Make it possible to rescale SOGs when they are not in a scene.
parent
33bbb107c1
commit
9eca154bce
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@ -3483,27 +3483,35 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="scale"></param>
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public void GroupResize(Vector3 scale)
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{
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scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
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scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
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scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
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PhysicsActor pa = m_rootPart.PhysActor;
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if (pa != null && pa.IsPhysical)
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RootPart.StoreUndoState(true);
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if (Scene != null)
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{
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scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
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scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
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scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
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scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
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scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
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scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
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if (pa != null && pa.IsPhysical)
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{
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scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
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scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
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scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
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}
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}
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float x = (scale.X / RootPart.Scale.X);
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float y = (scale.Y / RootPart.Scale.Y);
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float z = (scale.Z / RootPart.Scale.Z);
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SceneObjectPart[] parts;
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if (x > 1.0f || y > 1.0f || z > 1.0f)
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SceneObjectPart[] parts = m_parts.GetArray();
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if (Scene != null & (x > 1.0f || y > 1.0f || z > 1.0f))
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{
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parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart obPart = parts[i];
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@ -3516,7 +3524,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (pa != null && pa.IsPhysical)
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{
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if (oldSize.X * x > m_scene.m_maxPhys)
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if (oldSize.X * x > Scene.m_maxPhys)
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{
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f = m_scene.m_maxPhys / oldSize.X;
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a = f / x;
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@ -3524,7 +3532,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.X * x < m_scene.m_minPhys)
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else if (oldSize.X * x < Scene.m_minPhys)
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{
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f = m_scene.m_minPhys / oldSize.X;
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a = f / x;
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@ -3533,7 +3541,7 @@ namespace OpenSim.Region.Framework.Scenes
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z *= a;
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}
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if (oldSize.Y * y > m_scene.m_maxPhys)
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if (oldSize.Y * y > Scene.m_maxPhys)
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{
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f = m_scene.m_maxPhys / oldSize.Y;
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a = f / y;
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@ -3541,7 +3549,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.Y * y < m_scene.m_minPhys)
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else if (oldSize.Y * y < Scene.m_minPhys)
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{
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f = m_scene.m_minPhys / oldSize.Y;
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a = f / y;
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@ -3550,7 +3558,7 @@ namespace OpenSim.Region.Framework.Scenes
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z *= a;
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}
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if (oldSize.Z * z > m_scene.m_maxPhys)
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if (oldSize.Z * z > Scene.m_maxPhys)
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{
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f = m_scene.m_maxPhys / oldSize.Z;
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a = f / z;
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@ -3558,7 +3566,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.Z * z < m_scene.m_minPhys)
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else if (oldSize.Z * z < Scene.m_minPhys)
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{
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f = m_scene.m_minPhys / oldSize.Z;
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a = f / z;
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@ -3569,7 +3577,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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if (oldSize.X * x > m_scene.m_maxNonphys)
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if (oldSize.X * x > Scene.m_maxNonphys)
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{
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f = m_scene.m_maxNonphys / oldSize.X;
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a = f / x;
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@ -3577,7 +3585,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.X * x < m_scene.m_minNonphys)
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else if (oldSize.X * x < Scene.m_minNonphys)
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{
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f = m_scene.m_minNonphys / oldSize.X;
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a = f / x;
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@ -3586,7 +3594,7 @@ namespace OpenSim.Region.Framework.Scenes
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z *= a;
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}
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if (oldSize.Y * y > m_scene.m_maxNonphys)
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if (oldSize.Y * y > Scene.m_maxNonphys)
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{
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f = m_scene.m_maxNonphys / oldSize.Y;
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a = f / y;
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@ -3594,7 +3602,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.Y * y < m_scene.m_minNonphys)
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else if (oldSize.Y * y < Scene.m_minNonphys)
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{
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f = m_scene.m_minNonphys / oldSize.Y;
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a = f / y;
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@ -3603,7 +3611,7 @@ namespace OpenSim.Region.Framework.Scenes
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z *= a;
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}
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if (oldSize.Z * z > m_scene.m_maxNonphys)
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if (oldSize.Z * z > Scene.m_maxNonphys)
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{
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f = m_scene.m_maxNonphys / oldSize.Z;
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a = f / z;
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@ -3611,7 +3619,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.Z * z < m_scene.m_minNonphys)
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else if (oldSize.Z * z < Scene.m_minNonphys)
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{
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f = m_scene.m_minNonphys / oldSize.Z;
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a = f / z;
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@ -3631,7 +3639,6 @@ namespace OpenSim.Region.Framework.Scenes
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RootPart.Resize(prevScale);
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parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart obPart = parts[i];
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@ -2972,16 +2972,20 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="scale"></param>
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public void Resize(Vector3 scale)
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{
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scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
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scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
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scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
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PhysicsActor pa = PhysActor;
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if (pa != null && pa.IsPhysical)
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if (ParentGroup.Scene != null)
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{
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scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
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scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
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scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
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scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
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scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
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scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
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if (pa != null && pa.IsPhysical)
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{
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scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
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scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
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scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
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}
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}
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// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
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