mirror of
https://github.com/opensim/opensim.git
synced 2026-08-07 09:45:47 +08:00
Formatting cleanup.
This commit is contained in:
@@ -41,7 +41,7 @@ using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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// I don't really know where to put this except here.
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// I don't really know where to put this except here.
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// Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants
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[Flags]
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public enum ExtraParamType
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@@ -81,13 +81,13 @@ namespace OpenSim.Region.Environment.Scenes
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SCALE = 0x40
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}
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[Serializable]
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public partial class SceneObjectPart : IScriptHost, ISerializable
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{
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[XmlIgnore] public PhysicsActor PhysActor = null;
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public LLUUID LastOwnerID;
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public LLUUID OwnerID;
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public LLUUID GroupID;
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@@ -95,7 +95,7 @@ namespace OpenSim.Region.Environment.Scenes
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public byte ObjectSaleType;
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public int SalePrice;
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public uint Category;
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// TODO: This needs to be persisted in next XML version update!
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[XmlIgnore] public int[] PayPrice = {-2,-2,-2,-2,-2};
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[XmlIgnore] private Dictionary<LLUUID, scriptEvents> m_scriptEvents = new Dictionary<LLUUID, scriptEvents>();
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@@ -139,7 +139,7 @@ namespace OpenSim.Region.Environment.Scenes
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set { Flags = (LLObject.ObjectFlags)value; }
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}
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#endregion
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#endregion
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protected byte[] m_particleSystem = new byte[0];
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@@ -152,13 +152,13 @@ namespace OpenSim.Region.Environment.Scenes
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/// 0 - no update is scheduled
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/// 1 - terse update scheduled
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/// 2 - full update scheduled
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///
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///
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/// TODO - This should be an enumeration
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/// </summary>
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private byte m_updateFlag;
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#region Properties
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public LLUUID CreatorID;
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public LLUUID ObjectCreator
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@@ -230,7 +230,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <returns>A Linked Child Prim objects position in world</returns>
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public LLVector3 GetWorldPosition()
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{
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Quaternion parentRot = new Quaternion(
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ParentGroup.RootPart.RotationOffset.W,
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ParentGroup.RootPart.RotationOffset.X,
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@@ -256,13 +256,13 @@ namespace OpenSim.Region.Environment.Scenes
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/// <returns></returns>
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public LLQuaternion GetWorldRotation()
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{
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Quaternion newRot;
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if (this.LinkNum == 0)
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{
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newRot = new Quaternion(RotationOffset.W,RotationOffset.X,RotationOffset.Y,RotationOffset.Z);
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}
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else
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{
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@@ -286,7 +286,7 @@ namespace OpenSim.Region.Environment.Scenes
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//return new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
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}
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public void StoreUndoState()
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{
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if (!m_undoing)
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@@ -307,7 +307,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (m_parentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this);
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m_undo.Push(nUndo);
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}
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@@ -362,7 +362,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else
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{
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// To move the child prim in respect to the group position and rotation we have to calculate
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LLVector3 resultingposition = GetWorldPosition();
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@@ -370,7 +370,7 @@ namespace OpenSim.Region.Environment.Scenes
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LLQuaternion resultingrot = GetWorldRotation();
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PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z);
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}
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// Tell the physics engines that this prim changed.
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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@@ -379,12 +379,12 @@ namespace OpenSim.Region.Environment.Scenes
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Console.WriteLine(e.Message);
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}
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}
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}
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}
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private byte[] m_TextureAnimation;
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protected LLVector3 m_offsetPosition;
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public LLVector3 OffsetPosition
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@@ -398,7 +398,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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// Hack to get the child prim to update world positions in the physics engine
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ParentGroup.ResetChildPrimPhysicsPositions();
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}
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catch (NullReferenceException)
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{
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@@ -467,7 +467,7 @@ namespace OpenSim.Region.Environment.Scenes
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Console.WriteLine(ex.Message);
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}
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}
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}
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}
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@@ -494,8 +494,8 @@ namespace OpenSim.Region.Environment.Scenes
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return m_velocity;
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}
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set {
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set {
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m_velocity = value;
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if (PhysActor != null)
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{
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@@ -505,7 +505,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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}
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}
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}
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@@ -565,7 +565,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_color = value;
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TriggerScriptChangedEvent(Changed.COLOR);
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/* ScheduleFullUpdate() need not be called b/c after
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* setting the color, the text will be set, so then
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* ScheduleFullUpdate() will be called. */
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@@ -615,11 +615,11 @@ namespace OpenSim.Region.Environment.Scenes
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public int LinkNum
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{
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get { return m_linkNum; }
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set
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{
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set
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{
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m_linkNum = value;
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TriggerScriptChangedEvent(Changed.LINK);
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}
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}
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@@ -646,7 +646,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void ApplyImpulse(LLVector3 impulsei, bool localGlobalTF)
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{
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PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
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if (localGlobalTF)
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{
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@@ -659,7 +659,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else
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{
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if (m_parentGroup != null)
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{
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m_parentGroup.applyImpulse(impulse);
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@@ -698,9 +698,9 @@ namespace OpenSim.Region.Environment.Scenes
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public PrimitiveBaseShape Shape
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{
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get { return m_shape; }
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set
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set
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{
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m_shape = value;
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TriggerScriptChangedEvent(Changed.SHAPE);
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}
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@@ -709,7 +709,7 @@ namespace OpenSim.Region.Environment.Scenes
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public LLVector3 Scale
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{
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get { return m_shape.Scale; }
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set
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set
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{
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StoreUndoState();
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m_shape.Scale = value;
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@@ -731,7 +731,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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#endregion
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public LLUUID ObjectOwner
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{
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get { return OwnerID; }
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@@ -809,9 +809,9 @@ namespace OpenSim.Region.Environment.Scenes
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Acceleration = new LLVector3(0, 0, 0);
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m_TextureAnimation = new byte[0];
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m_inventoryFileName = "inventory_" + LLUUID.Random().ToString() + ".tmp";
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// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
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Flags = 0;
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@@ -819,7 +819,7 @@ namespace OpenSim.Region.Environment.Scenes
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TrimPermissions();
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//m_undo = new UndoStack<UndoState>(ParentGroup.GetSceneMaxUndo());
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ScheduleFullUpdate();
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}
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@@ -855,14 +855,14 @@ namespace OpenSim.Region.Environment.Scenes
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OffsetPosition = position;
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RotationOffset = rotation;
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ObjectFlags = flags;
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// Since we don't store script state, this is only a 'temporary' objectflag now
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// If the object is scripted, the script will get loaded and this will be set again
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ObjectFlags &= ~(uint)(LLObject.ObjectFlags.Scripted | LLObject.ObjectFlags.Touch);
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ObjectFlags &= ~(uint)(LLObject.ObjectFlags.Scripted | LLObject.ObjectFlags.Touch);
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TrimPermissions();
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// ApplyPhysics();
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ScheduleFullUpdate();
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}
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@@ -881,7 +881,7 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader);
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return newobject;
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}
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public void ApplyPhysics(uint rootObjectFlags, bool m_physicalPrim)
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{
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@@ -902,7 +902,7 @@ namespace OpenSim.Region.Environment.Scenes
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new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
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new Quaternion(RotationOffset.W, RotationOffset.X,
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RotationOffset.Y, RotationOffset.Z), RigidBody);
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// Basic Physics returns null.. joy joy joy.
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if (PhysActor != null)
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{
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@@ -954,7 +954,7 @@ namespace OpenSim.Region.Environment.Scenes
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Vector3 rOrigin = iray.Origin;
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Vector3 rDirection = iray.Direction;
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//rDirection = rDirection.Normalize();
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// Buidling the first part of the Quadratic equation
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@@ -985,7 +985,7 @@ namespace OpenSim.Region.Environment.Scenes
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radius = vScale.z;
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// the second part of this is the default prim size
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// once we factor in the aabb of the prim we're adding we can
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// once we factor in the aabb of the prim we're adding we can
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// change this to;
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// radius = (radius / 2) - 0.01f;
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//
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@@ -1018,7 +1018,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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// We got an intersection. putting together an EntityIntersection object with the
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// We got an intersection. putting together an EntityIntersection object with the
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// intersection information
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Vector3 ipoint =
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new Vector3(iray.Origin.x + (iray.Direction.x*root), iray.Origin.y + (iray.Direction.y*root),
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@@ -1089,16 +1089,16 @@ namespace OpenSim.Region.Environment.Scenes
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Vector3 AXpos = new Vector3(pos.X, pos.Y, pos.Z);
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// tScale is the offset to derive the vertex based on the scale.
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// it's different for each vertex because we've got to rotate it
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// it's different for each vertex because we've got to rotate it
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// to get the world position of the vertex to produce the Oriented Bounding Box
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Vector3 tScale = new Vector3();
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Vector3 tScale = new Vector3();
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Vector3 AXscale = new Vector3(m_shape.Scale.X * 0.5f, m_shape.Scale.Y * 0.5f, m_shape.Scale.Z * 0.5f);
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//Vector3 pScale = (AXscale) - (AXrot.Inverse() * (AXscale));
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//Vector3 nScale = (AXscale * -1) - (AXrot.Inverse() * (AXscale * -1));
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// rScale is the rotated offset to find a vertex based on the scale and the world rotation.
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Vector3 rScale = new Vector3();
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@@ -1109,14 +1109,14 @@ namespace OpenSim.Region.Environment.Scenes
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// | |
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// | 4 top |
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// |_________|
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// C D
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// C D
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// A _________ B
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// | Back |
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// | 3 |
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// |_________|
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// C D
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// C D
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// A _________ B B _________ A
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// | Left | | Right |
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// | 0 | | 2 |
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@@ -1127,13 +1127,13 @@ namespace OpenSim.Region.Environment.Scenes
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// | Front |
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// | 1 |
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// |_________|
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// C D
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// C D
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// C _________ D
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// | |
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// | 5 bot |
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// |_________|
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// A B
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// A B
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#endregion
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#region Plane Decomposition of Oriented Bounding Box
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@@ -1238,22 +1238,22 @@ namespace OpenSim.Region.Environment.Scenes
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for (int i = 0; i < 6; i++)
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{
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//m_log.Info("[FACECALCULATION]: FaceA[" + i + "]=" + FaceA[i] + " FaceB[" + i + "]=" + FaceB[i] + " FaceC[" + i + "]=" + FaceC[i] + " FaceD[" + i + "]=" + FaceD[i]);
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// Our Plane direction
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AmBa = FaceA[i] - FaceB[i];
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AmBb = FaceB[i] - FaceC[i];
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cross = AmBb.Cross(AmBa);
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// normalize the cross product to get the normal.
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normals[i] = cross / cross.Length;
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normals[i] = cross / cross.Length;
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//m_log.Info("[NORMALS]: normals[ " + i + "]" + normals[i].ToString());
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//distance[i] = (normals[i].x * AmBa.x + normals[i].y * AmBa.y + normals[i].z * AmBa.z) * -1;
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}
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EntityIntersection returnresult = new EntityIntersection();
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returnresult.distance = 1024;
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float c = 0;
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float a = 0;
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@@ -1276,7 +1276,7 @@ namespace OpenSim.Region.Environment.Scenes
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//{
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//return returnresult;
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//}
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// else
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// else
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//{
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//continue;
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//}
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@@ -1294,9 +1294,9 @@ namespace OpenSim.Region.Environment.Scenes
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//}
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//}
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//else
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//else
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//{
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//if (a < fmin)
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//if (a < fmin)
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//{
|
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//if (a < 0 || a < fmax)
|
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//{
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@@ -1339,7 +1339,7 @@ namespace OpenSim.Region.Environment.Scenes
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// If the normal is pointing outside the object
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|
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if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly)
|
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{
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@@ -1359,7 +1359,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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distance2 = (float)GetDistanceTo(q, iray.Origin);
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}
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if (distance2 < returnresult.distance)
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{
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@@ -1378,7 +1378,7 @@ namespace OpenSim.Region.Environment.Scenes
|
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}
|
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return returnresult;
|
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}
|
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|
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// Use this for attachments! LocalID should be avatar's localid
|
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public void SetParentLocalId(uint localID)
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{
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@@ -1388,16 +1388,16 @@ namespace OpenSim.Region.Environment.Scenes
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public void SetAttachmentPoint(uint AttachmentPoint)
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{
|
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m_attachmentPoint = AttachmentPoint;
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|
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|
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// save the attachment point.
|
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//if (AttachmentPoint != 0)
|
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//{
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m_shape.State = (byte)AttachmentPoint;
|
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//}
|
||||
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
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||||
public void SetParent(SceneObjectGroup parent)
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{
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@@ -1417,7 +1417,7 @@ namespace OpenSim.Region.Environment.Scenes
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PhysActor.Buoyancy = fvalue;
|
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}
|
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}
|
||||
|
||||
|
||||
public void SetAxisRotation(int axis, int rotate)
|
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{
|
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if (m_parentGroup != null)
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@@ -1448,7 +1448,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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public LLVector3 GetSitTargetPositionLL()
|
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{
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@@ -1547,9 +1547,9 @@ namespace OpenSim.Region.Environment.Scenes
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dupe.ObjectSaleType = ObjectSaleType;
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dupe.SalePrice = SalePrice;
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dupe.Category = Category;
|
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|
||||
|
||||
dupe.TaskInventory = (TaskInventoryDictionary)dupe.TaskInventory.Clone();
|
||||
|
||||
|
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dupe.ResetIDs(linkNum);
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|
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// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
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@@ -1569,7 +1569,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
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||||
#endregion
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||||
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||||
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||||
/// <summary>
|
||||
/// Reset LLUUIDs for this part. This involves generate this part's own LLUUID and
|
||||
/// generating new LLUUIDs for all the items in the inventory.
|
||||
@@ -1578,8 +1578,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
public void ResetIDs(int linkNum)
|
||||
{
|
||||
UUID = LLUUID.Random();
|
||||
LinkNum = linkNum;
|
||||
|
||||
LinkNum = linkNum;
|
||||
|
||||
ResetInventoryIDs();
|
||||
}
|
||||
|
||||
@@ -1603,9 +1603,9 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
m_parentGroup.HasGroupChanged = true;
|
||||
m_parentGroup.QueueForUpdateCheck();
|
||||
}
|
||||
|
||||
|
||||
int timeNow = Util.UnixTimeSinceEpoch();
|
||||
|
||||
|
||||
// If multiple updates are scheduled on the same second, we still need to perform all of them
|
||||
// So we'll force the issue by bumping up the timestamp so that later processing sees these need
|
||||
// to be performed.
|
||||
@@ -1617,11 +1617,11 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
{
|
||||
TimeStampFull = (uint)timeNow;
|
||||
}
|
||||
|
||||
|
||||
m_updateFlag = 2;
|
||||
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
|
||||
// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
|
||||
// UUID, Name, TimeStampFull);
|
||||
}
|
||||
|
||||
@@ -1668,13 +1668,13 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
m_updateFlag = 1;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
|
||||
// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
|
||||
// UUID, Name, TimeStampTerse);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tell all the prims which have had updates scheduled
|
||||
/// Tell all the prims which have had updates scheduled
|
||||
/// </summary>
|
||||
public void SendScheduledUpdates()
|
||||
{
|
||||
@@ -1687,7 +1687,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
// bad, so it's been replaced by an event driven method.
|
||||
//if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
|
||||
//{
|
||||
// Only send the constant terse updates on physical objects!
|
||||
// Only send the constant terse updates on physical objects!
|
||||
//ScheduleTerseUpdate();
|
||||
//}
|
||||
}
|
||||
@@ -1706,7 +1706,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Shape
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="shapeBlock"></param>
|
||||
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
|
||||
@@ -1750,7 +1750,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
//m_log.Info("TSomething4:" + ((type & (ushort)ExtraParamType.Something4) == (ushort)ExtraParamType.Something4));
|
||||
//m_log.Info("TSomething5:" + ((type & (ushort)ExtraParamType.Something5) == (ushort)ExtraParamType.Something5));
|
||||
//m_log.Info("TSomething6:" + ((type & (ushort)ExtraParamType.Something6) == (ushort)ExtraParamType.Something6));
|
||||
|
||||
|
||||
bool usePhysics = false;
|
||||
bool IsTemporary = false;
|
||||
bool IsPhantom = false;
|
||||
@@ -1758,7 +1758,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
bool wasUsingPhysics = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
|
||||
//bool IsLocked = false;
|
||||
int i = 0;
|
||||
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
@@ -1975,7 +1975,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Texture
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="textureEntry"></param>
|
||||
public void UpdateTextureEntry(byte[] textureEntry)
|
||||
@@ -1985,7 +1985,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
ScheduleFullUpdate();
|
||||
}
|
||||
|
||||
// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
|
||||
// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
|
||||
// not handling RGBA properly. Cycles through, and "fixes" the color
|
||||
// info
|
||||
public void UpdateTexture(LLObject.TextureEntry tex)
|
||||
@@ -2030,7 +2030,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
byte[] data = new byte[16];
|
||||
int pos = 0;
|
||||
|
||||
// The flags don't like conversion from uint to byte, so we have to do
|
||||
// The flags don't like conversion from uint to byte, so we have to do
|
||||
// it the crappy way. See the above function :(
|
||||
|
||||
data[pos] = ConvertScriptUintToByte(pTexAnim.Flags); pos++;
|
||||
@@ -2059,7 +2059,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Position
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
public void UpdateOffSet(LLVector3 pos)
|
||||
@@ -2115,7 +2115,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
foreach (ScenePresence p in avatarts)
|
||||
{
|
||||
// TODO: some filtering by distance of avatar
|
||||
|
||||
|
||||
p.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
|
||||
}
|
||||
}
|
||||
@@ -2193,14 +2193,14 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Resizing/Scale
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="scale"></param>
|
||||
public void Resize(LLVector3 scale)
|
||||
{
|
||||
StoreUndoState();
|
||||
m_shape.Scale = scale;
|
||||
|
||||
|
||||
ScheduleFullUpdate();
|
||||
}
|
||||
|
||||
@@ -2261,7 +2261,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
#region Client Update Methods
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Tell all scene presences that they should send updates for this part to their clients
|
||||
/// </summary>
|
||||
@@ -2287,7 +2287,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void AddFullUpdateToAvatar(ScenePresence presence)
|
||||
{
|
||||
@@ -2295,7 +2295,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public void SendFullUpdateToAllClients()
|
||||
{
|
||||
@@ -2309,7 +2309,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
||||
public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
|
||||
@@ -2328,7 +2328,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
lPos = OffsetPosition;
|
||||
SendFullUpdateToClient(remoteClient, lPos, clientflags);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sends a full update to the client
|
||||
/// </summary>
|
||||
@@ -2338,7 +2338,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags)
|
||||
{
|
||||
clientFlags &= ~(uint) LLObject.ObjectFlags.CreateSelected;
|
||||
|
||||
|
||||
if (remoteClient.AgentId == OwnerID)
|
||||
{
|
||||
if ((uint) (Flags & LLObject.ObjectFlags.CreateSelected) != 0)
|
||||
@@ -2351,7 +2351,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
|
||||
byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A};
|
||||
remoteClient.SendPrimitiveToClient(
|
||||
m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape,
|
||||
m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape,
|
||||
lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid,
|
||||
OwnerID,
|
||||
m_text, color, ParentID, m_particleSystem, m_clickAction, m_TextureAnimation, m_IsAttachment, m_attachmentPoint,fromAssetID);
|
||||
@@ -2373,7 +2373,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public void SendTerseUpdateToAllClients()
|
||||
{
|
||||
@@ -2451,7 +2451,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
m_parentGroup.AbsolutePosition = newpos;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
ScheduleTerseUpdate();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user