remove the need to supply SceneObjectGroup.GroupResize() with a localId.
This is utterly pointless scene we already know which sog we're dealing with.bulletsim
parent
50bd48542c
commit
27fae36a21
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@ -1234,7 +1234,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
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{
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group.GroupResize(scale, localID);
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group.GroupResize(scale);
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}
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}
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}
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@ -2658,15 +2658,16 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void GroupResize(Vector3 scale, uint localID)
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{
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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/// <summary>
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/// Resize the entire group of prims.
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/// </summary>
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/// <param name="scale"></param>
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public void GroupResize(Vector3 scale)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, localID, part.Scale, scale);
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// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, localID, RootPart.Scale, scale);
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part.IgnoreUndoUpdate = true;
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RootPart.IgnoreUndoUpdate = true;
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if (scale.X > m_scene.m_maxNonphys)
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scale.X = m_scene.m_maxNonphys;
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@ -2675,7 +2676,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (scale.Z > m_scene.m_maxNonphys)
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scale.Z = m_scene.m_maxNonphys;
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if (part.PhysActor != null && part.PhysActor.IsPhysical)
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if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
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{
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if (scale.X > m_scene.m_maxPhys)
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scale.X = m_scene.m_maxPhys;
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@ -2684,9 +2685,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (scale.Z > m_scene.m_maxPhys)
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scale.Z = m_scene.m_maxPhys;
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}
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float x = (scale.X / part.Scale.X);
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float y = (scale.Y / part.Scale.Y);
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float z = (scale.Z / part.Scale.Z);
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float x = (scale.X / RootPart.Scale.X);
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float y = (scale.Y / RootPart.Scale.Y);
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float z = (scale.Z / RootPart.Scale.Z);
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SceneObjectPart[] parts;
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if (x > 1.0f || y > 1.0f || z > 1.0f)
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@ -2703,7 +2705,7 @@ namespace OpenSim.Region.Framework.Scenes
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float f = 1.0f;
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float a = 1.0f;
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if (part.PhysActor != null && part.PhysActor.IsPhysical)
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if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
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{
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if (oldSize.X * x > m_scene.m_maxPhys)
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{
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@ -2763,11 +2765,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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Vector3 prevScale = part.Scale;
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Vector3 prevScale = RootPart.Scale;
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prevScale.X *= x;
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prevScale.Y *= y;
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prevScale.Z *= z;
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part.Resize(prevScale);
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RootPart.Resize(prevScale);
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parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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@ -2801,22 +2803,21 @@ namespace OpenSim.Region.Framework.Scenes
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obPart.StoreUndoState();
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}
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if (part.PhysActor != null)
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if (RootPart.PhysActor != null)
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{
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part.PhysActor.Size = prevScale;
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RootPart.PhysActor.Size = prevScale;
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// If we're a sculpt wait for the trigger when the sculpt texture is retrieved.
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if (((OpenMetaverse.SculptType)part.Shape.SculptType) != SculptType.Mesh)
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m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
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if (((OpenMetaverse.SculptType)RootPart.Shape.SculptType) != SculptType.Mesh)
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m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
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}
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part.IgnoreUndoUpdate = false;
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part.StoreUndoState();
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RootPart.IgnoreUndoUpdate = false;
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RootPart.StoreUndoState();
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HasGroupChanged = true;
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m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
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RootPart.TriggerScriptChangedEvent(Changed.SCALE);
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ScheduleGroupForTerseUpdate();
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}
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}
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#endregion
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@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Scene scene = SceneSetupHelpers.SetupScene();
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SceneObjectGroup g1 = SceneSetupHelpers.AddSceneObject(scene).ParentGroup;
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g1.GroupResize(new Vector3(2, 3, 4), g1.LocalId);
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g1.GroupResize(new Vector3(2, 3, 4));
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SceneObjectGroup g1Post = scene.GetSceneObjectGroup(g1.UUID);
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