Ejemplo n.º 1
0
        // This links an SOP from a previous linkset into my linkset.
        // The trick is that the SOP's position and rotation are relative to the old root SOP's
        //    so we are passed in the position and rotation of the old linkset so this can
        //    unjigger this SOP's position and rotation from the previous linkset and
        //    then make them relative to my linkset root.
        private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
        {
            Quaternion parentRot = oldGroupRotation;
            Quaternion oldRot = part.RotationOffset;

            // Move our position in world
            Vector3 axPos = part.OffsetPosition;
            axPos *= parentRot;
            Vector3 newPos = oldGroupPosition + axPos;
            part.setGroupPosition(newPos);
            part.setOffsetPosition(Vector3.Zero);

            // Compution our rotation in world
            Quaternion worldRot = parentRot * oldRot;
            part.RotationOffset = worldRot;

            // Add this SOP to our linkset
            part.SetParent(this);
            part.ParentID = m_rootPart.LocalId;
            m_parts.Add(part.UUID, part);

            part.LinkNum = linkNum;

            m_scene.updateScenePartGroup(part, this);

            // Compute the new position of this SOP relative to the group position
            part.setOffsetPosition(newPos - AbsolutePosition);

            // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
            //   It would have the affect of setting the physics engine position multiple 
            //   times. In theory, that is not necessary but I don't have a good linkset
            //   test to know that cleaning up this code wouldn't break things.)

            // Compute the SOP's rotation relative to the rotation of the group.
            parentRot = m_rootPart.RotationOffset;

            oldRot = part.RotationOffset;
            Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
            part.setRotationOffset(newRot);

            Vector3 pos = part.OffsetPosition;
            pos *= Quaternion.Conjugate(parentRot);

            part.OffsetPosition = pos; // update position and orientation on physics also

            // Since this SOP's state has changed, push those changes into the physics engine
            //    and the simulator.
            // done on caller
//            part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Delink the given prim from this group.  The delinked prim is established as
        /// an independent SceneObjectGroup.
        /// </summary>
        /// <remarks>
        /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
        /// condition.  But currently there is no
        /// alternative method that does take a lock to delink a single prim.
        /// </remarks>
        /// <param name="partID"></param>
        /// <param name="sendEvents"></param>
        /// <returns>The object group of the newly delinked prim.</returns>
        public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
        {
//                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);

            if (m_rootPart.PhysActor != null)
                m_rootPart.PhysActor.Building = true;

            linkPart.ClearUndoState();

            Vector3 worldPos = linkPart.GetWorldPosition();
            Quaternion worldRot = linkPart.GetWorldRotation();

            // Remove the part from this object
            lock (m_parts.SyncRoot)
            {
                m_parts.Remove(linkPart.UUID);

                SceneObjectPart[] parts = m_parts.GetArray();

                // Rejigger the linknum's of the remaining SOP's to fill any gap
                if (parts.Length == 1 && RootPart != null)
                {
                    // Single prim left
                    RootPart.LinkNum = 0;
                }
                else
                {
                    for (int i = 0; i < parts.Length; i++)
                    {
                        SceneObjectPart part = parts[i];
                        if (part.LinkNum > linkPart.LinkNum)
                            part.LinkNum--;
                    }
                }
            }

            linkPart.ParentID = 0;
            linkPart.LinkNum = 0;

            PhysicsActor linkPartPa = linkPart.PhysActor;

            // Remove the SOP from the physical scene.
            // If the new SOG is physical, it is re-created later.
            // (There is a problem here in that we have not yet told the physics
            //    engine about the delink. Someday, linksets should be made first
            //    class objects in the physics engine interface).
            if (linkPartPa != null)
                m_scene.PhysicsScene.RemovePrim(linkPartPa);

            // We need to reset the child part's position
            // ready for life as a separate object after being a part of another object

            /* This commented out code seems to recompute what GetWorldPosition already does.
             * Replace with a call to GetWorldPosition (before unlinking)
            Quaternion parentRot = m_rootPart.RotationOffset;
            Vector3 axPos = linkPart.OffsetPosition;
            axPos *= parentRot;
            linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
            linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
            linkPart.OffsetPosition = new Vector3(0, 0, 0);
             */
            linkPart.setGroupPosition(worldPos);
            linkPart.setOffsetPosition(Vector3.Zero);
            linkPart.setRotationOffset(worldRot);

            // Create a new SOG to go around this unlinked and unattached SOP
            SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);

            m_scene.AddNewSceneObject(objectGroup, true);

            linkPart.Rezzed = RootPart.Rezzed;

            // When we delete a group, we currently have to force persist to the database if the object id has changed
            // (since delete works by deleting all rows which have a given object id)

            // this is as it seems to be in sl now
            if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
                linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now

            if (m_rootPart.PhysActor != null)
                m_rootPart.PhysActor.Building = false;

            objectGroup.HasGroupChangedDueToDelink = true;

            InvalidBoundsRadius();

            if (sendEvents)
                linkPart.TriggerScriptChangedEvent(Changed.LINK);

            return objectGroup;
        }