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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using OpenMetaverse;
- namespace OpenSim.Region.Framework.Scenes
- {
- /// <summary>
- /// Represents a coalescene of scene objects. A coalescence occurs when objects that are not in the same linkset
- /// are grouped together.
- /// </summary>
- public class CoalescedSceneObjects
- {
- /// <summary>
- /// The creator of this coalesence, though not necessarily the objects within it.
- /// </summary>
- public UUID CreatorId { get; set; }
- /// <summary>
- /// The number of objects in this coalesence
- /// </summary>
- public int Count
- {
- get
- {
- lock (m_memberObjects)
- return m_memberObjects.Count;
- }
- }
- /// <summary>
- /// Does this coalesence have any member objects?
- /// </summary>
- public bool HasObjects { get { return Count > 0; } }
- /// <summary>
- /// Get the objects currently in this coalescence
- /// </summary>
- public List<SceneObjectGroup> Objects
- {
- get
- {
- lock (m_memberObjects)
- return new List<SceneObjectGroup>(m_memberObjects);
- }
- }
- /// <summary>
- /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned.
- /// </summary>
- public Scene Scene
- {
- get
- {
- if (!HasObjects)
- return null;
- else
- return Objects[0].Scene;
- }
- }
- /// <summary>
- /// At this point, we need to preserve the order of objects added to the coalescence, since the first
- /// one will end up matching the item name when rerezzed.
- /// </summary>
- protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>();
- public CoalescedSceneObjects(UUID creatorId)
- {
- CreatorId = creatorId;
- }
- public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId)
- {
- foreach (SceneObjectGroup obj in objs)
- Add(obj);
- }
- /// <summary>
- /// Add an object to the coalescence.
- /// </summary>
- /// <param name="obj"></param>
- /// <param name="offset">The offset of the object within the group</param>
- public void Add(SceneObjectGroup obj)
- {
- lock (m_memberObjects)
- m_memberObjects.Add(obj);
- }
- /// <summary>
- /// Removes a scene object from the coalescene
- /// </summary>
- /// <param name="sceneObjectId"></param>
- /// <returns>true if the object was there to be removed, false if not.</returns>
- public bool Remove(SceneObjectGroup obj)
- {
- lock (m_memberObjects)
- return m_memberObjects.Remove(obj);
- }
- /// <summary>
- /// Get the total size of the coalescence (the size required to cover all the objects within it) and the
- /// offsets of each of those objects.
- /// </summary>
- /// <param name="size"></param>
- /// <returns>
- /// An array of offsets. The order of objects is the same as returned from the Objects property
- /// </returns>
- public Vector3[] GetSizeAndOffsets(out Vector3 size)
- {
- float minX, minY, minZ;
- float maxX, maxY, maxZ;
- Vector3[] offsets
- = Scene.GetCombinedBoundingBox(
- Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
- float sizeX = maxX - minX;
- float sizeY = maxY - minY;
- float sizeZ = maxZ - minZ;
- size = new Vector3(sizeX, sizeY, sizeZ);
- return offsets;
- }
- }
- }
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