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synced 2026-08-09 10:46:00 +08:00
BIG MESS. changed Iclient interface so only one event is used to inform scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****
This commit is contained in:
@@ -3124,10 +3124,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="scale"></param>
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public void GroupResize(Vector3 scale)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
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// RootPart.StoreUndoState(true);
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scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
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scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
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scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
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@@ -3152,7 +3148,6 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart obPart = parts[i];
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if (obPart.UUID != m_rootPart.UUID)
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{
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// obPart.IgnoreUndoUpdate = true;
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Vector3 oldSize = new Vector3(obPart.Scale);
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float f = 1.0f;
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@@ -3216,8 +3211,6 @@ namespace OpenSim.Region.Framework.Scenes
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z *= a;
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}
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}
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// obPart.IgnoreUndoUpdate = false;
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}
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}
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}
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@@ -3226,9 +3219,8 @@ namespace OpenSim.Region.Framework.Scenes
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prevScale.X *= x;
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prevScale.Y *= y;
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prevScale.Z *= z;
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// RootPart.IgnoreUndoUpdate = true;
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RootPart.Resize(prevScale);
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// RootPart.IgnoreUndoUpdate = false;
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parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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@@ -3237,8 +3229,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (obPart.UUID != m_rootPart.UUID)
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{
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// obPart.IgnoreUndoUpdate = true;
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Vector3 currentpos = new Vector3(obPart.OffsetPosition);
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currentpos.X *= x;
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currentpos.Y *= y;
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@@ -3251,18 +3241,12 @@ namespace OpenSim.Region.Framework.Scenes
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obPart.Resize(newSize);
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obPart.UpdateOffSet(currentpos);
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// obPart.IgnoreUndoUpdate = false;
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}
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// obPart.IgnoreUndoUpdate = false;
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HasGroupChanged = true;
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m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
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ScheduleGroupForTerseUpdate();
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}
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
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}
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#endregion
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@@ -3275,14 +3259,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="pos"></param>
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public void UpdateGroupPosition(Vector3 pos)
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{
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// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
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// RootPart.StoreUndoState(true);
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// SceneObjectPart[] parts = m_parts.GetArray();
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// for (int i = 0; i < parts.Length; i++)
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// parts[i].StoreUndoState();
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if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
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{
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if (IsAttachment)
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@@ -3314,22 +3290,14 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="localID"></param>
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///
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public void UpdateSinglePosition(Vector3 pos, uint localID)
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{
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SceneObjectPart part = GetChildPart(localID);
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// SceneObjectPart[] parts = m_parts.GetArray();
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// for (int i = 0; i < parts.Length; i++)
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// parts[i].StoreUndoState();
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if (part != null)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
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// part.StoreUndoState(false);
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// part.IgnoreUndoUpdate = true;
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// unlock parts position change
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = true;
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@@ -3347,7 +3315,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_rootPart.PhysActor.Building = false;
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HasGroupChanged = true;
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// part.IgnoreUndoUpdate = false;
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}
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}
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@@ -3357,13 +3324,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="pos"></param>
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public void UpdateRootPosition(Vector3 pos)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
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// SceneObjectPart[] parts = m_parts.GetArray();
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// for (int i = 0; i < parts.Length; i++)
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// parts[i].StoreUndoState();
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// needs to be called with phys building true
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Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
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Vector3 oldPos =
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new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
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@@ -3383,17 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes
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obPart.OffsetPosition = obPart.OffsetPosition + diff;
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}
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//We have to set undoing here because otherwise an undo state will be saved
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// if (!m_rootPart.Undoing)
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// {
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// m_rootPart.Undoing = true;
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AbsolutePosition = newPos;
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// m_rootPart.Undoing = false;
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// }
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// else
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// {
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// AbsolutePosition = newPos;
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// }
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AbsolutePosition = newPos;
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HasGroupChanged = true;
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if (m_rootPart.Undoing)
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@@ -3416,17 +3367,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="rot"></param>
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public void UpdateGroupRotationR(Quaternion rot)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
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// SceneObjectPart[] parts = m_parts.GetArray();
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// for (int i = 0; i < parts.Length; i++)
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// parts[i].StoreUndoState();
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// m_rootPart.StoreUndoState(true);
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// m_rootPart.UpdateRotation(rot);
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PhysicsActor actor = m_rootPart.PhysActor;
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if (actor != null)
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{
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@@ -3445,16 +3385,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="rot"></param>
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public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
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// SceneObjectPart[] parts = m_parts.GetArray();
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// for (int i = 0; i < parts.Length; i++)
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// parts[i].StoreUndoState();
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// RootPart.StoreUndoState(true);
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// RootPart.IgnoreUndoUpdate = true;
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m_rootPart.UpdateRotation(rot);
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PhysicsActor actor = m_rootPart.PhysActor;
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@@ -3468,8 +3398,6 @@ namespace OpenSim.Region.Framework.Scenes
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HasGroupChanged = true;
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ScheduleGroupForTerseUpdate();
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// RootPart.IgnoreUndoUpdate = false;
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}
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/// <summary>
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@@ -3484,9 +3412,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (part != null)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = true;
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@@ -3514,30 +3439,13 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
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// part.Name, part.LocalId, rot);
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// part.StoreUndoState();
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// part.IgnoreUndoUpdate = true;
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = true;
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if (part.UUID == m_rootPart.UUID)
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{
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UpdateRootRotation(rot);
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/* if (!m_rootPart.Undoing)
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{
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m_rootPart.Undoing = true;
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AbsolutePosition = pos;
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m_rootPart.Undoing = false;
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}
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else
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{
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*/
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AbsolutePosition = pos;
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// }
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AbsolutePosition = pos;
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}
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else
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{
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@@ -3547,8 +3455,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = false;
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// part.IgnoreUndoUpdate = false;
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}
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}
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@@ -3558,13 +3464,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="rot"></param>
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public void UpdateRootRotation(Quaternion rot)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
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// Name, LocalId, rot);
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// needs to be called with phys building true
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Quaternion axRot = rot;
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Quaternion oldParentRot = m_rootPart.RotationOffset;
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// m_rootPart.StoreUndoState();
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//Don't use UpdateRotation because it schedules an update prematurely
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m_rootPart.RotationOffset = rot;
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@@ -3580,8 +3482,6 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart prim = parts[i];
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if (prim.UUID != m_rootPart.UUID)
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{
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// prim.IgnoreUndoUpdate = true;
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Quaternion NewRot = oldParentRot * prim.RotationOffset;
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NewRot = Quaternion.Inverse(axRot) * NewRot;
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prim.RotationOffset = NewRot;
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@@ -3591,26 +3491,88 @@ namespace OpenSim.Region.Framework.Scenes
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axPos *= oldParentRot;
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axPos *= Quaternion.Inverse(axRot);
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prim.OffsetPosition = axPos;
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// prim.IgnoreUndoUpdate = false;
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}
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}
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// for (int i = 0; i < parts.Length; i++)
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// {
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// SceneObjectPart childpart = parts[i];
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// if (childpart != m_rootPart)
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// {
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//// childpart.IgnoreUndoUpdate = false;
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//// childpart.StoreUndoState();
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// }
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// }
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HasGroupChanged = true;
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ScheduleGroupForFullUpdate();
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}
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
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// Name, LocalId, rot);
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public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
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{
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// TODO this still as excessive ScheduleGroupForTerseUpdate()s
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if (part != null && part.ParentGroup != null)
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{
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ObjectChangeWhat what = data.what;
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bool togroup = ((what & ObjectChangeWhat.Group) != 0);
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// bool uniform = ((what & ObjectChangeWhat.UniformScale) != 0); not in use
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SceneObjectGroup group = part.ParentGroup;
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PhysicsActor pha = group.RootPart.PhysActor;
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bool needgrpUpdate = false;
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if (togroup)
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{
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// related to group
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if ((what & ObjectChangeWhat.Position) != 0)
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{
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group.AbsolutePosition = data.position;
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needgrpUpdate = true;
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}
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if ((what & ObjectChangeWhat.Rotation) != 0)
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group.RootPart.UpdateRotation(data.rotation);
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if ((what & ObjectChangeWhat.Scale) != 0)
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{
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if (pha != null)
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pha.Building = true;
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group.GroupResize(data.scale);
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if (pha != null)
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pha.Building = false;
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}
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}
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else
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{
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// related to single prim in a link-set ( ie group)
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if (pha != null)
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pha.Building = true;
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// must deal with root part specially for position and rotation
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// so parts offset positions or rotations are fixed
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if (part == group.RootPart)
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{
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if ((what & ObjectChangeWhat.Position) != 0)
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group.UpdateRootPosition(data.position);
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if ((what & ObjectChangeWhat.Rotation) != 0)
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group.UpdateRootRotation(data.rotation);
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}
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else
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{
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if ((what & ObjectChangeWhat.Position) != 0)
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{
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part.OffsetPosition = data.position;
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needgrpUpdate = true;
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}
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if ((what & ObjectChangeWhat.Rotation) != 0)
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part.UpdateRotation(data.rotation);
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}
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if ((what & ObjectChangeWhat.Scale) != 0)
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part.Resize(data.scale);
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if (pha != null)
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pha.Building = false;
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}
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if (needgrpUpdate)
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{
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HasGroupChanged = true;
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ScheduleGroupForTerseUpdate();
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}
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}
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}
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#endregion
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