/// <summary> /// Attach this scene object to the given avatar. /// </summary> /// /// This isn't publicly available since attachments should always perform the corresponding inventory /// operation (to show the attach in user inventory and update the asset with positional information). /// /// <param name="sp"></param> /// <param name="so"></param> /// <param name="attachmentpoint"></param> /// <param name="AttachOffset"></param> /// <param name="silent"></param> protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, int attachmentpoint, Vector3 AttachOffset, bool silent) { // don't attach attachments to child agents if (avatar.IsChildAgent) return; // m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1}", Name, avatar.Name); so.DetachFromBackup(); // Remove from database and parcel prim count m_scene.DeleteFromStorage(so.UUID); m_scene.EventManager.TriggerParcelPrimCountTainted(); so.RootPart.AttachedAvatar = avatar.UUID; //Anakin Lohner bug #3839 SceneObjectPart[] parts = so.Parts; for (int i = 0; i < parts.Length; i++) parts[i].AttachedAvatar = avatar.UUID; if (so.RootPart.PhysActor != null) { m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); so.RootPart.PhysActor = null; } so.AbsolutePosition = AttachOffset; so.RootPart.AttachedPos = AttachOffset; so.RootPart.IsAttachment = true; so.RootPart.SetParentLocalId(avatar.LocalId); so.SetAttachmentPoint(Convert.ToByte(attachmentpoint)); avatar.AddAttachment(so); if (!silent) { // Killing it here will cause the client to deselect it // It then reappears on the avatar, deselected // through the full update below // if (so.IsSelected) { m_scene.SendKillObject(so.RootPart.LocalId); } so.IsSelected = false; // fudge.... so.ScheduleGroupForFullUpdate(PrimUpdateFlags.FullUpdate); } // In case it is later dropped again, don't let // it get cleaned up so.RootPart.RemFlag(PrimFlags.TemporaryOnRez); so.HasGroupChanged = false; }
public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos) { // If this is an attachment, then we need to save the modified // object back into the avatar's inventory. First we save the // attachment point information, then we update the relative // positioning (which caused this method to get driven in the // first place. Then we have to mark the object as NOT an // attachment. This is necessary in order to correctly save // and retrieve GroupPosition information for the attachment. // Then we save the asset back into the appropriate inventory // entry. Finally, we restore the object's attachment status. byte attachmentPoint = (byte)sog.RootPart.AttachmentPoint; sog.UpdateGroupPosition(pos, true); sog.RootPart.IsAttachment = false; sog.AbsolutePosition = sog.RootPart.AttachedPos; UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID); sog.SetAttachmentPoint(attachmentPoint); }
public bool AttachObject(IClientAPI remoteClient, SceneObjectGroup group, int AttachmentPt, bool silent) { Vector3 attachPos = group.AbsolutePosition; if (m_scene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId)) { // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; // If the attachment point isn't the same as the one previously used // set it's offset position = 0 so that it appears on the attachment point // and not in a weird location somewhere unknown. if (AttachmentPt != 0 && AttachmentPt != (int)group.GetAttachmentPoint()) { attachPos = Vector3.Zero; } // AttachmentPt 0 means the client chose to 'wear' the attachment. /*if (AttachmentPt == 0) { // Check object for stored attachment point AttachmentPt = (int)group.GetAttachmentPoint(); attachPos = group.GetAttachmentPos(); }*/ if (AttachmentPt == 0) { // Check object for older stored attachment point AttachmentPt = group.RootPart.Shape.State; //attachPos = group.AbsolutePosition; } // if we still didn't find a suitable attachment point....... if (AttachmentPt == 0) { // Stick it on right hand with Zero Offset from the attachment point. AttachmentPt = (int)AttachmentPoint.RightHand; attachPos = Vector3.Zero; } group.SetAttachmentPoint((byte)AttachmentPt); group.AbsolutePosition = attachPos; // Remove any previous attachments ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); UUID itemID = UUID.Zero; if (sp != null) { foreach (SceneObjectGroup grp in sp.GetAttachments(AttachmentPt)) { itemID = grp.GetFromItemID(); if (itemID != UUID.Zero) DetachSingleAttachmentToInv(itemID, remoteClient); } } if (group.GetFromItemID() == UUID.Zero) { m_scene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemID); } else { itemID = group.GetFromItemID(); } ShowAttachInUserInventory(remoteClient, AttachmentPt, itemID, group); AttachToAgent(sp, group, AttachmentPt, attachPos, silent); } else { remoteClient.SendAgentAlertMessage( "You don't have sufficient permissions to attach this object", false); return false; } return true; }
/// <summary> /// Attach the object to the avatar /// </summary> /// <param name="remoteClient">The client that is having the attachment done</param> /// <param name="localID">The localID (SceneObjectPart) that is being attached (for the attach script event)</param> /// <param name="group">The group (SceneObjectGroup) that is being attached</param> /// <param name="AttachmentPt">The point to where the attachment will go</param> /// <param name="item">If this is not null, it saves a query in this method to the InventoryService /// This is the Item that the object is in (if it is in one yet)</param> protected void FindAttachmentPoint(IClientAPI remoteClient, uint localID, SceneObjectGroup group, int AttachmentPt, InventoryItemBase item) { //Make sure that we arn't over the limit of attachments SceneObjectGroup[] attachments = GetAttachmentsForAvatar(remoteClient.AgentId); if (attachments.Length + 1 > m_maxNumberOfAttachments) { //Too many remoteClient.SendAgentAlertMessage( "You are wearing too many attachments. Take one off to attach this object", false); return; } Vector3 attachPos = group.GetAttachmentPos(); if(!m_allowMultipleAttachments) AttachmentPt &= 0x7f; //Disable it! //Did the attachment change position or attachment point? bool changedPositionPoint = false; // If the attachment point isn't the same as the one previously used // set it's offset position = 0 so that it appears on the attachment point // and not in a weird location somewhere unknown. //Simplier terms: the attachment point changed, set it to the default 0,0,0 location if ((AttachmentPt & 0x7f) != 0 && (AttachmentPt & 0x7f) != (int)group.GetAttachmentPoint()) { attachPos = Vector3.Zero; changedPositionPoint = true; } else { // AttachmentPt 0 means the client chose to 'wear' the attachment. if ((AttachmentPt & 0x7f) == 0) { // Check object for stored attachment point AttachmentPt = (int)group.GetSavedAttachmentPoint(); attachPos = group.GetAttachmentPos(); } //Check state afterwards... use the newer GetSavedAttachmentPoint and Pos above first if ((AttachmentPt & 0x7f) == 0) { // Check object for older stored attachment point AttachmentPt = group.RootPart.Shape.State; //attachPos = group.AbsolutePosition; } // if we still didn't find a suitable attachment point, force it to the default //This happens on the first time an avatar 'wears' an object if ((AttachmentPt & 0x7f) == 0) { // Stick it on right hand with Zero Offset from the attachment point. AttachmentPt = (int)AttachmentPoint.RightHand; //Default location attachPos = Vector3.Zero; changedPositionPoint = true; } } group.HasGroupChanged = changedPositionPoint; //Update where we are put group.SetAttachmentPoint((byte)AttachmentPt); //Fix the position with the one we found group.AbsolutePosition = attachPos; // Remove any previous attachments ScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId); if (presence == null) return; UUID itemID = UUID.Zero; //Check for multiple attachment bits //If the numbers are the same, it wants to have the old attachment taken off if ((AttachmentPt & 0x7f) == AttachmentPt) { foreach (SceneObjectGroup grp in attachments) { if (grp.GetAttachmentPoint() == (byte)AttachmentPt) { itemID = grp.GetFromItemID(); break; } } if (itemID != UUID.Zero) DetachSingleAttachmentToInventory(itemID, remoteClient); } itemID = group.GetFromItemID(); group.RootPart.AttachedAvatar = presence.UUID; //Anakin Lohner bug #3839 SceneObjectPart[] parts = group.Parts; for (int i = 0; i < parts.Length; i++) parts[i].AttachedAvatar = presence.UUID; if (group.RootPart.PhysActor != null) { m_scene.SceneGraph.PhysicsScene.RemovePrim(group.RootPart.PhysActor); group.RootPart.PhysActor = null; } group.AbsolutePosition = attachPos; group.RootPart.AttachedPos = attachPos; group.RootPart.IsAttachment = true; group.RootPart.SetParentLocalId(presence.LocalId); group.SetAttachmentPoint(Convert.ToByte(AttachmentPt)); AvatarAttachments attPlugin = presence.RequestModuleInterface<AvatarAttachments>(); if (attPlugin != null) attPlugin.AddAttachment(group); // Killing it here will cause the client to deselect it // It then reappears on the avatar, deselected // through the full update below // if (group.IsSelected) { foreach (SceneObjectPart part in group.ChildrenList) { part.CreateSelected = true; } } //Kill the previous entity so that it will be selected SendKillEntity(group.RootPart); //NOTE: This MUST be here, otherwise we limit full updates during attachments when they are selected and it will block the first update. // So until that is changed, this MUST stay. The client will instantly reselect it, so this value doesn't stay borked for long. group.IsSelected = false; if (itemID == UUID.Zero) { //Delete the object inworld to inventory List<SceneObjectGroup> groups = new List<SceneObjectGroup>(1) { group }; IInventoryAccessModule inventoryAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); if (inventoryAccess != null) inventoryAccess.DeleteToInventory(DeRezAction.AcquireToUserInventory, UUID.Zero, groups, remoteClient.AgentId, out itemID); } else { //it came from an item, we need to start the scripts // Fire after attach, so we don't get messy perms dialogs // 4 == AttachedRez group.CreateScriptInstances(0, true, 4, UUID.Zero); group.ResumeScripts(); } if (UUID.Zero == itemID) { m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID."); remoteClient.SendAgentAlertMessage( "Unable to save attachment. Error inventory item ID.", false); return; } // XXYY!! if (item == null) { item = new InventoryItemBase(itemID, remoteClient.AgentId); item = m_scene.InventoryService.GetItem(item); } //Update the ItemID with the new item group.SetFromItemID(item.ID); //If we updated the attachment, we need to save the change if (presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID)) AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); //Now recreate it so that it is selected group.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate); // In case it is later dropped again, don't let // it get cleaned up group.RootPart.RemFlag(PrimFlags.TemporaryOnRez); group.HasGroupChanged = false; m_scene.EventManager.TriggerOnAttach(localID, group.GetFromItemID(), remoteClient.AgentId); }
public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos) { // First we save the // attachment point information, then we update the relative // positioning. Then we have to mark the object as NOT an // attachment. This is necessary in order to correctly save // and retrieve GroupPosition information for the attachment. // Finally, we restore the object's attachment status. byte attachmentPoint = sog.GetAttachmentPoint(); sog.UpdateGroupPosition(pos); sog.RootPart.IsAttachment = false; sog.AbsolutePosition = sog.RootPart.AttachedPos; sog.SetAttachmentPoint(attachmentPoint); sog.HasGroupChanged = true; }
/// <summary> /// Attach this scene object to the given avatar. /// </summary> /// /// This isn't publicly available since attachments should always perform the corresponding inventory /// operation (to show the attach in user inventory and update the asset with positional information). /// /// <param name="sp"></param> /// <param name="so"></param> /// <param name="attachmentpoint"></param> /// <param name="AttachOffset"></param> /// <param name="silent"></param> protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, int attachmentpoint, Vector3 AttachOffset) { // don't attach attachments to child agents if (avatar.IsChildAgent) return; // m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1}", Name, avatar.Name); // Remove from database and parcel prim count IBackupModule backup = so.Scene.RequestModuleInterface<IBackupModule>(); if (backup != null) backup.DeleteFromStorage(so.UUID); so.RootPart.AttachedAvatar = avatar.UUID; //Anakin Lohner bug #3839 SceneObjectPart[] parts = so.Parts; for (int i = 0; i < parts.Length; i++) parts[i].AttachedAvatar = avatar.UUID; if (so.RootPart.PhysActor != null) { m_scene.SceneGraph.PhysicsScene.RemovePrim(so.RootPart.PhysActor); so.RootPart.PhysActor = null; } so.AbsolutePosition = AttachOffset; so.RootPart.AttachedPos = AttachOffset; so.RootPart.IsAttachment = true; so.RootPart.SetParentLocalId(avatar.LocalId); so.SetAttachmentPoint(Convert.ToByte(attachmentpoint)); avatar.AddAttachment(so); // Killing it here will cause the client to deselect it // It then reappears on the avatar, deselected // through the full update below // if (so.IsSelected) { m_scene.ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_scene.RegionInfo.RegionHandle, new ISceneEntity[] { so.RootPart }); }); foreach (SceneObjectPart part in so.ChildrenList) { part.CreateSelected = true; } } //NOTE: This MUST be here, otherwise we limit full updates during attachments when they are selected and it will block the first update. // So until that is changed, this MUST stay. The client will instantly reselect it, so this value doesn't stay borked for long. so.IsSelected = false; so.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate); // In case it is later dropped again, don't let // it get cleaned up so.RootPart.RemFlag(PrimFlags.TemporaryOnRez); so.HasGroupChanged = false; }