some code reorder/minor changes
parent
16608ffb01
commit
d9d58a7b33
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@ -271,28 +271,40 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (!m_parentScene.CombineRegions)
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{
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// temporary checks to remove after varsize suport
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float regionSizeX = m_parentScene.RegionInfo.RegionSizeX;
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if (regionSizeX == 0)
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regionSizeX = Constants.RegionSize;
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float regionSizeY = m_parentScene.RegionInfo.RegionSizeY;
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if (regionSizeY == 0)
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regionSizeY = Constants.RegionSize;
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// KF: Check for out-of-region, move inside and make static.
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Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
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sceneObject.RootPart.GroupPosition.Y,
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sceneObject.RootPart.GroupPosition.Z);
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if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
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npos.X > Constants.RegionSize ||
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npos.Y > Constants.RegionSize))
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npos.X > regionSizeX ||
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npos.Y > regionSizeY))
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{
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if (npos.X < 0.0) npos.X = 1.0f;
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if (npos.Y < 0.0) npos.Y = 1.0f;
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if (npos.Z < 0.0) npos.Z = 0.0f;
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if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
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if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
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if (npos.X > regionSizeX) npos.X = regionSizeX - 1.0f;
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if (npos.Y > regionSizeY) npos.Y = regionSizeY - 1.0f;
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SceneObjectPart rootpart = sceneObject.RootPart;
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rootpart.GroupPosition = npos;
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foreach (SceneObjectPart part in sceneObject.Parts)
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{
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if (part == rootpart)
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continue;
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part.GroupPosition = npos;
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}
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sceneObject.RootPart.Velocity = Vector3.Zero;
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sceneObject.RootPart.AngularVelocity = Vector3.Zero;
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sceneObject.RootPart.Acceleration = Vector3.Zero;
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sceneObject.RootPart.Velocity = Vector3.Zero;
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rootpart.Velocity = Vector3.Zero;
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rootpart.AngularVelocity = Vector3.Zero;
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rootpart.Acceleration = Vector3.Zero;
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}
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}
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@ -321,7 +333,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </returns>
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protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
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{
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bool ret = AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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@ -428,9 +439,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Vector3 scale = part.Shape.Scale;
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scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X));
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scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y));
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scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z));
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scale.X = Util.Clamp(scale.X, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
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scale.Y = Util.Clamp(scale.Y, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
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scale.Z = Util.Clamp(scale.Z, m_parentScene.m_minNonphys, m_parentScene.m_maxNonphys);
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part.Shape.Scale = scale;
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}
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@ -439,26 +450,17 @@ namespace OpenSim.Region.Framework.Scenes
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sceneObject.AttachToScene(m_parentScene);
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Entities.Add(sceneObject);
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lock (SceneObjectGroupsByFullID)
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SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
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lock (SceneObjectGroupsByFullPartID)
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foreach (SceneObjectPart part in parts)
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{
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foreach (SceneObjectPart part in parts)
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lock (SceneObjectGroupsByFullPartID)
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SceneObjectGroupsByFullPartID[part.UUID] = sceneObject;
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}
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lock (SceneObjectGroupsByLocalPartID)
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{
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// m_log.DebugFormat(
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// "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}",
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// sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName);
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foreach (SceneObjectPart part in parts)
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lock (SceneObjectGroupsByLocalPartID)
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SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
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}
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@ -475,14 +477,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// no tests, caller has responsability...
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lock (SceneObjectGroupsByFullPartID)
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{
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SceneObjectGroupsByFullPartID[part.UUID] = grp;
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}
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lock (SceneObjectGroupsByLocalPartID)
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{
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SceneObjectGroupsByLocalPartID[part.LocalId] = grp;
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}
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}
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/// <summary>
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@ -511,25 +509,23 @@ namespace OpenSim.Region.Framework.Scenes
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if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
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RemovePhysicalPrim(grp.PrimCount);
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}
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bool ret = Entities.Remove(uuid);
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lock (SceneObjectGroupsByFullID)
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SceneObjectGroupsByFullID.Remove(grp.UUID);
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lock (SceneObjectGroupsByFullPartID)
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SceneObjectPart[] parts = grp.Parts;
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart[] parts = grp.Parts;
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for (int i = 0; i < parts.Length; i++)
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lock (SceneObjectGroupsByFullPartID)
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SceneObjectGroupsByFullPartID.Remove(parts[i].UUID);
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}
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lock (SceneObjectGroupsByLocalPartID)
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{
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SceneObjectPart[] parts = grp.Parts;
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for (int i = 0; i < parts.Length; i++)
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lock (SceneObjectGroupsByLocalPartID)
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SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId);
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}
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return Entities.Remove(uuid);
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return ret;
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}
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/// <summary>
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@ -2133,21 +2129,15 @@ namespace OpenSim.Region.Framework.Scenes
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lock (SceneObjectGroupsByFullID)
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SceneObjectGroupsByFullID[copy.UUID] = copy;
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SceneObjectPart[] children = copy.Parts;
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lock (SceneObjectGroupsByFullPartID)
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SceneObjectPart[] parts = copy.Parts;
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foreach (SceneObjectPart part in parts)
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{
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SceneObjectGroupsByFullPartID[copy.UUID] = copy;
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foreach (SceneObjectPart part in children)
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lock (SceneObjectGroupsByFullPartID)
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SceneObjectGroupsByFullPartID[part.UUID] = copy;
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}
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lock (SceneObjectGroupsByLocalPartID)
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{
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SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
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foreach (SceneObjectPart part in children)
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lock (SceneObjectGroupsByLocalPartID)
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SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
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}
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// PROBABLE END OF FIXME
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// Since we copy from a source group that is in selected
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