Merge branch 'master' into bulletsim

bulletsim
Mic Bowman 2011-08-29 09:55:34 -07:00
commit 648866b597
22 changed files with 266 additions and 229 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;
@ -374,8 +374,6 @@ 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);
List<SceneObjectGroup> sogs = db.LoadObjects(region3);

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@ -859,6 +859,67 @@ namespace OpenSim.Framework
}
}
public ulong GetMeshKey(Vector3 size, float lod)
{
ulong hash = 5381;
hash = djb2(hash, this.PathCurve);
hash = djb2(hash, (byte)((byte)this.HollowShape | (byte)this.ProfileShape));
hash = djb2(hash, this.PathBegin);
hash = djb2(hash, this.PathEnd);
hash = djb2(hash, this.PathScaleX);
hash = djb2(hash, this.PathScaleY);
hash = djb2(hash, this.PathShearX);
hash = djb2(hash, this.PathShearY);
hash = djb2(hash, (byte)this.PathTwist);
hash = djb2(hash, (byte)this.PathTwistBegin);
hash = djb2(hash, (byte)this.PathRadiusOffset);
hash = djb2(hash, (byte)this.PathTaperX);
hash = djb2(hash, (byte)this.PathTaperY);
hash = djb2(hash, this.PathRevolutions);
hash = djb2(hash, (byte)this.PathSkew);
hash = djb2(hash, this.ProfileBegin);
hash = djb2(hash, this.ProfileEnd);
hash = djb2(hash, this.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 (this.SculptEntry)
{
scaleBytes = this.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);
}
public byte[] ExtraParamsToBytes()
{
// m_log.DebugFormat("[EXTRAPARAMS]: Called ExtraParamsToBytes()");

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@ -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
{

View File

@ -167,13 +167,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return AttachObject(sp, group, AttachmentPt, silent);
}
private bool AttachObject(ScenePresence sp, SceneObjectGroup group, uint AttachmentPt, bool silent)
private bool AttachObject(ScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
// group.Name, group.LocalId, sp.Name, AttachmentPt, silent);
if (sp.GetAttachments(AttachmentPt).Contains(group))
if (sp.GetAttachments(attachmentPt).Contains(group))
{
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
@ -186,39 +186,39 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
AttachmentPt &= 0x7f;
attachmentPt &= 0x7f;
// If the attachment point isn't the same as the one previously used
// set it's offset position = 0 so that it appears on the attachment point
// and not in a weird location somewhere unknown.
if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint)
{
attachPos = Vector3.Zero;
}
// AttachmentPt 0 means the client chose to 'wear' the attachment.
if (AttachmentPt == 0)
if (attachmentPt == 0)
{
// Check object for stored attachment point
AttachmentPt = (uint)group.GetAttachmentPoint();
attachmentPt = group.AttachmentPoint;
}
// if we still didn't find a suitable attachment point.......
if (AttachmentPt == 0)
if (attachmentPt == 0)
{
// Stick it on left hand with Zero Offset from the attachment point.
AttachmentPt = (uint)AttachmentPoint.LeftHand;
attachmentPt = (uint)AttachmentPoint.LeftHand;
attachPos = Vector3.Zero;
}
group.SetAttachmentPoint((byte)AttachmentPt);
group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos;
// Remove any previous attachments
UUID itemID = UUID.Zero;
foreach (SceneObjectGroup grp in sp.Attachments)
{
if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
if (grp.AttachmentPoint == attachmentPt)
{
itemID = grp.GetFromItemID();
break;
@ -232,9 +232,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (itemID == UUID.Zero)
itemID = AddSceneObjectAsAttachment(sp.ControllingClient, group).ID;
ShowAttachInUserInventory(sp, AttachmentPt, itemID, group);
ShowAttachInUserInventory(sp, attachmentPt, itemID, group);
AttachToAgent(sp, group, AttachmentPt, attachPos, silent);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
return true;
}
@ -293,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
ScenePresence sp, UUID itemID, uint AttachmentPt)
ScenePresence sp, UUID itemID, uint attachmentPt)
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
@ -313,13 +313,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// since scripts aren't running yet. So, clear it here.
objatt.HasGroupChanged = false;
bool tainted = false;
if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
// This will throw if the attachment fails
try
{
AttachObject(sp, objatt, AttachmentPt, false);
AttachObject(sp, objatt, attachmentPt, false);
}
catch (Exception e)
{
@ -348,7 +348,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, AttachmentPt);
itemID, sp.Name, attachmentPt);
}
return objatt;
@ -363,22 +363,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name="att"></param>
/// <param name="sp"></param>
/// <param name="itemID"></param>
/// <param name="AttachmentPt"></param>
/// <param name="attachmentPoint"></param>
/// <returns></returns>
private UUID ShowAttachInUserInventory(
SceneObjectGroup att, ScenePresence sp, UUID itemID, uint AttachmentPt)
SceneObjectGroup att, ScenePresence sp, UUID itemID, uint attachmentPoint)
{
// 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;
attachmentPoint = att.AttachmentPoint;
InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
item = m_scene.InventoryService.GetItem(item);
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
bool changed = sp.Appearance.SetAttachment((int)attachmentPoint, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
@ -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);
@ -567,11 +567,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// attachment. This is necessary in order to correctly save
// and retrieve GroupPosition information for the attachment.
// Finally, we restore the object's attachment status.
byte attachmentPoint = sog.GetAttachmentPoint();
uint attachmentPoint = sog.AttachmentPoint;
sog.UpdateGroupPosition(pos);
sog.RootPart.IsAttachment = false;
sog.IsAttachment = false;
sog.AbsolutePosition = sog.RootPart.AttachedPos;
sog.SetAttachmentPoint(attachmentPoint);
sog.AttachmentPoint = attachmentPoint;
sog.HasGroupChanged = true;
}
@ -594,14 +594,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
grp.UUID, grp.GetAttachmentPoint());
grp.UUID, grp.AttachmentPoint);
return;
}
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
grp.UUID, grp.GetAttachmentPoint());
grp.UUID, grp.AttachmentPoint);
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
@ -666,10 +666,9 @@ 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));
so.AttachmentPoint = attachmentpoint;
avatar.AddAttachment(so);

View File

@ -110,7 +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.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);
@ -132,9 +132,8 @@ 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);
@ -145,7 +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);
Assert.That(attSo.IsTemporary, Is.False);
@ -166,9 +165,8 @@ 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 +196,8 @@ 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);
@ -242,7 +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);

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);

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@ -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

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@ -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;

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@ -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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@ -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);
}
}

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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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@ -1546,8 +1546,11 @@ namespace OpenSim.Region.Framework.Scenes
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
part.ClickAction = Convert.ToByte(clickAction);
group.HasGroupChanged = true;
if (part != null)
{
part.ClickAction = Convert.ToByte(clickAction);
group.HasGroupChanged = true;
}
}
}
}
@ -1560,8 +1563,11 @@ namespace OpenSim.Region.Framework.Scenes
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
part.Material = Convert.ToByte(material);
group.HasGroupChanged = true;
if (part != null)
{
part.Material = Convert.ToByte(material);
group.HasGroupChanged = true;
}
}
}
}

View File

@ -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);

View File

@ -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.

View File

@ -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;

View File

@ -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);
// m_log.DebugFormat(
// "[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;
}
}
}

View File

@ -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}",

View File

@ -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
{
}

View File

@ -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;

View File

@ -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;