private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum) { Quaternion parentRot = oldGroupRotation; Quaternion oldRot = part.RotationOffset; Quaternion worldRot = parentRot * oldRot; Vector3 partOffsetPosition = part.OffsetPosition; Vector3 partGroupPosition = part.GroupPosition; Quaternion partRotationOffset = part.RotationOffset; parentRot = oldGroupRotation; Vector3 axPos = partOffsetPosition; axPos *= parentRot; partOffsetPosition = axPos; partGroupPosition = oldGroupPosition + partOffsetPosition; partOffsetPosition = Vector3.Zero; partRotationOffset = worldRot; // Caller locks m_parts for us m_parts.Add(part.UUID, part); this.TrackLocalId(part, part.LocalId); part.LinkNum = linkNum; partOffsetPosition = partGroupPosition - AbsolutePosition; Quaternion rootRotation = m_rootPart.RotationOffset; Vector3 pos = partOffsetPosition; pos *= Quaternion.Inverse(rootRotation); partOffsetPosition = pos; parentRot = m_rootPart.RotationOffset; oldRot = partRotationOffset; Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; partRotationOffset = newRot; part.SetOffsetPositionDirect(partOffsetPosition); part.SetGroupPositionDirect(partGroupPosition); part.SetRotationOffsetDirect(partRotationOffset); part.ParentID = m_rootPart.LocalId; part.SetParentAndUpdatePhysics(this); }
public void DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents, bool sendGroupUpdate) { linkPart.ClearUndoState(); // 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); Quaternion worldRot = linkPart.GetWorldRotation(); // Remove the part from this object lock (m_parts) { m_parts.Remove(linkPart.UUID); _partsByLocalId.Remove(linkPart.LocalId); if (m_parts.Count == 1 && RootPart != null) //Single prim is left { RootPart.LinkNum = 0; } else { foreach (SceneObjectPart p in m_parts.Values) { if (p.LinkNum > linkPart.LinkNum) p.LinkNum--; } } } linkPart.ParentID = 0; linkPart.LinkNum = 0; // 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 = m_rootPart.RotationOffset; Vector3 axPos = linkPart.OffsetPosition; axPos *= parentRot; Vector3 groupPosition = AbsolutePosition + axPos; linkPart.SetGroupPositionDirect(groupPosition); linkPart.SetOffsetPositionDirect(Vector3.Zero); linkPart.SetRotationOffsetDirect(worldRot); SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart); PhysicsActor partActor = linkPart.PhysActor; if (partActor != null) { partActor.DelinkFromParent(groupPosition, worldRot); } m_scene.AddNewSceneObject(objectGroup, true); if (sendEvents) linkPart.TriggerScriptChangedEvent(Changed.LINK); linkPart.Rezzed = RootPart.Rezzed; //Rebuild the bounding box ClearBoundingBoxCache(); // Update the ServerWeight/LandImpact and StreamingCost RecalcPrimWeights(); if (sendGroupUpdate) { HasGroupChanged = true; ScheduleGroupForFullUpdate(); objectGroup.ScheduleGroupForFullUpdate(); } }