diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index ac35e46bf9..6af76622b8 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -39,9 +39,8 @@ using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
-
[Flags]
- public enum scriptEvents : int
+ public enum scriptEvents
{
None = 0,
attach = 1,
@@ -77,16 +76,6 @@ namespace OpenSim.Region.Environment.Scenes
public partial class SceneObjectGroup : EntityBase
{
- protected SceneObjectPart m_rootPart;
-
- ///
- /// The constituent parts of this group
- ///
- protected Dictionary m_parts = new Dictionary();
-
- protected ulong m_regionHandle;
-
- public event PrimCountTaintedDelegate OnPrimCountTainted;
private PrimCountTaintedDelegate handlerPrimCountTainted = null;
///
@@ -94,16 +83,33 @@ namespace OpenSim.Region.Environment.Scenes
/// since the group's last persistent backup
///
public bool HasGroupChanged = false;
-
+
private LLVector3 lastPhysGroupPos;
private LLQuaternion lastPhysGroupRot;
- private Dictionary m_scriptEvents = new Dictionary();
private scriptEvents m_aggregateScriptEvents = scriptEvents.None;
+ ///
+ /// The constituent parts of this group
+ ///
+ protected Dictionary m_parts = new Dictionary();
+
+ protected ulong m_regionHandle;
+ protected SceneObjectPart m_rootPart;
+ private Dictionary m_scriptEvents = new Dictionary();
+
#region Properties
+ ///
+ /// Added because the Parcel code seems to use it
+ /// but not sure a object should have this
+ /// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
+ /// think really there should be a list (or whatever) in each scenepresence
+ /// saying what prim(s) that user has selected.
+ ///
+ protected bool m_isSelected = false;
+
///
///
///
@@ -116,11 +122,13 @@ namespace OpenSim.Region.Environment.Scenes
{
get { return m_rootPart.RotationOffset; }
}
+
public LLUUID GroupID
{
get { return m_rootPart.GroupID; }
set { m_rootPart.GroupID = value; }
}
+
///
///
///
@@ -161,7 +169,7 @@ namespace OpenSim.Region.Environment.Scenes
{
get
{
- if( m_rootPart == null )
+ if (m_rootPart == null)
{
throw new NullReferenceException(
string.Format("[SCENE OBJECT GROUP]: Object {0} has no root part.", m_uuid));
@@ -176,7 +184,7 @@ namespace OpenSim.Region.Environment.Scenes
{
m_scene.CrossPrimGroupIntoNewRegion(val, this);
}
-
+
lock (m_parts)
{
@@ -187,24 +195,26 @@ namespace OpenSim.Region.Environment.Scenes
}
//if (m_rootPart.PhysActor != null)
//{
- //m_rootPart.PhysActor.Position =
- //new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
- //m_rootPart.GroupPosition.Z);
- //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
+ //m_rootPart.PhysActor.Position =
+ //new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
+ //m_rootPart.GroupPosition.Z);
+ //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
//}
}
}
public override uint LocalId
{
- get {
+ get
+ {
if (m_rootPart == null)
{
m_log.Error("[SCENE OBJECT GROUP]: Unable to find the rootpart for a LocalId Request!");
return 0;
}
-
- return m_rootPart.LocalId; }
+
+ return m_rootPart.LocalId;
+ }
set { m_rootPart.LocalId = value; }
}
@@ -216,11 +226,12 @@ namespace OpenSim.Region.Environment.Scenes
public LLUUID OwnerID
{
- get {
+ get
+ {
if (m_rootPart == null)
return LLUUID.Zero;
- return m_rootPart.OwnerID;
+ return m_rootPart.OwnerID;
}
set { m_rootPart.OwnerID = value; }
}
@@ -237,15 +248,6 @@ namespace OpenSim.Region.Environment.Scenes
set { m_rootPart.Text = value; }
}
- ///
- /// Added because the Parcel code seems to use it
- /// but not sure a object should have this
- /// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
- /// think really there should be a list (or whatever) in each scenepresence
- /// saying what prim(s) that user has selected.
- ///
- protected bool m_isSelected = false;
-
protected virtual bool InSceneBackup
{
get { return true; }
@@ -254,7 +256,8 @@ namespace OpenSim.Region.Environment.Scenes
public bool IsSelected
{
get { return m_isSelected; }
- set {
+ set
+ {
m_isSelected = value;
// Tell physics engine that group is selected
if (m_rootPart.PhysActor != null)
@@ -304,11 +307,11 @@ namespace OpenSim.Region.Environment.Scenes
public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
{
m_scene = scene;
-
+
part.SetParent(this);
part.ParentID = 0;
part.LinkNum = 0;
-
+
m_parts.Add(part.UUID, part);
SetPartAsRoot(part);
@@ -329,7 +332,7 @@ namespace OpenSim.Region.Environment.Scenes
{
m_scene = scene;
m_regionHandle = regionHandle;
-
+
StringReader sr = new StringReader(xmlData);
XmlTextReader reader = new XmlTextReader(sr);
try
@@ -339,11 +342,11 @@ namespace OpenSim.Region.Environment.Scenes
reader.ReadStartElement("RootPart");
m_rootPart = SceneObjectPart.FromXml(reader);
AddPart(m_rootPart);
-
- m_log.DebugFormat("[SCENE OBJECT GROUP]: Current node {0}", reader.Name);
-
+
+ m_log.DebugFormat("[SCENE OBJECT GROUP]: Current node {0}", reader.Name);
+
reader.ReadEndElement();
-
+
while (reader.Read())
{
switch (reader.NodeType)
@@ -356,7 +359,7 @@ namespace OpenSim.Region.Environment.Scenes
part.LocalId = m_scene.PrimIDAllocate();
AddPart(part);
part.RegionHandle = m_regionHandle;
-
+
part.TrimPermissions();
}
break;
@@ -368,10 +371,10 @@ namespace OpenSim.Region.Environment.Scenes
catch (XmlException)
{
m_log.ErrorFormat("[SCENE OBJECT GROUP]: Deserialization of following xml failed, {0}", xmlData);
-
+
// Let's see if carrying on does anything for us
}
-
+
reader.Close();
sr.Close();
@@ -435,6 +438,37 @@ namespace OpenSim.Region.Environment.Scenes
UpdateParentIDs();
}
+ ///
+ ///
+ ///
+ public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
+ LLQuaternion rot, PrimitiveBaseShape shape)
+ {
+ m_regionHandle = regionHandle;
+ m_scene = scene;
+
+ // this.Pos = pos;
+ LLVector3 rootOffset = new LLVector3(0, 0, 0);
+ SceneObjectPart newPart =
+ new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rot, rootOffset);
+ newPart.LinkNum = m_parts.Count;
+ m_parts.Add(newPart.UUID, newPart);
+ SetPartAsRoot(newPart);
+
+ AttachToBackup();
+
+ //ApplyPhysics(scene.m_physicalPrim);
+ }
+
+ ///
+ ///
+ ///
+ public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
+ PrimitiveBaseShape shape)
+ : this(scene, regionHandle, ownerID, localID, pos, LLQuaternion.Identity, shape)
+ {
+ }
+
///
/// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
///
@@ -473,7 +507,7 @@ namespace OpenSim.Region.Environment.Scenes
// This may need to be updated to the maximum draw distance possible..
// We might (and probably will) be checking for prim creation from other sims
// when the camera crosses the border.
- float idist = (float)Constants.RegionSize;
+ float idist = Constants.RegionSize;
if (inter.HitTF)
@@ -481,7 +515,6 @@ namespace OpenSim.Region.Environment.Scenes
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
{
- idist = inter.distance;
returnresult.HitTF = true;
returnresult.ipoint = inter.ipoint;
returnresult.obj = part;
@@ -494,39 +527,10 @@ namespace OpenSim.Region.Environment.Scenes
return returnresult;
}
- ///
- ///
- ///
- public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
- LLQuaternion rot, PrimitiveBaseShape shape)
- {
- m_regionHandle = regionHandle;
- m_scene = scene;
-
- // this.Pos = pos;
- LLVector3 rootOffset = new LLVector3(0, 0, 0);
- SceneObjectPart newPart =
- new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rot, rootOffset);
- newPart.LinkNum = m_parts.Count;
- m_parts.Add(newPart.UUID, newPart);
- SetPartAsRoot(newPart);
-
- AttachToBackup();
-
- //ApplyPhysics(scene.m_physicalPrim);
- }
-
- ///
- ///
- ///
- public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
- PrimitiveBaseShape shape)
- : this(scene, regionHandle, ownerID, localID, pos, LLQuaternion.Identity, shape)
- {
- }
-
#endregion
+ public event PrimCountTaintedDelegate OnPrimCountTainted;
+
public string ToXmlString()
{
using (StringWriter sw = new StringWriter())
@@ -547,7 +551,7 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.ToXml(writer);
writer.WriteEndElement();
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
-
+
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
@@ -560,7 +564,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
-
+
writer.WriteEndElement();
writer.WriteEndElement();
}
@@ -583,7 +587,7 @@ namespace OpenSim.Region.Environment.Scenes
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
m_rootPart.ToXml(writer);
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
-
+
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
@@ -594,11 +598,434 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
-
+
writer.WriteEndElement();
writer.WriteEndElement();
}
+ ///
+ ///
+ ///
+ ///
+ private void SetPartAsRoot(SceneObjectPart part)
+ {
+ m_rootPart = part;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ private void SetPartAsNonRoot(SceneObjectPart part)
+ {
+ part.ParentID = m_rootPart.LocalId;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ public List GetScenePresences()
+ {
+ return m_scene.GetScenePresences();
+ }
+
+ public override void UpdateMovement()
+ {
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ part.UpdateMovement();
+ }
+ }
+ }
+
+ public float GetTimeDilation()
+ {
+ return m_scene.TimeDilation;
+ }
+
+ ///
+ /// 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...
+ ///
+ ///
+ public void SetScene(Scene scene)
+ {
+ m_scene = scene;
+ AttachToBackup();
+ }
+
+ ///
+ ///
+ ///
+ ///
+ public void AddPart(SceneObjectPart part)
+ {
+ lock (m_parts)
+ {
+ part.SetParent(this);
+ part.LinkNum = m_parts.Count;
+
+ try
+ {
+ m_parts.Add(part.UUID, part);
+ }
+ catch (Exception e)
+ {
+ m_log.Error("Failed to add scened object part", e);
+ }
+ }
+ }
+
+ ///
+ ///
+ ///
+ public void UpdateParentIDs()
+ {
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ if (part.UUID != m_rootPart.UUID)
+ {
+ part.ParentID = m_rootPart.LocalId;
+ }
+ }
+ }
+ }
+
+ public void RegenerateFullIDs()
+ {
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ part.UUID = LLUUID.Random();
+ }
+ }
+ }
+
+ public void ResetChildPrimPhysicsPositions()
+ {
+ AbsolutePosition = AbsolutePosition;
+ HasGroupChanged = false;
+ }
+
+ public LLUUID GetPartsFullID(uint localID)
+ {
+ SceneObjectPart part = GetChildPart(localID);
+ if (part != null)
+ {
+ return part.UUID;
+ }
+ return null;
+ }
+
+ public void ObjectGrabHandler(uint localId, LLVector3 offsetPos, IClientAPI remoteClient)
+ {
+ if (m_rootPart.LocalId == localId)
+ {
+ OnGrabGroup(offsetPos, remoteClient);
+ }
+ else
+ {
+ SceneObjectPart part = GetChildPart(localId);
+ OnGrabPart(part, offsetPos, remoteClient);
+ }
+ }
+
+ public virtual void OnGrabPart(SceneObjectPart part, LLVector3 offsetPos, IClientAPI remoteClient)
+ {
+ part.OnGrab(offsetPos, remoteClient);
+ }
+
+ public virtual void OnGrabGroup(LLVector3 offsetPos, IClientAPI remoteClient)
+ {
+ m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId);
+ }
+
+ ///
+ /// Completely delete this group and tell all the scene presences about that deletion.
+ ///
+ public void DeleteGroup()
+ {
+ DetachFromBackup(this);
+
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ List avatars = GetScenePresences();
+ for (int i = 0; i < avatars.Count; i++)
+ {
+ if (avatars[i].ParentID == LocalId)
+ {
+ avatars[i].StandUp();
+ }
+
+ avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
+ }
+ }
+ }
+ }
+
+ ///
+ /// Delete all the parts in this group.
+ ///
+ public void DeleteParts()
+ {
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ part.StopScripts();
+ }
+
+ m_rootPart = null;
+ 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 void RemoveScriptEvents(LLUUID scriptid)
+ {
+ lock (m_scriptEvents)
+ {
+ if (m_scriptEvents.ContainsKey(scriptid))
+ {
+ scriptEvents oldparts = scriptEvents.None;
+ oldparts = (scriptEvents) m_scriptEvents[scriptid];
+
+ // remove values from aggregated script events
+ m_aggregateScriptEvents &= ~oldparts;
+ m_scriptEvents.Remove(scriptid);
+ }
+ }
+ aggregateScriptEvents();
+ }
+
+ public void SetScriptEvents(LLUUID scriptid, int events)
+ {
+ scriptEvents oldparts;
+ lock (m_scriptEvents)
+ {
+ if (m_scriptEvents.ContainsKey(scriptid))
+ {
+ oldparts = m_scriptEvents[scriptid];
+
+ // remove values from aggregated script events
+ m_aggregateScriptEvents &= ~oldparts;
+ m_scriptEvents[scriptid] = (scriptEvents) events;
+ }
+ else
+ {
+ m_scriptEvents.Add(scriptid, (scriptEvents) events);
+ }
+ }
+
+ aggregateScriptEvents();
+ }
+
+ public void aggregateScriptEvents()
+ {
+ // Aggregate script events
+ lock (m_scriptEvents)
+ {
+ foreach (scriptEvents s in m_scriptEvents.Values)
+ {
+ m_aggregateScriptEvents |= s;
+ }
+ }
+ uint objectflagupdate = m_rootPart.ObjectFlags;
+
+ if (
+ ((m_aggregateScriptEvents & scriptEvents.touch) != 0) ||
+ ((m_aggregateScriptEvents & scriptEvents.touch_end) != 0) ||
+ ((m_aggregateScriptEvents & scriptEvents.touch_start) != 0)
+ )
+ {
+ objectflagupdate |= (uint) LLObject.ObjectFlags.Touch;
+ }
+ else
+ {
+ objectflagupdate &= ~(uint) LLObject.ObjectFlags.Touch;
+ }
+
+ if ((m_aggregateScriptEvents & scriptEvents.money) != 0)
+ {
+ objectflagupdate |= (uint) LLObject.ObjectFlags.Money;
+ }
+ else
+ {
+ objectflagupdate &= ~(uint) LLObject.ObjectFlags.Money;
+ }
+
+ if (
+ ((m_aggregateScriptEvents & scriptEvents.collision) != 0) ||
+ ((m_aggregateScriptEvents & scriptEvents.collision_end) != 0) ||
+ ((m_aggregateScriptEvents & scriptEvents.collision_start) != 0)
+ )
+ {
+ // subscribe to physics updates.
+ }
+ else
+ {
+ // unsubscribe to physics updates.
+ }
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ part.ObjectFlags = objectflagupdate;
+ }
+ }
+ ScheduleGroupForFullUpdate();
+ }
+
+ public override void SetText(string text, Vector3 color, double alpha)
+ {
+ Color = Color.FromArgb(0xff - (int) (alpha * 0xff),
+ (int) (color.x * 0xff),
+ (int) (color.y * 0xff),
+ (int) (color.z * 0xff));
+ Text = text;
+
+ m_rootPart.ScheduleFullUpdate();
+ }
+
+ public void ApplyPhysics(bool m_physicalPrim)
+ {
+ lock (m_parts)
+ {
+ if (m_parts.Count > 1)
+ {
+ m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ if (part.LocalId != m_rootPart.LocalId)
+ {
+ 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 whatToDo)
+ {
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ whatToDo(part);
+ }
+ }
+ }
+
+ #region Events
+
+ ///
+ ///
+ ///
+ public void TriggerTainted()
+ {
+ handlerPrimCountTainted = OnPrimCountTainted;
+ if (handlerPrimCountTainted != null)
+ {
+ handlerPrimCountTainted();
+ }
+ }
+
+ ///
+ /// Processes backup
+ ///
+ ///
+ public void ProcessBackup(IRegionDataStore datastore)
+ {
+ if (HasGroupChanged)
+ {
+ datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
+ HasGroupChanged = false;
+ }
+
+ ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
+ }
+
+ #endregion
+
+ #region Client Updating
+
+ public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientFlags)
+ {
+ lock (m_parts)
+ {
+ foreach (SceneObjectPart part in m_parts.Values)
+ {
+ SendPartFullUpdate(remoteClient, part, clientFlags);
+ }
+ }
+ }
+
+ ///
+ /// Send a full update to the client for the given part
+ ///
+ ///
+ ///
+ internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
+ {
+ if (m_rootPart.UUID == part.UUID)
+ {
+ part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
+ }
+ else
+ {
+ part.SendFullUpdateToClient(remoteClient, clientFlags);
+ }
+ }
+
+ ///
+ /// Send a terse update to the client for the given part
+ ///
+ ///
+ ///
+ internal void SendPartTerseUpdate(IClientAPI remoteClient, SceneObjectPart part)
+ {
+ if (m_rootPart.UUID == part.UUID)
+ {
+ part.SendTerseUpdateToClient(remoteClient, AbsolutePosition);
+ }
+ else
+ {
+ part.SendTerseUpdateToClient(remoteClient);
+ }
+ }
+
+ #endregion
+
#region Copying
///
@@ -633,7 +1060,7 @@ namespace OpenSim.Region.Environment.Scenes
new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
dupe.RootPart.PhysActor.IsPhysical);
-
+
dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
@@ -670,21 +1097,23 @@ namespace OpenSim.Region.Environment.Scenes
///
///
///
+ ///
+ ///
public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
newPart.SetParent(this);
-
+
lock (m_parts)
{
m_parts.Add(newPart.UUID, newPart);
}
-
+
SetPartAsRoot(newPart);
}
public void ScriptSetPhysicsStatus(bool UsePhysics)
- {
+ {
if (m_scene.m_physicalPrim)
{
lock (m_parts)
@@ -701,7 +1130,6 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
-
}
public void ScriptSetPhantomStatus(bool PhantomStatus)
@@ -721,7 +1149,7 @@ namespace OpenSim.Region.Environment.Scenes
else
{
part.RemFlag(LLObject.ObjectFlags.Phantom);
- if ((part.ObjectFlags & (int)LLObject.ObjectFlags.Physics) != 0)
+ if ((part.ObjectFlags & (int) LLObject.ObjectFlags.Physics) != 0)
{
part.DoPhysicsPropertyUpdate(true, false);
}
@@ -756,6 +1184,7 @@ namespace OpenSim.Region.Environment.Scenes
rootpart.PhysActor.PIDActive = true;
}
}
+
public void stopMoveToTarget()
{
SceneObjectPart rootpart = m_rootPart;
@@ -786,16 +1215,18 @@ namespace OpenSim.Region.Environment.Scenes
///
///
///
+ ///
+ ///
public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
newPart.SetParent(this);
-
+
lock (m_parts)
{
m_parts.Add(newPart.UUID, newPart);
}
-
+
SetPartAsNonRoot(newPart);
}
@@ -813,7 +1244,7 @@ namespace OpenSim.Region.Environment.Scenes
m_parts.Clear();
foreach (SceneObjectPart part in partsList)
{
- part.ResetIDs(m_parts.Count);
+ part.ResetIDs(m_parts.Count);
m_parts.Add(part.UUID, part);
}
}
@@ -869,15 +1300,15 @@ namespace OpenSim.Region.Environment.Scenes
lock (m_parts)
{
if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
- {
+ {
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
-
+
lastPhysGroupPos = AbsolutePosition;
}
-
+
if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
@@ -887,10 +1318,10 @@ namespace OpenSim.Region.Environment.Scenes
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
-
+
lastPhysGroupRot = GroupRotation;
}
-
+
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendScheduledUpdates();
@@ -926,7 +1357,7 @@ namespace OpenSim.Region.Environment.Scenes
public void ScheduleGroupForFullUpdate()
{
HasGroupChanged = true;
-
+
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
@@ -942,7 +1373,7 @@ namespace OpenSim.Region.Environment.Scenes
public void ScheduleGroupForTerseUpdate()
{
HasGroupChanged = true;
-
+
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
@@ -958,7 +1389,7 @@ namespace OpenSim.Region.Environment.Scenes
public void SendGroupFullUpdate()
{
HasGroupChanged = true;
-
+
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
@@ -979,7 +1410,7 @@ namespace OpenSim.Region.Environment.Scenes
public void SendGroupTerseUpdate()
{
HasGroupChanged = true;
-
+
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
@@ -1010,7 +1441,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
-
+
return null;
}
@@ -1046,7 +1477,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
-
+
return null;
}
@@ -1085,7 +1516,7 @@ namespace OpenSim.Region.Environment.Scenes
}
return false;
}
-
+
#endregion
#region Packet Handlers
@@ -1100,18 +1531,18 @@ namespace OpenSim.Region.Environment.Scenes
{
// I've never actually seen this happen, though I think it's theoretically possible
m_log.WarnFormat(
- "[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking",
+ "[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking",
objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
-
+
return;
}
-
+
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
SceneObjectPart linkPart = objectGroup.m_rootPart;
-
+
Vector3 oldGroupPosition =
new Vector3(linkPart.GroupPosition.X, linkPart.GroupPosition.Y, linkPart.GroupPosition.Z);
Quaternion oldRootRotation =
@@ -1121,35 +1552,35 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
linkPart.GroupPosition = AbsolutePosition;
Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
-
+
Quaternion parentRot =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
- axPos = parentRot.Inverse()*axPos;
-
+ axPos = parentRot.Inverse() * axPos;
+
linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Quaternion oldRot =
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
linkPart.RotationOffset.Z);
- Quaternion newRot = parentRot.Inverse()*oldRot;
+ Quaternion newRot = parentRot.Inverse() * oldRot;
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
-
+
linkPart.ParentID = m_rootPart.LocalId;
-
+
linkPart.LinkNum = m_parts.Count;
-
+
lock (m_parts)
{
m_parts.Add(linkPart.UUID, linkPart);
}
-
+
linkPart.SetParent(this);
//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
@@ -1180,30 +1611,30 @@ namespace OpenSim.Region.Environment.Scenes
///
///
public void DelinkFromGroup(uint partID)
- {
+ {
SceneObjectPart linkPart = GetChildPart(partID);
if (null != linkPart)
- {
+ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
-
- LLQuaternion worldRot = linkPart.GetWorldRotation();
-
+
+ LLQuaternion worldRot = linkPart.GetWorldRotation();
+
// Remove the part from this object
lock (m_parts)
{
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
// ready for life as a separate object after being a part of another object
Quaternion parentRot
@@ -1219,7 +1650,7 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.OffsetPosition.Y,
linkPart.OffsetPosition.Z);
- axPos = parentRot*axPos;
+ axPos = parentRot * axPos;
linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new LLVector3(0, 0, 0);
@@ -1243,19 +1674,19 @@ namespace OpenSim.Region.Environment.Scenes
// SceneObjectPart.UpdatePrimFlags()
//if (m_rootPart.PhysActor != null)
//{
- //linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
- //linkPart.Name,
- //linkPart.Shape,
- //new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
- //linkPart.AbsolutePosition.Z),
- //new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
- //new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
- //linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
- //m_rootPart.PhysActor.IsPhysical);
- //m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
+ //linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
+ //linkPart.Name,
+ //linkPart.Shape,
+ //new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
+ //linkPart.AbsolutePosition.Z),
+ //new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
+ //new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
+ //linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
+ //m_rootPart.PhysActor.IsPhysical);
+ //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);
m_scene.AddEntity(objectGroup);
@@ -1279,14 +1710,14 @@ namespace OpenSim.Region.Environment.Scenes
part.SetParent(this);
part.ParentID = m_rootPart.LocalId;
part.LinkNum = m_parts.Count;
-
+
lock (m_parts)
{
m_parts.Add(part.UUID, part);
}
Vector3 axiomOldPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
- axiomOldPos = oldGroupRotation*axiomOldPos;
+ axiomOldPos = oldGroupRotation * axiomOldPos;
axiomOldPos += oldGroupPosition;
LLVector3 oldAbsolutePosition = new LLVector3(axiomOldPos.x, axiomOldPos.y, axiomOldPos.z);
part.OffsetPosition = oldAbsolutePosition - AbsolutePosition;
@@ -1296,15 +1727,15 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.RotationOffset.Z);
Vector3 axiomPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
- axiomPos = axiomRootRotation.Inverse()*axiomPos;
+ axiomPos = axiomRootRotation.Inverse() * axiomPos;
part.OffsetPosition = new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z);
Quaternion axiomPartRotation =
new Quaternion(part.RotationOffset.W, part.RotationOffset.X, part.RotationOffset.Y,
part.RotationOffset.Z);
- axiomPartRotation = oldGroupRotation*axiomPartRotation;
- axiomPartRotation = axiomRootRotation.Inverse()*axiomPartRotation;
+ axiomPartRotation = oldGroupRotation * axiomPartRotation;
+ axiomPartRotation = axiomRootRotation.Inverse() * axiomPartRotation;
part.RotationOffset =
new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
}
@@ -1318,10 +1749,8 @@ namespace OpenSim.Region.Environment.Scenes
///
public void GrabMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
{
-
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
-
if (m_rootPart.PhysActor != null)
{
if (m_rootPart.PhysActor.IsPhysical)
@@ -1343,12 +1772,13 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
+
public void NonPhysicalGrabMovement(LLVector3 pos)
{
AbsolutePosition = pos;
m_rootPart.SendTerseUpdateToAllClients();
-
}
+
///
///
///
@@ -1412,8 +1842,8 @@ namespace OpenSim.Region.Environment.Scenes
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
- part.SetText( text );
- }
+ part.SetText(text);
+ }
}
public void SetPartText(string text, LLUUID partID)
@@ -1421,7 +1851,7 @@ namespace OpenSim.Region.Environment.Scenes
SceneObjectPart part = GetChildPart(partID);
if (part != null)
{
- part.SetText( text );
+ part.SetText(text);
}
}
@@ -1460,7 +1890,7 @@ namespace OpenSim.Region.Environment.Scenes
{
// If we have children
lock (m_parts)
- {
+ {
if (m_parts.Count > 1)
{
foreach (SceneObjectPart parts in m_parts.Values)
@@ -1484,6 +1914,7 @@ namespace OpenSim.Region.Environment.Scenes
part.UpdateExtraParam(type, inUse, data);
}
}
+
public SceneObjectPart[] GetParts()
{
int numParts = Children.Count;
@@ -1491,7 +1922,7 @@ namespace OpenSim.Region.Environment.Scenes
Children.Values.CopyTo(partArray, 0);
return partArray;
}
-
+
///
///
///
@@ -1531,7 +1962,6 @@ namespace OpenSim.Region.Environment.Scenes
if (part.PhysActor != null)
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
-
}
#endregion
@@ -1552,23 +1982,24 @@ namespace OpenSim.Region.Environment.Scenes
if (part.PhysActor != null)
{
part.PhysActor.Size =
- new PhysicsVector(scale.X, scale.Y, scale.Z);
+ new PhysicsVector(scale.X, scale.Y, scale.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
//if (part.UUID != m_rootPart.UUID)
- ScheduleGroupForFullUpdate();
+ 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);
- //}
+ //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);
+ //}
//}
}
}
+
public void GroupResize(LLVector3 scale, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
@@ -1578,14 +2009,13 @@ namespace OpenSim.Region.Environment.Scenes
float y = (scale.Y / part.Scale.Y);
float z = (scale.Z / part.Scale.Z);
part.Resize(scale);
-
+
lock (m_parts)
{
foreach (SceneObjectPart obPart in m_parts.Values)
{
if (obPart.UUID != m_rootPart.UUID)
{
-
LLVector3 currentpos = new LLVector3(obPart.OffsetPosition);
currentpos.X *= x;
currentpos.Y *= y;
@@ -1599,16 +2029,16 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
-
+
if (part.PhysActor != null)
{
part.PhysActor.Size =
- new PhysicsVector(scale.X, scale.Y, scale.Z);
+ new PhysicsVector(scale.X, scale.Y, scale.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
-
- ScheduleGroupForTerseUpdate();
+
+ ScheduleGroupForTerseUpdate();
}
}
@@ -1668,7 +2098,7 @@ namespace OpenSim.Region.Environment.Scenes
Quaternion partRotation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
- axDiff = partRotation.Inverse()*axDiff;
+ axDiff = partRotation.Inverse() * axDiff;
diff.X = axDiff.x;
diff.Y = axDiff.y;
diff.Z = axDiff.z;
@@ -1683,7 +2113,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
-
+
AbsolutePosition = newPos;
ScheduleGroupForTerseUpdate();
}
@@ -1781,453 +2211,23 @@ namespace OpenSim.Region.Environment.Scenes
if (prim.UUID != m_rootPart.UUID)
{
Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
- axPos = oldParentRot*axPos;
- axPos = axRot.Inverse()*axPos;
+ axPos = oldParentRot * axPos;
+ axPos = axRot.Inverse() * axPos;
prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Quaternion primsRot =
new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y,
prim.RotationOffset.Z);
- Quaternion newRot = oldParentRot*primsRot;
- newRot = axRot.Inverse()*newRot;
+ Quaternion newRot = oldParentRot * primsRot;
+ newRot = axRot.Inverse() * newRot;
prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
prim.ScheduleTerseUpdate();
}
}
}
-
+
m_rootPart.ScheduleTerseUpdate();
}
#endregion
-
- ///
- ///
- ///
- ///
- private void SetPartAsRoot(SceneObjectPart part)
- {
- m_rootPart = part;
- }
-
- ///
- ///
- ///
- ///
- private void SetPartAsNonRoot(SceneObjectPart part)
- {
- part.ParentID = m_rootPart.LocalId;
- }
-
- ///
- ///
- ///
- ///
- public List GetScenePresences()
- {
- return m_scene.GetScenePresences();
- }
-
- #region Events
-
- ///
- ///
- ///
- public void TriggerTainted()
- {
- handlerPrimCountTainted = OnPrimCountTainted;
- if (handlerPrimCountTainted != null)
- {
- handlerPrimCountTainted();
- }
- }
-
- ///
- /// Processes backup
- ///
- ///
- public void ProcessBackup(IRegionDataStore datastore)
- {
- if (HasGroupChanged)
- {
- datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
- HasGroupChanged = false;
- }
-
- ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
- }
-
- #endregion
-
- #region Client Updating
-
- public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientFlags)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- SendPartFullUpdate(remoteClient, part, clientFlags);
- }
- }
- }
-
- ///
- /// Send a full update to the client for the given part
- ///
- ///
- ///
- internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
- {
- if (m_rootPart.UUID == part.UUID)
- {
- part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
- }
- else
- {
- part.SendFullUpdateToClient(remoteClient, clientFlags);
- }
- }
-
- ///
- /// Send a terse update to the client for the given part
- ///
- ///
- ///
- internal void SendPartTerseUpdate(IClientAPI remoteClient, SceneObjectPart part)
- {
- if (m_rootPart.UUID == part.UUID)
- {
- part.SendTerseUpdateToClient(remoteClient, AbsolutePosition);
- }
- else
- {
- part.SendTerseUpdateToClient(remoteClient);
- }
- }
-
- #endregion
-
- public override void UpdateMovement()
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.UpdateMovement();
- }
- }
- }
-
- public float GetTimeDilation()
- {
- return m_scene.TimeDilation;
- }
-
- ///
- /// 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...
- ///
- ///
- public void SetScene(Scene scene)
- {
- m_scene = scene;
- AttachToBackup();
- }
-
- ///
- ///
- ///
- ///
- public void AddPart(SceneObjectPart part)
- {
- lock (m_parts)
- {
- part.SetParent(this);
- part.LinkNum = m_parts.Count;
-
- try
- {
- m_parts.Add(part.UUID, part);
- }
- catch (Exception e)
- {
- m_log.Error("Failed to add scened object part", e);
- }
- }
- }
-
- ///
- ///
- ///
- public void UpdateParentIDs()
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.UUID != m_rootPart.UUID)
- {
- part.ParentID = m_rootPart.LocalId;
- }
- }
- }
- }
-
- public void RegenerateFullIDs()
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.UUID = LLUUID.Random();
- }
- }
- }
-
- public void ResetChildPrimPhysicsPositions()
- {
- AbsolutePosition = AbsolutePosition;
- HasGroupChanged = false;
- }
-
- public LLUUID GetPartsFullID(uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- return part.UUID;
- }
- return null;
- }
-
- public void ObjectGrabHandler(uint localId, LLVector3 offsetPos, IClientAPI remoteClient)
- {
- if (m_rootPart.LocalId == localId)
- {
- OnGrabGroup(offsetPos, remoteClient);
- }
- else
- {
- SceneObjectPart part = GetChildPart(localId);
- OnGrabPart(part, offsetPos, remoteClient);
- }
- }
-
- public virtual void OnGrabPart(SceneObjectPart part, LLVector3 offsetPos, IClientAPI remoteClient)
- {
- part.OnGrab(offsetPos, remoteClient);
- }
-
- public virtual void OnGrabGroup(LLVector3 offsetPos, IClientAPI remoteClient)
- {
- m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId);
- }
-
- ///
- /// Completely delete this group and tell all the scene presences about that deletion.
- ///
- public void DeleteGroup()
- {
- DetachFromBackup(this);
-
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- List avatars = GetScenePresences();
- for (int i = 0; i < avatars.Count; i++)
- {
- if (avatars[i].ParentID == LocalId)
- {
- avatars[i].StandUp();
- }
-
- avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
- }
- }
- }
- }
-
- ///
- /// Delete all the parts in this group.
- ///
- public void DeleteParts()
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.StopScripts();
- }
-
- m_rootPart = null;
- 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 void RemoveScriptEvents(LLUUID scriptid)
- {
- lock (m_scriptEvents)
- {
- if (m_scriptEvents.ContainsKey(scriptid))
- {
- scriptEvents oldparts = scriptEvents.None;
- oldparts = (scriptEvents)m_scriptEvents[scriptid];
-
- // remove values from aggregated script events
- m_aggregateScriptEvents &= ~oldparts;
- m_scriptEvents.Remove(scriptid);
- }
-
- }
- aggregateScriptEvents();
- }
-
- public void SetScriptEvents(LLUUID scriptid, int events)
- {
-
- scriptEvents oldparts = scriptEvents.None;
- lock (m_scriptEvents)
- {
- if (m_scriptEvents.ContainsKey(scriptid))
- {
- oldparts = (scriptEvents)m_scriptEvents[scriptid];
-
- // remove values from aggregated script events
- m_aggregateScriptEvents &= ~oldparts;
- m_scriptEvents[scriptid] = (scriptEvents)events;
- }
- else
- {
- m_scriptEvents.Add(scriptid, (scriptEvents)events);
- }
-
- }
-
- aggregateScriptEvents();
- }
- public void aggregateScriptEvents()
- {
- // Aggregate script events
- lock (m_scriptEvents)
- {
- foreach (scriptEvents s in m_scriptEvents.Values)
- {
- m_aggregateScriptEvents |= s;
- }
- }
- uint objectflagupdate = m_rootPart.ObjectFlags;
-
- if (
- ((m_aggregateScriptEvents & scriptEvents.touch) != 0) ||
- ((m_aggregateScriptEvents & scriptEvents.touch_end) != 0) ||
- ((m_aggregateScriptEvents & scriptEvents.touch_start) != 0)
- )
- {
- objectflagupdate |= (uint)LLObject.ObjectFlags.Touch;
- }
- else
- {
- objectflagupdate &= ~(uint)LLObject.ObjectFlags.Touch;
- }
-
- if ((m_aggregateScriptEvents & scriptEvents.money) != 0)
- {
- objectflagupdate |= (uint)LLObject.ObjectFlags.Money;
- }
- else
- {
- objectflagupdate &= ~(uint)LLObject.ObjectFlags.Money;
- }
-
- if (
- ((m_aggregateScriptEvents & scriptEvents.collision) != 0) ||
- ((m_aggregateScriptEvents & scriptEvents.collision_end) != 0) ||
- ((m_aggregateScriptEvents & scriptEvents.collision_start) != 0)
- )
- {
- // subscribe to physics updates.
- }
- else
- {
- // unsubscribe to physics updates.
- }
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.ObjectFlags = objectflagupdate;
- }
- }
- ScheduleGroupForFullUpdate();
-
- }
-
- public override void SetText(string text, Vector3 color, double alpha)
- {
- Color = Color.FromArgb(0xff - (int) (alpha*0xff),
- (int) (color.x*0xff),
- (int) (color.y*0xff),
- (int) (color.z*0xff));
- Text = text;
-
- m_rootPart.ScheduleFullUpdate();
- }
-
- public void ApplyPhysics(bool m_physicalPrim)
- {
- lock (m_parts)
- {
- if (m_parts.Count > 1)
- {
- m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.LocalId != m_rootPart.LocalId)
- {
- 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 whatToDo)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- whatToDo(part);
- }
- }
- }
-
-
}
-}
+}
\ No newline at end of file
diff --git a/prebuild.xml b/prebuild.xml
index 20afd51687..f8fae8bf1d 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -1111,6 +1111,7 @@
+