Merge branch 'master' into bulletsim
commit
648866b597
|
@ -304,9 +304,9 @@ namespace OpenSim.Data.Tests
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regionInfo.RegionLocX = 0;
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regionInfo.RegionLocY = 0;
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// Scene scene = new Scene(regionInfo);
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SceneObjectPart sop = new SceneObjectPart();
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SceneObjectGroup sog = new SceneObjectGroup(sop);
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sop.RegionHandle = regionh;
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sop.UUID = uuid;
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sop.LocalId = localid;
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@ -374,8 +374,6 @@ namespace OpenSim.Data.Tests
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// This is necessary or object will not be inserted in DB
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sop.Flags = PrimFlags.None;
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SceneObjectGroup sog = new SceneObjectGroup(sop);
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// Inserts group in DB
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db.StoreObject(sog,region3);
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List<SceneObjectGroup> sogs = db.LoadObjects(region3);
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@ -859,6 +859,67 @@ namespace OpenSim.Framework
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}
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}
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public ulong GetMeshKey(Vector3 size, float lod)
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{
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ulong hash = 5381;
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hash = djb2(hash, this.PathCurve);
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hash = djb2(hash, (byte)((byte)this.HollowShape | (byte)this.ProfileShape));
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hash = djb2(hash, this.PathBegin);
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hash = djb2(hash, this.PathEnd);
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hash = djb2(hash, this.PathScaleX);
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hash = djb2(hash, this.PathScaleY);
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hash = djb2(hash, this.PathShearX);
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hash = djb2(hash, this.PathShearY);
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hash = djb2(hash, (byte)this.PathTwist);
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hash = djb2(hash, (byte)this.PathTwistBegin);
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hash = djb2(hash, (byte)this.PathRadiusOffset);
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hash = djb2(hash, (byte)this.PathTaperX);
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hash = djb2(hash, (byte)this.PathTaperY);
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hash = djb2(hash, this.PathRevolutions);
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hash = djb2(hash, (byte)this.PathSkew);
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hash = djb2(hash, this.ProfileBegin);
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hash = djb2(hash, this.ProfileEnd);
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hash = djb2(hash, this.ProfileHollow);
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// TODO: Separate scale out from the primitive shape data (after
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// scaling is supported at the physics engine level)
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byte[] scaleBytes = size.GetBytes();
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for (int i = 0; i < scaleBytes.Length; i++)
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hash = djb2(hash, scaleBytes[i]);
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// Include LOD in hash, accounting for endianness
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byte[] lodBytes = new byte[4];
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Buffer.BlockCopy(BitConverter.GetBytes(lod), 0, lodBytes, 0, 4);
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if (!BitConverter.IsLittleEndian)
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{
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Array.Reverse(lodBytes, 0, 4);
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}
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for (int i = 0; i < lodBytes.Length; i++)
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hash = djb2(hash, lodBytes[i]);
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// include sculpt UUID
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if (this.SculptEntry)
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{
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scaleBytes = this.SculptTexture.GetBytes();
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for (int i = 0; i < scaleBytes.Length; i++)
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hash = djb2(hash, scaleBytes[i]);
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}
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return hash;
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}
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private ulong djb2(ulong hash, byte c)
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{
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return ((hash << 5) + hash) + (ulong)c;
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}
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private ulong djb2(ulong hash, ushort c)
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{
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hash = ((hash << 5) + hash) + (ulong)((byte)c);
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return ((hash << 5) + hash) + (ulong)(c >> 8);
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}
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public byte[] ExtraParamsToBytes()
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{
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// m_log.DebugFormat("[EXTRAPARAMS]: Called ExtraParamsToBytes()");
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@ -330,7 +330,7 @@ namespace OpenSim.Region.ClientStack.Linden
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grp.AbsolutePosition = obj.Position;
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prim.RotationOffset = obj.Rotation;
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grp.RootPart.IsAttachment = false;
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grp.IsAttachment = false;
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// Required for linking
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grp.RootPart.UpdateFlag = 0;
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@ -4756,7 +4756,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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SceneObjectPart part = (SceneObjectPart)entity;
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attachPoint = part.AttachmentPoint;
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if (part.ParentGroup != null)
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attachPoint = part.ParentGroup.AttachmentPoint;
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else
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attachPoint = 0;
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collisionPlane = Vector4.Zero;
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position = part.RelativePosition;
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velocity = part.Velocity;
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@ -4913,10 +4917,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//update.JointType = 0;
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update.Material = data.Material;
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update.MediaURL = Utils.EmptyBytes; // FIXME: Support this in OpenSim
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if (data.IsAttachment)
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if (data.ParentGroup != null && data.ParentGroup.IsAttachment)
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{
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update.NameValue = Util.StringToBytes256("AttachItemID STRING RW SV " + data.FromItemID);
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update.State = (byte)((data.AttachmentPoint % 16) * 16 + (data.AttachmentPoint / 16));
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update.State = (byte)((data.ParentGroup.AttachmentPoint % 16) * 16 + (data.ParentGroup.AttachmentPoint / 16));
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}
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else
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{
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|
|
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@ -167,13 +167,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return AttachObject(sp, group, AttachmentPt, silent);
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}
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private bool AttachObject(ScenePresence sp, SceneObjectGroup group, uint AttachmentPt, bool silent)
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private bool AttachObject(ScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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// group.Name, group.LocalId, sp.Name, AttachmentPt, silent);
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if (sp.GetAttachments(AttachmentPt).Contains(group))
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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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@ -186,39 +186,39 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
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// be removed when that functionality is implemented in opensim
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AttachmentPt &= 0x7f;
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attachmentPt &= 0x7f;
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
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if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint)
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{
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attachPos = Vector3.Zero;
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}
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// AttachmentPt 0 means the client chose to 'wear' the attachment.
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if (AttachmentPt == 0)
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if (attachmentPt == 0)
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{
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// Check object for stored attachment point
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AttachmentPt = (uint)group.GetAttachmentPoint();
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attachmentPt = group.AttachmentPoint;
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}
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// if we still didn't find a suitable attachment point.......
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if (AttachmentPt == 0)
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if (attachmentPt == 0)
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{
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// Stick it on left hand with Zero Offset from the attachment point.
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AttachmentPt = (uint)AttachmentPoint.LeftHand;
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attachmentPt = (uint)AttachmentPoint.LeftHand;
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attachPos = Vector3.Zero;
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}
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group.SetAttachmentPoint((byte)AttachmentPt);
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group.AttachmentPoint = attachmentPt;
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group.AbsolutePosition = attachPos;
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// Remove any previous attachments
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UUID itemID = UUID.Zero;
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foreach (SceneObjectGroup grp in sp.Attachments)
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{
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if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
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if (grp.AttachmentPoint == attachmentPt)
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{
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itemID = grp.GetFromItemID();
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break;
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@ -232,9 +232,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (itemID == UUID.Zero)
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itemID = AddSceneObjectAsAttachment(sp.ControllingClient, group).ID;
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ShowAttachInUserInventory(sp, AttachmentPt, itemID, group);
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ShowAttachInUserInventory(sp, attachmentPt, itemID, group);
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AttachToAgent(sp, group, AttachmentPt, attachPos, silent);
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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return true;
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}
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@ -293,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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ScenePresence sp, UUID itemID, uint AttachmentPt)
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ScenePresence sp, UUID itemID, uint attachmentPt)
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{
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IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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if (invAccess != null)
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@ -313,13 +313,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// since scripts aren't running yet. So, clear it here.
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objatt.HasGroupChanged = false;
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bool tainted = false;
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if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
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if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
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tainted = true;
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// This will throw if the attachment fails
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try
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{
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AttachObject(sp, objatt, AttachmentPt, false);
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AttachObject(sp, objatt, attachmentPt, false);
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}
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catch (Exception e)
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{
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@ -348,7 +348,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
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itemID, sp.Name, AttachmentPt);
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itemID, sp.Name, attachmentPt);
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}
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return objatt;
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@ -363,22 +363,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="att"></param>
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/// <param name="sp"></param>
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="attachmentPoint"></param>
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/// <returns></returns>
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private UUID ShowAttachInUserInventory(
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SceneObjectGroup att, ScenePresence sp, UUID itemID, uint AttachmentPt)
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SceneObjectGroup att, ScenePresence sp, UUID itemID, uint attachmentPoint)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})",
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// remoteClient.Name, att.Name, itemID);
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// "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} {2} (item ID {3}) at {4}",
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// sp.Name, att.Name, att.LocalId, itemID, AttachmentPt);
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if (!att.IsDeleted)
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AttachmentPt = att.RootPart.AttachmentPoint;
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attachmentPoint = att.AttachmentPoint;
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InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
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item = m_scene.InventoryService.GetItem(item);
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bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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bool changed = sp.Appearance.SetAttachment((int)attachmentPoint, itemID, item.AssetID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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|
@ -547,7 +547,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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);
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group.RootPart.SetParentLocalId(0);
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group.RootPart.IsAttachment = false;
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group.IsAttachment = false;
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group.AbsolutePosition = group.RootPart.AttachedPos;
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UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID);
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|
@ -567,11 +567,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// attachment. This is necessary in order to correctly save
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// and retrieve GroupPosition information for the attachment.
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// Finally, we restore the object's attachment status.
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byte attachmentPoint = sog.GetAttachmentPoint();
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uint attachmentPoint = sog.AttachmentPoint;
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sog.UpdateGroupPosition(pos);
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sog.RootPart.IsAttachment = false;
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sog.IsAttachment = false;
|
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sog.AbsolutePosition = sog.RootPart.AttachedPos;
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sog.SetAttachmentPoint(attachmentPoint);
|
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sog.AttachmentPoint = attachmentPoint;
|
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sog.HasGroupChanged = true;
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}
|
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|
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|
@ -594,14 +594,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
|
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grp.UUID, grp.GetAttachmentPoint());
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grp.UUID, grp.AttachmentPoint);
|
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|
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return;
|
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}
|
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|
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
|
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grp.UUID, grp.GetAttachmentPoint());
|
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grp.UUID, grp.AttachmentPoint);
|
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|
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
|
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|
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|
@ -666,10 +666,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
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so.AbsolutePosition = attachOffset;
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so.RootPart.AttachedPos = attachOffset;
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so.RootPart.IsAttachment = true;
|
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|
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so.IsAttachment = true;
|
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so.RootPart.SetParentLocalId(avatar.LocalId);
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so.SetAttachmentPoint(Convert.ToByte(attachmentpoint));
|
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so.AttachmentPoint = attachmentpoint;
|
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|
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avatar.AddAttachment(so);
|
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|
||||
|
|
|
@ -110,7 +110,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(attachments.Count, Is.EqualTo(1));
|
||||
SceneObjectGroup attSo = attachments[0];
|
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Assert.That(attSo.Name, Is.EqualTo(attName));
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Assert.That(attSo.GetAttachmentPoint(), Is.EqualTo((byte)AttachmentPoint.Chest));
|
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Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||
Assert.That(attSo.IsAttachment);
|
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Assert.That(attSo.UsesPhysics, Is.False);
|
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Assert.That(attSo.IsTemporary, Is.False);
|
||||
|
@ -132,8 +132,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
UUID attAssetId = TestHelpers.ParseTail(0x3);
|
||||
string attName = "att";
|
||||
|
||||
InventoryItemBase attItem
|
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= UserInventoryHelpers.CreateInventoryItem(
|
||||
UserInventoryHelpers.CreateInventoryItem(
|
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scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
|
||||
|
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m_attMod.RezSingleAttachmentFromInventory(
|
||||
|
@ -145,7 +144,7 @@ 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.GetAttachmentPoint(), Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||
Assert.That(attSo.IsAttachment);
|
||||
Assert.That(attSo.UsesPhysics, Is.False);
|
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Assert.That(attSo.IsTemporary, Is.False);
|
||||
|
@ -166,8 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
UUID attAssetId = TestHelpers.ParseTail(0x3);
|
||||
string attName = "att";
|
||||
|
||||
InventoryItemBase attItem
|
||||
= UserInventoryHelpers.CreateInventoryItem(
|
||||
UserInventoryHelpers.CreateInventoryItem(
|
||||
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
|
||||
|
||||
UUID attSoId = m_attMod.RezSingleAttachmentFromInventory(
|
||||
|
@ -198,8 +196,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
UUID attAssetId = TestHelpers.ParseTail(0x3);
|
||||
string attName = "att";
|
||||
|
||||
InventoryItemBase attItem
|
||||
= UserInventoryHelpers.CreateInventoryItem(
|
||||
UserInventoryHelpers.CreateInventoryItem(
|
||||
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
|
||||
|
||||
m_attMod.RezSingleAttachmentFromInventory(
|
||||
|
@ -242,7 +239,7 @@ 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.GetAttachmentPoint(), Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||
Assert.That(attSo.IsAttachment);
|
||||
Assert.That(attSo.UsesPhysics, Is.False);
|
||||
Assert.That(attSo.IsTemporary, Is.False);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -81,7 +81,7 @@ namespace OpenSim.Region.CoreModules.World.Sound
|
|||
|
||||
if (grp.IsAttachment)
|
||||
{
|
||||
if (grp.GetAttachmentPoint() > 30) // HUD
|
||||
if (grp.AttachmentPoint > 30) // HUD
|
||||
{
|
||||
if (sp.ControllingClient.AgentId != grp.OwnerID)
|
||||
return;
|
||||
|
@ -115,7 +115,7 @@ namespace OpenSim.Region.CoreModules.World.Sound
|
|||
{
|
||||
SceneObjectGroup grp = part.ParentGroup;
|
||||
|
||||
if (grp.IsAttachment && grp.GetAttachmentPoint() > 30)
|
||||
if (grp.IsAttachment && grp.AttachmentPoint > 30)
|
||||
{
|
||||
objectID = ownerID;
|
||||
parentID = ownerID;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -223,6 +223,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// Retrieve group
|
||||
SceneObjectPart part = GetSceneObjectPart(primId);
|
||||
if (part == null)
|
||||
return new ArrayList();
|
||||
SceneObjectGroup group = part.ParentGroup;
|
||||
if (null == group)
|
||||
{
|
||||
|
@ -967,6 +969,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
|
||||
{
|
||||
SceneObjectPart part = GetSceneObjectPart(localID);
|
||||
if (part == null)
|
||||
return;
|
||||
SceneObjectGroup group = part.ParentGroup;
|
||||
if (group != null)
|
||||
{
|
||||
|
@ -2028,6 +2032,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
foreach (uint localID in localIDs)
|
||||
{
|
||||
SceneObjectPart part = GetSceneObjectPart(localID);
|
||||
if (part == null)
|
||||
continue;
|
||||
if (!groups.Contains(part.ParentGroup))
|
||||
groups.Add(part.ParentGroup);
|
||||
}
|
||||
|
@ -2073,6 +2079,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
foreach (uint localID in localIDs)
|
||||
{
|
||||
SceneObjectPart part = GetSceneObjectPart(localID);
|
||||
if (part == null)
|
||||
continue;
|
||||
part.GetProperties(remoteClient);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -1546,11 +1546,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
|
||||
{
|
||||
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
|
||||
if (part != null)
|
||||
{
|
||||
part.ClickAction = Convert.ToByte(clickAction);
|
||||
group.HasGroupChanged = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material)
|
||||
{
|
||||
|
@ -1560,11 +1563,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
|
||||
{
|
||||
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
|
||||
if (part != null)
|
||||
{
|
||||
part.Material = Convert.ToByte(material);
|
||||
group.HasGroupChanged = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
|
||||
{
|
||||
|
|
|
@ -150,23 +150,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <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 +160,31 @@ 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
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_rootPart.Shape.State;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
IsAttachment = value != 0;
|
||||
m_rootPart.Shape.State = (byte)value;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearPartAttachmentData()
|
||||
{
|
||||
AttachmentPoint = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is this scene object phantom?
|
||||
/// </summary>
|
||||
|
@ -354,11 +363,13 @@ 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()
|
||||
{
|
||||
|
@ -982,23 +993,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public byte GetAttachmentPoint()
|
||||
{
|
||||
return m_rootPart.Shape.State;
|
||||
}
|
||||
|
||||
public void SetAttachmentPoint(byte point)
|
||||
{
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
parts[i].SetAttachmentPoint(point);
|
||||
}
|
||||
|
||||
public void ClearPartAttachmentData()
|
||||
{
|
||||
SetAttachmentPoint((Byte)0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
|
@ -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);
|
||||
|
|
|
@ -215,18 +215,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
|
||||
public bool IsAttachment;
|
||||
|
||||
|
||||
public scriptEvents AggregateScriptEvents;
|
||||
|
||||
|
||||
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.
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -965,6 +965,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
presence.Animator.SendAnimPackToClient(ControllingClient);
|
||||
});
|
||||
|
||||
// If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
|
||||
// stall on the border crossing since the existing child agent will still have the last movement
|
||||
// recorded, which stops the input from being processed.
|
||||
m_movementflag = 0;
|
||||
|
||||
m_scene.EventManager.TriggerOnMakeRootAgent(this);
|
||||
}
|
||||
|
||||
|
@ -1247,6 +1252,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name);
|
||||
|
||||
//if (m_isChildAgent)
|
||||
//{
|
||||
// // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
|
||||
|
@ -1445,6 +1452,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_movementflag |= (byte)nudgehack;
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF);
|
||||
m_movementflag += (byte)(uint)DCF;
|
||||
update_movementflag = true;
|
||||
}
|
||||
|
@ -1456,6 +1465,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
&& ((m_movementflag & (byte)nudgehack) == nudgehack))
|
||||
) // This or is for Nudge forward
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF);
|
||||
m_movementflag -= ((byte)(uint)DCF);
|
||||
update_movementflag = true;
|
||||
|
||||
|
@ -1520,12 +1530,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// which occurs later in the main scene loop
|
||||
if (update_movementflag || (update_rotation && DCFlagKeyPressed))
|
||||
{
|
||||
// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
|
||||
// m_log.DebugFormat(
|
||||
// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
|
||||
// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
|
||||
// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
|
||||
|
||||
AddNewMovement(agent_control_v3);
|
||||
}
|
||||
// else
|
||||
// {
|
||||
// if (!update_movementflag)
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
|
||||
// m_scene.RegionInfo.RegionName, agent_control_v3, Name);
|
||||
// }
|
||||
// }
|
||||
|
||||
if (update_movementflag && m_parentID == 0)
|
||||
Animator.UpdateMovementAnimations();
|
||||
|
@ -3178,7 +3197,7 @@ 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 +3496,7 @@ 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 +3888,12 @@ 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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}",
|
||||
|
|
|
@ -38,6 +38,17 @@ namespace OpenSim.Region.Physics.Manager
|
|||
IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
|
||||
}
|
||||
|
||||
// Values for level of detail to be passed to the mesher.
|
||||
// Values origionally chosen for the LOD of sculpties (the sqrt(width*heigth) of sculpt texture)
|
||||
// Lower level of detail reduces the number of vertices used to represent the meshed shape.
|
||||
public enum LevelOfDetail
|
||||
{
|
||||
High = 32,
|
||||
Medium = 16,
|
||||
Low = 8,
|
||||
VeryLow = 4
|
||||
}
|
||||
|
||||
public interface IVertex
|
||||
{
|
||||
}
|
||||
|
|
|
@ -193,67 +193,6 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
|
||||
}
|
||||
|
||||
private ulong GetMeshKey(PrimitiveBaseShape pbs, Vector3 size, float lod)
|
||||
{
|
||||
ulong hash = 5381;
|
||||
|
||||
hash = djb2(hash, pbs.PathCurve);
|
||||
hash = djb2(hash, (byte)((byte)pbs.HollowShape | (byte)pbs.ProfileShape));
|
||||
hash = djb2(hash, pbs.PathBegin);
|
||||
hash = djb2(hash, pbs.PathEnd);
|
||||
hash = djb2(hash, pbs.PathScaleX);
|
||||
hash = djb2(hash, pbs.PathScaleY);
|
||||
hash = djb2(hash, pbs.PathShearX);
|
||||
hash = djb2(hash, pbs.PathShearY);
|
||||
hash = djb2(hash, (byte)pbs.PathTwist);
|
||||
hash = djb2(hash, (byte)pbs.PathTwistBegin);
|
||||
hash = djb2(hash, (byte)pbs.PathRadiusOffset);
|
||||
hash = djb2(hash, (byte)pbs.PathTaperX);
|
||||
hash = djb2(hash, (byte)pbs.PathTaperY);
|
||||
hash = djb2(hash, pbs.PathRevolutions);
|
||||
hash = djb2(hash, (byte)pbs.PathSkew);
|
||||
hash = djb2(hash, pbs.ProfileBegin);
|
||||
hash = djb2(hash, pbs.ProfileEnd);
|
||||
hash = djb2(hash, pbs.ProfileHollow);
|
||||
|
||||
// TODO: Separate scale out from the primitive shape data (after
|
||||
// scaling is supported at the physics engine level)
|
||||
byte[] scaleBytes = size.GetBytes();
|
||||
for (int i = 0; i < scaleBytes.Length; i++)
|
||||
hash = djb2(hash, scaleBytes[i]);
|
||||
|
||||
// Include LOD in hash, accounting for endianness
|
||||
byte[] lodBytes = new byte[4];
|
||||
Buffer.BlockCopy(BitConverter.GetBytes(lod), 0, lodBytes, 0, 4);
|
||||
if (!BitConverter.IsLittleEndian)
|
||||
{
|
||||
Array.Reverse(lodBytes, 0, 4);
|
||||
}
|
||||
for (int i = 0; i < lodBytes.Length; i++)
|
||||
hash = djb2(hash, lodBytes[i]);
|
||||
|
||||
// include sculpt UUID
|
||||
if (pbs.SculptEntry)
|
||||
{
|
||||
scaleBytes = pbs.SculptTexture.GetBytes();
|
||||
for (int i = 0; i < scaleBytes.Length; i++)
|
||||
hash = djb2(hash, scaleBytes[i]);
|
||||
}
|
||||
|
||||
return hash;
|
||||
}
|
||||
|
||||
private ulong djb2(ulong hash, byte c)
|
||||
{
|
||||
return ((hash << 5) + hash) + (ulong)c;
|
||||
}
|
||||
|
||||
private ulong djb2(ulong hash, ushort c)
|
||||
{
|
||||
hash = ((hash << 5) + hash) + (ulong)((byte)c);
|
||||
return ((hash << 5) + hash) + (ulong)(c >> 8);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a submesh to an existing list of coords and faces.
|
||||
/// </summary>
|
||||
|
@ -336,7 +275,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
}
|
||||
else
|
||||
{
|
||||
if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, out coords, out faces))
|
||||
if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
|
||||
return null;
|
||||
}
|
||||
|
||||
|
@ -616,7 +555,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
/// <param name="faces">Faces are added to this list by the method.</param>
|
||||
/// <returns>true if coords and faces were successfully generated, false if not</returns>
|
||||
private bool GenerateCoordsAndFacesFromPrimShapeData(
|
||||
string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces)
|
||||
string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
|
||||
{
|
||||
PrimMesh primMesh;
|
||||
coords = new List<Coord>();
|
||||
|
@ -636,13 +575,30 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
profileHollow = 0.95f;
|
||||
|
||||
int sides = 4;
|
||||
LevelOfDetail iLOD = (LevelOfDetail)lod;
|
||||
if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
||||
sides = 3;
|
||||
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
|
||||
sides = 24;
|
||||
{
|
||||
switch (iLOD)
|
||||
{
|
||||
case LevelOfDetail.High: sides = 24; break;
|
||||
case LevelOfDetail.Medium: sides = 12; break;
|
||||
case LevelOfDetail.Low: sides = 6; break;
|
||||
case LevelOfDetail.VeryLow: sides = 3; break;
|
||||
default: sides = 24; break;
|
||||
}
|
||||
}
|
||||
else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
||||
{ // half circle, prim is a sphere
|
||||
sides = 24;
|
||||
switch (iLOD)
|
||||
{
|
||||
case LevelOfDetail.High: sides = 24; break;
|
||||
case LevelOfDetail.Medium: sides = 12; break;
|
||||
case LevelOfDetail.Low: sides = 6; break;
|
||||
case LevelOfDetail.VeryLow: sides = 3; break;
|
||||
default: sides = 24; break;
|
||||
}
|
||||
|
||||
profileBegin = 0.5f * profileBegin + 0.5f;
|
||||
profileEnd = 0.5f * profileEnd + 0.5f;
|
||||
|
@ -650,7 +606,16 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
|
||||
int hollowSides = sides;
|
||||
if (primShape.HollowShape == HollowShape.Circle)
|
||||
hollowSides = 24;
|
||||
{
|
||||
switch (iLOD)
|
||||
{
|
||||
case LevelOfDetail.High: hollowSides = 24; break;
|
||||
case LevelOfDetail.Medium: hollowSides = 12; break;
|
||||
case LevelOfDetail.Low: hollowSides = 6; break;
|
||||
case LevelOfDetail.VeryLow: hollowSides = 3; break;
|
||||
default: hollowSides = 24; break;
|
||||
}
|
||||
}
|
||||
else if (primShape.HollowShape == HollowShape.Square)
|
||||
hollowSides = 4;
|
||||
else if (primShape.HollowShape == HollowShape.Triangle)
|
||||
|
@ -751,7 +716,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
|
||||
// If this mesh has been created already, return it instead of creating another copy
|
||||
// For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
|
||||
key = GetMeshKey(primShape, size, lod);
|
||||
key = primShape.GetMeshKey(size, lod);
|
||||
if (m_uniqueMeshes.TryGetValue(key, out mesh))
|
||||
return mesh;
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue