPart.Resize(prevScale); RootPart.Resize(prevScale);
// RootPart.IgnoreUndoUpdate = false;
parts = m_parts.GetArray(); parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++) for (int i = 0; i < parts.Length; i++)
@ -3230,8 +3229,6 @@ namespace OpenSim.Region.Framework.Scenes
if (obPart.UUID != m_rootPart.UUID) if (obPart.UUID != m_rootPart.UUID)
{ {
// obPart.IgnoreUndoUpdate = true;
Vector3 currentpos = new Vector3(obPart.OffsetPosition); Vector3 currentpos = new Vector3(obPart.OffsetPosition);
currentpos.X *= x; currentpos.X *= x;
currentpos.Y *= y; currentpos.Y *= y;
@ -3244,18 +3241,12 @@ namespace OpenSim.Region.Framework.Scenes
obPart.Resize(newSize); obPart.Resize(newSize);
obPart.UpdateOffSet(currentpos); obPart.UpdateOffSet(currentpos);
// obPart.IgnoreUndoUpdate = false;
} }
// obPart.IgnoreUndoUpdate = false;
HasGroupChanged = true; HasGroupChanged = true;
m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
ScheduleGroupForTerseUpdate(); ScheduleGroupForTerseUpdate();
} }
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
} }
#endregion #endregion
@ -3268,14 +3259,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="pos"></param> /// <param name="pos"></param>
public void UpdateGroupPosition(Vector3 pos) public void UpdateGroupPosition(Vector3 pos)
{ {
// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
// RootPart.StoreUndoState(true);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{ {
if (IsAttachment) if (IsAttachment)
@ -3307,22 +3290,14 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
/// <param name="pos"></param> /// <param name="pos"></param>
/// <param name="localID"></param> /// <param name="localID"></param>
///
public void UpdateSinglePosition(Vector3 pos, uint localID) public void UpdateSinglePosition(Vector3 pos, uint localID)
{ {
SceneObjectPart part = GetChildPart(localID); SceneObjectPart part = GetChildPart(localID);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
if (part != null) if (part != null)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
// part.StoreUndoState(false);
// part.IgnoreUndoUpdate = true;
// unlock parts position change // unlock parts position change
if (m_rootPart.PhysActor != null) if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true; m_rootPart.PhysActor.Building = true;
@ -3340,7 +3315,6 @@ namespace OpenSim.Region.Framework.Scenes
m_rootPart.PhysActor.Building = false; m_rootPart.PhysActor.Building = false;
HasGroupChanged = true; HasGroupChanged = true;
// part.IgnoreUndoUpdate = false;
} }
} }
@ -3350,13 +3324,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="pos"></param> /// <param name="pos"></param>
public void UpdateRootPosition(Vector3 pos) public void UpdateRootPosition(Vector3 pos)
{ {
// m_log.DebugFormat( // needs to be called with phys building true
// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
Vector3 oldPos = Vector3 oldPos =
new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@ -3376,17 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes
obPart.OffsetPosition = obPart.OffsetPosition + diff; obPart.OffsetPosition = obPart.OffsetPosition + diff;
} }
//We have to set undoing here because otherwise an undo state will be saved
// if (!m_rootPart.Undoing)
// {
// m_rootPart.Undoing = true;
AbsolutePosition = newPos; AbsolutePosition = newPos;
// m_rootPart.Undoing = false;
// }
// else
// {
// AbsolutePosition = newPos;
// }
HasGroupChanged = true; HasGroupChanged = true;
if (m_rootPart.Undoing) if (m_rootPart.Undoing)
@ -3409,17 +3367,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="rot"></param> /// <param name="rot"></param>
public void UpdateGroupRotationR(Quaternion rot) public void UpdateGroupRotationR(Quaternion rot)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
// m_rootPart.StoreUndoState(true);
// m_rootPart.UpdateRotation(rot);
PhysicsActor actor = m_rootPart.PhysActor; PhysicsActor actor = m_rootPart.PhysActor;
if (actor != null) if (actor != null)
{ {
@ -3438,16 +3385,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="rot"></param> /// <param name="rot"></param>
public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
// RootPart.StoreUndoState(true);
// RootPart.IgnoreUndoUpdate = true;
m_rootPart.UpdateRotation(rot); m_rootPart.UpdateRotation(rot);
PhysicsActor actor = m_rootPart.PhysActor; PhysicsActor actor = m_rootPart.PhysActor;
@ -3461,8 +3398,6 @@ namespace OpenSim.Region.Framework.Scenes
HasGroupChanged = true; HasGroupChanged = true;
ScheduleGroupForTerseUpdate(); ScheduleGroupForTerseUpdate();
// RootPart.IgnoreUndoUpdate = false;
} }
/// <summary> /// <summary>
@ -3477,9 +3412,6 @@ namespace OpenSim.Region.Framework.Scenes
if (part != null) if (part != null)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
if (m_rootPart.PhysActor != null) if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true; m_rootPart.PhysActor.Building = true;
@ -3507,30 +3439,13 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart part = GetChildPart(localID); SceneObjectPart part = GetChildPart(localID);
if (part != null) if (part != null)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
// part.Name, part.LocalId, rot);
// part.StoreUndoState();
// part.IgnoreUndoUpdate = true;
if (m_rootPart.PhysActor != null) if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true; m_rootPart.PhysActor.Building = true;
if (part.UUID == m_rootPart.UUID) if (part.UUID == m_rootPart.UUID)
{ {
UpdateRootRotation(rot); UpdateRootRotation(rot);
/* if (!m_rootPart.Undoing)
{
m_rootPart.Undoing = true;
AbsolutePosition = pos; AbsolutePosition = pos;
m_rootPart.Undoing = false;
}
else
{
*/
AbsolutePosition = pos;
// }
} }
else else
{ {
@ -3540,8 +3455,6 @@ namespace OpenSim.Region.Framework.Scenes
if (m_rootPart.PhysActor != null) if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false; m_rootPart.PhysActor.Building = false;
// part.IgnoreUndoUpdate = false;
} }
} }
@ -3551,13 +3464,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="rot"></param> /// <param name="rot"></param>
public void UpdateRootRotation(Quaternion rot) public void UpdateRootRotation(Quaternion rot)
{ {
// m_log.DebugFormat( // needs to be called with phys building true
// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
// Name, LocalId, rot);
Quaternion axRot = rot; Quaternion axRot = rot;
Quaternion oldParentRot = m_rootPart.RotationOffset; Quaternion oldParentRot = m_rootPart.RotationOffset;
// m_rootPart.StoreUndoState();
//Don't use UpdateRotation because it schedules an update prematurely //Don't use UpdateRotation because it schedules an update prematurely
m_rootPart.RotationOffset = rot; m_rootPart.RotationOffset = rot;
@ -3573,8 +3482,6 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart prim = parts[i]; SceneObjectPart prim = parts[i];
if (prim.UUID != m_rootPart.UUID) if (prim.UUID != m_rootPart.UUID)
{ {
// prim.IgnoreUndoUpdate = true;
Quaternion NewRot = oldParentRot * prim.RotationOffset; Quaternion NewRot = oldParentRot * prim.RotationOffset;
NewRot = Quaternion.Inverse(axRot) * NewRot; NewRot = Quaternion.Inverse(axRot) * NewRot;
prim.RotationOffset = NewRot; prim.RotationOffset = NewRot;
@ -3584,26 +3491,88 @@ namespace OpenSim.Region.Framework.Scenes
axPos *= oldParentRot; axPos *= oldParentRot;
axPos *= Quaternion.Inverse(axRot); axPos *= Quaternion.Inverse(axRot);
prim.OffsetPosition = axPos; prim.OffsetPosition = axPos;
// prim.IgnoreUndoUpdate = false;
} }
} }
// for (int i = 0; i < parts.Length; i++)
// {
// SceneObjectPart childpart = parts[i];
// if (childpart != m_rootPart)
// {
//// childpart.IgnoreUndoUpdate = false;
//// childpart.StoreUndoState();
// }
// }
HasGroupChanged = true; HasGroupChanged = true;
ScheduleGroupForFullUpdate(); ScheduleGroupForFullUpdate();
}
// m_log.DebugFormat( public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", {
// Name, LocalId, rot); // TODO this still as excessive ScheduleGroupForTerseUpdate()s
if (part != null && part.ParentGroup != null)
{
ObjectChangeWhat what = data.what;
bool togroup = ((what & ObjectChangeWhat.Group) != 0);
// bool uniform = ((what & ObjectChangeWhat.UniformScale) != 0); not in use
SceneObjectGroup group = part.ParentGroup;
PhysicsActor pha = group.RootPart.PhysActor;
bool needgrpUpdate = false;
if (togroup)
{
// related to group
if ((what & ObjectChangeWhat.Position) != 0)
{
group.AbsolutePosition = data.position;
needgrpUpdate = true;
}
if ((what & ObjectChangeWhat.Rotation) != 0)
group.RootPart.UpdateRotation(data.rotation);
if ((what & ObjectChangeWhat.Scale) != 0)
{
if (pha != null)
pha.Building = true;
group.GroupResize(data.scale);
if (pha != null)
pha.Building = false;
}
}
else
{
// related to single prim in a link-set ( ie group)
if (pha != null)
pha.Building = true;
// must deal with root part specially for position and rotation
// so parts offset positions or rotations are fixed
if (part == group.RootPart)
{
if ((what & ObjectChangeWhat.Position) != 0)
group.UpdateRootPosition(data.position);
if ((what & ObjectChangeWhat.Rotation) != 0)
group.UpdateRootRotation(data.rotation);
}
else
{
if ((what & ObjectChangeWhat.Position) != 0)
{
part.OffsetPosition = data.position;
needgrpUpdate = true;
}
if ((what & ObjectChangeWhat.Rotation) != 0)
part.UpdateRotation(data.rotation);
}
if ((what & ObjectChangeWhat.Scale) != 0)
part.Resize(data.scale);
if (pha != null)
pha.Building = false;
}
if (needgrpUpdate)
{
HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
}
} }
#endregion #endregion

View File

@ -263,8 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_occupied; // KF if any av is sitting on this prim private bool m_occupied; // KF if any av is sitting on this prim
private string m_text = String.Empty; private string m_text = String.Empty;
private string m_touchName = String.Empty; private string m_touchName = String.Empty;
private Stack<UndoState> m_undo = new Stack<UndoState>(5); private UndoRedoState m_UndoRedo = new UndoRedoState(5);
private Stack<UndoState> m_redo = new Stack<UndoState>(5);
private bool m_passTouches; private bool m_passTouches;
@ -1709,8 +1708,8 @@ namespace OpenSim.Region.Framework.Scenes
dupe.Category = Category; dupe.Category = Category;
dupe.m_rezzed = m_rezzed; dupe.m_rezzed = m_rezzed;
dupe.m_undo = new Stack<UndoState>(5); dupe.m_UndoRedo = new UndoRedoState(5);
dupe.m_redo = new Stack<UndoState>(5);
dupe.IgnoreUndoUpdate = false; dupe.IgnoreUndoUpdate = false;
dupe.Undoing = false; dupe.Undoing = false;
@ -1944,6 +1943,7 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds += PhysicsOutOfBounds; PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
if (ParentID != 0 && ParentID != LocalId) if (ParentID != 0 && ParentID != LocalId)
{ {
if (ParentGroup.RootPart.PhysActor != null) if (ParentGroup.RootPart.PhysActor != null)
@ -3657,43 +3657,13 @@ namespace OpenSim.Region.Framework.Scenes
//ParentGroup.ScheduleGroupForFullUpdate(); //ParentGroup.ScheduleGroupForFullUpdate();
} }
public void StoreUndoState() public void StoreUndoState(ObjectChangeWhat what)
{ {
StoreUndoState(false); lock (m_UndoRedo)
}
public void StoreUndoState(bool forGroup)
{ {
if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
{ {
if (ParentGroup != null) m_UndoRedo.StoreUndo(this, what);
{
lock (m_undo)
{
if (m_undo.Count > 0)
{
// see if we had a change
UndoState last = m_undo.Peek();
if (last != null)
{
if (last.Compare(this, forGroup))
{
return;
}
}
}
if (ParentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, forGroup);
m_undo.Push(nUndo);
if (m_redo.Count > 0)
m_redo.Clear();
}
}
} }
} }
} }
@ -3705,84 +3675,42 @@ namespace OpenSim.Region.Framework.Scenes
{ {
get get
{ {
lock (m_undo) lock (m_UndoRedo)
return m_undo.Count; return m_UndoRedo.Count;
} }
} }
public void Undo() public void Undo()
{ {
lock (m_undo) lock (m_UndoRedo)
{ {
// m_log.DebugFormat( if (Undoing || ParentGroup == null)
// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", return;
// Name, LocalId, m_undo.Count);
if (m_undo.Count > 0) Undoing = true;
{ m_UndoRedo.Undo(this);
UndoState goback = m_undo.Pop(); Undoing = false;
if (goback != null)
{
UndoState nUndo = null;
if (ParentGroup.GetSceneMaxUndo() > 0)
{
nUndo = new UndoState(this, goback.ForGroup);
}
goback.PlayState(this);
if (nUndo != null)
m_redo.Push(nUndo);
}
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}",
// Name, LocalId, m_undo.Count);
} }
} }
public void Redo() public void Redo()
{ {
lock (m_undo) lock (m_UndoRedo)
{ {
// m_log.DebugFormat( if (Undoing || ParentGroup == null)
// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", return;
// Name, LocalId, m_redo.Count);
if (m_redo.Count > 0) Undoing = true;
{ m_UndoRedo.Redo(this);
UndoState gofwd = m_redo.Pop(); Undoing = false;
if (gofwd != null)
{
if (ParentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
m_undo.Push(nUndo);
}
gofwd.PlayState(this);
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
// Name, LocalId, m_redo.Count);
}
} }
} }
public void ClearUndoState() public void ClearUndoState()
{ {
// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); lock (m_UndoRedo)
lock (m_undo)
{ {
m_undo.Clear(); m_UndoRedo.Clear();
m_redo.Clear();
} }
} }

View File

@ -27,6 +27,7 @@
using System; using System;
using System.Reflection; using System.Reflection;
using System.Collections.Generic;
using log4net; using log4net;
using OpenMetaverse; using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Interfaces;
@ -34,6 +35,8 @@ using System;
namespace OpenSim.Region.Framework.Scenes namespace OpenSim.Region.Framework.Scenes
{ {
/*
[Flags] [Flags]
public enum UndoType public enum UndoType
{ {
@ -48,6 +51,7 @@ namespace OpenSim.Region.Framework.Scenes
STATE_ALL = 63 STATE_ALL = 63
} }
public class UndoState public class UndoState
{ {
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@ -121,9 +125,16 @@ namespace OpenSim.Region.Framework.Scenes
public void PlayState(SceneObjectPart part) public void PlayState(SceneObjectPart part)
{ {
part.Undoing = true; part.Undoing = true;
bool physbuilding = false;
if (part.ParentID == 0) if (part.ParentID == 0)
{ {
if (!ForGroup && part.PhysActor != null)
{
part.PhysActor.Building = true;
physbuilding = true;
}
if (Position != Vector3.Zero) if (Position != Vector3.Zero)
{ {
if (ForGroup) if (ForGroup)
@ -139,11 +150,21 @@ namespace OpenSim.Region.Framework.Scenes
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
{ {
if (!physbuilding && part.PhysActor != null)
{
part.PhysActor.Building = true;
physbuilding = true;
}
if (ForGroup) if (ForGroup)
part.ParentGroup.GroupResize(Scale); part.ParentGroup.GroupResize(Scale);
else else
part.Resize(Scale); part.Resize(Scale);
} }
if (physbuilding)
part.PhysActor.Building = false;
part.ParentGroup.ScheduleGroupForTerseUpdate(); part.ParentGroup.ScheduleGroupForTerseUpdate();
} }
else else
@ -151,6 +172,13 @@ namespace OpenSim.Region.Framework.Scenes
if (ForGroup) // trap for group since seems parts can't do it if (ForGroup) // trap for group since seems parts can't do it
return; return;
// changing a part invalidates entire object physical rep
if (part.ParentGroup != null && part.ParentGroup.RootPart != null && part.ParentGroup.RootPart.PhysActor != null)
{
part.ParentGroup.RootPart.PhysActor.Building = true;
physbuilding = true;
}
// Note: Updating these properties on sop automatically schedules an update if needed // Note: Updating these properties on sop automatically schedules an update if needed
part.OffsetPosition = Position; part.OffsetPosition = Position;
part.UpdateRotation(Rotation); part.UpdateRotation(Rotation);
@ -158,11 +186,264 @@ namespace OpenSim.Region.Framework.Scenes
{ {
part.Resize(Scale); part.Resize(Scale);
} }
if (physbuilding)
part.ParentGroup.RootPart.PhysActor.Building = false;
} }
part.Undoing = false; part.Undoing = false;
} }
} }
*/
public class UndoState
{
const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
public ObjectChangeData data;
public DateTime creationtime;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="part"></param>
/// <param name="forGroup">True if the undo is for an entire group</param>
/// only for root parts ????
public UndoState(SceneObjectPart part, ObjectChangeWhat what)
{
data = new ObjectChangeData();
data.what = what;
creationtime = DateTime.UtcNow;
if (part.ParentGroup.RootPart == part)
{
if ((what & ObjectChangeWhat.Position) != 0)
data.position = part.ParentGroup.AbsolutePosition;
if ((what & ObjectChangeWhat.Rotation) != 0)
data.rotation = part.RotationOffset;
if ((what & ObjectChangeWhat.Scale) != 0)
data.scale = part.Shape.Scale;
}
else
{
if ((what & ObjectChangeWhat.Position) != 0)
data.position = part.OffsetPosition;
if ((what & ObjectChangeWhat.Rotation) != 0)
data.rotation = part.RotationOffset;
if ((what & ObjectChangeWhat.Scale) != 0)
data.scale = part.Shape.Scale;
}
}
public bool checkExpire()
{
TimeSpan t = DateTime.UtcNow - creationtime;
if (t.Seconds > UNDOEXPIRESECONDS)
return true;
return false;
}
public void updateExpire()
{
creationtime = DateTime.UtcNow;
}
/// <summary>
/// Compare the relevant state in the given part to this state.
/// </summary>
/// <param name="part"></param>
/// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
public bool Compare(SceneObjectPart part, ObjectChangeWhat what)
{
if (data.what != what) // if diferent targets, then they are diferent
return false;
if (part != null)
{
if (part.ParentID == 0)
{
if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
return false;
}
else
{
if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.OffsetPosition)
return false;
}
if ((what & ObjectChangeWhat.Rotation) != 0 && data.rotation != part.RotationOffset)
return false;
if ((what & ObjectChangeWhat.Rotation) != 0 && data.scale == part.Shape.Scale)
return false;
return true;
}
return false;
}
public void PlayState(SceneObjectPart part)
{
part.Undoing = true;
SceneObjectGroup grp = part.ParentGroup;
if (grp != null)
{
grp.doChangeObject(part, data);
}
part.Undoing = false;
}
}
public class UndoRedoState
{
int size;
public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
public UndoRedoState()
{
size = 5;
}
public UndoRedoState(int _size)
{
if (_size < 3)
size = 3;
else
size = _size;
}
public int Count
{
get { return m_undo.Count; }
}
public void Clear()
{
m_undo.Clear();
m_redo.Clear();
}
public void StoreUndo(SceneObjectPart part, ObjectChangeWhat what)
{
lock (m_undo)
{
UndoState last;
if (m_redo.Count > 0) // last code seems to clear redo on every new undo
{
m_redo.Clear();
}
if (m_undo.Count > 0)
{
// check expired entry
last = m_undo.First.Value;
if (last != null && last.checkExpire())
m_undo.Clear();
else
{
// see if we actually have a change
if (last != null)
{
if (last.Compare(part, what))
return;
}
}
}
// limite size
while (m_undo.Count >= size)
m_undo.RemoveLast();
UndoState nUndo = new UndoState(part, what);
m_undo.AddFirst(nUndo);
}
}
public void Undo(SceneObjectPart part)
{
lock (m_undo)
{
UndoState nUndo;
// expire redo
if (m_redo.Count > 0)
{
nUndo = m_redo.First.Value;
if (nUndo != null && nUndo.checkExpire())
m_redo.Clear();
}
if (m_undo.Count > 0)
{
UndoState goback = m_undo.First.Value;
// check expired
if (goback != null && goback.checkExpire())
{
m_undo.Clear();
return;
}
if (goback != null)
{
m_undo.RemoveFirst();
// redo limite size
while (m_redo.Count >= size)
m_redo.RemoveLast();
nUndo = new UndoState(part, goback.data.what); // new value in part should it be full goback copy?
m_redo.AddFirst(nUndo);
goback.PlayState(part);
}
}
}
}
public void Redo(SceneObjectPart part)
{
lock (m_undo)
{
UndoState nUndo;
// expire undo
if (m_undo.Count > 0)
{
nUndo = m_undo.First.Value;
if (nUndo != null && nUndo.checkExpire())
m_undo.Clear();
}
if (m_redo.Count > 0)
{
UndoState gofwd = m_redo.First.Value;
// check expired
if (gofwd != null && gofwd.checkExpire())
{
m_redo.Clear();
return;
}
if (gofwd != null)
{
m_redo.RemoveFirst();
// limite undo size
while (m_undo.Count >= size)
m_undo.RemoveLast();
nUndo = new UndoState(part, gofwd.data.what); // new value in part should it be full gofwd copy?
m_undo.AddFirst(nUndo);
gofwd.PlayState(part);
}
}
}
}
}
public class LandUndoState public class LandUndoState
{ {

View File

@ -714,6 +714,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
public event UpdatePrimFlags OnUpdatePrimFlags; public event UpdatePrimFlags OnUpdatePrimFlags;
public event UpdatePrimTexture OnUpdatePrimTexture; public event UpdatePrimTexture OnUpdatePrimTexture;
public event ClientChangeObject onClientChangeObject;
public event UpdateVector OnUpdatePrimGroupPosition; public event UpdateVector OnUpdatePrimGroupPosition;
public event UpdateVector OnUpdatePrimSinglePosition; public event UpdateVector OnUpdatePrimSinglePosition;
public event UpdatePrimRotation OnUpdatePrimGroupRotation; public event UpdatePrimRotation OnUpdatePrimGroupRotation;

View File

@ -275,6 +275,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public event UpdatePrimTexture OnUpdatePrimTexture; public event UpdatePrimTexture OnUpdatePrimTexture;
public event UpdateVector OnUpdatePrimGroupPosition; public event UpdateVector OnUpdatePrimGroupPosition;
public event UpdateVector OnUpdatePrimSinglePosition; public event UpdateVector OnUpdatePrimSinglePosition;
public event ClientChangeObject onClientChangeObject;
public event UpdatePrimRotation OnUpdatePrimGroupRotation; public event UpdatePrimRotation OnUpdatePrimGroupRotation;
public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;

View File

@ -1524,17 +1524,19 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
prm.m_collisionCategories |= CollisionCategories.Body; prm.m_collisionCategories |= CollisionCategories.Body;
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
d.GeomEnable(prm.prim_geom);
} }
if (prm.m_NoColide) if (prm.m_NoColide)
{ {
d.GeomSetCategoryBits(prm.prim_geom, 0); d.GeomSetCategoryBits(prm.prim_geom, 0);
d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land); d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
d.GeomEnable(prm.prim_geom);
} }
else else
{ {
d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories); d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags); d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
} }
prm.m_collisionscore = 0; prm.m_collisionscore = 0;

View File

@ -135,6 +135,7 @@ namespace OpenSim.Tests.Common.Mock
public event GenericCall7 OnObjectMaterial; public event GenericCall7 OnObjectMaterial;
public event UpdatePrimFlags OnUpdatePrimFlags; public event UpdatePrimFlags OnUpdatePrimFlags;
public event UpdatePrimTexture OnUpdatePrimTexture; public event UpdatePrimTexture OnUpdatePrimTexture;
public event ClientChangeObject onClientChangeObject;
public event UpdateVector OnUpdatePrimGroupPosition; public event UpdateVector OnUpdatePrimGroupPosition;
public event UpdateVector OnUpdatePrimSinglePosition; public event UpdateVector OnUpdatePrimSinglePosition;
public event UpdatePrimRotation OnUpdatePrimGroupRotation; public event UpdatePrimRotation OnUpdatePrimGroupRotation;