A bit more work on prim building related code. Think most of the building tools are now connected up and its now just a case of doing some bug fixing.
parent
b7134c834c
commit
76379a415b
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@ -541,7 +541,6 @@ namespace OpenSim.Region.Environment.Scenes
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if (hasPrim != false)
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if (hasPrim != false)
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{
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{
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((SceneObjectGroup)ent).UpdateGroupRotation(pos, rot);
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((SceneObjectGroup)ent).UpdateGroupRotation(pos, rot);
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// prim.UpdateGroupMouseRotation(pos, rot);
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break;
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break;
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}
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}
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}
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}
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@ -565,7 +564,6 @@ namespace OpenSim.Region.Environment.Scenes
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if (hasPrim != false)
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if (hasPrim != false)
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{
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{
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((SceneObjectGroup)ent).UpdateGroupRotation(rot);
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((SceneObjectGroup)ent).UpdateGroupRotation(rot);
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//prim.UpdateGroupRotation(rot);
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break;
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break;
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}
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}
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}
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}
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@ -580,16 +578,15 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="remoteClient"></param>
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/// <param name="remoteClient"></param>
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public void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
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public void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
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{
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{
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//Console.WriteLine("trying to update single prim rotation");
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bool hasPrim = false;
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Primitive prim = null;
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foreach (EntityBase ent in Entities.Values)
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foreach (EntityBase ent in Entities.Values)
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{
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{
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if (ent is SceneObjectGroup)
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if (ent is SceneObjectGroup)
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{
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{
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// prim = ((SceneObject)ent).HasChildPrim(localID);
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hasPrim = ((SceneObjectGroup)ent).HasChildPrim(localID);
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if (prim != null)
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if (hasPrim != false)
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{
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{
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prim.UpdateSingleRotation(rot);
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((SceneObjectGroup)ent).UpdateSingleRotation(rot, localID);
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break;
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break;
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}
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}
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}
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}
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@ -613,7 +610,6 @@ namespace OpenSim.Region.Environment.Scenes
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if (hasPrim != false)
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if (hasPrim != false)
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{
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{
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((SceneObjectGroup)ent).Resize(scale, localID);
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((SceneObjectGroup)ent).Resize(scale, localID);
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// prim.ResizeGoup(scale);
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break;
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break;
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}
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}
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}
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}
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@ -755,6 +755,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdateGroupRotation(LLQuaternion rot)
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public void UpdateGroupRotation(LLQuaternion rot)
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{
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{
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this.m_rootPart.UpdateRotation(rot);
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this.m_rootPart.UpdateRotation(rot);
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this.ScheduleGroupForTerseUpdate();
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}
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}
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/// <summary>
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/// <summary>
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@ -766,6 +767,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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this.m_rootPart.UpdateRotation(rot);
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this.m_rootPart.UpdateRotation(rot);
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this.AbsolutePosition = pos;
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this.AbsolutePosition = pos;
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this.ScheduleGroupForTerseUpdate();
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}
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}
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/// <summary>
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/// <summary>
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@ -813,6 +815,7 @@ namespace OpenSim.Region.Environment.Scenes
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prim.RotationOffset = new LLQuaternion(newRot.w, newRot.x, newRot.y, newRot.z);
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prim.RotationOffset = new LLQuaternion(newRot.w, newRot.x, newRot.y, newRot.z);
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}
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}
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}
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}
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this.m_rootPart.ScheduleTerseUpdate();
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}
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}
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#endregion
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#endregion
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/// <summary>
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/// <summary>
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