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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.Drawing;
- using System.IO;
- using System.Threading;
- using System.Xml;
- using System.Xml.Serialization;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Physics.Manager;
- using OpenSim.Region.Framework.Scenes.Serialization;
- namespace OpenSim.Region.Framework.Scenes
- {
- [Flags]
- public enum scriptEvents
- {
- None = 0,
- attach = 1,
- collision = 16,
- collision_end = 32,
- collision_start = 64,
- control = 128,
- dataserver = 256,
- email = 512,
- http_response = 1024,
- land_collision = 2048,
- land_collision_end = 4096,
- land_collision_start = 8192,
- at_target = 16384,
- listen = 32768,
- money = 65536,
- moving_end = 131072,
- moving_start = 262144,
- not_at_rot_target = 524288,
- not_at_target = 1048576,
- remote_data = 8388608,
- run_time_permissions = 268435456,
- state_entry = 1073741824,
- state_exit = 2,
- timer = 4,
- touch = 8,
- touch_end = 536870912,
- touch_start = 2097152,
- object_rez = 4194304
- }
- struct scriptPosTarget
- {
- public Vector3 targetPos;
- public float tolerance;
- public uint handle;
- }
- public delegate void PrimCountTaintedDelegate();
- /// <summary>
- /// A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts
- /// (often known as prims), one of which is considered the root part.
- /// </summary>
- public partial class SceneObjectGroup : EntityBase, ISceneObject
- {
- // 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>
- private bool m_hasGroupChanged = false;
- private long timeFirstChanged;
- private long timeLastChanged;
- public bool HasGroupChanged
- {
- set
- {
- if (value)
- {
- timeLastChanged = DateTime.Now.Ticks;
- if (!m_hasGroupChanged)
- timeFirstChanged = DateTime.Now.Ticks;
- }
- m_hasGroupChanged = value;
- }
- get { return m_hasGroupChanged; }
- }
- private bool isTimeToPersist()
- {
- if (IsSelected || IsDeleted || IsAttachment)
- return false;
- if (!m_hasGroupChanged)
- return false;
- if (m_scene.ShuttingDown)
- return true;
- long currentTime = DateTime.Now.Ticks;
- if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter)
- return true;
- return false;
- }
-
- /// <value>
- /// Is this scene object acting as an attachment?
- ///
- /// We return false if the group has already been deleted.
- ///
- /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I
- /// presume either all or no parts in a linkset can be part of an attachment (in which
- /// case the value would get proprogated down into all the descendent parts).
- /// </value>
- public bool IsAttachment
- {
- get
- {
- if (!IsDeleted)
- return m_rootPart.IsAttachment;
-
- return false;
- }
- }
- public float scriptScore = 0f;
- private Vector3 lastPhysGroupPos;
- private Quaternion lastPhysGroupRot;
- private bool m_isBackedUp = false;
- /// <summary>
- /// The constituent parts of this group
- /// </summary>
- protected Dictionary<UUID, SceneObjectPart> m_parts = new Dictionary<UUID, SceneObjectPart>();
- protected ulong m_regionHandle;
- protected SceneObjectPart m_rootPart;
- // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
- private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>();
- private bool m_scriptListens_atTarget = false;
- private bool m_scriptListens_notAtTarget = false;
- internal Dictionary<UUID, string> m_savedScriptState = null;
- #region Properties
- /// <summary>
- /// The name of an object grouping is always the same as its root part
- /// </summary>
- public override string Name
- {
- get {
- if (RootPart == null)
- return "";
- return RootPart.Name;
- }
- set { RootPart.Name = 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;
- /// <summary>
- /// Number of prims in this group
- /// </summary>
- public int PrimCount
- {
- get { return m_parts.Count; }
- }
- public Quaternion GroupRotation
- {
- get { return m_rootPart.RotationOffset; }
- }
- public UUID GroupID
- {
- get { return m_rootPart.GroupID; }
- set { m_rootPart.GroupID = value; }
- }
- public Dictionary<UUID, SceneObjectPart> Children
- {
- get { return m_parts; }
- set { m_parts = value; }
- }
- /// <value>
- /// The root part of this scene object
- /// </value>
- public SceneObjectPart RootPart
- {
- get { return m_rootPart; }
- }
- 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;
- }
- }
- }
- }
- /// <summary>
- /// The absolute position of this scene object in the scene
- /// </summary>
- public override Vector3 AbsolutePosition
- {
- get
- {
- if (m_rootPart == null)
- {
- throw new NullReferenceException(
- string.Format("[SCENE OBJECT GROUP]: Object {0} has no root part.", m_uuid));
- }
- return m_rootPart.GroupPosition;
- }
- set
- {
- Vector3 val = value;
-
- if ((val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f) && !IsAttachment)
- {
- m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
- }
- 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("[SCENE OBJECT GROUP]: Unable to find the rootpart for a LocalId Request!");
- return 0;
- }
- return m_rootPart.LocalId;
- }
- set { m_rootPart.LocalId = value; }
- }
- public override UUID UUID
- {
- get {
- if (m_rootPart == null)
- {
- m_log.Error("Got a null rootpart while requesting UUID. Called from: ", new Exception());
- return UUID.Zero;
- }
- else return m_rootPart.UUID;
- }
- set { m_rootPart.UUID = value; }
- }
- public UUID OwnerID
- {
- get
- {
- if (m_rootPart == null)
- return UUID.Zero;
- return m_rootPart.OwnerID;
- }
- set { m_rootPart.OwnerID = value; }
- }
- public float Damage
- {
- get { return m_rootPart.Damage; }
- set { m_rootPart.Damage = value; }
- }
- public Color Color
- {
- get { return m_rootPart.Color; }
- set { m_rootPart.Color = value; }
- }
- public string Text
- {
- get {
- string returnstr = m_rootPart.Text;
- if (returnstr.Length > 255)
- {
- returnstr = returnstr.Substring(0, 255);
- }
- return returnstr;
- }
- set { m_rootPart.Text = value; }
- }
- 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 != null && 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 UUID RegionUUID
- {
- get
- {
- if (m_scene != null)
- {
- return m_scene.RegionInfo.RegionID;
- }
- return UUID.Zero;
- }
- }
- #endregion
- #region Constructors
- /// <summary>
- /// Constructor
- /// </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(SceneObjectPart part)
- {
- SetRootPart(part);
- }
- /// <summary>
- /// Constructor. This object is added to the scene later via AttachToScene()
- /// </summary>
- public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
- {
- Vector3 rootOffset = new Vector3(0, 0, 0);
- SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, rootOffset));
- }
- /// <summary>
- /// Constructor.
- /// </summary>
- public SceneObjectGroup(UUID ownerID, Vector3 pos, PrimitiveBaseShape shape)
- : this(ownerID, pos, Quaternion.Identity, shape)
- {
- }
- public void LoadScriptState(XmlDocument doc)
- {
- XmlNodeList nodes = doc.GetElementsByTagName("SavedScriptState");
- if (nodes.Count > 0)
- {
- m_savedScriptState = new Dictionary<UUID, string>();
- foreach (XmlNode node in nodes)
- {
- if (node.Attributes["UUID"] != null)
- {
- UUID itemid = new UUID(node.Attributes["UUID"].Value);
- m_savedScriptState.Add(itemid, node.InnerXml);
- }
- }
- }
- }
- public void SetFromAssetID(UUID AssetId)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.FromAssetID = AssetId;
- }
- }
- }
- public UUID GetFromAssetID()
- {
- if (m_rootPart != null)
- {
- return m_rootPart.FromAssetID;
- }
- return UUID.Zero;
- }
- /// <summary>
- /// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
- /// </summary>
- public virtual void AttachToBackup()
- {
- if (InSceneBackup)
- {
- //m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID);
- if (!m_isBackedUp)
- m_scene.EventManager.OnBackup += ProcessBackup;
-
- m_isBackedUp = true;
- }
- }
-
- /// <summary>
- /// Attach this object to a scene. It will also now appear to agents.
- /// </summary>
- /// <param name="scene"></param>
- public void AttachToScene(Scene scene)
- {
- m_scene = scene;
- RegionHandle = m_scene.RegionInfo.RegionHandle;
- if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0)
- m_rootPart.ParentID = 0;
- if (m_rootPart.LocalId==0)
- m_rootPart.LocalId = m_scene.AllocateLocalId();
- // No need to lock here since the object isn't yet in a scene
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (Object.ReferenceEquals(part, m_rootPart))
- {
- continue;
- }
- if (part.LocalId == 0)
- {
- part.LocalId = m_scene.AllocateLocalId();
- }
- part.ParentID = m_rootPart.LocalId;
- //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
- }
-
- ApplyPhysics(m_scene.m_physicalPrim);
-
- ScheduleGroupForFullUpdate();
- }
- public Vector3 GroupScale()
- {
- Vector3 minScale = new Vector3(Constants.RegionSize,Constants.RegionSize,Constants.RegionSize);
- Vector3 maxScale = new Vector3(0f,0f,0f);
- Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- Vector3 partscale = part.Scale;
- Vector3 partoffset = part.OffsetPosition;
- minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
- minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
- minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
- maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
- maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
- maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
- }
- }
- finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
- finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
- finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
- return finalScale;
- }
- public EntityIntersection TestIntersection(Ray hRay, bool frontFacesOnly, bool faceCenters)
- {
- // 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 result = 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 = GroupRotation;
- // Telling the prim to raytrace.
- //EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
- EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation,frontFacesOnly, faceCenters);
- // 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 = Constants.RegionSize;
- if (inter.HitTF)
- {
- // We need to find the closest prim to return to the testcaller along the ray
- if (inter.distance < idist)
- {
- result.HitTF = true;
- result.ipoint = inter.ipoint;
- result.obj = part;
- result.normal = inter.normal;
- result.distance = inter.distance;
- }
- }
- }
- }
- return result;
- }
- /// <summary>
- /// Gets a vector representing the size of the bounding box containing all the prims in the group
- /// Treats all prims as rectangular, so no shape (cut etc) is taken into account
- /// offsetHeight is the offset in the Z axis from the centre of the bounding box to the centre of the root prim
- /// </summary>
- /// <returns></returns>
- public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
- {
- float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f;
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- Vector3 worldPos = part.GetWorldPosition();
- Vector3 offset = worldPos - AbsolutePosition;
- Quaternion worldRot;
- if (part.ParentID == 0)
- {
- worldRot = part.RotationOffset;
- }
- else
- {
- worldRot = part.GetWorldRotation();
- }
- Vector3 frontTopLeft;
- Vector3 frontTopRight;
- Vector3 frontBottomLeft;
- Vector3 frontBottomRight;
- Vector3 backTopLeft;
- Vector3 backTopRight;
- Vector3 backBottomLeft;
- Vector3 backBottomRight;
- // Vector3[] corners = new Vector3[8];
- Vector3 orig = Vector3.Zero;
- frontTopLeft.X = orig.X - (part.Scale.X / 2);
- frontTopLeft.Y = orig.Y - (part.Scale.Y / 2);
- frontTopLeft.Z = orig.Z + (part.Scale.Z / 2);
- frontTopRight.X = orig.X - (part.Scale.X / 2);
- frontTopRight.Y = orig.Y + (part.Scale.Y / 2);
- frontTopRight.Z = orig.Z + (part.Scale.Z / 2);
- frontBottomLeft.X = orig.X - (part.Scale.X / 2);
- frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
- frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
- frontBottomRight.X = orig.X - (part.Scale.X / 2);
- frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
- frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
- backTopLeft.X = orig.X + (part.Scale.X / 2);
- backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
- backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
- backTopRight.X = orig.X + (part.Scale.X / 2);
- backTopRight.Y = orig.Y + (part.Scale.Y / 2);
- backTopRight.Z = orig.Z + (part.Scale.Z / 2);
- backBottomLeft.X = orig.X + (part.Scale.X / 2);
- backBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
- backBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
- backBottomRight.X = orig.X + (part.Scale.X / 2);
- backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
- backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
- //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
- //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
- //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
- //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
- //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
- //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
- //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
- //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
- //for (int i = 0; i < 8; i++)
- //{
- // corners[i] = corners[i] * worldRot;
- // corners[i] += offset;
- // if (corners[i].X > maxX)
- // maxX = corners[i].X;
- // if (corners[i].X < minX)
- // minX = corners[i].X;
- // if (corners[i].Y > maxY)
- // maxY = corners[i].Y;
- // if (corners[i].Y < minY)
- // minY = corners[i].Y;
- // if (corners[i].Z > maxZ)
- // maxZ = corners[i].Y;
- // if (corners[i].Z < minZ)
- // minZ = corners[i].Z;
- //}
- frontTopLeft = frontTopLeft * worldRot;
- frontTopRight = frontTopRight * worldRot;
- frontBottomLeft = frontBottomLeft * worldRot;
- frontBottomRight = frontBottomRight * worldRot;
- backBottomLeft = backBottomLeft * worldRot;
- backBottomRight = backBottomRight * worldRot;
- backTopLeft = backTopLeft * worldRot;
- backTopRight = backTopRight * worldRot;
- frontTopLeft += offset;
- frontTopRight += offset;
- frontBottomLeft += offset;
- frontBottomRight += offset;
- backBottomLeft += offset;
- backBottomRight += offset;
- backTopLeft += offset;
- backTopRight += offset;
- //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
- //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
- //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
- //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
- //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
- //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
- //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
- //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
- if (frontTopRight.X > maxX)
- maxX = frontTopRight.X;
- if (frontTopLeft.X > maxX)
- maxX = frontTopLeft.X;
- if (frontBottomRight.X > maxX)
- maxX = frontBottomRight.X;
- if (frontBottomLeft.X > maxX)
- maxX = frontBottomLeft.X;
- if (backTopRight.X > maxX)
- maxX = backTopRight.X;
- if (backTopLeft.X > maxX)
- maxX = backTopLeft.X;
- if (backBottomRight.X > maxX)
- maxX = backBottomRight.X;
- if (backBottomLeft.X > maxX)
- maxX = backBottomLeft.X;
- if (frontTopRight.X < minX)
- minX = frontTopRight.X;
- if (frontTopLeft.X < minX)
- minX = frontTopLeft.X;
- if (frontBottomRight.X < minX)
- minX = frontBottomRight.X;
- if (frontBottomLeft.X < minX)
- minX = frontBottomLeft.X;
- if (backTopRight.X < minX)
- minX = backTopRight.X;
- if (backTopLeft.X < minX)
- minX = backTopLeft.X;
- if (backBottomRight.X < minX)
- minX = backBottomRight.X;
- if (backBottomLeft.X < minX)
- minX = backBottomLeft.X;
- //
- if (frontTopRight.Y > maxY)
- maxY = frontTopRight.Y;
- if (frontTopLeft.Y > maxY)
- maxY = frontTopLeft.Y;
- if (frontBottomRight.Y > maxY)
- maxY = frontBottomRight.Y;
- if (frontBottomLeft.Y > maxY)
- maxY = frontBottomLeft.Y;
- if (backTopRight.Y > maxY)
- maxY = backTopRight.Y;
- if (backTopLeft.Y > maxY)
- maxY = backTopLeft.Y;
- if (backBottomRight.Y > maxY)
- maxY = backBottomRight.Y;
- if (backBottomLeft.Y > maxY)
- maxY = backBottomLeft.Y;
- if (frontTopRight.Y < minY)
- minY = frontTopRight.Y;
- if (frontTopLeft.Y < minY)
- minY = frontTopLeft.Y;
- if (frontBottomRight.Y < minY)
- minY = frontBottomRight.Y;
- if (frontBottomLeft.Y < minY)
- minY = frontBottomLeft.Y;
- if (backTopRight.Y < minY)
- minY = backTopRight.Y;
- if (backTopLeft.Y < minY)
- minY = backTopLeft.Y;
- if (backBottomRight.Y < minY)
- minY = backBottomRight.Y;
- if (backBottomLeft.Y < minY)
- minY = backBottomLeft.Y;
- //
- if (frontTopRight.Z > maxZ)
- maxZ = frontTopRight.Z;
- if (frontTopLeft.Z > maxZ)
- maxZ = frontTopLeft.Z;
- if (frontBottomRight.Z > maxZ)
- maxZ = frontBottomRight.Z;
- if (frontBottomLeft.Z > maxZ)
- maxZ = frontBottomLeft.Z;
- if (backTopRight.Z > maxZ)
- maxZ = backTopRight.Z;
- if (backTopLeft.Z > maxZ)
- maxZ = backTopLeft.Z;
- if (backBottomRight.Z > maxZ)
- maxZ = backBottomRight.Z;
- if (backBottomLeft.Z > maxZ)
- maxZ = backBottomLeft.Z;
- if (frontTopRight.Z < minZ)
- minZ = frontTopRight.Z;
- if (frontTopLeft.Z < minZ)
- minZ = frontTopLeft.Z;
- if (frontBottomRight.Z < minZ)
- minZ = frontBottomRight.Z;
- if (frontBottomLeft.Z < minZ)
- minZ = frontBottomLeft.Z;
- if (backTopRight.Z < minZ)
- minZ = backTopRight.Z;
- if (backTopLeft.Z < minZ)
- minZ = backTopLeft.Z;
- if (backBottomRight.Z < minZ)
- minZ = backBottomRight.Z;
- if (backBottomLeft.Z < minZ)
- minZ = backBottomLeft.Z;
- }
- }
- Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
- offsetHeight = 0;
- float lower = (minZ * -1);
- if (lower > maxZ)
- {
- offsetHeight = lower - (boundingBox.Z / 2);
- }
- else if (maxZ > lower)
- {
- offsetHeight = maxZ - (boundingBox.Z / 2);
- offsetHeight *= -1;
- }
- // m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
- return boundingBox;
- }
- #endregion
- public void SaveScriptedState(XmlTextWriter writer)
- {
- XmlDocument doc = new XmlDocument();
- Dictionary<UUID,string> states = new Dictionary<UUID,string>();
- // Capture script state while holding the lock
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates();
- foreach (UUID itemid in pstates.Keys)
- {
- states.Add(itemid, pstates[itemid]);
- }
- }
- }
- if (states.Count > 0)
- {
- // Now generate the necessary XML wrappings
- writer.WriteStartElement(String.Empty, "GroupScriptStates", String.Empty);
- foreach (UUID itemid in states.Keys)
- {
- doc.LoadXml(states[itemid]);
- writer.WriteStartElement(String.Empty, "SavedScriptState", String.Empty);
- writer.WriteAttributeString(String.Empty, "UUID", String.Empty, itemid.ToString());
- writer.WriteRaw(doc.DocumentElement.OuterXml); // Writes ScriptState element
- writer.WriteEndElement(); // End of SavedScriptState
- }
- writer.WriteEndElement(); // End of GroupScriptStates
- }
- }
- /// <summary>
- /// Attach this scene object to the given avatar.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="attachmentpoint"></param>
- /// <param name="AttachOffset"></param>
- public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
- {
- ScenePresence avatar = m_scene.GetScenePresence(agentID);
- if (avatar != null)
- {
- // don't attach attachments to child agents
- if (avatar.IsChildAgent) return;
- DetachFromBackup();
- // Remove from database and parcel prim count
- //
- m_scene.DeleteFromStorage(UUID);
- m_scene.EventManager.TriggerParcelPrimCountTainted();
- m_rootPart.AttachedAvatar = agentID;
- //Anakin Lohner bug #3839
- foreach (SceneObjectPart p in m_parts.Values)
- {
- p.AttachedAvatar = agentID;
- }
- if (m_rootPart.PhysActor != null)
- {
- m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
- m_rootPart.PhysActor = null;
- }
- AbsolutePosition = AttachOffset;
- m_rootPart.AttachedPos = AttachOffset;
- m_rootPart.IsAttachment = true;
- m_rootPart.SetParentLocalId(avatar.LocalId);
- SetAttachmentPoint(Convert.ToByte(attachmentpoint));
- avatar.AddAttachment(this);
- 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 (IsSelected)
- {
- m_scene.SendKillObject(m_rootPart.LocalId);
- }
- IsSelected = false; // fudge....
- ScheduleGroupForFullUpdate();
- }
- }
- }
- public byte GetAttachmentPoint()
- {
- if (m_rootPart != null)
- {
- return m_rootPart.Shape.State;
- }
- return (byte)0;
- }
- public void ClearPartAttachmentData()
- {
- SetAttachmentPoint((Byte)0);
- }
- public void DetachToGround()
- {
- ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar);
- if (avatar == null)
- return;
- avatar.RemoveAttachment(this);
- Vector3 detachedpos = new Vector3(127f,127f,127f);
- if (avatar == null)
- return;
- detachedpos = avatar.AbsolutePosition;
- AbsolutePosition = detachedpos;
- m_rootPart.AttachedAvatar = UUID.Zero;
- //Anakin Lohner bug #3839
- foreach (SceneObjectPart p in m_parts.Values)
- {
- p.AttachedAvatar = UUID.Zero;
- }
- m_rootPart.SetParentLocalId(0);
- SetAttachmentPoint((byte)0);
- m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
- HasGroupChanged = true;
- RootPart.Rezzed = DateTime.Now;
- RootPart.RemFlag(PrimFlags.TemporaryOnRez);
- AttachToBackup();
- m_scene.EventManager.TriggerParcelPrimCountTainted();
- m_rootPart.ScheduleFullUpdate();
- m_rootPart.ClearUndoState();
- }
- public void DetachToInventoryPrep()
- {
- ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar);
- //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
- if (avatar != null)
- {
- //detachedpos = avatar.AbsolutePosition;
- avatar.RemoveAttachment(this);
- }
- m_rootPart.AttachedAvatar = UUID.Zero;
- //Anakin Lohner bug #3839
- foreach (SceneObjectPart p in m_parts.Values)
- {
- p.AttachedAvatar = UUID.Zero;
- }
- m_rootPart.SetParentLocalId(0);
- //m_rootPart.SetAttachmentPoint((byte)0);
- m_rootPart.IsAttachment = false;
- AbsolutePosition = m_rootPart.AttachedPos;
- //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
- //AttachToBackup();
- //m_rootPart.ScheduleFullUpdate();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- private void SetPartAsNonRoot(SceneObjectPart part)
- {
- part.ParentID = m_rootPart.LocalId;
- part.ClearUndoState();
- }
- 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;
- }
-
- /// <summary>
- /// Set a part to act as the root part for this scene object
- /// </summary>
- /// <param name="part"></param>
- public void SetRootPart(SceneObjectPart part)
- {
- part.SetParent(this);
- m_rootPart = part;
- if (!IsAttachment)
- part.ParentID = 0;
- part.LinkNum = 0;
-
- // No locking required since the SOG should not be in the scene yet - one can't change root parts after
- // the scene object has been attached to the scene
- m_parts.Add(m_rootPart.UUID, m_rootPart);
- }
- /// <summary>
- /// Add a new part to this scene object. The part must already be correctly configured.
- /// </summary>
- /// <param name="part"></param>
- public void AddPart(SceneObjectPart part)
- {
- lock (m_parts)
- {
- part.SetParent(this);
- m_parts.Add(part.UUID, part);
- part.LinkNum = m_parts.Count;
- if (part.LinkNum == 2 && RootPart != null)
- RootPart.LinkNum = 1;
- }
- }
- /// <summary>
- /// Make sure that every non root part has the proper parent root part local id
- /// </summary>
- private 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 = UUID.Random();
- }
- }
- }
- // helper provided for parts.
- public int GetSceneMaxUndo()
- {
- if (m_scene != null)
- return m_scene.MaxUndoCount;
- return 5;
- }
- // justincc: I don't believe this hack is needed any longer, especially since the physics
- // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
- // this method was preventing proper reload of scene objects.
-
- // dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
- // at region startup
-
- // teravus: After this was removed from the linking algorithm, Linked prims no longer collided
- // properly when non-physical if they havn't been moved. This breaks ALL builds.
- // see: http://opensimulator.org/mantis/view.php?id=3108
-
- // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
- // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
- // unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute
- // Position has been set!
-
- public void ResetChildPrimPhysicsPositions()
- {
- AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works?
- // teravus: AbsolutePosition is NOT a normal property!
- // the code in the getter of AbsolutePosition is significantly different then the code in the setter!
-
- }
- public UUID GetPartsFullID(uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- return part.UUID;
- }
- return UUID.Zero;
- }
- public void ObjectGrabHandler(uint localId, Vector3 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, Vector3 offsetPos, IClientAPI remoteClient)
- {
- part.StoreUndoState();
- part.OnGrab(offsetPos, remoteClient);
- }
- public virtual void OnGrabGroup(Vector3 offsetPos, IClientAPI remoteClient)
- {
- m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId);
- }
- /// <summary>
- /// Delete this group from its scene and tell all the scene presences about that deletion.
- /// </summary>
- /// <param name="silent">Broadcast deletions to all clients.</param>
- public void DeleteGroup(bool silent)
- {
- // We need to keep track of this state in case this group is still queued for backup.
- m_isDeleted = true;
- DetachFromBackup();
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- // part.Inventory.RemoveScriptInstances();
- List<ScenePresence> avatars = Scene.GetScenePresences();
- for (int i = 0; i < avatars.Count; i++)
- {
- if (avatars[i].ParentID == LocalId)
- {
- avatars[i].StandUp();
- }
- if (!silent)
- {
- if (m_rootPart != null && part == m_rootPart)
- avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
- }
- }
- }
- }
- }
- public void AddScriptLPS(int count)
- {
- if (scriptScore + count >= float.MaxValue - count)
- scriptScore = 0;
- scriptScore += (float)count;
- SceneGraph d = m_scene.SceneGraph;
- d.AddToScriptLPS(count);
- }
- public void AddActiveScriptCount(int count)
- {
- SceneGraph d = m_scene.SceneGraph;
- d.AddActiveScripts(count);
- }
- public void aggregateScriptEvents()
- {
- uint objectflagupdate=(uint)RootPart.GetEffectiveObjectFlags();
- scriptEvents aggregateScriptEvents=0;
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part == null)
- continue;
- if (part != RootPart)
- part.ObjectFlags = objectflagupdate;
- aggregateScriptEvents |= part.AggregateScriptEvents;
- }
- }
- m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
- m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
- if (!m_scriptListens_atTarget && !m_scriptListens_notAtTarget)
- {
- lock (m_targets)
- m_targets.Clear();
- }
- ScheduleGroupForFullUpdate();
- }
- 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;
- HasGroupChanged = true;
- m_rootPart.ScheduleFullUpdate();
- }
- /// <summary>
- /// Apply physics to this group
- /// </summary>
- /// <param name="m_physicalPrim"></param>
- public void ApplyPhysics(bool m_physicalPrim)
- {
- lock (m_parts)
- {
- if (m_parts.Count > 1)
- {
- m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.LocalId != m_rootPart.LocalId)
- {
- part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
- }
- }
-
- // Hack to get the physics scene geometries in the right spot
- ResetChildPrimPhysicsPositions();
- }
- else
- {
- m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
- }
- }
- }
- public void SetOwnerId(UUID 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);
- }
- }
- }
- #region Events
- /// <summary>
- /// Processes backup.
- /// </summary>
- /// <param name="datastore"></param>
- public virtual void ProcessBackup(IRegionDataStore datastore, bool forcedBackup)
- {
- if (!m_isBackedUp)
- return;
- // Since this is the top of the section of call stack for backing up a particular scene object, don't let
- // any exception propogate upwards.
- if (IsDeleted || UUID == UUID.Zero)
- return;
- try
- {
- if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart
- {
- ILandObject parcel = m_scene.LandChannel.GetLandObject(
- m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
- if (parcel != null && parcel.landData != null &&
- parcel.landData.OtherCleanTime != 0)
- {
- if (parcel.landData.OwnerID != OwnerID &&
- (parcel.landData.GroupID != GroupID ||
- parcel.landData.GroupID == UUID.Zero))
- {
- if ((DateTime.Now - RootPart.Rezzed).TotalMinutes >
- parcel.landData.OtherCleanTime)
- {
- DetachFromBackup();
- m_log.InfoFormat("[SCENE]: Returning object {0} due to parcel auto return", RootPart.UUID.ToString());
- m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return");
- m_scene.DeRezObject(null, RootPart.LocalId,
- RootPart.GroupID, DeRezAction.Return, UUID.Zero);
- return;
- }
- }
- }
- }
- if (HasGroupChanged)
- {
- // don't backup while it's selected or you're asking for changes mid stream.
- if ((isTimeToPersist()) || (forcedBackup))
- {
- m_log.DebugFormat(
- "[SCENE]: Storing {0}, {1} in {2}",
- Name, UUID, m_scene.RegionInfo.RegionName);
- SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false);
- backup_group.RootPart.Velocity = RootPart.Velocity;
- backup_group.RootPart.Acceleration = RootPart.Acceleration;
- backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity;
- backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
- HasGroupChanged = false;
- datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
- backup_group.ForEachPart(delegate(SceneObjectPart part)
- {
- part.Inventory.ProcessInventoryBackup(datastore);
- });
- backup_group = null;
- }
- // else
- // {
- // m_log.DebugFormat(
- // "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}",
- // Name, UUID, IsSelected);
- // }
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}\n\t{4}",
- Name, UUID, m_scene.RegionInfo.RegionName, e, e.StackTrace);
- }
- }
- #endregion
- #region Client Updating
- public void SendFullUpdateToClient(IClientAPI remoteClient)
- {
- SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part != RootPart)
- SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
- }
- }
- }
- /// <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 != null && m_rootPart.UUID == part.UUID)
- {
- if (IsAttachment)
- {
- part.SendFullUpdateToClient(remoteClient, m_rootPart.AttachedPos, clientFlags);
- }
- else
- {
- part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
- }
- }
- else
- {
- part.SendFullUpdateToClient(remoteClient, clientFlags);
- }
- }
- #endregion
- #region Copying
- /// <summary>
- /// Duplicates this object, including operations such as physics set up and attaching to the backup event.
- /// </summary>
- /// <returns></returns>
- public SceneObjectGroup Copy(UUID cAgentID, UUID cGroupID, bool userExposed)
- {
- SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
- dupe.m_isBackedUp = false;
- dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
- dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
- dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
- dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
- if (userExposed)
- dupe.m_rootPart.TrimPermissions();
- /// may need to create a new Physics actor.
- if (dupe.RootPart.PhysActor != null && userExposed)
- {
- 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),
- dupe.RootPart.RotationOffset,
- 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
- if (userExposed)
- {
- SetRootPartOwner(m_rootPart, cAgentID, cGroupID);
- m_rootPart.ScheduleFullUpdate();
- }
-
- List<SceneObjectPart> partList;
- lock (m_parts)
- {
- partList = new List<SceneObjectPart>(m_parts.Values);
- }
-
- partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
- {
- return p1.LinkNum.CompareTo(p2.LinkNum);
- }
- );
- foreach (SceneObjectPart part in partList)
- {
- if (part.UUID != m_rootPart.UUID)
- {
- SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
- newPart.LinkNum = part.LinkNum;
- if (userExposed)
- {
- SetPartOwner(newPart, cAgentID, cGroupID);
- newPart.ScheduleFullUpdate();
- }
- }
- }
- if (userExposed)
- {
- dupe.UpdateParentIDs();
- dupe.HasGroupChanged = true;
- dupe.AttachToBackup();
- ScheduleGroupForFullUpdate();
- }
- return dupe;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- /// <param name="cAgentID"></param>
- /// <param name="cGroupID"></param>
- public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
- {
- SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed));
- }
- public void ScriptSetPhysicsStatus(bool UsePhysics)
- {
- bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0);
- bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);
- bool IsVolumeDetect = RootPart.VolumeDetectActive;
- UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
- }
- public void ScriptSetTemporaryStatus(bool TemporaryStatus)
- {
- bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
- bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);
- bool IsVolumeDetect = RootPart.VolumeDetectActive;
- UpdatePrimFlags(RootPart.LocalId, UsePhysics, TemporaryStatus, IsPhantom, IsVolumeDetect);
- }
- public void ScriptSetPhantomStatus(bool PhantomStatus)
- {
- bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
- bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0);
- bool IsVolumeDetect = RootPart.VolumeDetectActive;
- UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, PhantomStatus, IsVolumeDetect);
- }
- public void ScriptSetVolumeDetect(bool VDStatus)
- {
- bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
- bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0);
- bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);
- UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, VDStatus);
- /*
- ScriptSetPhantomStatus(false); // What ever it was before, now it's not phantom anymore
- if (PhysActor != null) // Should always be the case now
- {
- PhysActor.SetVolumeDetect(param);
- }
- if (param != 0)
- AddFlag(PrimFlags.Phantom);
- ScheduleFullUpdate();
- */
- }
- 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 (IsAttachment)
- {
- ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
- if (avatar != null)
- {
- avatar.PushForce(impulse);
- }
- }
- else
- {
- if (rootpart.PhysActor != null)
- {
- rootpart.PhysActor.AddForce(impulse, true);
- m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
- }
- }
- }
- }
- public void applyAngularImpulse(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)
- {
- if (!IsAttachment)
- {
- rootpart.PhysActor.AddAngularForce(impulse, true);
- m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
- }
- }
- }
- }
- public void setAngularImpulse(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)
- {
- if (!IsAttachment)
- {
- rootpart.PhysActor.Torque = impulse;
- m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
- }
- }
- }
- }
- public Vector3 GetTorque()
- {
- // 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)
- {
- if (!IsAttachment)
- {
- PhysicsVector torque = rootpart.PhysActor.Torque;
- return new Vector3(torque.X, torque.Y, torque.Z);
- }
- }
- }
- return Vector3.Zero;
- }
- public void moveToTarget(Vector3 target, float tau)
- {
- SceneObjectPart rootpart = m_rootPart;
- if (rootpart != null)
- {
- if (IsAttachment)
- {
- ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
- if (avatar != null)
- {
- List<string> coords = new List<string>();
- uint regionX = 0;
- uint regionY = 0;
- Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY);
- target.X += regionX;
- target.Y += regionY;
- coords.Add(target.X.ToString());
- coords.Add(target.Y.ToString());
- coords.Add(target.Z.ToString());
- avatar.DoMoveToPosition(avatar, "", coords);
- }
- }
- else
- {
- if (rootpart.PhysActor != 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)
- {
- if (rootpart.PhysActor != null)
- {
- rootpart.PhysActor.PIDActive = false;
- }
- }
- }
- /// <summary>
- /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
- /// </summary>
- /// <param name="height">Height to hover. Height of zero disables hover.</param>
- /// <param name="hoverType">Determines what the height is relative to </param>
- /// <param name="tau">Number of seconds over which to reach target</param>
- public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
- {
- SceneObjectPart rootpart = m_rootPart;
- if (rootpart != null)
- {
- if (rootpart.PhysActor != null)
- {
- if (height != 0f)
- {
- rootpart.PhysActor.PIDHoverHeight = height;
- rootpart.PhysActor.PIDHoverType = hoverType;
- rootpart.PhysActor.PIDTau = tau;
- rootpart.PhysActor.PIDHoverActive = true;
- }
- else
- {
- rootpart.PhysActor.PIDHoverActive = false;
- }
- }
- }
- }
- /// <summary>
- /// Set the owner of the root part.
- /// </summary>
- /// <param name="part"></param>
- /// <param name="cAgentID"></param>
- /// <param name="cGroupID"></param>
- public void SetRootPartOwner(SceneObjectPart part, UUID cAgentID, UUID 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.Permissions.BypassPermissions())
- ApplyNextOwnerPermissions();
- }
- part.ScheduleFullUpdate();
- }
- /// <summary>
- /// Make a copy of the given part.
- /// </summary>
- /// <param name="part"></param>
- /// <param name="cAgentID"></param>
- /// <param name="cGroupID"></param>
- public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
- {
- SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
- newPart.SetParent(this);
- lock (m_parts)
- {
- m_parts.Add(newPart.UUID, newPart);
- }
- SetPartAsNonRoot(newPart);
- return newPart;
- }
- /// <summary>
- /// Reset the UUIDs 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(part.LinkNum); // Don't change link nums
- m_parts.Add(part.UUID, part);
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags)
- {
- remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.ObjectOwner, RootPart.GroupID, RootPart.BaseMask,
- RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
- RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
- RootPart.CreatorID, RootPart.Name, RootPart.Description);
- }
- public void SetPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID)
- {
- part.OwnerID = cAgentID;
- part.GroupID = cGroupID;
- }
- #endregion
- #region Scheduling
- public override void Update()
- {
- // Check that the group was not deleted before the scheduled update
- // FIXME: This is merely a temporary measure to reduce the incidence of failure when
- // an object has been deleted from a scene before update was processed.
- // A more fundamental overhaul of the update mechanism is required to eliminate all
- // the race conditions.
- if (m_isDeleted)
- return;
- // This is what happens when an orphanced link set child prim's
- // group was queued when it was linked
- //
- if (m_rootPart == null)
- return;
- // Even temporary objects take part in physics (e.g. temp-on-rez bullets)
- //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
- // return;
- lock (m_parts)
- {
- bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
- //if (IsAttachment)
- //{
- //foreach (SceneObjectPart part in m_parts.Values)
- //{
- //part.SendScheduledUpdates();
- //}
- //return;
- //}
- if (Util.DistanceLessThan(lastPhysGroupPos, AbsolutePosition, 0.02) && UsePhysics)
- {
- m_rootPart.UpdateFlag = 1;
- lastPhysGroupPos = AbsolutePosition;
- }
- //foreach (SceneObjectPart part in m_parts.Values)
- //{
- //if (part.UpdateFlag == 0) part.UpdateFlag = 1;
- //}
- checkAtTargets();
- 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))
- && UsePhysics)
- {
- m_rootPart.UpdateFlag = 1;
- lastPhysGroupRot = GroupRotation;
- }
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.SendScheduledUpdates();
- }
- }
- }
- public void ScheduleFullUpdateToAvatar(ScenePresence presence)
- {
- RootPart.AddFullUpdateToAvatar(presence);
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part != RootPart)
- 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 this scene object
- /// </summary>
- public void ScheduleGroupForFullUpdate()
- {
- checkAtTargets();
- RootPart.ScheduleFullUpdate();
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part != RootPart)
- part.ScheduleFullUpdate();
- }
- }
- }
- /// <summary>
- /// Schedule a terse update for this scene object
- /// </summary>
- public void ScheduleGroupForTerseUpdate()
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.ScheduleTerseUpdate();
- }
- }
- }
- /// <summary>
- /// Immediately send a full update for this scene object.
- /// </summary>
- public void SendGroupFullUpdate()
- {
- if (IsDeleted)
- return;
-
- RootPart.SendFullUpdateToAllClients();
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part != RootPart)
- part.SendFullUpdateToAllClients();
- }
- }
- }
- /// <summary>
- /// Immediately send an update for this scene object's root prim only.
- /// This is for updates regarding the object as a whole, and none of its parts in particular.
- /// Note: this may not be cused by opensim (it probably should) but it's used by
- /// external modules.
- /// </summary>
- public void SendGroupRootUpdate()
- {
- if (IsDeleted)
- return;
- RootPart.SendFullUpdateToAllClients();
- }
- public void QueueForUpdateCheck()
- {
- if (m_scene == null) // Need to check here as it's null during object creation
- return;
- m_scene.SceneGraph.AddToUpdateList(this);
- }
- /// <summary>
- /// Immediately send a terse update for this scene object.
- /// </summary>
- public void SendGroupTerseUpdate()
- {
- if (IsDeleted)
- return;
-
- 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(UUID 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)
- {
- //m_log.DebugFormat("Entered looking for {0}", localID);
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- //m_log.DebugFormat("Found {0}", part.LocalId);
- 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(UUID 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)
- {
- //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- //m_log.DebugFormat("Found {0}", part.LocalId);
- 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)
- {
- // Make sure we have sent any pending unlinks or stuff.
- if (objectGroup.RootPart.UpdateFlag > 0)
- {
- m_log.WarnFormat(
- "[SCENE OBJECT GROUP]: Forcing send of linkset {0}, {1} to {2}, {3} as its still waiting.",
- objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
- objectGroup.RootPart.SendScheduledUpdates();
- }
- // 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 = linkPart.GroupPosition;
- Quaternion oldRootRotation = linkPart.RotationOffset;
- linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
- linkPart.GroupPosition = AbsolutePosition;
- Vector3 axPos = linkPart.OffsetPosition;
- Quaternion parentRot = m_rootPart.RotationOffset;
- axPos *= Quaternion.Inverse(parentRot);
- linkPart.OffsetPosition = axPos;
- Quaternion oldRot = linkPart.RotationOffset;
- Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
- linkPart.RotationOffset = newRot;
- linkPart.ParentID = m_rootPart.LocalId;
- if (m_rootPart.LinkNum == 0)
- m_rootPart.LinkNum = 1;
- lock (m_parts)
- {
- m_parts.Add(linkPart.UUID, linkPart);
- // Insert in terms of link numbers, the new links
- // before the current ones (with the exception of
- // the root prim. Shuffle the old ones up
- foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
- {
- if (kvp.Value.LinkNum != 1)
- {
- // Don't update root prim link number
- kvp.Value.LinkNum += objectGroup.PrimCount;
- }
- }
- linkPart.LinkNum = 2;
- linkPart.SetParent(this);
- linkPart.AddFlag(PrimFlags.CreateSelected);
- //if (linkPart.PhysActor != null)
- //{
- // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
-
- //linkPart.PhysActor = null;
- //}
- //TODO: rest of parts
- int linkNum = 3;
- foreach (SceneObjectPart part in objectGroup.Children.Values)
- {
- if (part.UUID != objectGroup.m_rootPart.UUID)
- {
- LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
- }
- part.ClearUndoState();
- }
- }
- m_scene.UnlinkSceneObject(objectGroup.UUID, true);
- objectGroup.m_isDeleted = true;
-
- lock (objectGroup.m_parts)
- {
- objectGroup.m_parts.Clear();
- }
-
- // Can't do this yet since backup still makes use of the root part without any synchronization
- // objectGroup.m_rootPart = null;
- AttachToBackup();
- // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
- // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
- // unmoved prims!
- ResetChildPrimPhysicsPositions();
- HasGroupChanged = true;
- 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)
- {
- DelinkFromGroup(partID, true);
- }
- /// <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>
- public void DelinkFromGroup(uint partID, bool sendEvents)
- {
- SceneObjectPart linkPart = GetChildPart(partID);
- if (linkPart != null)
- {
- DelinkFromGroup(linkPart, sendEvents);
- }
- else
- {
- m_log.InfoFormat("[SCENE OBJECT GROUP]: " +
- "DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
- partID, LocalId, UUID);
- }
- }
- public void DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
- {
- 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);
- }
- 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;
- 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 = m_rootPart.RotationOffset;
- Vector3 axPos = linkPart.OffsetPosition;
- axPos *= parentRot;
- linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
- linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
- linkPart.OffsetPosition = new Vector3(0, 0, 0);
- linkPart.RotationOffset = worldRot;
- SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
- m_scene.AddNewSceneObject(objectGroup, true);
- if (sendEvents)
- linkPart.TriggerScriptChangedEvent(Changed.LINK);
- linkPart.Rezzed = RootPart.Rezzed;
- HasGroupChanged = true;
- ScheduleGroupForFullUpdate();
- }
- /// <summary>
- /// Stop this object from being persisted over server restarts.
- /// </summary>
- /// <param name="objectGroup"></param>
- public virtual void DetachFromBackup()
- {
- if (m_isBackedUp)
- m_scene.EventManager.OnBackup -= ProcessBackup;
-
- m_isBackedUp = false;
- }
- private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
- {
- Quaternion parentRot = oldGroupRotation;
- Quaternion oldRot = part.RotationOffset;
- Quaternion worldRot = parentRot * oldRot;
- parentRot = oldGroupRotation;
- Vector3 axPos = part.OffsetPosition;
- axPos *= parentRot;
- part.OffsetPosition = axPos;
- part.GroupPosition = oldGroupPosition + part.OffsetPosition;
- part.OffsetPosition = Vector3.Zero;
- part.RotationOffset = worldRot;
- part.SetParent(this);
- part.ParentID = m_rootPart.LocalId;
- // Caller locks m_parts for us
- m_parts.Add(part.UUID, part);
- part.LinkNum = linkNum;
- part.OffsetPosition = part.GroupPosition - AbsolutePosition;
- Quaternion rootRotation = m_rootPart.RotationOffset;
- Vector3 pos = part.OffsetPosition;
- pos *= Quaternion.Inverse(rootRotation);
- part.OffsetPosition = pos;
- parentRot = m_rootPart.RotationOffset;
- oldRot = part.RotationOffset;
- Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
- part.RotationOffset = newRot;
- }
- /// <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(Vector3 offset, Vector3 pos, IClientAPI remoteClient)
- {
- if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
- {
- if (m_rootPart.PhysActor != null)
- {
- if (m_rootPart.PhysActor.IsPhysical)
- {
- Vector3 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,true);
- m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- }
- else
- {
- //NonPhysicalGrabMovement(pos);
- }
- }
- else
- {
- //NonPhysicalGrabMovement(pos);
- }
- }
- }
- public void NonPhysicalGrabMovement(Vector3 pos)
- {
- AbsolutePosition = pos;
- m_rootPart.SendTerseUpdateToAllClients();
- }
- /// <summary>
- /// If object is physical, prepare for spinning torques (set flag to save old orientation)
- /// </summary>
- /// <param name="rotation">Rotation. We do the math here to turn it into a torque</param>
- /// <param name="remoteClient"></param>
- public void SpinStart(IClientAPI remoteClient)
- {
- if (m_scene.EventManager.TriggerGroupSpinStart(UUID))
- {
- if (m_rootPart.PhysActor != null)
- {
- if (m_rootPart.PhysActor.IsPhysical)
- {
- m_rootPart.IsWaitingForFirstSpinUpdatePacket = true;
- }
- }
- }
- }
- /// <summary>
- /// If object is physical, apply torque to spin it around
- /// </summary>
- /// <param name="rotation">Rotation. We do the math here to turn it into a torque</param>
- /// <param name="remoteClient"></param>
- public void SpinMovement(Quaternion newOrientation, IClientAPI remoteClient)
- {
- // The incoming newOrientation, sent by the client, "seems" to be the
- // desired target orientation. This needs further verification; in particular,
- // one would expect that the initial incoming newOrientation should be
- // fairly close to the original prim's physical orientation,
- // m_rootPart.PhysActor.Orientation. This however does not seem to be the
- // case (might just be an issue with different quaternions representing the
- // same rotation, or it might be a coordinate system issue).
- //
- // Since it's not clear what the relationship is between the PhysActor.Orientation
- // and the incoming orientations sent by the client, we take an alternative approach
- // of calculating the delta rotation between the orientations being sent by the
- // client. (Since a spin is invoked by ctrl+shift+drag in the client, we expect
- // a steady stream of several new orientations coming in from the client.)
- // This ensures that the delta rotations are being calculated from self-consistent
- // pairs of old/new rotations. Given the delta rotation, we apply a torque around
- // the delta rotation axis, scaled by the object mass times an arbitrary scaling
- // factor (to ensure the resulting torque is not "too strong" or "too weak").
- //
- // Ideally we need to calculate (probably iteratively) the exact torque or series
- // of torques needed to arrive exactly at the destination orientation. However, since
- // it is not yet clear how to map the destination orientation (provided by the viewer)
- // into PhysActor orientations (needed by the physics engine), we omit this step.
- // This means that the resulting torque will at least be in the correct direction,
- // but it will result in over-shoot or under-shoot of the target orientation.
- // For the end user, this means that ctrl+shift+drag can be used for relative,
- // but not absolute, adjustments of orientation for physical prims.
-
- if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation))
- {
- if (m_rootPart.PhysActor != null)
- {
- if (m_rootPart.PhysActor.IsPhysical)
- {
- if (m_rootPart.IsWaitingForFirstSpinUpdatePacket)
- {
- // first time initialization of "old" orientation for calculation of delta rotations
- m_rootPart.SpinOldOrientation = newOrientation;
- m_rootPart.IsWaitingForFirstSpinUpdatePacket = false;
- }
- else
- {
- // save and update old orientation
- Quaternion old = m_rootPart.SpinOldOrientation;
- m_rootPart.SpinOldOrientation = newOrientation;
- //m_log.Error("[SCENE OBJECT GROUP]: Old orientation is " + old);
- //m_log.Error("[SCENE OBJECT GROUP]: Incoming new orientation is " + newOrientation);
- // compute difference between previous old rotation and new incoming rotation
- Quaternion minimalRotationFromQ1ToQ2 = Quaternion.Inverse(old) * newOrientation;
- float rotationAngle;
- Vector3 rotationAxis;
- minimalRotationFromQ1ToQ2.GetAxisAngle(out rotationAxis, out rotationAngle);
- rotationAxis.Normalize();
- //m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis);
- PhysicsVector spinforce = new PhysicsVector(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
- spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor
- m_rootPart.PhysActor.AddAngularForce(spinforce,true);
- m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- }
- }
- else
- {
- //NonPhysicalSpinMovement(pos);
- }
- }
- else
- {
- //NonPhysicalSpinMovement(pos);
- }
- }
- }
- /// <summary>
- /// Return metadata about a prim (name, description, sale price, etc.)
- /// </summary>
- /// <param name="client"></param>
- public void GetProperties(IClientAPI client)
- {
- m_rootPart.GetProperties(client);
- }
- /// <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, UUID 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>
- /// Update prim flags for this group.
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="type"></param>
- /// <param name="inUse"></param>
- /// <param name="data"></param>
- public void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVolumeDetect)
- {
- SceneObjectPart selectionPart = GetChildPart(localID);
- if (IsTemporary)
- {
- DetachFromBackup();
- // Remove from database and parcel prim count
- //
- m_scene.DeleteFromStorage(UUID);
- m_scene.EventManager.TriggerParcelPrimCountTainted();
- }
- if (selectionPart != null)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
- {
- UsePhysics = false; // Reset physics
- break;
- }
- }
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
- }
- }
- }
- }
- public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- part.UpdateExtraParam(type, inUse, data);
- }
- }
- /// <summary>
- /// Get the parts of this scene object
- /// </summary>
- /// <returns></returns>
- public SceneObjectPart[] GetParts()
- {
- int numParts = Children.Count;
- SceneObjectPart[] partArray = new SceneObjectPart[numParts];
- Children.Values.CopyTo(partArray, 0);
- return partArray;
- }
- /// <summary>
- /// Update the texture entry for this part
- /// </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(UUID AgentID, byte field, uint localID,
- uint mask, byte addRemTF)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- part.UpdatePermissions(AgentID, field, localID, mask,
- addRemTF);
- HasGroupChanged = true;
- }
- #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>
- /// Resize the given part
- /// </summary>
- /// <param name="scale"></param>
- /// <param name="localID"></param>
- public void Resize(Vector3 scale, uint localID)
- {
- if (scale.X > m_scene.m_maxNonphys)
- scale.X = m_scene.m_maxNonphys;
- if (scale.Y > m_scene.m_maxNonphys)
- scale.Y = m_scene.m_maxNonphys;
- if (scale.Z > m_scene.m_maxNonphys)
- scale.Z = m_scene.m_maxNonphys;
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- part.Resize(scale);
- if (part.PhysActor != null)
- {
- if (part.PhysActor.IsPhysical)
- {
- if (scale.X > m_scene.m_maxPhys)
- scale.X = m_scene.m_maxPhys;
- if (scale.Y > m_scene.m_maxPhys)
- scale.Y = m_scene.m_maxPhys;
- if (scale.Z > m_scene.m_maxPhys)
- scale.Z = m_scene.m_maxPhys;
- }
- part.PhysActor.Size =
- new PhysicsVector(scale.X, scale.Y, scale.Z);
- m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
- }
- //if (part.UUID != m_rootPart.UUID)
- HasGroupChanged = true;
- 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);
- //}
- //}
- }
- }
- public void GroupResize(Vector3 scale, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- if (scale.X > m_scene.m_maxNonphys)
- scale.X = m_scene.m_maxNonphys;
- if (scale.Y > m_scene.m_maxNonphys)
- scale.Y = m_scene.m_maxNonphys;
- if (scale.Z > m_scene.m_maxNonphys)
- scale.Z = m_scene.m_maxNonphys;
- if (part.PhysActor != null && part.PhysActor.IsPhysical)
- {
- if (scale.X > m_scene.m_maxPhys)
- scale.X = m_scene.m_maxPhys;
- if (scale.Y > m_scene.m_maxPhys)
- scale.Y = m_scene.m_maxPhys;
- if (scale.Z > m_scene.m_maxPhys)
- scale.Z = m_scene.m_maxPhys;
- }
- float x = (scale.X / part.Scale.X);
- float y = (scale.Y / part.Scale.Y);
- float z = (scale.Z / part.Scale.Z);
- lock (m_parts)
- {
- if (x > 1.0f || y > 1.0f || z > 1.0f)
- {
- foreach (SceneObjectPart obPart in m_parts.Values)
- {
- if (obPart.UUID != m_rootPart.UUID)
- {
- Vector3 oldSize = new Vector3(obPart.Scale);
- float f = 1.0f;
- float a = 1.0f;
- if (part.PhysActor != null && part.PhysActor.IsPhysical)
- {
- if (oldSize.X*x > m_scene.m_maxPhys)
- {
- f = m_scene.m_maxPhys / oldSize.X;
- a = f / x;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Y*y > m_scene.m_maxPhys)
- {
- f = m_scene.m_maxPhys / oldSize.Y;
- a = f / y;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Z*z > m_scene.m_maxPhys)
- {
- f = m_scene.m_maxPhys / oldSize.Z;
- a = f / z;
- x *= a;
- y *= a;
- z *= a;
- }
- }
- else
- {
- if (oldSize.X*x > m_scene.m_maxNonphys)
- {
- f = m_scene.m_maxNonphys / oldSize.X;
- a = f / x;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Y*y > m_scene.m_maxNonphys)
- {
- f = m_scene.m_maxNonphys / oldSize.Y;
- a = f / y;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Z*z > m_scene.m_maxNonphys)
- {
- f = m_scene.m_maxNonphys / oldSize.Z;
- a = f / z;
- x *= a;
- y *= a;
- z *= a;
- }
- }
- }
- }
- }
- }
- Vector3 prevScale = part.Scale;
- prevScale.X *= x;
- prevScale.Y *= y;
- prevScale.Z *= z;
- part.Resize(prevScale);
- lock (m_parts)
- {
- foreach (SceneObjectPart obPart in m_parts.Values)
- {
- if (obPart.UUID != m_rootPart.UUID)
- {
- Vector3 currentpos = new Vector3(obPart.OffsetPosition);
- currentpos.X *= x;
- currentpos.Y *= y;
- currentpos.Z *= z;
- Vector3 newSize = new Vector3(obPart.Scale);
- newSize.X *= x;
- newSize.Y *= y;
- newSize.Z *= z;
- obPart.Resize(newSize);
- obPart.UpdateOffSet(currentpos);
- }
- }
- }
- if (part.PhysActor != null)
- {
- part.PhysActor.Size =
- new PhysicsVector(prevScale.X, prevScale.Y, prevScale.Z);
- m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
- }
- HasGroupChanged = true;
- ScheduleGroupForTerseUpdate();
- }
- }
- #endregion
- #region Position
- /// <summary>
- /// Move this scene object
- /// </summary>
- /// <param name="pos"></param>
- public void UpdateGroupPosition(Vector3 pos)
- {
- if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
- {
- if (IsAttachment)
- {
- m_rootPart.AttachedPos = pos;
- }
- AbsolutePosition = pos;
- HasGroupChanged = true;
- }
- //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>
- /// Update the position of a single part of this scene object
- /// </summary>
- /// <param name="pos"></param>
- /// <param name="localID"></param>
- public void UpdateSinglePosition(Vector3 pos, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- if (part.UUID == m_rootPart.UUID)
- {
- UpdateRootPosition(pos);
- }
- else
- {
- part.UpdateOffSet(pos);
- }
- HasGroupChanged = true;
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="pos"></param>
- private void UpdateRootPosition(Vector3 pos)
- {
- Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
- Vector3 oldPos =
- new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
- AbsolutePosition.Y + m_rootPart.OffsetPosition.Y,
- AbsolutePosition.Z + m_rootPart.OffsetPosition.Z);
- Vector3 diff = oldPos - newPos;
- Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z);
- Quaternion partRotation = m_rootPart.RotationOffset;
- axDiff *= Quaternion.Inverse(partRotation);
- diff = axDiff;
- lock (m_parts)
- {
- foreach (SceneObjectPart obPart in m_parts.Values)
- {
- if (obPart.UUID != m_rootPart.UUID)
- {
- obPart.OffsetPosition = obPart.OffsetPosition + diff;
- }
- }
- }
- AbsolutePosition = newPos;
- HasGroupChanged = true;
- ScheduleGroupForTerseUpdate();
- }
- public void OffsetForNewRegion(Vector3 offset)
- {
- m_rootPart.GroupPosition = offset;
- }
- #endregion
- #region Rotation
- /// <summary>
- ///
- /// </summary>
- /// <param name="rot"></param>
- public void UpdateGroupRotation(Quaternion rot)
- {
- m_rootPart.UpdateRotation(rot);
- if (m_rootPart.PhysActor != null)
- {
- m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
- m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- }
- HasGroupChanged = true;
- ScheduleGroupForTerseUpdate();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="pos"></param>
- /// <param name="rot"></param>
- public void UpdateGroupRotation(Vector3 pos, Quaternion rot)
- {
- m_rootPart.UpdateRotation(rot);
- if (m_rootPart.PhysActor != null)
- {
- m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
- m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
- }
- AbsolutePosition = pos;
- HasGroupChanged = true;
- ScheduleGroupForTerseUpdate();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="rot"></param>
- /// <param name="localID"></param>
- public void UpdateSingleRotation(Quaternion 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>
- /// <param name="localID"></param>
- public void UpdateSingleRotation(Quaternion rot, Vector3 pos, uint localID)
- {
- SceneObjectPart part = GetChildPart(localID);
- if (part != null)
- {
- if (part.UUID == m_rootPart.UUID)
- {
- UpdateRootRotation(rot);
- AbsolutePosition = pos;
- }
- else
- {
- part.UpdateRotation(rot);
- part.OffsetPosition = pos;
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="rot"></param>
- private void UpdateRootRotation(Quaternion rot)
- {
- Quaternion axRot = rot;
- Quaternion oldParentRot = m_rootPart.RotationOffset;
- m_rootPart.UpdateRotation(rot);
- if (m_rootPart.PhysActor != null)
- {
- m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
- 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 = prim.OffsetPosition;
- axPos *= oldParentRot;
- axPos *= Quaternion.Inverse(axRot);
- prim.OffsetPosition = axPos;
- Quaternion primsRot = prim.RotationOffset;
- Quaternion newRot = primsRot * oldParentRot;
- newRot *= Quaternion.Inverse(axRot);
- prim.RotationOffset = newRot;
- prim.ScheduleTerseUpdate();
- }
- }
- }
- m_rootPart.ScheduleTerseUpdate();
- }
- #endregion
- internal void SetAxisRotation(int axis, int rotate10)
- {
- bool setX = false;
- bool setY = false;
- bool setZ = false;
- int xaxis = 2;
- int yaxis = 4;
- int zaxis = 8;
- if (m_rootPart != null)
- {
- setX = ((axis & xaxis) != 0) ? true : false;
- setY = ((axis & yaxis) != 0) ? true : false;
- setZ = ((axis & zaxis) != 0) ? true : false;
- float setval = (rotate10 > 0) ? 1f : 0f;
- if (setX)
- m_rootPart.RotationAxis.X = setval;
- if (setY)
- m_rootPart.RotationAxis.Y = setval;
- if (setZ)
- m_rootPart.RotationAxis.Z = setval;
- if (setX || setY || setZ)
- {
- m_rootPart.SetPhysicsAxisRotation();
- }
- }
- }
- public int registerTargetWaypoint(Vector3 target, float tolerance)
- {
- scriptPosTarget waypoint = new scriptPosTarget();
- waypoint.targetPos = target;
- waypoint.tolerance = tolerance;
- uint handle = m_scene.AllocateLocalId();
- waypoint.handle = handle;
- lock (m_targets)
- {
- m_targets.Add(handle, waypoint);
- }
- return (int)handle;
- }
-
- public void unregisterTargetWaypoint(int handle)
- {
- lock (m_targets)
- {
- if (m_targets.ContainsKey((uint)handle))
- m_targets.Remove((uint)handle);
- }
- }
- private void checkAtTargets()
- {
- if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
- {
- if (m_targets.Count > 0)
- {
- bool at_target = false;
- //Vector3 targetPos;
- //uint targetHandle;
- Dictionary<uint, scriptPosTarget> atTargets = new Dictionary<uint, scriptPosTarget>();
- lock (m_targets)
- {
- foreach (uint idx in m_targets.Keys)
- {
- scriptPosTarget target = m_targets[idx];
- if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
- {
- // trigger at_target
- if (m_scriptListens_atTarget)
- {
- at_target = true;
- scriptPosTarget att = new scriptPosTarget();
- att.targetPos = target.targetPos;
- att.tolerance = target.tolerance;
- att.handle = target.handle;
- atTargets.Add(idx, att);
- }
- }
- }
- }
-
- if (atTargets.Count > 0)
- {
- uint[] localids = new uint[0];
- lock (m_parts)
- {
- localids = new uint[m_parts.Count];
- int cntr = 0;
- foreach (SceneObjectPart part in m_parts.Values)
- {
- localids[cntr] = part.LocalId;
- cntr++;
- }
- }
-
- for (int ctr = 0; ctr < localids.Length; ctr++)
- {
- foreach (uint target in atTargets.Keys)
- {
- scriptPosTarget att = atTargets[target];
- m_scene.EventManager.TriggerAtTargetEvent(
- localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition);
- }
- }
-
- return;
- }
-
- if (m_scriptListens_notAtTarget && !at_target)
- {
- //trigger not_at_target
- uint[] localids = new uint[0];
- lock (m_parts)
- {
- localids = new uint[m_parts.Count];
- int cntr = 0;
- foreach (SceneObjectPart part in m_parts.Values)
- {
- localids[cntr] = part.LocalId;
- cntr++;
- }
- }
-
- for (int ctr = 0; ctr < localids.Length; ctr++)
- {
- m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
- }
- }
- }
- }
- }
-
- public float GetMass()
- {
- float retmass = 0f;
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- retmass += part.GetMass();
- }
- }
- return retmass;
- }
-
- public void CheckSculptAndLoad()
- {
- lock (m_parts)
- {
- if (!IsDeleted)
- {
- if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == 0)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
- {
- // check if a previously decoded sculpt map has been cached
- if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString())))
- {
- part.SculptTextureCallback(part.Shape.SculptTexture, null);
- }
- else
- {
- m_scene.AssetService.Get(
- part.Shape.SculptTexture.ToString(), part, AssetReceived);
- }
- }
- }
- }
- }
- }
- }
- protected void AssetReceived(string id, Object sender, AssetBase asset)
- {
- SceneObjectPart sop = (SceneObjectPart)sender;
- if (sop != null)
- {
- if (asset != null)
- sop.SculptTextureCallback(asset.FullID, asset);
- }
- }
- /// <summary>
- /// Set the user group to which this scene object belongs.
- /// </summary>
- /// <param name="GroupID"></param>
- /// <param name="client"></param>
- public void SetGroup(UUID GroupID, IClientAPI client)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- {
- part.SetGroup(GroupID, client);
- part.Inventory.ChangeInventoryGroup(GroupID);
- }
- HasGroupChanged = true;
- }
- ScheduleGroupForFullUpdate();
- }
- public void TriggerScriptChangedEvent(Changed val)
- {
- foreach (SceneObjectPart part in Children.Values)
- {
- part.TriggerScriptChangedEvent(val);
- }
- }
-
- public override string ToString()
- {
- return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
- }
- public void SetAttachmentPoint(byte point)
- {
- lock (m_parts)
- {
- foreach (SceneObjectPart part in m_parts.Values)
- part.SetAttachmentPoint(point);
- }
- }
- #region ISceneObject
-
- public virtual ISceneObject CloneForNewScene()
- {
- SceneObjectGroup sog = Copy(this.OwnerID, this.GroupID, false);
- sog.m_isDeleted = false;
- return sog;
- }
- public virtual string ToXml2()
- {
- return SceneObjectSerializer.ToXml2Format(this);
- }
- public virtual string ExtraToXmlString()
- {
- return "<ExtraFromAssetID>" + GetFromAssetID().ToString() + "</ExtraFromAssetID>";
- }
- public virtual void ExtraFromXmlString(string xmlstr)
- {
- string id = xmlstr.Substring(xmlstr.IndexOf("<ExtraFromAssetID>"));
- id = xmlstr.Replace("<ExtraFromAssetID>", "");
- id = id.Replace("</ExtraFromAssetID>", "");
- UUID uuid = UUID.Zero;
- UUID.TryParse(id, out uuid);
- SetFromAssetID(uuid);
- }
- #endregion
- public bool CanBeDeleted()
- {
- foreach (SceneObjectPart part in Children.Values)
- {
- if (!part.CanBeDeleted())
- return false;
- }
- return true;
- }
- }
- }
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