From d69e992665495b98fac4ae8c74266294e85804e6 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 24 Aug 2010 23:25:19 +0100 Subject: [PATCH] Split out actual scene object insertion code from Scene.Inventory.RezObject and move into SceneGraph.AddNewSceneObject() The new SceneGraph method is more consumable by region modules that want to extract objects from inventory and add them to the scene in separate stages. This change also reduces the number of redundant client updates scheduled when an object is rezzed directly by a script or region module This code does not touch direct rez by a user --- .../Framework/Scenes/Scene.Inventory.cs | 33 +++++------------ OpenSim/Region/Framework/Scenes/Scene.cs | 18 +++++++++- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 36 +++++++++++++++++++ 3 files changed, 62 insertions(+), 25 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 9c62ad392b..01be491573 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -1983,11 +1983,6 @@ namespace OpenSim.Region.Framework.Scenes group.ResetIDs(); - AddNewSceneObject(group, true); - - // we set it's position in world. - group.AbsolutePosition = pos; - SceneObjectPart rootPart = group.GetChildPart(group.UUID); // Since renaming the item in the inventory does not affect the name stored @@ -2027,31 +2022,21 @@ namespace OpenSim.Region.Framework.Scenes part.NextOwnerMask = item.NextPermissions; } - rootPart.TrimPermissions(); - - if (group.RootPart.Shape.PCode == (byte)PCode.Prim) - { - group.ClearPartAttachmentData(); - } - - group.UpdateGroupRotationR(rot); - - //group.ApplyPhysics(m_physicalPrim); - if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) - { - group.RootPart.ApplyImpulse((vel * group.GetMass()), false); - group.Velocity = vel; - rootPart.ScheduleFullUpdate(); - } - - group.CreateScriptInstances(param, true, DefaultScriptEngine, 2); - rootPart.ScheduleFullUpdate(); + rootPart.TrimPermissions(); if (!Permissions.BypassPermissions()) { if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) sourcePart.Inventory.RemoveInventoryItem(item.ItemID); } + + AddNewSceneObject(group, true, pos, rot, vel); + + // We can only call this after adding the scene object, since the scene object references the scene + // to find out if scripts should be activated at all. + group.CreateScriptInstances(param, true, DefaultScriptEngine, 2); + + group.ScheduleGroupForFullUpdate(); return rootPart.ParentGroup; } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index a14762841d..b808c6d74c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -42,7 +42,6 @@ using OpenMetaverse.Imaging; using OpenSim.Framework; using OpenSim.Services.Interfaces; using OpenSim.Framework.Communications; - using OpenSim.Framework.Console; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes.Scripting; @@ -2008,6 +2007,23 @@ namespace OpenSim.Region.Framework.Scenes { return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); } + + /// + /// Add a newly created object to the scene. + /// + /// + /// This method does not send updates to the client - callers need to handle this themselves. + /// + /// + /// Position of the object + /// Rotation of the object + /// Velocity of the object. This parameter only has an effect if the object is physical + /// + public bool AddNewSceneObject( + SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) + { + return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel); + } /// /// Delete every object from the scene. This does not include attachments worn by avatars. diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 9f38a999de..31faeec620 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -292,6 +292,42 @@ namespace OpenSim.Region.Framework.Scenes return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); } + + /// + /// Add a newly created object to the scene. + /// + /// + /// This method does not send updates to the client - callers need to handle this themselves. + /// + /// + /// Position of the object + /// Rotation of the object + /// Velocity of the object. This parameter only has an effect if the object is physical + /// + public bool AddNewSceneObject( + SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) + { + AddNewSceneObject(sceneObject, true, false); + + // we set it's position in world. + sceneObject.AbsolutePosition = pos; + + if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) + { + sceneObject.ClearPartAttachmentData(); + } + + sceneObject.UpdateGroupRotationR(rot); + + //group.ApplyPhysics(m_physicalPrim); + if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) + { + sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); + sceneObject.Velocity = vel; + } + + return true; + } /// /// Add an object to the scene. This will both update the scene, and send information about the