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
parent
f33654b62f
commit
cca94aaefc
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@ -957,12 +957,21 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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/// <returns></returns>
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public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
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public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
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{
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{
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/* ????
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maxX = -256f;
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maxX = -256f;
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maxY = -256f;
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maxY = -256f;
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maxZ = -256f;
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maxZ = -256f;
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minX = 256f;
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minX = 256f;
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minY = 256f;
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minY = 256f;
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minZ = 8192f;
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minZ = 8192f;
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*/
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maxX = float.MinValue;
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maxY = float.MinValue;
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maxZ = float.MinValue;
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minX = float.MaxValue;
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minY = float.MaxValue;
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minZ = float.MaxValue;
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SceneObjectPart[] parts = m_parts.GetArray();
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SceneObjectPart[] parts = m_parts.GetArray();
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foreach (SceneObjectPart part in parts)
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foreach (SceneObjectPart part in parts)
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@ -1918,6 +1927,8 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.IsAttachment = previousAttachmentStatus;
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dupe.IsAttachment = previousAttachmentStatus;
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}
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}
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
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dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
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dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
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@ -1988,7 +1999,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="cGroupID"></param>
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/// <param name="cGroupID"></param>
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public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
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public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
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{
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{
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SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
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// SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
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// give newpart a new local ID lettng old part keep same
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SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
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newpart.LocalId = m_scene.AllocateLocalId();
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SetRootPart(newpart);
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if (userExposed)
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if (userExposed)
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RootPart.Velocity = Vector3.Zero; // In case source is moving
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RootPart.Velocity = Vector3.Zero; // In case source is moving
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}
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}
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@ -2191,7 +2207,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="cGroupID"></param>
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/// <param name="cGroupID"></param>
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public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
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public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
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{
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{
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SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
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// give new ID to the new part, letting old keep original
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// SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
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SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
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newPart.LocalId = m_scene.AllocateLocalId();
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newPart.SetParent(this);
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newPart.SetParent(this);
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AddPart(newPart);
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AddPart(newPart);
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@ -2485,6 +2504,11 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = true;
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if (linkPart.PhysActor != null)
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linkPart.PhysActor.Building = true;
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Vector3 oldGroupPosition = linkPart.GroupPosition;
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Vector3 oldGroupPosition = linkPart.GroupPosition;
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Quaternion oldRootRotation = linkPart.RotationOffset;
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Quaternion oldRootRotation = linkPart.RotationOffset;
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@ -2528,6 +2552,13 @@ namespace OpenSim.Region.Framework.Scenes
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linkPart.SetParent(this);
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linkPart.SetParent(this);
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linkPart.CreateSelected = true;
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linkPart.CreateSelected = true;
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// let physics know
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if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
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{
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linkPart.PhysActor.link(m_rootPart.PhysActor);
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this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
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}
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linkPart.LinkNum = linkNum++;
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linkPart.LinkNum = linkNum++;
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SceneObjectPart[] ogParts = objectGroup.Parts;
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SceneObjectPart[] ogParts = objectGroup.Parts;
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@ -2540,7 +2571,15 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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SceneObjectPart part = ogParts[i];
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SceneObjectPart part = ogParts[i];
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if (part.UUID != objectGroup.m_rootPart.UUID)
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if (part.UUID != objectGroup.m_rootPart.UUID)
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{
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LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
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LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
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// let physics know
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if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
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{
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part.PhysActor.link(m_rootPart.PhysActor);
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this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
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}
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}
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part.ClearUndoState();
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part.ClearUndoState();
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}
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}
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}
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}
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@ -2560,6 +2599,9 @@ namespace OpenSim.Region.Framework.Scenes
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// unmoved prims!
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// unmoved prims!
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ResetChildPrimPhysicsPositions();
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ResetChildPrimPhysicsPositions();
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = false;
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//HasGroupChanged = true;
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//HasGroupChanged = true;
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//ScheduleGroupForFullUpdate();
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//ScheduleGroupForFullUpdate();
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}
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}
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@ -2613,6 +2655,9 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
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// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
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// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
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// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = true;
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linkPart.ClearUndoState();
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linkPart.ClearUndoState();
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Quaternion worldRot = linkPart.GetWorldRotation();
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Quaternion worldRot = linkPart.GetWorldRotation();
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@ -2672,6 +2717,10 @@ namespace OpenSim.Region.Framework.Scenes
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// When we delete a group, we currently have to force persist to the database if the object id has changed
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// When we delete a group, we currently have to force persist to the database if the object id has changed
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// (since delete works by deleting all rows which have a given object id)
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// (since delete works by deleting all rows which have a given object id)
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = false;
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objectGroup.HasGroupChangedDueToDelink = true;
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objectGroup.HasGroupChangedDueToDelink = true;
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return objectGroup;
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return objectGroup;
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@ -3284,6 +3333,10 @@ namespace OpenSim.Region.Framework.Scenes
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part.StoreUndoState(false);
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part.StoreUndoState(false);
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part.IgnoreUndoUpdate = true;
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part.IgnoreUndoUpdate = true;
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// unlock parts position change
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = true;
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if (part.UUID == m_rootPart.UUID)
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if (part.UUID == m_rootPart.UUID)
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{
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{
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UpdateRootPosition(pos);
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UpdateRootPosition(pos);
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@ -3293,6 +3346,9 @@ namespace OpenSim.Region.Framework.Scenes
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part.UpdateOffSet(pos);
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part.UpdateOffSet(pos);
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}
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}
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = false;
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HasGroupChanged = true;
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HasGroupChanged = true;
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part.IgnoreUndoUpdate = false;
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part.IgnoreUndoUpdate = false;
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}
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}
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@ -3434,6 +3490,9 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
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// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = true;
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if (part.UUID == m_rootPart.UUID)
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if (part.UUID == m_rootPart.UUID)
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{
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{
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UpdateRootRotation(rot);
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UpdateRootRotation(rot);
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@ -3442,6 +3501,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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part.UpdateRotation(rot);
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part.UpdateRotation(rot);
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}
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}
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = false;
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}
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}
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}
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}
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@ -3462,6 +3524,9 @@ namespace OpenSim.Region.Framework.Scenes
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part.StoreUndoState();
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part.StoreUndoState();
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part.IgnoreUndoUpdate = true;
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part.IgnoreUndoUpdate = true;
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = true;
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if (part.UUID == m_rootPart.UUID)
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if (part.UUID == m_rootPart.UUID)
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{
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{
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UpdateRootRotation(rot);
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UpdateRootRotation(rot);
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@ -3482,6 +3547,9 @@ namespace OpenSim.Region.Framework.Scenes
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part.OffsetPosition = pos;
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part.OffsetPosition = pos;
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}
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}
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = false;
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part.IgnoreUndoUpdate = false;
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part.IgnoreUndoUpdate = false;
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}
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}
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}
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}
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@ -1727,8 +1727,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Move afterwards ResetIDs as it clears the localID
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// Move afterwards ResetIDs as it clears the localID
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dupe.LocalId = localID;
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dupe.LocalId = localID;
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if(dupe.PhysActor != null)
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dupe.PhysActor.LocalID = localID;
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// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
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// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
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dupe.LastOwnerID = OwnerID;
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dupe.LastOwnerID = OwnerID;
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@ -1749,6 +1747,9 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
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dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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}
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if (dupe.PhysActor != null)
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dupe.PhysActor.LocalID = localID;
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ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
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ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
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// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
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// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
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