refactor: Push all part resize code down into SceneObjectPart.Resize()
parent
4b5a6b655b
commit
2b68ac4ba3
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@ -1217,12 +1217,13 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="remoteClient"></param>
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protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part != null)
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{
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if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
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if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
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{
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group.Resize(scale, localID);
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part.Resize(scale);
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}
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}
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}
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@ -2611,56 +2611,6 @@ namespace OpenSim.Region.Framework.Scenes
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#region Resize
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/// <summary>
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/// Resize the given part
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/// </summary>
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/// <param name="scale"></param>
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/// <param name="localID"></param>
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public void Resize(Vector3 scale, uint localID)
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{
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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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if (scale.Y > m_scene.m_maxNonphys)
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scale.Y = m_scene.m_maxNonphys;
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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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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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part.Resize(scale);
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if (part.PhysActor != null)
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{
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if (part.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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if (scale.Y > m_scene.m_maxPhys)
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scale.Y = m_scene.m_maxPhys;
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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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part.PhysActor.Size = scale;
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m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
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}
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//if (part.UUID != m_rootPart.UUID)
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HasGroupChanged = true;
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part.TriggerScriptChangedEvent(Changed.SCALE);
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ScheduleGroupForFullUpdate();
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//if (part.UUID == m_rootPart.UUID)
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//{
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//if (m_rootPart.PhysActor != null)
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//{
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//m_rootPart.PhysActor.Size =
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//new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
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//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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//}
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//}
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}
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}
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/// <summary>
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/// Resize the entire group of prims.
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/// </summary>
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@ -2846,6 +2846,13 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="scale"></param>
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public void Resize(Vector3 scale)
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{
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if (scale.X > ParentGroup.Scene.m_maxNonphys)
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scale.X = ParentGroup.Scene.m_maxNonphys;
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if (scale.Y > ParentGroup.Scene.m_maxNonphys)
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scale.Y = ParentGroup.Scene.m_maxNonphys;
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if (scale.Z > ParentGroup.Scene.m_maxNonphys)
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scale.Z = ParentGroup.Scene.m_maxNonphys;
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// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
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StoreUndoState();
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@ -2855,9 +2862,27 @@ namespace OpenSim.Region.Framework.Scenes
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// need to reinsert the sculpt data into the shape, since the physics engine deletes it when done to
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// save memory
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if (PhysActor != null)
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{
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if (PhysActor.IsPhysical)
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{
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if (scale.X > ParentGroup.Scene.m_maxPhys)
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scale.X = ParentGroup.Scene.m_maxPhys;
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if (scale.Y > ParentGroup.Scene.m_maxPhys)
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scale.Y = ParentGroup.Scene.m_maxPhys;
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if (scale.Z > ParentGroup.Scene.m_maxPhys)
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scale.Z = ParentGroup.Scene.m_maxPhys;
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}
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PhysActor.Size = scale;
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if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh)
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CheckSculptAndLoad();
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else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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ParentGroup.HasGroupChanged = true;
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TriggerScriptChangedEvent(Changed.SCALE);
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ScheduleFullUpdate();
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}
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@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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SceneObjectGroup g1Post = scene.GetSceneObjectGroup(g1.UUID);
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g1Post.Resize(new Vector3(8, 9, 10), g1Post.Parts[1].LocalId);
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g1Post.Parts[1].Resize(new Vector3(8, 9, 10));
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SceneObjectGroup g1PostPost = scene.GetSceneObjectGroup(g1.UUID);
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