Fixed rezzing coalesced objects from a prim's inventory
Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.link-sitting
parent
acfe603a5f
commit
d0c1780839
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@ -757,64 +757,29 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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SceneObjectGroup group = null;
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string xmlData = Utils.BytesToString(rezAsset.Data);
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List<SceneObjectGroup> objlist = new List<SceneObjectGroup>();
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List<Vector3> veclist = new List<Vector3>();
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List<SceneObjectGroup> objlist;
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List<Vector3> veclist;
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Vector3 bbox;
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float offsetHeight;
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byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
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Vector3 pos;
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XmlDocument doc = new XmlDocument();
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doc.LoadXml(xmlData);
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XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
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if (e == null || attachment) // Single
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bool single = m_Scene.GetObjectsToRez(rezAsset.Data, attachment, out objlist, out veclist, out bbox, out offsetHeight);
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if (single)
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{
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SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
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objlist.Add(g);
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veclist.Add(Vector3.Zero);
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float offsetHeight = 0;
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pos = m_Scene.GetNewRezLocation(
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
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BypassRayCast, bRayEndIsIntersection, true, bbox, false);
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pos.Z += offsetHeight;
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}
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else
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{
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XmlElement coll = (XmlElement)e;
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float bx = Convert.ToSingle(coll.GetAttribute("x"));
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float by = Convert.ToSingle(coll.GetAttribute("y"));
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float bz = Convert.ToSingle(coll.GetAttribute("z"));
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Vector3 bbox = new Vector3(bx, by, bz);
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pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
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RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true,
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bbox, false);
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pos -= bbox / 2;
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XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
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foreach (XmlNode n in groups)
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{
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SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
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objlist.Add(g);
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XmlElement el = (XmlElement)n;
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string rawX = el.GetAttribute("offsetx");
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string rawY = el.GetAttribute("offsety");
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string rawZ = el.GetAttribute("offsetz");
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//
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// m_log.DebugFormat(
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// "[INVENTORY ACCESS MODULE]: Converting coalesced object {0} offset <{1}, {2}, {3}>",
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// g.Name, rawX, rawY, rawZ);
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float x = Convert.ToSingle(rawX);
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float y = Convert.ToSingle(rawY);
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float z = Convert.ToSingle(rawZ);
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veclist.Add(new Vector3(x, y, z));
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}
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}
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if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, veclist, attachment))
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@ -234,15 +234,17 @@ namespace OpenSim.Region.Framework.Interfaces
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List<TaskInventoryItem> GetInventoryItems(InventoryType type);
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/// <summary>
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/// Get the scene object referenced by an inventory item.
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/// Get the scene object(s) referenced by an inventory item.
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/// </summary>
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///
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/// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have
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/// been adjusted to reflect the part and item from which it originates.
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///
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/// <param name="item"></param>
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/// <returns>The scene object. Null if the scene object asset couldn't be found</returns>
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SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item);
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/// <param name="item">Inventory item</param>
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/// <param name="objlist">The scene objects</param>
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/// <param name="veclist">Relative offsets for each object</param>
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/// <returns>true = success, false = the scene object asset couldn't be found</returns>
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bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist);
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/// <summary>
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/// Update an existing inventory item.
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@ -31,6 +31,7 @@ using System.Collections;
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using System.Reflection;
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using System.Text;
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using System.Timers;
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using System.Xml;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using log4net;
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@ -2134,6 +2135,69 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Returns the list of Scene Objects in an asset.
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/// </summary>
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/// <remarks>
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/// Returns one object if the asset is a regular object, and multiple objects for a coalesced object.
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/// </remarks>
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/// <param name="assetData">Asset data</param>
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/// <param name="attachment">Whether the item is an attachment</param>
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/// <param name="objlist">The objects included in the asset</param>
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/// <param name="veclist">Relative positions of the objects</param>
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/// <param name="bbox">Bounding box of all the objects</param>
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/// <param name="offsetHeight">Offset in the Z axis from the centre of the bounding box
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/// to the centre of the root prim (relevant only when returning a single object)</param>
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/// <returns>true = returning a single object; false = multiple objects</returns>
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public bool GetObjectsToRez(byte[] assetData, bool attachment, out List<SceneObjectGroup> objlist, out List<Vector3> veclist,
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out Vector3 bbox, out float offsetHeight)
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{
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objlist = new List<SceneObjectGroup>();
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veclist = new List<Vector3>();
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XmlDocument doc = new XmlDocument();
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string xmlData = Utils.BytesToString(assetData);
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doc.LoadXml(xmlData);
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XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
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if (e == null || attachment) // Single
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{
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SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
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objlist.Add(g);
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veclist.Add(new Vector3(0, 0, 0));
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bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
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return true;
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}
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else
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{
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XmlElement coll = (XmlElement)e;
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float bx = Convert.ToSingle(coll.GetAttribute("x"));
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float by = Convert.ToSingle(coll.GetAttribute("y"));
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float bz = Convert.ToSingle(coll.GetAttribute("z"));
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bbox = new Vector3(bx, by, bz);
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offsetHeight = 0;
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XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
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foreach (XmlNode n in groups)
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{
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SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
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objlist.Add(g);
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XmlElement el = (XmlElement)n;
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string rawX = el.GetAttribute("offsetx");
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string rawY = el.GetAttribute("offsety");
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string rawZ = el.GetAttribute("offsetz");
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float x = Convert.ToSingle(rawX);
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float y = Convert.ToSingle(rawY);
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float z = Convert.ToSingle(rawZ);
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veclist.Add(new Vector3(x, y, z));
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}
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}
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return false;
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}
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/// <summary>
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/// Event Handler Rez an object into a scene
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/// Calls the non-void event handler
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@ -2209,19 +2273,25 @@ namespace OpenSim.Region.Framework.Scenes
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/// will be used if it exists.</param>
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/// <param name="vel">The velocity of the rezzed object.</param>
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/// <param name="param"></param>
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/// <returns>The SceneObjectGroup rezzed or null if rez was unsuccessful</returns>
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public virtual SceneObjectGroup RezObject(
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/// <returns>The SceneObjectGroup(s) rezzed, or null if rez was unsuccessful</returns>
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public virtual List<SceneObjectGroup> RezObject(
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SceneObjectPart sourcePart, TaskInventoryItem item, Vector3 pos, Quaternion? rot, Vector3 vel, int param)
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{
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if (null == item)
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return null;
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List<SceneObjectGroup> objlist;
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List<Vector3> veclist;
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SceneObjectGroup group = sourcePart.Inventory.GetRezReadySceneObject(item);
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if (null == group)
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bool success = sourcePart.Inventory.GetRezReadySceneObjects(item, out objlist, out veclist);
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if (!success)
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return null;
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if (!Permissions.CanRezObject(group.PrimCount, item.OwnerID, pos))
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int totalPrims = 0;
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foreach (SceneObjectGroup group in objlist)
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totalPrims += group.PrimCount;
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if (!Permissions.CanRezObject(totalPrims, item.OwnerID, pos))
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return null;
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if (!Permissions.BypassPermissions())
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@ -2230,23 +2300,28 @@ namespace OpenSim.Region.Framework.Scenes
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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}
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if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
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for (int i = 0; i < objlist.Count; i++)
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{
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group.RootPart.AttachedPos = group.AbsolutePosition;
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group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
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SceneObjectGroup group = objlist[i];
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Vector3 curpos = pos + veclist[i];
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if (group.IsAttachment == false && group.RootPart.Shape.State != 0)
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{
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group.RootPart.AttachedPos = group.AbsolutePosition;
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group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
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}
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group.FromPartID = sourcePart.UUID;
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AddNewSceneObject(group, true, curpos, rot, vel);
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// We can only call this after adding the scene object, since the scene object references the scene
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// to find out if scripts should be activated at all.
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group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
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group.ScheduleGroupForFullUpdate();
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}
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group.FromPartID = sourcePart.UUID;
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AddNewSceneObject(group, true, pos, rot, vel);
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// We can only call this after adding the scene object, since the scene object references the scene
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// to find out if scripts should be activated at all.
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group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
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group.ScheduleGroupForFullUpdate();
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return group;
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return objlist;
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}
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public virtual bool returnObjects(SceneObjectGroup[] returnobjects,
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@ -733,8 +733,8 @@ namespace OpenSim.Region.Framework.Scenes
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return items;
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}
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public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
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public bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist)
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{
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AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
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@ -743,66 +743,75 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.WarnFormat(
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"[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
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item.AssetID, item.Name, m_part.Name);
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return null;
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objlist = null;
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veclist = null;
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return false;
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}
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string xmlData = Utils.BytesToString(rezAsset.Data);
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SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
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Vector3 bbox;
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float offsetHeight;
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group.ResetIDs();
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bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight);
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SceneObjectPart rootPart = group.GetPart(group.UUID);
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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SceneObjectPart[] partList = group.Parts;
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group.SetGroup(m_part.GroupID, null);
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// TODO: Remove magic number badness
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if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
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for (int i = 0; i < objlist.Count; i++)
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{
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if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in partList)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryonePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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part.GroupMask = item.GroupPermissions;
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}
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group.ApplyNextOwnerPermissions();
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}
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}
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SceneObjectGroup group = objlist[i];
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group.ResetIDs();
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SceneObjectPart rootPart = group.GetPart(group.UUID);
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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SceneObjectPart[] partList = group.Parts;
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group.SetGroup(m_part.GroupID, null);
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foreach (SceneObjectPart part in partList)
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{
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// TODO: Remove magic number badness
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
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if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
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if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in partList)
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{
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryonePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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part.GroupMask = item.GroupPermissions;
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}
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group.ApplyNextOwnerPermissions();
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}
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}
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryonePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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part.GroupMask = item.GroupPermissions;
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foreach (SceneObjectPart part in partList)
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{
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// TODO: Remove magic number badness
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
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}
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
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part.EveryoneMask = item.EveryonePermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
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part.NextOwnerMask = item.NextPermissions;
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if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
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part.GroupMask = item.GroupPermissions;
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}
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rootPart.TrimPermissions();
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}
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rootPart.TrimPermissions();
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return group;
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return true;
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}
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/// <summary>
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@ -2970,37 +2970,40 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// need the magnitude later
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// float velmag = (float)Util.GetMagnitude(llvel);
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SceneObjectGroup new_group = World.RezObject(m_host, item, pos, rot, vel, param);
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List<SceneObjectGroup> new_groups = World.RezObject(m_host, item, pos, rot, vel, param);
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// If either of these are null, then there was an unknown error.
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if (new_group == null)
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if (new_groups == null)
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return;
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// objects rezzed with this method are die_at_edge by default.
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new_group.RootPart.SetDieAtEdge(true);
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new_group.ResumeScripts();
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m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
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"object_rez", new Object[] {
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new LSL_String(
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new_group.RootPart.UUID.ToString()) },
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new DetectParams[0]));
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float groupmass = new_group.GetMass();
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PhysicsActor pa = new_group.RootPart.PhysActor;
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//Recoil.
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if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero)
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foreach (SceneObjectGroup group in new_groups)
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{
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Vector3 recoil = -vel * groupmass * m_recoilScaleFactor;
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if (recoil != Vector3.Zero)
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// objects rezzed with this method are die_at_edge by default.
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group.RootPart.SetDieAtEdge(true);
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group.ResumeScripts();
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m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
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"object_rez", new Object[] {
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new LSL_String(
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group.RootPart.UUID.ToString()) },
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new DetectParams[0]));
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float groupmass = group.GetMass();
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PhysicsActor pa = group.RootPart.PhysActor;
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//Recoil.
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if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero)
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{
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llApplyImpulse(recoil, 0);
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Vector3 recoil = -vel * groupmass * m_recoilScaleFactor;
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if (recoil != Vector3.Zero)
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{
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llApplyImpulse(recoil, 0);
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}
|
||||
}
|
||||
// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
|
||||
}
|
||||
// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
|
||||
});
|
||||
|
||||
//ScriptSleep((int)((groupmass * velmag) / 10));
|
||||
|
|
Loading…
Reference in New Issue