make copied parts have diferent LocalIds than original. More building control for ubitODE. for all let physics know about linking of physical parts. Assume UNTESTED

avinationmerge
UbitUmarov 2012-03-06 05:13:39 +00:00
parent f33654b62f
commit cca94aaefc
2 changed files with 74 additions and 5 deletions

View File

@ -957,12 +957,21 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
{
/* ????
maxX = -256f;
maxY = -256f;
maxZ = -256f;
minX = 256f;
minY = 256f;
minZ = 8192f;
*/
maxX = float.MinValue;
maxY = float.MinValue;
maxZ = float.MinValue;
minX = float.MaxValue;
minY = float.MaxValue;
minZ = float.MaxValue;
SceneObjectPart[] parts = m_parts.GetArray();
foreach (SceneObjectPart part in parts)
@ -1918,6 +1927,8 @@ namespace OpenSim.Region.Framework.Scenes
dupe.IsAttachment = previousAttachmentStatus;
}
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
@ -1988,7 +1999,12 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="cGroupID"></param>
public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
{
SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
// SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
// give newpart a new local ID lettng old part keep same
SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
newpart.LocalId = m_scene.AllocateLocalId();
SetRootPart(newpart);
if (userExposed)
RootPart.Velocity = Vector3.Zero; // In case source is moving
}
@ -2191,7 +2207,10 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="cGroupID"></param>
public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
{
SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
// give new ID to the new part, letting old keep original
// SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
newPart.LocalId = m_scene.AllocateLocalId();
newPart.SetParent(this);
AddPart(newPart);
@ -2485,6 +2504,11 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart linkPart = objectGroup.m_rootPart;
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
if (linkPart.PhysActor != null)
linkPart.PhysActor.Building = true;
Vector3 oldGroupPosition = linkPart.GroupPosition;
Quaternion oldRootRotation = linkPart.RotationOffset;
@ -2528,6 +2552,13 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.SetParent(this);
linkPart.CreateSelected = true;
// let physics know
if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
{
linkPart.PhysActor.link(m_rootPart.PhysActor);
this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
}
linkPart.LinkNum = linkNum++;
SceneObjectPart[] ogParts = objectGroup.Parts;
@ -2540,7 +2571,15 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectPart part = ogParts[i];
if (part.UUID != objectGroup.m_rootPart.UUID)
{
LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
// let physics know
if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
{
part.PhysActor.link(m_rootPart.PhysActor);
this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
}
part.ClearUndoState();
}
}
@ -2560,6 +2599,9 @@ namespace OpenSim.Region.Framework.Scenes
// unmoved prims!
ResetChildPrimPhysicsPositions();
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
//HasGroupChanged = true;
//ScheduleGroupForFullUpdate();
}
@ -2612,7 +2654,10 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
linkPart.ClearUndoState();
Quaternion worldRot = linkPart.GetWorldRotation();
@ -2672,6 +2717,10 @@ namespace OpenSim.Region.Framework.Scenes
// When we delete a group, we currently have to force persist to the database if the object id has changed
// (since delete works by deleting all rows which have a given object id)
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
objectGroup.HasGroupChangedDueToDelink = true;
return objectGroup;
@ -3284,6 +3333,10 @@ namespace OpenSim.Region.Framework.Scenes
part.StoreUndoState(false);
part.IgnoreUndoUpdate = true;
// unlock parts position change
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
if (part.UUID == m_rootPart.UUID)
{
UpdateRootPosition(pos);
@ -3293,6 +3346,9 @@ namespace OpenSim.Region.Framework.Scenes
part.UpdateOffSet(pos);
}
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
HasGroupChanged = true;
part.IgnoreUndoUpdate = false;
}
@ -3434,6 +3490,9 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
if (part.UUID == m_rootPart.UUID)
{
UpdateRootRotation(rot);
@ -3442,6 +3501,9 @@ namespace OpenSim.Region.Framework.Scenes
{
part.UpdateRotation(rot);
}
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
}
}
@ -3462,6 +3524,9 @@ namespace OpenSim.Region.Framework.Scenes
part.StoreUndoState();
part.IgnoreUndoUpdate = true;
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
if (part.UUID == m_rootPart.UUID)
{
UpdateRootRotation(rot);
@ -3482,6 +3547,9 @@ namespace OpenSim.Region.Framework.Scenes
part.OffsetPosition = pos;
}
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
part.IgnoreUndoUpdate = false;
}
}

View File

@ -1727,8 +1727,6 @@ namespace OpenSim.Region.Framework.Scenes
// Move afterwards ResetIDs as it clears the localID
dupe.LocalId = localID;
if(dupe.PhysActor != null)
dupe.PhysActor.LocalID = localID;
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
dupe.LastOwnerID = OwnerID;
@ -1749,6 +1747,9 @@ namespace OpenSim.Region.Framework.Scenes
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
if (dupe.PhysActor != null)
dupe.PhysActor.LocalID = localID;
ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);