Implement STATUS_BLOCK_GRAB_OBJECT in llSetStatus()/llGetStatus() and correct effect of STATUS_BLOCK_GRAB

As per http://wiki.secondlife.com/wiki/LlSetStatus
Setting STATUS_BLOCK_GRAB_OBJECT prevents or allows move of a physical linkset by grab on any prim.
Setting STATUS_BLOCK_GRAB prevents or allows move of a physical linkset by grab on a particular prim.
Previously, setting STATUS_BLOCK_GRAB would prevent drag via all prims of the linkset.
This commit is contained in:
Justin Clark-Casey (justincc)
2014-08-29 23:40:21 +01:00
parent 1b75ec5647
commit 099212167b
5 changed files with 26 additions and 30 deletions

View File

@@ -827,6 +827,12 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
public UUID FromFolderID { get; set; }
/// <summary>
/// If true then grabs are blocked no matter what the individual part BlockGrab setting.
/// </summary>
/// <value><c>true</c> if block grab override; otherwise, <c>false</c>.</value>
public bool BlockGrabOverride { get; set; }
/// <summary>
/// IDs of all avatars sat on this scene object.
/// </summary>
@@ -2610,20 +2616,26 @@ namespace OpenSim.Region.Framework.Scenes
/// If object is physical, apply force to move it around
/// If object is not physical, just put it at the resulting location
/// </summary>
/// <param name="partID">Part ID to check for grab</param>
/// <param name="offset">Always seems to be 0,0,0, so ignoring</param>
/// <param name="pos">New position. We do the math here to turn it into a force</param>
/// <param name="remoteClient"></param>
public void GrabMovement(Vector3 offset, Vector3 pos, IClientAPI remoteClient)
public void GrabMovement(UUID partID, Vector3 offset, Vector3 pos, IClientAPI remoteClient)
{
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
SceneObjectPart part = GetPart(partID);
if (part == null)
return;
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
if (pa.IsPhysical)
{
if (!m_rootPart.BlockGrab)
if (!BlockGrabOverride && !part.BlockGrab)
{
Vector3 llmoveforce = pos - AbsolutePosition;
Vector3 grabforce = llmoveforce;