Implement rezzing coalesced objects
parent
b385d4aa03
commit
a4b3439025
|
@ -458,8 +458,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
item.Folder = folder.ID;
|
||||
item.Owner = userID;
|
||||
if (objlist.Count > 1)
|
||||
{
|
||||
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
|
||||
}
|
||||
else
|
||||
{
|
||||
item.SaleType = objlist[0].RootPart.ObjectSaleType;
|
||||
item.SalePrice = objlist[0].RootPart.SalePrice;
|
||||
}
|
||||
}
|
||||
|
||||
AssetBase asset = CreateAsset(
|
||||
objlist[0].GetPartName(objlist[0].RootPart.LocalId),
|
||||
|
@ -522,7 +529,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
7); // Preserve folded permissions
|
||||
}
|
||||
|
||||
// TODO: add the new fields (Flags, Sale info, etc)
|
||||
item.CreationDate = Util.UnixTimeSinceEpoch();
|
||||
item.Description = asset.Description;
|
||||
item.Name = asset.Name;
|
||||
|
@ -598,6 +604,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
|
||||
AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
|
||||
|
||||
SceneObjectGroup group = null;
|
||||
|
||||
if (rezAsset != null)
|
||||
{
|
||||
UUID itemId = UUID.Zero;
|
||||
|
@ -606,34 +614,78 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
// item that it came from. This allows us to enable 'save object to inventory'
|
||||
if (!m_Scene.Permissions.BypassPermissions())
|
||||
{
|
||||
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy)
|
||||
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
||||
{
|
||||
itemId = item.ID;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
||||
{
|
||||
// Brave new fullperm world
|
||||
//
|
||||
itemId = item.ID;
|
||||
}
|
||||
}
|
||||
|
||||
string xmlData = Utils.BytesToString(rezAsset.Data);
|
||||
SceneObjectGroup group
|
||||
= SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
|
||||
List<SceneObjectGroup> objlist =
|
||||
new List<SceneObjectGroup>();
|
||||
List<Vector3> veclist = new List<Vector3>();
|
||||
|
||||
Util.FireAndForget(delegate { AddUserData(group); });
|
||||
XmlDocument doc = new XmlDocument();
|
||||
doc.LoadXml(xmlData);
|
||||
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
|
||||
if (e == null || attachment) // Single
|
||||
{
|
||||
SceneObjectGroup g =
|
||||
SceneObjectSerializer.FromOriginalXmlFormat(
|
||||
itemId, xmlData);
|
||||
objlist.Add(g);
|
||||
veclist.Add(new Vector3(0, 0, 0));
|
||||
|
||||
group.RootPart.FromFolderID = item.Folder;
|
||||
float offsetHeight = 0;
|
||||
pos = m_Scene.GetNewRezLocation(
|
||||
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
|
||||
BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
|
||||
pos.Z += offsetHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
XmlElement coll = (XmlElement)e;
|
||||
float bx = Convert.ToSingle(coll.GetAttribute("x"));
|
||||
float by = Convert.ToSingle(coll.GetAttribute("y"));
|
||||
float bz = Convert.ToSingle(coll.GetAttribute("z"));
|
||||
Vector3 bbox = new Vector3(bx, by, bz);
|
||||
|
||||
// If it's rezzed in world, select it. Much easier to
|
||||
// find small items.
|
||||
//
|
||||
if (!attachment)
|
||||
group.RootPart.CreateSelected = true;
|
||||
pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
|
||||
RayTargetID, Quaternion.Identity,
|
||||
BypassRayCast, bRayEndIsIntersection, true,
|
||||
bbox, false);
|
||||
|
||||
pos -= bbox / 2;
|
||||
|
||||
XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
|
||||
foreach (XmlNode n in groups)
|
||||
{
|
||||
SceneObjectGroup g =
|
||||
SceneObjectSerializer.FromOriginalXmlFormat(
|
||||
itemId, n.OuterXml);
|
||||
objlist.Add(g);
|
||||
XmlElement el = (XmlElement)n;
|
||||
float x = Convert.ToSingle(el.GetAttribute("offsetx"));
|
||||
float y = Convert.ToSingle(el.GetAttribute("offsety"));
|
||||
float z = Convert.ToSingle(el.GetAttribute("offsetz"));
|
||||
veclist.Add(new Vector3(x, y, z));
|
||||
}
|
||||
}
|
||||
|
||||
int primcount = 0;
|
||||
foreach (SceneObjectGroup g in objlist)
|
||||
primcount += g.PrimCount;
|
||||
|
||||
if (!m_Scene.Permissions.CanRezObject(
|
||||
group.PrimCount, remoteClient.AgentId, pos)
|
||||
primcount, remoteClient.AgentId, pos)
|
||||
&& !attachment)
|
||||
{
|
||||
// The client operates in no fail mode. It will
|
||||
|
@ -646,42 +698,49 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
return null;
|
||||
}
|
||||
|
||||
for (int i = 0 ; i < objlist.Count ; i++ )
|
||||
{
|
||||
group = objlist[i];
|
||||
|
||||
Vector3 storedPosition = group.AbsolutePosition;
|
||||
if (group.UUID == UUID.Zero)
|
||||
{
|
||||
m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
|
||||
}
|
||||
group.RootPart.FromFolderID = item.Folder;
|
||||
|
||||
// If it's rezzed in world, select it. Much easier to
|
||||
// find small items.
|
||||
//
|
||||
if (!attachment)
|
||||
{
|
||||
group.RootPart.CreateSelected = true;
|
||||
foreach (SceneObjectPart child in group.Parts)
|
||||
child.CreateSelected = true;
|
||||
}
|
||||
group.ResetIDs();
|
||||
|
||||
if (attachment)
|
||||
{
|
||||
group.RootPart.Flags |= PrimFlags.Phantom;
|
||||
group.RootPart.IsAttachment = true;
|
||||
}
|
||||
|
||||
// If we're rezzing an attachment then don't ask
|
||||
// AddNewSceneObject() to update the client since
|
||||
// we'll be doing that later on. Scheduling more
|
||||
// than one full update during the attachment
|
||||
// process causes some clients to fail to display
|
||||
// the attachment properly.
|
||||
// Also, don't persist attachments.
|
||||
m_Scene.AddNewSceneObject(group, false, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// we'll be doing that later on. Scheduling more than
|
||||
// one full update during the attachment
|
||||
// process causes some clients to fail to display the
|
||||
// attachment properly.
|
||||
m_Scene.AddNewSceneObject(group, true, false);
|
||||
}
|
||||
|
||||
// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
|
||||
// if attachment we set it's asset id so object updates can reflect that
|
||||
// if not, we set it's position in world.
|
||||
// if attachment we set it's asset id so object updates
|
||||
// can reflect that, if not, we set it's position in world.
|
||||
if (!attachment)
|
||||
{
|
||||
group.ScheduleGroupForFullUpdate();
|
||||
|
||||
float offsetHeight = 0;
|
||||
pos = m_Scene.GetNewRezLocation(
|
||||
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
|
||||
BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(out offsetHeight), false);
|
||||
pos.Z += offsetHeight;
|
||||
group.AbsolutePosition = pos;
|
||||
// m_log.InfoFormat("rezx point for inventory rezz is {0} {1} {2} and offsetheight was {3}", pos.X, pos.Y, pos.Z, offsetHeight);
|
||||
|
||||
group.AbsolutePosition = pos + veclist[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -689,6 +748,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
}
|
||||
|
||||
SceneObjectPart rootPart = null;
|
||||
|
||||
try
|
||||
{
|
||||
rootPart = group.GetChildPart(group.UUID);
|
||||
|
@ -703,22 +763,18 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
|
||||
}
|
||||
|
||||
// Since renaming the item in the inventory does not affect the name stored
|
||||
// in the serialization, transfer the correct name from the inventory to the
|
||||
// Since renaming the item in the inventory does not
|
||||
// affect the name stored in the serialization, transfer
|
||||
// the correct name from the inventory to the
|
||||
// object itself before we rez.
|
||||
rootPart.Name = item.Name;
|
||||
rootPart.Description = item.Description;
|
||||
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
|
||||
{
|
||||
rootPart.ObjectSaleType = item.SaleType;
|
||||
rootPart.SalePrice = item.SalePrice;
|
||||
}
|
||||
|
||||
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
|
||||
if ((rootPart.OwnerID != item.Owner) ||
|
||||
(item.CurrentPermissions & 16) != 0 || // Magic number
|
||||
(item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
|
||||
(item.CurrentPermissions & 16) != 0)
|
||||
{
|
||||
//Need to kill the for sale here
|
||||
rootPart.ObjectSaleType = 0;
|
||||
|
@ -728,31 +784,42 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
{
|
||||
foreach (SceneObjectPart part in group.Parts)
|
||||
{
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
|
||||
part.EveryoneMask = item.EveryOnePermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
|
||||
part.NextOwnerMask = item.NextPermissions;
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
|
||||
part.GroupMask = item.GroupPermissions;
|
||||
}
|
||||
|
||||
foreach (SceneObjectPart part in group.Parts)
|
||||
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
|
||||
{
|
||||
part.LastOwnerID = part.OwnerID;
|
||||
part.OwnerID = item.Owner;
|
||||
part.Inventory.ChangeInventoryOwner(item.Owner);
|
||||
part.EveryoneMask = item.EveryOnePermissions;
|
||||
part.NextOwnerMask = item.NextPermissions;
|
||||
}
|
||||
part.GroupMask = 0; // DO NOT propagate here
|
||||
}
|
||||
|
||||
group.ApplyNextOwnerPermissions();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (SceneObjectPart part in group.Parts)
|
||||
{
|
||||
if ((part.OwnerID != item.Owner) ||
|
||||
(item.CurrentPermissions & 16) != 0)
|
||||
{
|
||||
part.LastOwnerID = part.OwnerID;
|
||||
part.OwnerID = item.Owner;
|
||||
part.Inventory.ChangeInventoryOwner(item.Owner);
|
||||
part.GroupMask = 0; // DO NOT propagate here
|
||||
}
|
||||
part.EveryoneMask = item.EveryOnePermissions;
|
||||
part.NextOwnerMask = item.NextPermissions;
|
||||
}
|
||||
|
||||
rootPart.TrimPermissions();
|
||||
|
||||
if (!attachment)
|
||||
{
|
||||
if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
|
||||
{
|
||||
// Save attachment data
|
||||
group.RootPart.AttachPoint = group.RootPart.Shape.State;
|
||||
group.RootPart.AttachOffset = storedPosition;
|
||||
|
||||
group.ClearPartAttachmentData();
|
||||
}
|
||||
|
||||
|
@ -762,6 +829,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
|
||||
rootPart.ScheduleFullUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
if (!m_Scene.Permissions.BypassPermissions())
|
||||
{
|
||||
|
@ -778,9 +846,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
return rootPart.ParentGroup;
|
||||
}
|
||||
return group;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
|
Loading…
Reference in New Issue