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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 OpenSim 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.Drawing;
- using System.IO;
- using System.Text;
- using System.Xml;
- using Axiom.Math;
- using libsecondlife;
- using libsecondlife.Packets;
- using OpenSim.Framework;
- using OpenSim.Framework.Console;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Environment.Scenes
- {
- public delegate void PrimCountTaintedDelegate();
- public partial class SceneObjectGroup : EntityBase
- {
- protected SceneObjectPart m_rootPart;
-
- /// <summary>
- /// The constituent parts of this group
- /// </summary>
- protected Dictionary<LLUUID, SceneObjectPart> m_parts = new Dictionary<LLUUID, SceneObjectPart>();
- protected ulong m_regionHandle;
- public event PrimCountTaintedDelegate OnPrimCountTainted;
- private PrimCountTaintedDelegate handlerPrimCountTainted = null;
- /// <summary>
- /// Signal whether the non-inventory attributes of any prims in the group have changed
- /// since the group's last persistent backup
- /// </summary>
- public bool HasGroupChanged = false;
-
- private LLVector3 lastPhysGroupPos;
- private LLQuaternion lastPhysGroupRot;
- #region Properties
- /// <summary>
- ///
- /// </summary>
- public int PrimCount
- {
- get { return m_parts.Count; }
- }
- public LLQuaternion GroupRotation
- {
- get { return m_rootPart.RotationOffset; }
- }
- public LLUUID GroupID
- {
- get { return m_rootPart.GroupID; }
- set { m_rootPart.GroupID = value; }
- }
- /// <summary>
- ///
- /// </summary>
- public LLVector3 GroupCentrePoint
- {
- get { return new LLVector3(0, 0, 0); }
- }
- public Dictionary<LLUUID, SceneObjectPart> Children
- {
- get { return m_parts; }
- set { m_parts = value; }
- }
- public SceneObjectPart RootPart
- {
- get { return m_rootPart; }
- set { m_rootPart = value; }
- }
- public ulong RegionHandle
- {
- get { return m_regionHandle; }
- set
- {
- m_regionHandle = value;
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.RegionHandle = m_regionHandle;
- }
- }
- }
- }
- public override LLVector3 AbsolutePosition
- {
- get
- {
- if( m_rootPart == null )
- {
- throw new NullReferenceException(string.Format("Object {0} has no root part.", m_uuid));
- }
- return m_rootPart.GroupPosition;
- }
- set
- {
- LLVector3 val = value;
- if (val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f)
- {
- m_scene.CrossPrimGroupIntoNewRegion(val, this);
- }
-
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.GroupPosition = val;
- }
- }
- //if (m_rootPart.PhysActor != null)
- //{
- //m_rootPart.PhysActor.Position =
- //new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
- //m_rootPart.GroupPosition.Z);
- //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- //}
- }
- }
- public override uint LocalId
- {
- get {
- if (m_rootPart == null)
- {
- m_log.Error("[PRIMGROUP]: Unable to find the rootpart for a LocalId Request!");
- return 0;
- }
-
- return m_rootPart.LocalId; }
- set { m_rootPart.LocalId = value; }
- }
- public override LLUUID UUID
- {
- get { return m_rootPart.UUID; }
- set { m_rootPart.UUID = value; }
- }
- public LLUUID OwnerID
- {
- get {
- if (m_rootPart == null)
- return LLUUID.Zero;
- return m_rootPart.OwnerID;
- }
- set { m_rootPart.OwnerID = value; }
- }
- public Color Color
- {
- get { return m_rootPart.Color; }
- set { m_rootPart.Color = value; }
- }
- public string Text
- {
- get { return m_rootPart.Text; }
- set { m_rootPart.Text = value; }
- }
- /// <summary>
- /// Added because the Parcel code seems to use it
- /// but not sure a object should have this
- /// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
- /// think really there should be a list (or whatever) in each scenepresence
- /// saying what prim(s) that user has selected.
- /// </summary>
- protected bool m_isSelected = false;
- protected virtual bool InSceneBackup
- {
- get { return true; }
- }
- public bool IsSelected
- {
- get { return m_isSelected; }
- set {
- m_isSelected = value;
- // Tell physics engine that group is selected
- if (m_rootPart.PhysActor != null)
- {
- m_rootPart.PhysActor.Selected = value;
- // Pass it on to the children.
- foreach (SceneObjectPart child in Children.Values)
- {
- if (child.PhysActor != null)
- {
- child.PhysActor.Selected = value;
- }
- }
- }
- }
- }
- // The UUID for the Region this Object is in.
- public LLUUID RegionUUID
- {
- get
- {
- if (m_scene != null)
- {
- return m_scene.RegionInfo.RegionID;
- }
- return LLUUID.Zero;
- }
- }
- #endregion
- #region Constructors
- /// <summary>
- ///
- /// </summary>
- public SceneObjectGroup()
- {
- }
- /// <summary>
- /// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
- /// The original SceneObjectPart will be used rather than a copy, preserving
- /// its existing localID and UUID.
- /// </summary>
- public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
- {
- m_scene = scene;
-
- part.SetParent(this);
- part.ParentID = 0;
- part.LinkNum = 0;
-
- m_parts.Add(part.UUID, part);
- SetPartAsRoot(part);
- RegionHandle = regionHandle;
- AttachToBackup();
- ApplyPhysics(scene.m_physicalPrim);
- ScheduleGroupForFullUpdate();
- }
- /// <summary>
- ///
- /// </summary>
- public SceneObjectGroup(Scene scene, ulong regionHandle, string xmlData)
- {
- m_scene = scene;
- m_regionHandle = regionHandle;
- StringReader sr = new StringReader(xmlData);
- XmlTextReader reader = new XmlTextReader(sr);
- reader.Read();
- reader.ReadStartElement("SceneObjectGroup");
- reader.ReadStartElement("RootPart");
- m_rootPart = SceneObjectPart.FromXml(reader);
- AddPart(m_rootPart);
- reader.ReadEndElement();
- while (reader.Read())
- {
- switch (reader.NodeType)
- {
- case XmlNodeType.Element:
- if (reader.Name == "Part")
- {
- reader.Read();
- SceneObjectPart part = SceneObjectPart.FromXml(reader);
- part.LocalId = m_scene.PrimIDAllocate();
- AddPart(part);
- part.RegionHandle = m_regionHandle;
- part.TrimPermissions();
- }
- break;
- case XmlNodeType.EndElement:
- break;
- }
- }
- reader.Close();
- sr.Close();
- m_rootPart.LocalId = m_scene.PrimIDAllocate();
- m_rootPart.ParentID = 0;
- m_rootPart.RegionHandle = m_regionHandle;
- UpdateParentIDs();
- AttachToBackup();
- ApplyPhysics(scene.m_physicalPrim);
- ScheduleGroupForFullUpdate();
- }
- /// <summary>
- ///
- /// </summary>
- public SceneObjectGroup(string xmlData)
- {
- StringReader sr = new StringReader(xmlData);
- XmlTextReader reader = new XmlTextReader(sr);
- reader.Read();
- reader.ReadStartElement("SceneObjectGroup");
- m_rootPart = SceneObjectPart.FromXml(reader);
- m_rootPart.SetParent(this);
- m_parts.Add(m_rootPart.UUID, m_rootPart);
- m_rootPart.ParentID = 0;
- m_rootPart.LinkNum = 0;
- reader.Read();
- bool more = true;
- while (more)
- {
- switch (reader.NodeType)
- {
- case XmlNodeType.Element:
- if (reader.Name == "SceneObjectPart")
- {
- SceneObjectPart Part = SceneObjectPart.FromXml(reader);
- AddPart(Part);
- }
- else
- {
- Console.WriteLine("found unexpected element: " + reader.Name);
- reader.Read();
- }
- break;
- case XmlNodeType.EndElement:
- reader.Read();
- break;
- }
- more = !reader.EOF;
- }
- reader.Close();
- sr.Close();
- UpdateParentIDs();
- }
- private void AttachToBackup()
- {
- if (InSceneBackup)
- {
- m_scene.EventManager.OnBackup += ProcessBackup;
- }
- }
- public EntityIntersection TestIntersection(Ray hRay)
- {
- // We got a request from the inner_scene to raytrace along the Ray hRay
- // We're going to check all of the prim in this group for intersection with the ray
- // If we get a result, we're going to find the closest result to the origin of the ray
- // and send back the intersection information back to the innerscene.
- EntityIntersection returnresult = new EntityIntersection();
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- // Temporary commented to stop compiler warning
- //Vector3 partPosition =
- // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
- Quaternion parentrotation =
- new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
- // Telling the prim to raytrace.
- //EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
- EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation);
- // This may need to be updated to the maximum draw distance possible..
- // We might (and probably will) be checking for prim creation from other sims
- // when the camera crosses the border.
- float idist = (float)Constants.RegionSize;
- if (inter.HitTF)
- {
- // We need to find the closest prim to return to the testcaller along the ray
- if (inter.distance < idist)
- {
- idist = inter.distance;
- returnresult.HitTF = true;
- returnresult.ipoint = inter.ipoint;
- returnresult.obj = part;
- returnresult.normal = inter.normal;
- returnresult.distance = inter.distance;
- }
- }
- }
- }
- return returnresult;
- }
- /// <summary>
- ///
- /// </summary>
- public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
- LLQuaternion rot, PrimitiveBaseShape shape)
- {
- m_regionHandle = regionHandle;
- m_scene = scene;
- // this.Pos = pos;
- LLVector3 rootOffset = new LLVector3(0, 0, 0);
- SceneObjectPart newPart =
- new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rot, rootOffset);
- newPart.LinkNum = m_parts.Count;
- m_parts.Add(newPart.UUID, newPart);
- SetPartAsRoot(newPart);
- AttachToBackup();
- //ApplyPhysics(scene.m_physicalPrim);
- }
- /// <summary>
- ///
- /// </summary>
- public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
- PrimitiveBaseShape shape)
- : this(scene, regionHandle, ownerID, localID, pos, LLQuaternion.Identity, shape)
- {
- }
- #endregion
- public string ToXmlString()
- {
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter writer = new XmlTextWriter(sw))
- {
- ToXml(writer);
- }
- return sw.ToString();
- }
- }
- public void ToXml(XmlTextWriter writer)
- {
- writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
- writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
- m_rootPart.ToXml(writer);
- writer.WriteEndElement();
- writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
-
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.UUID != m_rootPart.UUID)
- {
- writer.WriteStartElement(String.Empty, "Part", String.Empty);
- part.ToXml(writer);
- writer.WriteEndElement();
- }
- }
- }
-
- writer.WriteEndElement();
- writer.WriteEndElement();
- }
- public string ToXmlString2()
- {
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter writer = new XmlTextWriter(sw))
- {
- ToXml2(writer);
- }
- return sw.ToString();
- }
- }
- public void ToXml2(XmlTextWriter writer)
- {
- writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
- m_rootPart.ToXml(writer);
- writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
-
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.UUID != m_rootPart.UUID)
- {
- part.ToXml(writer);
- }
- }
- }
-
- writer.WriteEndElement();
- writer.WriteEndElement();
- }
- #region Copying
- /// <summary>
- ///
- /// </summary>
- /// <returns></returns>
- public SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID)
- {
- SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone();
- dupe.m_parts = new Dictionary<LLUUID, SceneObjectPart>();
- dupe.m_parts.Clear();
- //dupe.OwnerID = AgentID;
- //dupe.GroupID = GroupID;
- dupe.AbsolutePosition = new LLVector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
- dupe.m_scene = m_scene;
- dupe.m_regionHandle = m_regionHandle;
- dupe.CopyRootPart(m_rootPart, OwnerID, GroupID);
- dupe.m_rootPart.TrimPermissions();
- /// may need to create a new Physics actor.
- if (dupe.RootPart.PhysActor != null)
- {
- PrimitiveBaseShape pbs = dupe.RootPart.Shape;
- dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
- dupe.RootPart.Name,
- pbs,
- new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y,
- dupe.RootPart.AbsolutePosition.Z),
- new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),
- new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
- dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
- dupe.RootPart.PhysActor.IsPhysical);
-
- dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
- dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
- }
- // Now we've made a copy that replaces this one, we need to
- // switch the owner to the person who did the copying
- // Second Life copies an object and duplicates the first one in it's place
- // So, we have to make a copy of this one, set it in it's place then set the owner on this one
- SetRootPartOwner(m_rootPart, cAgentID, cGroupID);
- m_rootPart.ScheduleFullUpdate();
- List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values);
- foreach (SceneObjectPart part in partList)
- {
- if (part.UUID != m_rootPart.UUID)
- {
- dupe.CopyPart(part, OwnerID, GroupID);
- SetPartOwner(part, cAgentID, cGroupID);
- part.ScheduleFullUpdate();
- }
- }
- dupe.UpdateParentIDs();
- dupe.AttachToBackup();
- ScheduleGroupForFullUpdate();
- return dupe;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
- {
- SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
- newPart.SetParent(this);
-
- lock (m_parts)
- {
- m_parts.Add(newPart.UUID, newPart);
- }
-
- SetPartAsRoot(newPart);
- }
- public void ScriptSetPhysicsStatus(bool UsePhysics)
- {
- if (m_scene.m_physicalPrim)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (UsePhysics)
- part.AddFlag(LLObject.ObjectFlags.Physics);
- else
- part.RemFlag(LLObject.ObjectFlags.Physics);
- part.DoPhysicsPropertyUpdate(UsePhysics, false);
- IsSelected = false;
- }
- }
- }
- }
- public void ScriptSetPhantomStatus(bool PhantomStatus)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (PhantomStatus)
- {
- part.AddFlag(LLObject.ObjectFlags.Phantom);
- if (part.PhysActor != null)
- {
- m_scene.PhysicsScene.RemovePrim(part.PhysActor);
- }
- }
- else
- {
- part.RemFlag(LLObject.ObjectFlags.Phantom);
- if ((part.ObjectFlags & (int)LLObject.ObjectFlags.Physics) != 0)
- {
- part.DoPhysicsPropertyUpdate(true, false);
- }
- }
- }
- }
- }
- public void applyImpulse(PhysicsVector impulse)
- {
- // We check if rootpart is null here because scripts don't delete if you delete the host.
- // This means that unfortunately, we can pass a null physics actor to Simulate!
- // Make sure we don't do that!
- SceneObjectPart rootpart = m_rootPart;
- if (rootpart != null)
- {
- if (rootpart.PhysActor != null)
- {
- rootpart.PhysActor.AddForce(impulse);
- m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
- }
- }
- }
- public void moveToTarget(LLVector3 target, float tau)
- {
- SceneObjectPart rootpart = m_rootPart;
- if (rootpart != null)
- {
- rootpart.PhysActor.PIDTarget = new PhysicsVector(target.X, target.Y, target.Z);
- rootpart.PhysActor.PIDTau = tau;
- rootpart.PhysActor.PIDActive = true;
- }
- }
- public void stopMoveToTarget()
- {
- SceneObjectPart rootpart = m_rootPart;
- if (rootpart != null)
- {
- rootpart.PhysActor.PIDActive = false;
- }
- }
- public void SetRootPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
- {
- part.LastOwnerID = part.OwnerID;
- part.OwnerID = cAgentID;
- part.GroupID = cGroupID;
- if (part.OwnerID != cAgentID)
- {
- // Apply Next Owner Permissions if we're not bypassing permissions
- if (!m_scene.PermissionsMngr.BypassPermissions)
- m_rootPart.ApplyNextOwnerPermissions();
- }
- part.ScheduleFullUpdate();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
- {
- SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
- newPart.SetParent(this);
-
- lock (m_parts)
- {
- m_parts.Add(newPart.UUID, newPart);
- }
-
- SetPartAsNonRoot(newPart);
- }
- /// <summary>
- /// Reset the LLUUIDs for all the prims that make up this group.
- ///
- /// This is called by methods which want to add a new group to an existing scene, in order
- /// to ensure that there are no clashes with groups already present.
- /// </summary>
- public void ResetIDs()
- {
- // As this is only ever called for prims which are not currently part of the scene (and hence
- // not accessible by clients), there should be no need to lock
- List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
- m_parts.Clear();
- foreach (SceneObjectPart part in partsList)
- {
- part.ResetIDs(m_parts.Count);
- m_parts.Add(part.UUID, part);
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags)
- {
- //RootPart.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
- ObjectPropertiesFamilyPacket objPropFamilyPack = (ObjectPropertiesFamilyPacket) PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
- // TODO: don't create new blocks if recycling an old packet
- ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
- objPropDB.RequestFlags = RequestFlags;
- objPropDB.ObjectID = RootPart.UUID;
- objPropDB.OwnerID = RootPart.ObjectOwner;
- objPropDB.GroupID = RootPart.GroupID;
- objPropDB.BaseMask = RootPart.BaseMask;
- objPropDB.OwnerMask = RootPart.OwnerMask;
- objPropDB.GroupMask = RootPart.GroupMask;
- objPropDB.EveryoneMask = RootPart.EveryoneMask;
- objPropDB.NextOwnerMask = RootPart.NextOwnerMask;
- // TODO: More properties are needed in SceneObjectPart!
- objPropDB.OwnershipCost = RootPart.OwnershipCost;
- objPropDB.SaleType = RootPart.ObjectSaleType;
- objPropDB.SalePrice = RootPart.SalePrice;
- objPropDB.Category = RootPart.Category;
- objPropDB.LastOwnerID = RootPart.CreatorID;
- objPropDB.Name = Helpers.StringToField(RootPart.Name);
- objPropDB.Description = Helpers.StringToField(RootPart.Description);
- objPropFamilyPack.ObjectData = objPropDB;
- remoteClient.OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task);
- }
- public void SetPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
- {
- part.OwnerID = cAgentID;
- part.GroupID = cGroupID;
- }
- #endregion
- #region Scheduling
- /// <summary>
- /// Examine this object's parts to see if they've changed sufficiently to warrant an update
- /// </summary>
- public override void Update()
- {
- lock (m_parts)
- {
- if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.UpdateFlag == 0) part.UpdateFlag = 1;
- }
-
- lastPhysGroupPos = AbsolutePosition;
- }
-
- if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
- || (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
- || (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
- || (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.UpdateFlag == 0) part.UpdateFlag = 1;
- }
-
- lastPhysGroupRot = GroupRotation;
- }
-
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.SendScheduledUpdates();
- }
- }
- }
- public void ScheduleFullUpdateToAvatar(ScenePresence presence)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.AddFullUpdateToAvatar(presence);
- }
- }
- }
- public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.AddTerseUpdateToAvatar(presence);
- }
- }
- }
- /// <summary>
- /// Schedule a full update for every part in this object
- /// </summary>
- public void ScheduleGroupForFullUpdate()
- {
- HasGroupChanged = true;
-
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.ScheduleFullUpdate();
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- public void ScheduleGroupForTerseUpdate()
- {
- HasGroupChanged = true;
-
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.ScheduleTerseUpdate();
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- public void SendGroupFullUpdate()
- {
- HasGroupChanged = true;
-
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.SendFullUpdateToAllClients();
- }
- }
- }
- public void QueueForUpdateCheck()
- {
- m_scene.m_innerScene.AddToUpdateList(this);
- }
- /// <summary>
- ///
- /// </summary>
- public void SendGroupTerseUpdate()
- {
- HasGroupChanged = true;
-
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.SendTerseUpdateToAllClients();
- }
- }
- }
- #endregion
- #region SceneGroupPart Methods
- /// <summary>
- /// Get the child part by LinkNum
- /// </summary>
- /// <param name="linknum"></param>
- /// <returns>null if no child part with that linknum or child part</returns>
- public SceneObjectPart GetLinkNumPart(int linknum)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.LinkNum == linknum)
- {
- return part;
- }
- }
- }
-
- return null;
- }
- /// <summary>
- /// Get a child part with a given UUID
- /// </summary>
- /// <param name="primID"></param>
- /// <returns>null if a child part with the primID was not found</returns>
- public SceneObjectPart GetChildPart(LLUUID primID)
- {
- SceneObjectPart childPart = null;
- if (m_parts.ContainsKey(primID))
- {
- childPart = m_parts[primID];
- }
- return childPart;
- }
- /// <summary>
- /// Get a child part with a given local ID
- /// </summary>
- /// <param name="localID"></param>
- /// <returns>null if a child part with the local ID was not found</returns>
- public SceneObjectPart GetChildPart(uint localID)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.LocalId == localID)
- {
- return part;
- }
- }
- }
-
- return null;
- }
- /// <summary>
- /// Does this group contain the child prim
- /// should be able to remove these methods once we have a entity index in scene
- /// </summary>
- /// <param name="primID"></param>
- /// <returns></returns>
- public bool HasChildPrim(LLUUID primID)
- {
- if (m_parts.ContainsKey(primID))
- {
- return true;
- }
- return false;
- }
- /// <summary>
- /// Does this group contain the child prim
- /// should be able to remove these methods once we have a entity index in scene
- /// </summary>
- /// <param name="localID"></param>
- /// <returns></returns>
- public bool HasChildPrim(uint localID)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.LocalId == localID)
- {
- return true;
- }
- }
- }
- return false;
- }
-
- #endregion
- #region Packet Handlers
- /// <summary>
- /// Link the prims in a given group to this group
- /// </summary>
- /// <param name="objectGroup">The group of prims which should be linked to this group</param>
- public void LinkToGroup(SceneObjectGroup objectGroup)
- {
- if (objectGroup.RootPart.UpdateFlag > 0)
- {
- // I've never actually seen this happen, though I think it's theoretically possible
- m_log.WarnFormat(
- "[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking",
- objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
-
- return;
- }
-
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
- // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
- SceneObjectPart linkPart = objectGroup.m_rootPart;
-
- Vector3 oldGroupPosition =
- new Vector3(linkPart.GroupPosition.X, linkPart.GroupPosition.Y, linkPart.GroupPosition.Z);
- Quaternion oldRootRotation =
- new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
- linkPart.RotationOffset.Z);
- linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
- linkPart.GroupPosition = AbsolutePosition;
- Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
-
- Quaternion parentRot =
- new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
- m_rootPart.RotationOffset.Z);
- axPos = parentRot.Inverse()*axPos;
-
- linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
- Quaternion oldRot =
- new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
- linkPart.RotationOffset.Z);
- Quaternion newRot = parentRot.Inverse()*oldRot;
- linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
-
- linkPart.ParentID = m_rootPart.LocalId;
-
- linkPart.LinkNum = m_parts.Count;
-
- lock (m_parts)
- {
- m_parts.Add(linkPart.UUID, linkPart);
- }
-
- linkPart.SetParent(this);
- //if (linkPart.PhysActor != null)
- //{
- // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
- //linkPart.PhysActor = null;
- //}
- //TODO: rest of parts
- foreach (SceneObjectPart part in objectGroup.Children.Values)
- {
- if (part.UUID != objectGroup.m_rootPart.UUID)
- {
- LinkNonRootPart(part, oldGroupPosition, oldRootRotation);
- }
- }
- DetachFromBackup(objectGroup);
- m_scene.DeleteEntity(objectGroup.UUID);
- // TODO Deleting the parts may cause problems later on if they have already
- // made it into the update queue. However, sending out updates for those parts is now
- // spurious, so it would be good not to send them at some point.
- // The traffic caused is always going to be pretty minor, so it's not high priority
- //objectGroup.DeleteParts();
- ScheduleGroupForFullUpdate();
- }
- /// <summary>
- /// Delink the given prim from this group. The delinked prim is established as
- /// an independent SceneObjectGroup.
- /// </summary>
- /// <param name="partID"></param>
- public void DelinkFromGroup(uint partID)
- {
- SceneObjectPart linkPart = GetChildPart(partID);
- if (null != linkPart)
- {
- // 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);
-
- LLQuaternion worldRot = linkPart.GetWorldRotation();
-
- // Remove the part from this object
- lock (m_parts)
- {
- m_parts.Remove(linkPart.UUID);
- }
-
- linkPart.ParentID = 0;
- if (linkPart.PhysActor != null)
- {
- m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
- }
-
- // 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
- = new Quaternion(
- m_rootPart.RotationOffset.W,
- m_rootPart.RotationOffset.X,
- m_rootPart.RotationOffset.Y,
- m_rootPart.RotationOffset.Z);
- Vector3 axPos
- = new Vector3(
- linkPart.OffsetPosition.X,
- linkPart.OffsetPosition.Y,
- linkPart.OffsetPosition.Z);
- axPos = parentRot*axPos;
- linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
- linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
- linkPart.OffsetPosition = new LLVector3(0, 0, 0);
- linkPart.RotationOffset = worldRot;
- // This chunk is probably unnecesary now - delete later on
- /*
- Quaternion oldRot
- = new Quaternion(
- linkPart.RotationOffset.W,
- linkPart.RotationOffset.X,
- linkPart.RotationOffset.Y,
- linkPart.RotationOffset.Z);
- Quaternion newRot = parentRot*oldRot;
- linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
- */
- // Add physics information back to delinked part if appropriate
- // XXX This is messy and should be refactorable with the similar section in
- // SceneObjectPart.UpdatePrimFlags()
- //if (m_rootPart.PhysActor != null)
- //{
- //linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
- //linkPart.Name,
- //linkPart.Shape,
- //new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
- //linkPart.AbsolutePosition.Z),
- //new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
- //new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
- //linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
- //m_rootPart.PhysActor.IsPhysical);
- //m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
- //}
- SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
- m_scene.AddEntity(objectGroup);
- ScheduleGroupForFullUpdate();
- }
- else
- {
- m_log.InfoFormat("[SCENE OBJECT GROUP]: " +
- "DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
- partID, LocalId, UUID);
- }
- }
- private void DetachFromBackup(SceneObjectGroup objectGroup)
- {
- m_scene.EventManager.OnBackup -= objectGroup.ProcessBackup;
- }
- private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation)
- {
- part.SetParent(this);
- part.ParentID = m_rootPart.LocalId;
- part.LinkNum = m_parts.Count;
-
- lock (m_parts)
- {
- m_parts.Add(part.UUID, part);
- }
- Vector3 axiomOldPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
- axiomOldPos = oldGroupRotation*axiomOldPos;
- axiomOldPos += oldGroupPosition;
- LLVector3 oldAbsolutePosition = new LLVector3(axiomOldPos.x, axiomOldPos.y, axiomOldPos.z);
- part.OffsetPosition = oldAbsolutePosition - AbsolutePosition;
- Quaternion axiomRootRotation =
- new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
- m_rootPart.RotationOffset.Z);
- Vector3 axiomPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
- axiomPos = axiomRootRotation.Inverse()*axiomPos;
- part.OffsetPosition = new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z);
- Quaternion axiomPartRotation =
- new Quaternion(part.RotationOffset.W, part.RotationOffset.X, part.RotationOffset.Y,
- part.RotationOffset.Z);
- axiomPartRotation = oldGroupRotation*axiomPartRotation;
- axiomPartRotation = axiomRootRotation.Inverse()*axiomPartRotation;
- part.RotationOffset =
- new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
- }
- /// <summary>
- /// If object is physical, apply force to move it around
- /// If object is not physical, just put it at the resulting location
- /// </summary>
- /// <param name="offset">Always seems to be 0,0,0, so ignoring</param>
- /// <param name="pos">New position. We do the math here to turn it into a force</param>
- /// <param name="remoteClient"></param>
- public void GrabMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
- {
-
- if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
- {
- if (m_rootPart.PhysActor != null)
- {
- if (m_rootPart.PhysActor.IsPhysical)
- {
- LLVector3 llmoveforce = pos - AbsolutePosition;
- PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z);
- grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
- m_rootPart.PhysActor.AddForce(grabforce);
- m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- }
- else
- {
- NonPhysicalGrabMovement(pos);
- }
- }
- else
- {
- NonPhysicalGrabMovement(pos);
- }
- }
- }
- public void NonPhysicalGrabMovement(LLVector3 pos)
- {
- AbsolutePosition = pos;
- m_rootPart.SendTerseUpdateToAllClients();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="client"></param>
- public void GetProperties(IClientAPI client)
- {
- ObjectPropertiesPacket proper = (ObjectPropertiesPacket) PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
- // TODO: don't create new blocks if recycling an old packet
- proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[1];
- proper.ObjectData[0] = new ObjectPropertiesPacket.ObjectDataBlock();
- proper.ObjectData[0].ItemID = LLUUID.Zero;
- proper.ObjectData[0].CreationDate = (ulong) m_rootPart.CreationDate;
- proper.ObjectData[0].CreatorID = m_rootPart.CreatorID;
- proper.ObjectData[0].FolderID = LLUUID.Zero;
- proper.ObjectData[0].FromTaskID = LLUUID.Zero;
- proper.ObjectData[0].GroupID = LLUUID.Zero;
- proper.ObjectData[0].InventorySerial = (short) m_rootPart.InventorySerial;
- proper.ObjectData[0].LastOwnerID = m_rootPart.LastOwnerID;
- proper.ObjectData[0].ObjectID = UUID;
- proper.ObjectData[0].OwnerID = m_rootPart.OwnerID;
- proper.ObjectData[0].TouchName = Helpers.StringToField(m_rootPart.TouchName);
- proper.ObjectData[0].TextureID = new byte[0];
- proper.ObjectData[0].SitName = Helpers.StringToField(m_rootPart.SitName);
- proper.ObjectData[0].Name = Helpers.StringToField(m_rootPart.Name);
- proper.ObjectData[0].Description = Helpers.StringToField(m_rootPart.Description);
- proper.ObjectData[0].OwnerMask = m_rootPart.OwnerMask;
- proper.ObjectData[0].NextOwnerMask = m_rootPart.NextOwnerMask;
- proper.ObjectData[0].GroupMask = m_rootPart.GroupMask;
- proper.ObjectData[0].EveryoneMask = m_rootPart.EveryoneMask;
- proper.ObjectData[0].BaseMask = m_rootPart.BaseMask;
- client.OutPacket(proper, ThrottleOutPacketType.Task);
- }
- /// <summary>
- /// Set the name of a prim
- /// </summary>
- /// <param name="name"></param>
- /// <param name="localID"></param>
- public void SetPartName(string name, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- part.Name = name;
- }
- }
- public void SetPartDescription(string des, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- part.Description = des;
- }
- }
- public void SetPartText(string text, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- part.SetText( text );
- }
- }
- public void SetPartText(string text, LLUUID partID)
- {
- SceneObjectPart part = GetChildPart(partID);
- if (part != null)
- {
- part.SetText( text );
- }
- }
- public string GetPartName(uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- return part.Name;
- }
- return String.Empty;
- }
- public string GetPartDescription(uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- return part.Description;
- }
- return String.Empty;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="type"></param>
- /// <param name="inUse"></param>
- /// <param name="data"></param>
- ///
- public void UpdatePrimFlags(uint localID, ushort type, bool inUse, byte[] data)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- // If we have children
- lock (m_parts)
- {
- if (m_parts.Count > 1)
- {
- foreach (SceneObjectPart parts in m_parts.Values)
- {
- parts.UpdatePrimFlags(type, inUse, data);
- }
- }
- else
- {
- part.UpdatePrimFlags(type, inUse, data);
- }
- }
- }
- }
- public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- part.UpdateExtraParam(type, inUse, data);
- }
- }
- public SceneObjectPart[] GetParts()
- {
- int numParts = Children.Count;
- SceneObjectPart[] partArray = new SceneObjectPart[numParts];
- Children.Values.CopyTo(partArray, 0);
- return partArray;
- }
-
- /// <summary>
- ///
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="textureEntry"></param>
- public void UpdateTextureEntry(uint localID, byte[] textureEntry)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- part.UpdateTextureEntry(textureEntry);
- }
- }
- public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
- {
- SceneObjectPart updatePart = GetChildPart(localID);
- updatePart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
- }
- #endregion
- #region Shape
- /// <summary>
- ///
- /// </summary>
- /// <param name="shapeBlock"></param>
- public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- part.UpdateShape(shapeBlock);
- if (part.PhysActor != null)
- m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
- }
-
- }
- #endregion
- #region Resize
- /// <summary>
- ///
- /// </summary>
- /// <param name="scale"></param>
- /// <param name="localID"></param>
- public void Resize(LLVector3 scale, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- part.Resize(scale);
- if (part.PhysActor != null)
- {
- part.PhysActor.Size =
- new PhysicsVector(scale.X, scale.Y, scale.Z);
- m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
- }
- if (part.UUID != m_rootPart.UUID)
- ScheduleGroupForFullUpdate();
- //if (part.UUID == m_rootPart.UUID)
- //{
- //if (m_rootPart.PhysActor != null)
- //{
- //m_rootPart.PhysActor.Size =
- //new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
- //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- //}
- //}
- }
- }
- #endregion
- #region Position
- /// <summary>
- ///
- /// </summary>
- /// <param name="pos"></param>
- public void UpdateGroupPosition(LLVector3 pos)
- {
- if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
- {
- AbsolutePosition = pos;
- }
- //we need to do a terse update even if the move wasn't allowed
- // so that the position is reset in the client (the object snaps back)
- ScheduleGroupForTerseUpdate();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="pos"></param>
- /// <param name="localID"></param>
- public void UpdateSinglePosition(LLVector3 pos, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- if (part.UUID == m_rootPart.UUID)
- {
- UpdateRootPosition(pos);
- }
- else
- {
- part.UpdateOffSet(pos);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="pos"></param>
- private void UpdateRootPosition(LLVector3 pos)
- {
- LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
- LLVector3 oldPos =
- new LLVector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
- AbsolutePosition.Y + m_rootPart.OffsetPosition.Y,
- AbsolutePosition.Z + m_rootPart.OffsetPosition.Z);
- LLVector3 diff = oldPos - newPos;
- Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z);
- Quaternion partRotation =
- new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
- m_rootPart.RotationOffset.Z);
- axDiff = partRotation.Inverse()*axDiff;
- diff.X = axDiff.x;
- diff.Y = axDiff.y;
- diff.Z = axDiff.z;
- lock (m_parts)
- {
- foreach (SceneObjectPart obPart in m_parts.Values)
- {
- if (obPart.UUID != m_rootPart.UUID)
- {
- obPart.OffsetPosition = obPart.OffsetPosition + diff;
- }
- }
- }
-
- AbsolutePosition = newPos;
- ScheduleGroupForTerseUpdate();
- }
- public void OffsetForNewRegion(LLVector3 offset)
- {
- m_rootPart.GroupPosition = offset;
- }
- #endregion
- #region Rotation
- /// <summary>
- ///
- /// </summary>
- /// <param name="rot"></param>
- public void UpdateGroupRotation(LLQuaternion rot)
- {
- m_rootPart.UpdateRotation(rot);
- if (m_rootPart.PhysActor != null)
- {
- m_rootPart.PhysActor.Orientation =
- new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
- m_rootPart.RotationOffset.Z);
- m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- }
- ScheduleGroupForTerseUpdate();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="pos"></param>
- /// <param name="rot"></param>
- public void UpdateGroupRotation(LLVector3 pos, LLQuaternion rot)
- {
- m_rootPart.UpdateRotation(rot);
- if (m_rootPart.PhysActor != null)
- {
- m_rootPart.PhysActor.Orientation =
- new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
- m_rootPart.RotationOffset.Z);
- m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- }
- AbsolutePosition = pos;
- ScheduleGroupForTerseUpdate();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="rot"></param>
- /// <param name="localID"></param>
- public void UpdateSingleRotation(LLQuaternion rot, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- if (part.UUID == m_rootPart.UUID)
- {
- UpdateRootRotation(rot);
- }
- else
- {
- part.UpdateRotation(rot);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="rot"></param>
- private void UpdateRootRotation(LLQuaternion rot)
- {
- Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z);
- Quaternion oldParentRot =
- new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
- m_rootPart.RotationOffset.Z);
- m_rootPart.UpdateRotation(rot);
- if (m_rootPart.PhysActor != null)
- {
- m_rootPart.PhysActor.Orientation =
- new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
- m_rootPart.RotationOffset.Z);
- m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- }
- lock (m_parts)
- {
- foreach (SceneObjectPart prim in m_parts.Values)
- {
- if (prim.UUID != m_rootPart.UUID)
- {
- Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
- axPos = oldParentRot*axPos;
- axPos = axRot.Inverse()*axPos;
- prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
- Quaternion primsRot =
- new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y,
- prim.RotationOffset.Z);
- Quaternion newRot = oldParentRot*primsRot;
- newRot = axRot.Inverse()*newRot;
- prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
- prim.ScheduleTerseUpdate();
- }
- }
- }
-
- m_rootPart.ScheduleTerseUpdate();
- }
- #endregion
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- private void SetPartAsRoot(SceneObjectPart part)
- {
- m_rootPart = part;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- private void SetPartAsNonRoot(SceneObjectPart part)
- {
- part.ParentID = m_rootPart.LocalId;
- }
- /// <summary>
- ///
- /// </summary>
- /// <returns></returns>
- public List<ScenePresence> GetScenePresences()
- {
- return m_scene.GetScenePresences();
- }
- #region Events
- /// <summary>
- ///
- /// </summary>
- public void TriggerTainted()
- {
- handlerPrimCountTainted = OnPrimCountTainted;
- if (handlerPrimCountTainted != null)
- {
- handlerPrimCountTainted();
- }
- }
- /// <summary>
- /// Processes backup
- /// </summary>
- /// <param name="datastore"></param>
- public void ProcessBackup(IRegionDataStore datastore)
- {
- if (HasGroupChanged)
- {
- datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
- HasGroupChanged = false;
- }
-
- ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
- }
- #endregion
- #region Client Updating
- public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientFlags)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- SendPartFullUpdate(remoteClient, part, clientFlags);
- }
- }
- }
- /// <summary>
- /// Send a full update to the client for the given part
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="part"></param>
- internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
- {
- if (m_rootPart.UUID == part.UUID)
- {
- part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
- }
- else
- {
- part.SendFullUpdateToClient(remoteClient, clientFlags);
- }
- }
- /// <summary>
- /// Send a terse update to the client for the given part
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="part"></param>
- internal void SendPartTerseUpdate(IClientAPI remoteClient, SceneObjectPart part)
- {
- if (m_rootPart.UUID == part.UUID)
- {
- part.SendTerseUpdateToClient(remoteClient, AbsolutePosition);
- }
- else
- {
- part.SendTerseUpdateToClient(remoteClient);
- }
- }
- #endregion
- public override void UpdateMovement()
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.UpdateMovement();
- }
- }
- }
-
- public float GetTimeDilation()
- {
- return m_scene.TimeDilation;
- }
-
- /// <summary>
- /// Added as a way for the storage provider to reset the scene,
- /// most likely a better way to do this sort of thing but for now...
- /// </summary>
- /// <param name="scene"></param>
- public void SetScene(Scene scene)
- {
- m_scene = scene;
- AttachToBackup();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- public void AddPart(SceneObjectPart part)
- {
- lock (m_parts)
- {
- part.SetParent(this);
- part.LinkNum = m_parts.Count;
-
- try
- {
- m_parts.Add(part.UUID, part);
- }
- catch (Exception e)
- {
- m_log.Error("Failed to add scened object part", e);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- public void UpdateParentIDs()
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.UUID != m_rootPart.UUID)
- {
- part.ParentID = m_rootPart.LocalId;
- }
- }
- }
- }
- public void RegenerateFullIDs()
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.UUID = LLUUID.Random();
- }
- }
- }
- public void ResetChildPrimPhysicsPositions()
- {
- AbsolutePosition = AbsolutePosition;
- HasGroupChanged = false;
- }
- public LLUUID GetPartsFullID(uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- return part.UUID;
- }
- return null;
- }
- public void ObjectGrabHandler(uint localId, LLVector3 offsetPos, IClientAPI remoteClient)
- {
- if (m_rootPart.LocalId == localId)
- {
- OnGrabGroup(offsetPos, remoteClient);
- }
- else
- {
- SceneObjectPart part = GetChildPart(localId);
- OnGrabPart(part, offsetPos, remoteClient);
- }
- }
- public virtual void OnGrabPart(SceneObjectPart part, LLVector3 offsetPos, IClientAPI remoteClient)
- {
- part.OnGrab(offsetPos, remoteClient);
- }
- public virtual void OnGrabGroup(LLVector3 offsetPos, IClientAPI remoteClient)
- {
- m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId);
- }
- /// <summary>
- /// Completely delete this group and tell all the scene presences about that deletion.
- /// </summary>
- public void DeleteGroup()
- {
- DetachFromBackup(this);
-
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- List<ScenePresence> avatars = GetScenePresences();
- for (int i = 0; i < avatars.Count; i++)
- {
- if (avatars[i].ParentID == LocalId)
- {
- avatars[i].StandUp();
- }
- avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
- }
- }
- }
- }
- /// <summary>
- /// Delete all the parts in this group.
- /// </summary>
- public void DeleteParts()
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.StopScripts();
- }
-
- m_rootPart = null;
- m_parts.Clear();
- }
- }
- public void AddScriptLPS(int count)
- {
- InnerScene d = m_scene.m_innerScene;
- d.AddToScriptLPS(count);
- }
- public void AddActiveScriptCount(int count)
- {
- InnerScene d = m_scene.m_innerScene;
- d.AddActiveScripts(count);
- }
- public override void SetText(string text, Vector3 color, double alpha)
- {
- Color = Color.FromArgb(0xff - (int) (alpha*0xff),
- (int) (color.x*0xff),
- (int) (color.y*0xff),
- (int) (color.z*0xff));
- Text = text;
- m_rootPart.ScheduleFullUpdate();
- }
- public void ApplyPhysics(bool m_physicalPrim)
- {
- lock (m_parts)
- {
- if (m_parts.Count > 1)
- {
- m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.LocalId != m_rootPart.LocalId)
- {
- part.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
- }
- // Hack to get the physics scene geometries in the right spot
- ResetChildPrimPhysicsPositions();
- }
- }
- else
- {
- m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
- }
- }
- }
- public void SetOwnerId(LLUUID userId)
- {
- ForEachPart(delegate(SceneObjectPart part)
- { part.OwnerID = userId; });
- }
- public void ForEachPart(Action<SceneObjectPart> whatToDo)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- whatToDo(part);
- }
- }
- }
-
- }
- }
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