* Rex merge, SceneObjectGroup looked like it merged OK
parent
7fdd23d249
commit
e22f84ee60
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@ -13,7 +13,7 @@
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* names of its contributors may be used to endorse or promote products
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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* derived from this software without specific prior written permission.
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*
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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@ -54,8 +54,14 @@ namespace OpenSim.Region.Environment.Scenes
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protected ulong m_regionHandle;
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protected ulong m_regionHandle;
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public event PrimCountTaintedDelegate OnPrimCountTainted;
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public event PrimCountTaintedDelegate OnPrimCountTainted;
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private PrimCountTaintedDelegate handler001 = null;
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/// <summary>
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/// Signal whether the non-inventory attributes of any prims in the group have changed
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/// since the group's last persistent backup
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/// </summary>
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public bool HasGroupChanged = false;
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public bool HasChanged = false;
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public bool TemporaryPrim = false; // rex
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public bool TemporaryPrim = false; // rex
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private LLVector3 lastPhysGroupPos;
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private LLVector3 lastPhysGroupPos;
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@ -122,23 +128,11 @@ namespace OpenSim.Region.Environment.Scenes
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set
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set
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{
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{
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LLVector3 val = value;
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LLVector3 val = value;
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if (val.X > 255.6f)
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if (val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f)
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{
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{
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val.X = 255.6f;
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m_scene.CrossPrimGroupIntoNewRegion(val, this);
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}
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else if (val.X < 0.4f)
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{
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val.X = 0.4f;
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}
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}
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if (val.Y > 255.6f)
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{
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val.Y = 255.6f;
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}
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else if (val.Y < 0.4f)
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{
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val.Y = 0.4f;
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}
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lock (m_parts)
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lock (m_parts)
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{
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{
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@ -147,13 +141,13 @@ namespace OpenSim.Region.Environment.Scenes
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part.GroupPosition = val;
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part.GroupPosition = val;
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}
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}
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}
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}
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if (m_rootPart.PhysActor != null)
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//if (m_rootPart.PhysActor != null)
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{
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//{
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m_rootPart.PhysActor.Position =
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//m_rootPart.PhysActor.Position =
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new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
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//new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
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m_rootPart.GroupPosition.Z);
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//m_rootPart.GroupPosition.Z);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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//}
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}
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}
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}
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}
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@ -204,7 +198,14 @@ namespace OpenSim.Region.Environment.Scenes
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public bool IsSelected
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public bool IsSelected
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{
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{
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get { return m_isSelected; }
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get { return m_isSelected; }
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set { m_isSelected = value; }
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set {
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m_isSelected = value;
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// Tell physics engine that group is selected
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if (m_rootPart.PhysActor != null)
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{
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m_rootPart.PhysActor.Selected = value;
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}
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}
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}
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}
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// The UUID for the Region this Object is in.
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// The UUID for the Region this Object is in.
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@ -250,7 +251,7 @@ namespace OpenSim.Region.Environment.Scenes
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AttachToBackup();
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AttachToBackup();
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ApplyPhysics();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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ScheduleGroupForFullUpdate();
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}
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}
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@ -285,7 +286,7 @@ namespace OpenSim.Region.Environment.Scenes
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AddPart(part);
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AddPart(part);
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part.RegionHandle = m_regionHandle;
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part.RegionHandle = m_regionHandle;
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part.ApplySanePermissions();
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part.TrimPermissions();
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}
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}
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break;
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break;
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case XmlNodeType.EndElement:
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case XmlNodeType.EndElement:
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@ -303,7 +304,7 @@ namespace OpenSim.Region.Environment.Scenes
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AttachToBackup();
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AttachToBackup();
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ApplyPhysics();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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ScheduleGroupForFullUpdate();
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}
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}
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@ -353,8 +354,6 @@ namespace OpenSim.Region.Environment.Scenes
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sr.Close();
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sr.Close();
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UpdateParentIDs();
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UpdateParentIDs();
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ScheduleGroupForFullUpdate();
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}
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}
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private void AttachToBackup()
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private void AttachToBackup()
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@ -376,8 +375,9 @@ namespace OpenSim.Region.Environment.Scenes
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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Vector3 partPosition =
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// Temporary commented to stop compiler warning
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new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
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//Vector3 partPosition =
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// new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
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Quaternion parentrotation =
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Quaternion parentrotation =
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new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
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new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
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@ -387,7 +387,7 @@ namespace OpenSim.Region.Environment.Scenes
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// This may need to be updated to the maximum draw distance possible..
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// This may need to be updated to the maximum draw distance possible..
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// We might (and probably will) be checking for prim creation from other sims
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// We might (and probably will) be checking for prim creation from other sims
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// when the camera crosses the border.
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// when the camera crosses the border.
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float idist = 256f;
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float idist = (float)Constants.RegionSize;
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if (inter.HitTF)
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if (inter.HitTF)
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@ -407,14 +407,6 @@ namespace OpenSim.Region.Environment.Scenes
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return returnresult;
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return returnresult;
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}
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}
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/// <summary>
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///
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/// </summary>
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public SceneObjectGroup(byte[] data)
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{
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}
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/// <summary>
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/// <summary>
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///
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///
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/// </summary>
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/// </summary>
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@ -434,7 +426,7 @@ namespace OpenSim.Region.Environment.Scenes
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AttachToBackup();
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AttachToBackup();
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ApplyPhysics();
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//ApplyPhysics(scene.m_physicalPrim);
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}
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}
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/// <summary>
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/// <summary>
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@ -537,7 +529,7 @@ namespace OpenSim.Region.Environment.Scenes
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dupe.m_regionHandle = m_regionHandle;
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dupe.m_regionHandle = m_regionHandle;
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID);
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID);
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dupe.m_rootPart.ApplySanePermissions();
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dupe.m_rootPart.TrimPermissions();
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/// may need to create a new Physics actor.
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/// may need to create a new Physics actor.
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if (dupe.RootPart.PhysActor != null)
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if (dupe.RootPart.PhysActor != null)
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@ -589,13 +581,28 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="part"></param>
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/// <param name="part"></param>
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public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
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public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
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{
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID);
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
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newPart.SetParent(this);
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newPart.SetParent(this);
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newPart.LinkNum = m_parts.Count;
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m_parts.Add(newPart.UUID, newPart);
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m_parts.Add(newPart.UUID, newPart);
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SetPartAsRoot(newPart);
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SetPartAsRoot(newPart);
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}
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}
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public void applyImpulse(PhysicsVector impulse)
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{
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// We check if rootpart is null here because scripts don't delete if you delete the host.
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// This means that unfortunately, we can pass a null physics actor to Simulate!
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// Make sure we don't do that!
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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{
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if (rootpart.PhysActor != null)
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{
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rootpart.PhysActor.AddForce(impulse);
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m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
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}
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}
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}
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public void SetRootPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
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public void SetRootPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
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{
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{
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part.LastOwnerID = part.OwnerID;
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part.LastOwnerID = part.OwnerID;
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/// <param name="part"></param>
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/// <param name="part"></param>
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public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
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public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
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{
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID);
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
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newPart.SetParent(this);
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newPart.SetParent(this);
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newPart.LinkNum = m_parts.Count;
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m_parts.Add(newPart.UUID, newPart);
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m_parts.Add(newPart.UUID, newPart);
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SetPartAsNonRoot(newPart);
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SetPartAsNonRoot(newPart);
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}
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}
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/// <summary>
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public void GenerateNewIDs()
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/// Reset the LLUUIDs for all the prims that make up this group.
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///
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/// This is called by methods which want to add a new group to an existing scene, in order
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/// to ensure that there are no clashes with groups already present.
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/// </summary>
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public void ResetIDs()
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{
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{
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List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
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List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
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m_parts.Clear();
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m_parts.Clear();
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foreach (SceneObjectPart part in partsList)
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foreach (SceneObjectPart part in partsList)
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{
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{
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part.UUID = LLUUID.Random();
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part.ResetIDs(m_parts.Count);
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part.LinkNum = m_parts.Count;
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m_parts.Add(part.UUID, part);
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m_parts.Add(part.UUID, part);
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}
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}
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}
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}
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@ -738,7 +748,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// </summary>
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public void ScheduleGroupForFullUpdate()
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public void ScheduleGroupForFullUpdate()
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{
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{
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HasChanged = true;
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HasGroupChanged = true;
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.ScheduleFullUpdate();
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part.ScheduleFullUpdate();
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@ -750,7 +760,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// </summary>
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public void ScheduleGroupForTerseUpdate()
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public void ScheduleGroupForTerseUpdate()
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{
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{
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HasChanged = true;
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HasGroupChanged = true;
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.ScheduleTerseUpdate();
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part.ScheduleTerseUpdate();
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@ -762,19 +772,24 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// </summary>
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public void SendGroupFullUpdate()
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public void SendGroupFullUpdate()
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{
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{
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HasChanged = true;
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HasGroupChanged = true;
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.SendFullUpdateToAllClients();
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part.SendFullUpdateToAllClients();
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}
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}
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}
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}
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public void QueueForUpdateCheck()
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{
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m_scene.m_innerScene.AddToUpdateList(this);
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}
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/// <summary>
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/// <summary>
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///
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///
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/// </summary>
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/// </summary>
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public void SendGroupTerseUpdate()
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public void SendGroupTerseUpdate()
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{
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{
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HasChanged = true;
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HasGroupChanged = true;
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.SendTerseUpdateToAllClients();
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part.SendTerseUpdateToAllClients();
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/// <returns></returns>
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/// <returns></returns>
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public bool HasChildPrim(LLUUID primID)
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public bool HasChildPrim(LLUUID primID)
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{
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{
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SceneObjectPart childPart = null;
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if (m_parts.ContainsKey(primID))
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if (m_parts.ContainsKey(primID))
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{
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{
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childPart = m_parts[primID];
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return true;
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return true;
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}
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}
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return false;
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return false;
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@ -874,12 +887,13 @@ namespace OpenSim.Region.Environment.Scenes
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#region Packet Handlers
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#region Packet Handlers
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/// <summary>
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/// <summary>
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///
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/// Link the prims in a given group to this group
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/// </summary>
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/// </summary>
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/// <param name="objectGroup"></param>
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/// <param name="objectGroup">The group of prims which should be linked to this group</param>
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public void LinkToGroup(SceneObjectGroup objectGroup)
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public void LinkToGroup(SceneObjectGroup objectGroup)
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{
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{
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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Vector3 oldGroupPosition =
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Vector3 oldGroupPosition =
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new Vector3(linkPart.GroupPosition.X, linkPart.GroupPosition.Y, linkPart.GroupPosition.Z);
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new Vector3(linkPart.GroupPosition.X, linkPart.GroupPosition.Y, linkPart.GroupPosition.Z);
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Quaternion oldRootRotation =
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Quaternion oldRootRotation =
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@ -888,29 +902,32 @@ namespace OpenSim.Region.Environment.Scenes
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linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
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linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
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linkPart.GroupPosition = AbsolutePosition;
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linkPart.GroupPosition = AbsolutePosition;
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Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
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Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
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Quaternion parentRot =
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Quaternion parentRot =
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
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m_rootPart.RotationOffset.Z);
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m_rootPart.RotationOffset.Z);
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axPos = parentRot.Inverse()*axPos;
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axPos = parentRot.Inverse()*axPos;
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linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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Quaternion oldRot =
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Quaternion oldRot =
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new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
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new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
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linkPart.RotationOffset.Z);
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linkPart.RotationOffset.Z);
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Quaternion newRot = parentRot.Inverse()*oldRot;
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Quaternion newRot = parentRot.Inverse()*oldRot;
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linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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linkPart.ParentID = m_rootPart.LocalID;
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linkPart.ParentID = m_rootPart.LocalID;
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linkPart.LinkNum = m_parts.Count;
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linkPart.LinkNum = m_parts.Count;
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||||||
m_parts.Add(linkPart.UUID, linkPart);
|
m_parts.Add(linkPart.UUID, linkPart);
|
||||||
linkPart.SetParent(this);
|
linkPart.SetParent(this);
|
||||||
|
|
||||||
if (linkPart.PhysActor != null)
|
//if (linkPart.PhysActor != null)
|
||||||
{
|
//{
|
||||||
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
|
// m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
|
||||||
|
|
||||||
linkPart.PhysActor = null;
|
//linkPart.PhysActor = null;
|
||||||
}
|
//}
|
||||||
|
|
||||||
//TODO: rest of parts
|
//TODO: rest of parts
|
||||||
foreach (SceneObjectPart part in objectGroup.Children.Values)
|
foreach (SceneObjectPart part in objectGroup.Children.Values)
|
||||||
|
@ -926,6 +943,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
m_scene.DeleteEntity(objectGroup.UUID);
|
m_scene.DeleteEntity(objectGroup.UUID);
|
||||||
|
|
||||||
objectGroup.DeleteParts();
|
objectGroup.DeleteParts();
|
||||||
|
AbsolutePosition = AbsolutePosition;
|
||||||
ScheduleGroupForFullUpdate();
|
ScheduleGroupForFullUpdate();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -940,8 +958,16 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
|
|
||||||
if (null != linkPart)
|
if (null != linkPart)
|
||||||
{
|
{
|
||||||
|
LLQuaternion worldRot = linkPart.GetWorldRotation();
|
||||||
|
|
||||||
// Remove the part from this object
|
// Remove the part from this object
|
||||||
m_parts.Remove(linkPart.UUID);
|
m_parts.Remove(linkPart.UUID);
|
||||||
|
linkPart.ParentID = 0;
|
||||||
|
|
||||||
|
if (linkPart.PhysActor != null)
|
||||||
|
{
|
||||||
|
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
|
||||||
|
}
|
||||||
|
|
||||||
// We need to reset the child part's position
|
// We need to reset the child part's position
|
||||||
// ready for life as a separate object after being a part of another object
|
// ready for life as a separate object after being a part of another object
|
||||||
|
@ -963,6 +989,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
|
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
|
||||||
linkPart.OffsetPosition = new LLVector3(0, 0, 0);
|
linkPart.OffsetPosition = new LLVector3(0, 0, 0);
|
||||||
|
|
||||||
|
linkPart.RotationOffset = worldRot;
|
||||||
|
|
||||||
|
// This chunk is probably unnecesary now - delete later on
|
||||||
|
/*
|
||||||
Quaternion oldRot
|
Quaternion oldRot
|
||||||
= new Quaternion(
|
= new Quaternion(
|
||||||
linkPart.RotationOffset.W,
|
linkPart.RotationOffset.W,
|
||||||
|
@ -971,23 +1001,24 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
linkPart.RotationOffset.Z);
|
linkPart.RotationOffset.Z);
|
||||||
Quaternion newRot = parentRot*oldRot;
|
Quaternion newRot = parentRot*oldRot;
|
||||||
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
|
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
|
||||||
|
*/
|
||||||
|
|
||||||
// Add physics information back to delinked part if appropriate
|
// Add physics information back to delinked part if appropriate
|
||||||
// XXX This is messy and should be refactorable with the similar section in
|
// XXX This is messy and should be refactorable with the similar section in
|
||||||
// SceneObjectPart.UpdatePrimFlags()
|
// SceneObjectPart.UpdatePrimFlags()
|
||||||
if (m_rootPart.PhysActor != null)
|
//if (m_rootPart.PhysActor != null)
|
||||||
{
|
//{
|
||||||
linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
|
//linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
|
||||||
linkPart.Name,
|
//linkPart.Name,
|
||||||
linkPart.Shape,
|
//linkPart.Shape,
|
||||||
new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
|
//new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
|
||||||
linkPart.AbsolutePosition.Z),
|
//linkPart.AbsolutePosition.Z),
|
||||||
new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
|
//new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
|
||||||
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
|
//new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
|
||||||
linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
|
//linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
|
||||||
m_rootPart.PhysActor.IsPhysical, linkPart.LocalID);
|
//m_rootPart.PhysActor.IsPhysical);
|
||||||
m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
|
//m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
|
||||||
}
|
//}
|
||||||
|
|
||||||
SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
|
SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
|
||||||
|
|
||||||
|
@ -997,7 +1028,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
MainLog.Instance.Verbose("SCENE",
|
m_log.InfoFormat("[SCENE]: " +
|
||||||
"DelinkFromGroup(): Child prim local id {0} not found in object with root prim id {1}",
|
"DelinkFromGroup(): Child prim local id {0} not found in object with root prim id {1}",
|
||||||
partID, LocalId);
|
partID, LocalId);
|
||||||
}
|
}
|
||||||
|
@ -1040,25 +1071,50 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
///
|
/// If object is physical, apply force to move it around
|
||||||
|
/// If object is not physical, just put it at the resulting location
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="offset"></param>
|
/// <param name="offset">Always seems to be 0,0,0, so ignoring</param>
|
||||||
/// <param name="pos"></param>
|
/// <param name="pos">New position. We do the math here to turn it into a force</param>
|
||||||
/// <param name="remoteClient"></param>
|
/// <param name="remoteClient"></param>
|
||||||
public void GrabMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
|
public void GrabMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
|
||||||
{
|
{
|
||||||
|
|
||||||
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
|
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
|
||||||
|
{
|
||||||
|
|
||||||
|
if (m_rootPart.PhysActor != null)
|
||||||
|
{
|
||||||
|
if (m_rootPart.PhysActor.IsPhysical)
|
||||||
|
{
|
||||||
|
LLVector3 llmoveforce = pos - AbsolutePosition;
|
||||||
|
PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z);
|
||||||
|
grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
|
||||||
|
m_rootPart.PhysActor.AddForce(grabforce);
|
||||||
|
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NonPhysicalGrabMovement(pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NonPhysicalGrabMovement(pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void NonPhysicalGrabMovement(LLVector3 pos)
|
||||||
{
|
{
|
||||||
AbsolutePosition = pos;
|
AbsolutePosition = pos;
|
||||||
m_rootPart.SendTerseUpdateToAllClients();
|
m_rootPart.SendTerseUpdateToAllClients();
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
///
|
///
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="client"></param>
|
/// <param name="client"></param>
|
||||||
public void GetProperites(IClientAPI client)
|
public void GetProperties(IClientAPI client)
|
||||||
{
|
{
|
||||||
ObjectPropertiesPacket proper = (ObjectPropertiesPacket) PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
|
ObjectPropertiesPacket proper = (ObjectPropertiesPacket) PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
|
||||||
// TODO: don't create new blocks if recycling an old packet
|
// TODO: don't create new blocks if recycling an old packet
|
||||||
|
@ -1090,12 +1146,12 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
///
|
/// Set the name of a prim
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="name"></param>
|
/// <param name="name"></param>
|
||||||
|
/// <param name="localID"></param>
|
||||||
public void SetPartName(string name, uint localID)
|
public void SetPartName(string name, uint localID)
|
||||||
{
|
{
|
||||||
name = name.Remove(name.Length - 1, 1);
|
|
||||||
SceneObjectPart part = GetChildPart(localID);
|
SceneObjectPart part = GetChildPart(localID);
|
||||||
if (part != null)
|
if (part != null)
|
||||||
{
|
{
|
||||||
|
@ -1137,7 +1193,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
{
|
{
|
||||||
return part.Name;
|
return part.Name;
|
||||||
}
|
}
|
||||||
return "";
|
return String.Empty;
|
||||||
}
|
}
|
||||||
|
|
||||||
public string GetPartDescription(uint localID)
|
public string GetPartDescription(uint localID)
|
||||||
|
@ -1147,7 +1203,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
{
|
{
|
||||||
return part.Description;
|
return part.Description;
|
||||||
}
|
}
|
||||||
return "";
|
return String.Empty;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -1162,10 +1218,21 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
{
|
{
|
||||||
SceneObjectPart part = GetChildPart(localID);
|
SceneObjectPart part = GetChildPart(localID);
|
||||||
if (part != null)
|
if (part != null)
|
||||||
|
{
|
||||||
|
// If we have children
|
||||||
|
if (m_parts.Count > 1)
|
||||||
|
{
|
||||||
|
foreach (SceneObjectPart parts in m_parts.Values)
|
||||||
|
{
|
||||||
|
parts.UpdatePrimFlags(type, inUse, data);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
part.UpdatePrimFlags(type, inUse, data);
|
part.UpdatePrimFlags(type, inUse, data);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
|
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
|
||||||
{
|
{
|
||||||
|
@ -1175,6 +1242,13 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
part.UpdateExtraParam(type, inUse, data);
|
part.UpdateExtraParam(type, inUse, data);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public SceneObjectPart[] GetParts()
|
||||||
|
{
|
||||||
|
int numParts = Children.Count;
|
||||||
|
SceneObjectPart[] partArray = new SceneObjectPart[numParts];
|
||||||
|
Children.Values.CopyTo(partArray, 0);
|
||||||
|
return partArray;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
///
|
///
|
||||||
|
@ -1226,7 +1300,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
bool UsePhysics = ((m_rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
|
bool UsePhysics = ((m_rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
|
||||||
m_rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
|
m_rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
|
||||||
|
|
||||||
|
if (part.PhysActor != null)
|
||||||
|
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
@ -1244,15 +1321,24 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
if (part != null)
|
if (part != null)
|
||||||
{
|
{
|
||||||
part.Resize(scale);
|
part.Resize(scale);
|
||||||
if (part.UUID == m_rootPart.UUID)
|
if (part.PhysActor != null)
|
||||||
{
|
{
|
||||||
if (m_rootPart.PhysActor != null)
|
part.PhysActor.Size =
|
||||||
{
|
new PhysicsVector(scale.X, scale.Y, scale.Z);
|
||||||
m_rootPart.PhysActor.Size =
|
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
||||||
new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
|
|
||||||
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
if (part.UUID != m_rootPart.UUID)
|
||||||
|
ScheduleGroupForFullUpdate();
|
||||||
|
|
||||||
|
//if (part.UUID == m_rootPart.UUID)
|
||||||
|
//{
|
||||||
|
//if (m_rootPart.PhysActor != null)
|
||||||
|
//{
|
||||||
|
//m_rootPart.PhysActor.Size =
|
||||||
|
//new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
|
||||||
|
//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
||||||
|
//}
|
||||||
|
//}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1328,6 +1414,11 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
ScheduleGroupForTerseUpdate();
|
ScheduleGroupForTerseUpdate();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void OffsetForNewRegion(LLVector3 offset)
|
||||||
|
{
|
||||||
|
m_rootPart.GroupPosition = offset;
|
||||||
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Rotation
|
#region Rotation
|
||||||
|
@ -1465,9 +1556,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void TriggerTainted()
|
public void TriggerTainted()
|
||||||
{
|
{
|
||||||
if (OnPrimCountTainted != null)
|
handler001 = OnPrimCountTainted;
|
||||||
|
if (handler001 != null)
|
||||||
{
|
{
|
||||||
OnPrimCountTainted();
|
handler001();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1486,8 +1578,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
if (HasChanged)
|
if (HasChanged)
|
||||||
{
|
{
|
||||||
datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
|
datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
|
||||||
HasChanged = false;
|
HasGroupChanged = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
@ -1547,10 +1641,11 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
{
|
{
|
||||||
part.UpdateMovement();
|
part.UpdateMovement();
|
||||||
}
|
}
|
||||||
|
|
||||||
base.UpdateMovement();
|
|
||||||
}
|
}
|
||||||
|
public float GetTimeDilation()
|
||||||
|
{
|
||||||
|
return m_scene.TimeDilation;
|
||||||
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Added as a way for the storage provider to reset the scene,
|
/// Added as a way for the storage provider to reset the scene,
|
||||||
/// most likely a better way to do this sort of thing but for now...
|
/// most likely a better way to do this sort of thing but for now...
|
||||||
|
@ -1595,6 +1690,12 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ResetChildPrimPhysicsPositions()
|
||||||
|
{
|
||||||
|
AbsolutePosition = AbsolutePosition;
|
||||||
|
HasGroupChanged = false;
|
||||||
|
}
|
||||||
|
|
||||||
public LLUUID GetPartsFullID(uint localID)
|
public LLUUID GetPartsFullID(uint localID)
|
||||||
{
|
{
|
||||||
SceneObjectPart part = GetChildPart(localID);
|
SceneObjectPart part = GetChildPart(localID);
|
||||||
|
@ -1658,6 +1759,18 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
m_parts.Clear();
|
m_parts.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void AddScriptLPS(int count)
|
||||||
|
{
|
||||||
|
InnerScene d = m_scene.m_innerScene;
|
||||||
|
d.AddToScriptLPS(count);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddActiveScriptCount(int count)
|
||||||
|
{
|
||||||
|
InnerScene d = m_scene.m_innerScene;
|
||||||
|
d.AddActiveScripts(count);
|
||||||
|
}
|
||||||
|
|
||||||
public override void SetText(string text, Vector3 color, double alpha)
|
public override void SetText(string text, Vector3 color, double alpha)
|
||||||
{
|
{
|
||||||
Color = Color.FromArgb(0xff - (int) (alpha*0xff),
|
Color = Color.FromArgb(0xff - (int) (alpha*0xff),
|
||||||
|
@ -1667,9 +1780,43 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
Text = text;
|
Text = text;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ApplyPhysics()
|
public void ApplyPhysics(bool m_physicalPrim)
|
||||||
{
|
{
|
||||||
m_rootPart.ApplyPhysics();
|
if (m_parts.Count > 1)
|
||||||
|
{
|
||||||
|
lock (m_parts)
|
||||||
|
{
|
||||||
|
foreach (SceneObjectPart part in m_parts.Values)
|
||||||
|
{
|
||||||
|
part.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
||||||
|
|
||||||
|
// Hack to get the physics scene geometries in the right spot
|
||||||
|
ResetChildPrimPhysicsPositions();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetOwnerId(LLUUID userId)
|
||||||
|
{
|
||||||
|
ForEachPart(delegate(SceneObjectPart part)
|
||||||
|
{ part.OwnerID = userId; });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ForEachPart(Action<SceneObjectPart> whatToDo)
|
||||||
|
{
|
||||||
|
lock (m_parts)
|
||||||
|
{
|
||||||
|
foreach (SceneObjectPart part in m_parts.Values)
|
||||||
|
{
|
||||||
|
whatToDo(part);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue