Exemplo n.º 1
0
        private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
        {
            Quaternion oldRot = part.RotationOffset;

            // first fix from old local to world 
            // position
            Vector3 axPos = part.OffsetPosition;
            axPos *= oldGroupRotation;
            part.SetGroupPosition(oldGroupPosition + axPos);
            //offset
            part.SetRotationOffset(false, oldGroupRotation * oldRot ,false);

            // have it in world coords lets fix other things
            m_scene.SceneGraph.LinkPartToSOG(this, part, linkNum);
            part.CreateSelected = true;

            // now lets move to the new parent frame
            Quaternion rootRotation = m_rootPart.RotationOffset;

            Vector3 pos = part.GroupPosition - AbsolutePosition;
            pos *= Quaternion.Inverse(rootRotation);
            part.SetOffsetPosition(pos);

            Quaternion newRot = Quaternion.Inverse(rootRotation) * oldRot;
            part.SetRotationOffset(false,newRot,false);
            // caller will tell the rest about this position changes..

        }
Exemplo n.º 2
0
        /// <summary>
        /// Delink the given prim from this group.  The delinked prim is established as
        /// an independent SceneObjectGroup.
        /// </summary>
        /// <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);

            Quaternion worldRot = linkPart.GetWorldRotation();

            // Remove the part from this object
            m_scene.SceneGraph.DeLinkPartFromEntity(this, linkPart);

            /* this is already done in DeLinkPartFromEntity
                        if (m_partsList.Count == 1 && RootPart != null) //Single prim is left
                            RootPart.LinkNum = 0;
                        else
                        {
                            lock (m_partsLock)
                            {
                                foreach (SceneObjectPart p in m_partsList)
                                {
                                    if (p.LinkNum > linkPart.LinkNum)
                                        p.LinkNum--;
                                }
                            }
                        }
            */
            linkPart.SetParentLocalId(0);
            linkPart.LinkNum = 0;

            if (linkPart.PhysActor != null)
            {
                m_scene.SceneGraph.PhysicsScene.RemovePrim(linkPart.PhysActor);
//            linkPart.PhysActor.delink();
            }

            // 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;
            linkPart.SetOffsetPosition(axPos);
            linkPart.FixGroupPosition(AbsolutePosition + linkPart.OffsetPosition,false);
            linkPart.FixOffsetPosition(Vector3.Zero, false);

            linkPart.RotationOffset = worldRot;

            SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart, Scene);
            m_scene.SceneGraph.DelinkPartToScene(objectGroup);

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

            linkPart.Rezzed = RootPart.Rezzed;

 

            //This is already set multiple places, no need to do it again
            //HasGroupChanged = true;
            //We need to send this so that we don't have issues with the client not realizing that the prims were unlinked
            ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);

            return objectGroup;
        }