refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid pointless duplication of identical values

This commit is contained in:
Justin Clark-Casey (justincc)
2011-08-27 00:15:21 +01:00
parent 15a514fcbc
commit 33a894f3d2
16 changed files with 83 additions and 113 deletions

View File

@@ -122,7 +122,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
@@ -135,7 +135,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
@@ -148,7 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
if (sop.ParentGroup.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
@@ -171,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
// Attachments are high priority,
if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
if (((SceneObjectPart)entity).ParentGroup.IsAttachment)
return 1;
// Non physical prims are lower priority than physical prims

View File

@@ -4223,7 +4223,7 @@ namespace OpenSim.Region.Framework.Scenes
// their scripts will actually run.
// -- Leaf, Tue Aug 12 14:17:05 EDT 2008
SceneObjectPart parent = part.ParentGroup.RootPart;
if (parent != null && parent.IsAttachment)
if (parent != null && part.ParentGroup.IsAttachment)
return ScriptDanger(parent, parent.GetWorldPosition());
else
return ScriptDanger(part, part.GetWorldPosition());
@@ -5030,7 +5030,7 @@ namespace OpenSim.Region.Framework.Scenes
delete = true;
}
if (delete && !rootPart.IsAttachment && !deletes.Contains(g))
if (delete && !g.IsAttachment && !deletes.Contains(g))
deletes.Add(g);
});
break;

View File

@@ -146,27 +146,11 @@ namespace OpenSim.Region.Framework.Scenes
return true;
return false;
}
/// <summary>
/// Is this scene object acting as an attachment?
/// </summary>
/// <remarks>
/// We return false if the group has already been deleted.
///
/// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I
/// presume either all or no parts in a linkset can be part of an attachment (in which
/// case the value would get proprogated down into all the descendent parts).
/// </remarks>
public bool IsAttachment
{
get
{
if (!IsDeleted)
return m_rootPart.IsAttachment;
return false;
}
}
public bool IsAttachment { get; set; }
/// <summary>
/// The avatar to which this scene object is attached.
@@ -176,6 +160,14 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks>
public UUID AttachedAvatar { get; set; }
/// <summary>
/// Attachment point of this scene object to an avatar.
/// </summary>
/// <remarks>
/// 0 if we're not attached to anything
/// </remarks>
public uint AttachmentPoint;
/// <summary>
/// Is this scene object phantom?
/// </summary>
@@ -354,11 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Check both the attachment property and the relevant properties of the underlying root part.
/// </summary>
/// <remarks>
/// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
/// have the IsAttachment property yet checked.
///
/// FIXME: However, this should be fixed so that this property
/// propertly reflects the underlying status.
/// </remarks>
/// <returns></returns>
public bool IsAttachmentCheckFull()
{
@@ -987,11 +981,11 @@ namespace OpenSim.Region.Framework.Scenes
return m_rootPart.Shape.State;
}
public void SetAttachmentPoint(byte point)
public void SetAttachmentPoint(uint point)
{
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].SetAttachmentPoint(point);
AttachmentPoint = point;
IsAttachment = point != 0;
m_rootPart.Shape.State = (byte)point;
}
public void ClearPartAttachmentData()
@@ -1424,16 +1418,16 @@ namespace OpenSim.Region.Framework.Scenes
// This is only necessary when userExposed is false!
bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
bool previousAttachmentStatus = dupe.IsAttachment;
if (!userExposed)
dupe.RootPart.IsAttachment = true;
dupe.IsAttachment = true;
dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
if (!userExposed)
{
dupe.RootPart.IsAttachment = previousAttachmentStatus;
dupe.IsAttachment = previousAttachmentStatus;
}
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);

View File

@@ -213,10 +213,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get { return m_fromUserInventoryItemID; }
}
public bool IsAttachment;
public scriptEvents AggregateScriptEvents;
@@ -224,9 +221,6 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 AttachedPos;
public uint AttachmentPoint;
public Vector3 RotationAxis = Vector3.One;
@@ -723,7 +717,7 @@ namespace OpenSim.Region.Framework.Scenes
m_groupPosition = actor.Position;
}
if (IsAttachment)
if (m_parentGroup.IsAttachment)
{
ScenePresence sp = m_parentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
@@ -807,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (IsRoot)
{
if (IsAttachment)
if (m_parentGroup.IsAttachment)
return AttachedPos;
else
return AbsolutePosition;
@@ -1090,7 +1084,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
if (IsAttachment)
if (m_parentGroup.IsAttachment)
return GroupPosition;
return m_offsetPosition + m_groupPosition;
@@ -1588,7 +1582,7 @@ namespace OpenSim.Region.Framework.Scenes
// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
// or flexible
if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
if (!isPhantom && !m_parentGroup.IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
{
try
{
@@ -2880,7 +2874,7 @@ namespace OpenSim.Region.Framework.Scenes
public void rotLookAt(Quaternion target, float strength, float damping)
{
if (IsAttachment)
if (m_parentGroup.IsAttachment)
{
/*
ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
@@ -3014,7 +3008,7 @@ namespace OpenSim.Region.Framework.Scenes
if (IsRoot)
{
if (IsAttachment)
if (m_parentGroup.IsAttachment)
{
SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags);
}
@@ -3076,7 +3070,7 @@ namespace OpenSim.Region.Framework.Scenes
{
// Suppress full updates during attachment editing
//
if (ParentGroup.IsSelected && IsAttachment)
if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
return;
if (ParentGroup.IsDeleted)
@@ -3254,26 +3248,6 @@ namespace OpenSim.Region.Framework.Scenes
});
}
public void SetAttachmentPoint(uint AttachmentPoint)
{
this.AttachmentPoint = AttachmentPoint;
if (AttachmentPoint != 0)
{
IsAttachment = true;
}
else
{
IsAttachment = false;
}
// save the attachment point.
//if (AttachmentPoint != 0)
//{
m_shape.State = (byte)AttachmentPoint;
//}
}
public void SetAxisRotation(int axis, int rotate)
{
if (m_parentGroup != null)
@@ -4497,7 +4471,9 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if (SetPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
if (SetPhantom
|| ParentGroup.IsAttachment
|| (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
{
AddFlag(PrimFlags.Phantom);
if (PhysActor != null)
@@ -4928,7 +4904,7 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup == null || ParentGroup.IsDeleted)
return;
if (IsAttachment && ParentGroup.RootPart != this)
if (ParentGroup.IsAttachment && ParentGroup.RootPart != this)
return;
// Causes this thread to dig into the Client Thread Data.

View File

@@ -201,7 +201,7 @@ namespace OpenSim.Region.Framework.Scenes
// Don't let this set the HasGroupChanged flag for attachments
// as this happens during rez and we don't want a new asset
// for each attachment each time
if (!m_part.ParentGroup.RootPart.IsAttachment)
if (!m_part.ParentGroup.IsAttachment)
{
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;

View File

@@ -3178,7 +3178,7 @@ namespace OpenSim.Region.Framework.Scenes
ISceneObject clone = sog.CloneForNewScene();
// Attachment module assumes that GroupPosition holds the offsets...!
((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos;
((SceneObjectGroup)clone).RootPart.IsAttachment = false;
((SceneObjectGroup)clone).IsAttachment = false;
cAgent.AttachmentObjects.Add(clone);
string state = sog.GetStateSnapshot();
cAgent.AttachmentObjectStates.Add(state);
@@ -3477,7 +3477,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (SceneObjectGroup so in m_attachments)
{
if (attachmentPoint == so.RootPart.AttachmentPoint)
if (attachmentPoint == so.AttachmentPoint)
attachments.Add(so);
}
}
@@ -3869,12 +3869,12 @@ namespace OpenSim.Region.Framework.Scenes
{
if (grp.HasGroupChanged) // Resizer scripts?
{
grp.RootPart.IsAttachment = false;
grp.IsAttachment = false;
grp.AbsolutePosition = grp.RootPart.AttachedPos;
// grp.DetachToInventoryPrep();
attachmentsModule.UpdateKnownItem(ControllingClient,
grp, grp.GetFromItemID(), grp.OwnerID);
grp.RootPart.IsAttachment = true;
grp.IsAttachment = true;
}
}
}

View File

@@ -120,8 +120,7 @@ namespace OpenSim.Region.Framework.Scenes
// We deal with the possibility that two updates occur at
// the same unix time at the update point itself.
if ((update.LastFullUpdateTime < part.TimeStampFull) ||
part.IsAttachment)
if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.IsAttachment)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",