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synced 2026-08-06 01:06:30 +08:00
a couple of changes in the new Sceneobject classes, just committing so things are kept in sync.
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@@ -64,7 +64,7 @@ namespace OpenSim.Region.Environment.Scenes
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this.Pos = pos;
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LLVector3 rootOffset = new LLVector3(0, 0, 0);
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AllNewSceneObjectPart2 newPart = new AllNewSceneObjectPart2(m_regionHandle, this, ownerID, localID, shape, rootOffset);
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AllNewSceneObjectPart2 newPart = new AllNewSceneObjectPart2(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
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this.m_parts.Add(newPart.UUID, newPart);
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this.SetPartAsRoot(newPart);
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}
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@@ -293,7 +293,7 @@ namespace OpenSim.Region.Environment.Scenes
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proper.ObjectData[0].TouchName = enc.GetBytes(this.m_rootPart.TouchName + "\0");
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proper.ObjectData[0].TextureID = new byte[0];
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proper.ObjectData[0].SitName = enc.GetBytes(this.m_rootPart.SitName + "\0");
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proper.ObjectData[0].Name = enc.GetBytes(this.m_rootPart.Name + "\0");
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proper.ObjectData[0].Name = enc.GetBytes(this.m_rootPart.PartName + "\0");
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proper.ObjectData[0].Description = enc.GetBytes(this.m_rootPart.Description + "\0");
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proper.ObjectData[0].OwnerMask = this.m_rootPart.OwnerMask;
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proper.ObjectData[0].NextOwnerMask = this.m_rootPart.NextOwnerMask;
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@@ -26,7 +26,6 @@ namespace OpenSim.Region.Environment.Scenes
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public uint GroupMask = FULL_MASK_PERMISSIONS;
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public uint EveryoneMask = FULL_MASK_PERMISSIONS;
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public uint BaseMask = FULL_MASK_PERMISSIONS;
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protected byte[] m_particleSystem = new byte[0];
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@@ -53,11 +52,11 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_localID = value; }
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}
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protected string m_name;
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public virtual string Name
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protected string m_partName;
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public virtual string PartName
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{
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get { return m_name; }
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set { m_name = value; }
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get { return m_partName; }
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set { m_partName = value; }
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}
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protected LLObject.ObjectFlags m_flags = (LLObject.ObjectFlags)32 + 65536 + 131072 + 256 + 4 + 8 + 2048 + 524288 + 268435456 + 128;
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@@ -81,6 +80,14 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_regionHandle = value; }
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}
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//unkown if this will be kept, added as a way of removing the group position from the group class
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protected LLVector3 m_groupPosition;
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public LLVector3 GroupPosition
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{
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get { return m_groupPosition; }
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set { m_groupPosition = value; }
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}
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protected LLVector3 m_offset;
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public LLVector3 OffsetPosition
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{
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@@ -165,6 +172,14 @@ namespace OpenSim.Region.Environment.Scenes
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}
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#endregion
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//might not end up being used
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protected bool m_isRoot;
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public bool IsRoot
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{
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set { m_isRoot = value; }
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get { return this.m_isRoot; }
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}
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#region Constructors
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/// <summary>
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///
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@@ -183,7 +198,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="localID"></param>
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/// <param name="shape"></param>
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/// <param name="position"></param>
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public AllNewSceneObjectPart2(ulong regionHandle, AllNewSceneObjectGroup2 parent, LLUUID ownerID, uint localID, PrimitiveBaseShape shape, LLVector3 position)
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public AllNewSceneObjectPart2(ulong regionHandle, AllNewSceneObjectGroup2 parent, LLUUID ownerID, uint localID, PrimitiveBaseShape shape, LLVector3 groupPosition, LLVector3 offsetPosition)
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{
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this.m_regionHandle = regionHandle;
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this.m_parentGroup = parent;
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@@ -196,7 +211,8 @@ namespace OpenSim.Region.Environment.Scenes
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this.LocalID = (uint)(localID);
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this.m_shape = shape;
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this.OffsetPosition = position;
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this.m_groupPosition = groupPosition;
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this.OffsetPosition = offsetPosition;
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this.RotationOffset = LLQuaternion.Identity;
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this.Velocity = new LLVector3(0, 0, 0);
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this.AngularVelocity = new LLVector3(0, 0, 0);
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