refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid pointless duplication of identical values

bulletsim
Justin Clark-Casey (justincc) 2011-08-27 00:15:21 +01:00
parent 15a514fcbc
commit 33a894f3d2
16 changed files with 83 additions and 113 deletions

View File

@ -304,9 +304,9 @@ namespace OpenSim.Data.Tests
regionInfo.RegionLocX = 0;
regionInfo.RegionLocY = 0;
// Scene scene = new Scene(regionInfo);
SceneObjectPart sop = new SceneObjectPart();
SceneObjectGroup sog = new SceneObjectGroup(sop);
sop.RegionHandle = regionh;
sop.UUID = uuid;
sop.LocalId = localid;
@ -373,8 +373,6 @@ namespace OpenSim.Data.Tests
// This is necessary or object will not be inserted in DB
sop.Flags = PrimFlags.None;
SceneObjectGroup sog = new SceneObjectGroup(sop);
// Inserts group in DB
db.StoreObject(sog,region3);

View File

@ -330,7 +330,7 @@ namespace OpenSim.Region.ClientStack.Linden
grp.AbsolutePosition = obj.Position;
prim.RotationOffset = obj.Rotation;
grp.RootPart.IsAttachment = false;
grp.IsAttachment = false;
// Required for linking
grp.RootPart.UpdateFlag = 0;

View File

@ -4756,7 +4756,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
SceneObjectPart part = (SceneObjectPart)entity;
attachPoint = part.AttachmentPoint;
if (part.ParentGroup != null)
attachPoint = part.ParentGroup.AttachmentPoint;
else
attachPoint = 0;
collisionPlane = Vector4.Zero;
position = part.RelativePosition;
velocity = part.Velocity;
@ -4913,10 +4917,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//update.JointType = 0;
update.Material = data.Material;
update.MediaURL = Utils.EmptyBytes; // FIXME: Support this in OpenSim
if (data.IsAttachment)
if (data.ParentGroup != null && data.ParentGroup.IsAttachment)
{
update.NameValue = Util.StringToBytes256("AttachItemID STRING RW SV " + data.FromItemID);
update.State = (byte)((data.AttachmentPoint % 16) * 16 + (data.AttachmentPoint / 16));
update.State = (byte)((data.ParentGroup.AttachmentPoint % 16) * 16 + (data.ParentGroup.AttachmentPoint / 16));
}
else
{

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@ -369,11 +369,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
SceneObjectGroup att, ScenePresence sp, UUID itemID, uint AttachmentPt)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})",
// remoteClient.Name, att.Name, itemID);
// "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} {2} (item ID {3}) at {4}",
// sp.Name, att.Name, att.LocalId, itemID, AttachmentPt);
if (!att.IsDeleted)
AttachmentPt = att.RootPart.AttachmentPoint;
AttachmentPt = att.AttachmentPoint;
InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
item = m_scene.InventoryService.GetItem(item);
@ -547,7 +547,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
);
group.RootPart.SetParentLocalId(0);
group.RootPart.IsAttachment = false;
group.IsAttachment = false;
group.AbsolutePosition = group.RootPart.AttachedPos;
UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID);
@ -569,7 +569,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// Finally, we restore the object's attachment status.
byte attachmentPoint = sog.GetAttachmentPoint();
sog.UpdateGroupPosition(pos);
sog.RootPart.IsAttachment = false;
sog.IsAttachment = false;
sog.AbsolutePosition = sog.RootPart.AttachedPos;
sog.SetAttachmentPoint(attachmentPoint);
sog.HasGroupChanged = true;
@ -666,8 +666,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.AbsolutePosition = attachOffset;
so.RootPart.AttachedPos = attachOffset;
so.RootPart.IsAttachment = true;
so.IsAttachment = true;
so.RootPart.SetParentLocalId(avatar.LocalId);
so.SetAttachmentPoint(Convert.ToByte(attachmentpoint));

View File

@ -110,6 +110,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(attName));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.GetAttachmentPoint(), Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
@ -132,9 +133,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
InventoryItemBase attItem
= UserInventoryHelpers.CreateInventoryItem(
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
UserInventoryHelpers.CreateInventoryItem(
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(
m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
@ -145,6 +145,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(attName));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.GetAttachmentPoint(), Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
@ -166,9 +167,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
InventoryItemBase attItem
= UserInventoryHelpers.CreateInventoryItem(
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
UserInventoryHelpers.CreateInventoryItem(
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
UUID attSoId = m_attMod.RezSingleAttachmentFromInventory(
m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
@ -198,9 +198,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
InventoryItemBase attItem
= UserInventoryHelpers.CreateInventoryItem(
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
UserInventoryHelpers.CreateInventoryItem(
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(
m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
@ -242,6 +241,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(attachments.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments[0];
Assert.That(attSo.Name, Is.EqualTo(attName));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.GetAttachmentPoint(), Is.EqualTo((byte)AttachmentPoint.Chest));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);

View File

@ -1782,7 +1782,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// Set the parent localID to 0 so it transfers over properly.
gobj.RootPart.SetParentLocalId(0);
gobj.AbsolutePosition = gobj.RootPart.AttachedPos;
gobj.RootPart.IsAttachment = false;
gobj.IsAttachment = false;
//gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", gobj.UUID, destination.RegionName);
CrossPrimGroupIntoNewRegion(destination, gobj, silent);

View File

@ -841,7 +841,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (attachment)
{
group.RootPart.Flags |= PrimFlags.Phantom;
group.RootPart.IsAttachment = true;
group.IsAttachment = true;
}
// If we're rezzing an attachment then don't ask

View File

@ -122,7 +122,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
@ -135,7 +135,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
@ -148,7 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
@ -171,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
// Attachments are high priority,
if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
return 1;
// Non physical prims are lower priority than physical prims

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@ -4223,7 +4223,7 @@ namespace OpenSim.Region.Framework.Scenes
// their scripts will actually run.
// -- Leaf, Tue Aug 12 14:17:05 EDT 2008
SceneObjectPart parent = part.ParentGroup.RootPart;
if (parent != null && parent.IsAttachment)
if (parent != null && part.ParentGroup.IsAttachment)
return ScriptDanger(parent, parent.GetWorldPosition());
else
return ScriptDanger(part, part.GetWorldPosition());
@ -5030,7 +5030,7 @@ namespace OpenSim.Region.Framework.Scenes
delete = true;
}
if (delete && !rootPart.IsAttachment && !deletes.Contains(g))
if (delete && !g.IsAttachment && !deletes.Contains(g))
deletes.Add(g);
});
break;

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@ -146,27 +146,11 @@ namespace OpenSim.Region.Framework.Scenes
return true;
return false;
}
/// <summary>
/// Is this scene object acting as an attachment?
/// </summary>
/// <remarks>
/// We return false if the group has already been deleted.
///
/// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I
/// presume either all or no parts in a linkset can be part of an attachment (in which
/// case the value would get proprogated down into all the descendent parts).
/// </remarks>
public bool IsAttachment
{
get
{
if (!IsDeleted)
return m_rootPart.IsAttachment;
return false;
}
}
public bool IsAttachment { get; set; }
/// <summary>
/// The avatar to which this scene object is attached.
@ -176,6 +160,14 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
public UUID AttachedAvatar { get; set; }
/// <summary>
/// Attachment point of this scene object to an avatar.
/// </summary>
/// <remarks>
/// 0 if we're not attached to anything
/// </remarks>
public uint AttachmentPoint;
/// <summary>
/// Is this scene object phantom?
/// </summary>
@ -354,11 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Check both the attachment property and the relevant properties of the underlying root part.
/// </summary>
/// <remarks>
/// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
/// have the IsAttachment property yet checked.
///
/// FIXME: However, this should be fixed so that this property
/// propertly reflects the underlying status.
/// </remarks>
/// <returns></returns>
public bool IsAttachmentCheckFull()
{
@ -987,11 +981,11 @@ namespace OpenSim.Region.Framework.Scenes
return m_rootPart.Shape.State;
}
public void SetAttachmentPoint(byte point)
public void SetAttachmentPoint(uint point)
{
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].SetAttachmentPoint(point);
AttachmentPoint = point;
IsAttachment = point != 0;
m_rootPart.Shape.State = (byte)point;
}
public void ClearPartAttachmentData()
@ -1424,16 +1418,16 @@ namespace OpenSim.Region.Framework.Scenes
// This is only necessary when userExposed is false!
bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
bool previousAttachmentStatus = dupe.IsAttachment;
if (!userExposed)
dupe.RootPart.IsAttachment = true;
dupe.IsAttachment = true;
dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
if (!userExposed)
{
dupe.RootPart.IsAttachment = previousAttachmentStatus;
dupe.IsAttachment = previousAttachmentStatus;
}
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);

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@ -213,10 +213,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get { return m_fromUserInventoryItemID; }
}
public bool IsAttachment;
public scriptEvents AggregateScriptEvents;
@ -224,9 +221,6 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 AttachedPos;
public uint AttachmentPoint;
public Vector3 RotationAxis = Vector3.One;
@ -723,7 +717,7 @@ namespace OpenSim.Region.Framework.Scenes
m_groupPosition = actor.Position;
}
if (IsAttachment)
if (m_parentGroup.IsAttachment)
{
ScenePresence sp = m_parentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
@ -807,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (IsRoot)
{
if (IsAttachment)
if (m_parentGroup.IsAttachment)
return AttachedPos;
else
return AbsolutePosition;
@ -1090,7 +1084,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
if (IsAttachment)
if (m_parentGroup.IsAttachment)
return GroupPosition;
return m_offsetPosition + m_groupPosition;
@ -1588,7 +1582,7 @@ namespace OpenSim.Region.Framework.Scenes
// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
// or flexible
if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
if (!isPhantom && !m_parentGroup.IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
{
try
{
@ -2880,7 +2874,7 @@ namespace OpenSim.Region.Framework.Scenes
public void rotLookAt(Quaternion target, float strength, float damping)
{
if (IsAttachment)
if (m_parentGroup.IsAttachment)
{
/*
ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
@ -3014,7 +3008,7 @@ namespace OpenSim.Region.Framework.Scenes
if (IsRoot)
{
if (IsAttachment)
if (m_parentGroup.IsAttachment)
{
SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags);
}
@ -3076,7 +3070,7 @@ namespace OpenSim.Region.Framework.Scenes
{
// Suppress full updates during attachment editing
//
if (ParentGroup.IsSelected && IsAttachment)
if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
return;
if (ParentGroup.IsDeleted)
@ -3254,26 +3248,6 @@ namespace OpenSim.Region.Framework.Scenes
});
}
public void SetAttachmentPoint(uint AttachmentPoint)
{
this.AttachmentPoint = AttachmentPoint;
if (AttachmentPoint != 0)
{
IsAttachment = true;
}
else
{
IsAttachment = false;
}
// save the attachment point.
//if (AttachmentPoint != 0)
//{
m_shape.State = (byte)AttachmentPoint;
//}
}
public void SetAxisRotation(int axis, int rotate)
{
if (m_parentGroup != null)
@ -4497,7 +4471,9 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if (SetPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
if (SetPhantom
|| ParentGroup.IsAttachment
|| (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
{
AddFlag(PrimFlags.Phantom);
if (PhysActor != null)
@ -4928,7 +4904,7 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup == null || ParentGroup.IsDeleted)
return;
if (IsAttachment && ParentGroup.RootPart != this)
if (ParentGroup.IsAttachment && ParentGroup.RootPart != this)
return;
// Causes this thread to dig into the Client Thread Data.

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@ -201,7 +201,7 @@ namespace OpenSim.Region.Framework.Scenes
// Don't let this set the HasGroupChanged flag for attachments
// as this happens during rez and we don't want a new asset
// for each attachment each time
if (!m_part.ParentGroup.RootPart.IsAttachment)
if (!m_part.ParentGroup.IsAttachment)
{
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;

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@ -3178,7 +3178,7 @@ namespace OpenSim.Region.Framework.Scenes
ISceneObject clone = sog.CloneForNewScene();
// Attachment module assumes that GroupPosition holds the offsets...!
((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos;
((SceneObjectGroup)clone).RootPart.IsAttachment = false;
((SceneObjectGroup)clone).IsAttachment = false;
cAgent.AttachmentObjects.Add(clone);
string state = sog.GetStateSnapshot();
cAgent.AttachmentObjectStates.Add(state);
@ -3477,7 +3477,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (SceneObjectGroup so in m_attachments)
{
if (attachmentPoint == so.RootPart.AttachmentPoint)
if (attachmentPoint == so.AttachmentPoint)
attachments.Add(so);
}
}
@ -3869,12 +3869,12 @@ namespace OpenSim.Region.Framework.Scenes
{
if (grp.HasGroupChanged) // Resizer scripts?
{
grp.RootPart.IsAttachment = false;
grp.IsAttachment = false;
grp.AbsolutePosition = grp.RootPart.AttachedPos;
// grp.DetachToInventoryPrep();
attachmentsModule.UpdateKnownItem(ControllingClient,
grp, grp.GetFromItemID(), grp.OwnerID);
grp.RootPart.IsAttachment = true;
grp.IsAttachment = true;
}
}
}

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@ -120,8 +120,7 @@ namespace OpenSim.Region.Framework.Scenes
// We deal with the possibility that two updates occur at
// the same unix time at the update point itself.
if ((update.LastFullUpdateTime < part.TimeStampFull) ||
part.IsAttachment)
if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.IsAttachment)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",

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@ -1965,7 +1965,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (part.ParentGroup.RootPart == part)
{
if ((targetPos.z < ground) && disable_underground_movement && m_host.AttachmentPoint == 0)
if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
targetPos.z = ground;
SceneObjectGroup parent = part.ParentGroup;
LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos);
@ -2097,7 +2097,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
Quaternion q;
if (part.LinkNum == 0 || part.LinkNum == 1) // unlinked or root prim
{
if (part.ParentGroup.RootPart.AttachmentPoint != 0)
if (part.ParentGroup.AttachmentPoint != 0)
{
ScenePresence avatar = World.GetScenePresence(part.ParentGroup.AttachedAvatar);
if (avatar != null)
@ -2241,7 +2241,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
Vector3 vel;
if (m_host.IsAttachment)
if (m_host.ParentGroup.IsAttachment)
{
ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
vel = avatar.Velocity;
@ -2997,7 +2997,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
if (m_host.ParentGroup.AttachmentPoint == 0)
return;
TaskInventoryItem item;
@ -3587,7 +3587,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
SceneObjectPart targetPart = World.GetSceneObjectPart((UUID)targetID);
if (targetPart.ParentGroup.RootPart.AttachmentPoint != 0)
if (targetPart.ParentGroup.AttachmentPoint != 0)
return; // Fail silently if attached
SceneObjectGroup parentPrim = null, childPrim = null;
@ -3640,7 +3640,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
SceneObjectGroup parentPrim = m_host.ParentGroup;
if (parentPrim.RootPart.AttachmentPoint != 0)
if (parentPrim.AttachmentPoint != 0)
return; // Fail silently if attached
SceneObjectPart childPrim = null;
@ -3710,7 +3710,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
SceneObjectGroup parentPrim = m_host.ParentGroup;
if (parentPrim.RootPart.AttachmentPoint != 0)
if (parentPrim.AttachmentPoint != 0)
return; // Fail silently if attached
List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
@ -4349,7 +4349,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return;
// Object not pushable. Not an attachment and has no physics component
if (!pusheeob.IsAttachment && pusheeob.PhysActor == null)
if (!pusheeob.ParentGroup.IsAttachment && pusheeob.PhysActor == null)
return;
PusheePos = pusheeob.AbsolutePosition;
@ -5857,7 +5857,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_Integer llGetAttached()
{
m_host.AddScriptLPS(1);
return m_host.ParentGroup.RootPart.AttachmentPoint;
return m_host.ParentGroup.AttachmentPoint;
}
public LSL_Integer llGetFreeMemory()
@ -7458,7 +7458,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
Quaternion q;
if (m_host.ParentGroup.RootPart.AttachmentPoint != 0)
if (m_host.ParentGroup.AttachmentPoint != 0)
{
ScenePresence avatar = World.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
if (avatar != null)

View File

@ -303,7 +303,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
float dz;
Quaternion q = SensePoint.RotationOffset;
if (SensePoint.ParentGroup.RootPart.IsAttachment)
if (SensePoint.ParentGroup.IsAttachment)
{
// In attachments, the sensor cone always orients with the
// avatar rotation. This may include a nonzero elevation if
@ -352,7 +352,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
objtype = 0;
part = ((SceneObjectGroup)ent).RootPart;
if (part.AttachmentPoint != 0) // Attached so ignore
if (part.ParentGroup.AttachmentPoint != 0) // Attached so ignore
continue;
if (part.Inventory.ContainsScripts())
@ -423,7 +423,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
Vector3 fromRegionPos = SensePoint.AbsolutePosition;
Quaternion q = SensePoint.RotationOffset;
if (SensePoint.ParentGroup.RootPart.IsAttachment)
if (SensePoint.ParentGroup.IsAttachment)
{
// In attachments, the sensor cone always orients with the
// avatar rotation. This may include a nonzero elevation if
@ -435,7 +435,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
bool attached = (SensePoint.AttachmentPoint != 0);
bool attached = (SensePoint.ParentGroup.AttachmentPoint != 0);
Vector3 toRegionPos;
double dis;