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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 OpenMetaverse;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Scenes.Serialization;
- using OpenSim.Region.Physics.Manager;
- using log4net;
- namespace OpenSim.Region.OptionalModules.ContentManagement
- {
- public class MetaEntity
- {
- #region Constants
- public const float INVISIBLE = .95f;
- // Settings for transparency of metaentity
- public const float NONE = 0f;
- public const float TRANSLUCENT = .5f;
- #endregion Constants
- #region Static Fields
- //private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- #endregion Static Fields
- #region Fields
- protected SceneObjectGroup m_Entity = null; // The scene object group that represents this meta entity.
- protected uint m_metaLocalid;
- #endregion Fields
- #region Constructors
- public MetaEntity()
- {
- }
- /// <summary>
- /// Makes a new meta entity by copying the given scene object group.
- /// The physics boolean is just a stub right now.
- /// </summary>
- public MetaEntity(SceneObjectGroup orig, bool physics)
- {
- m_Entity = orig.Copy(orig.RootPart.OwnerID, orig.RootPart.GroupID, false);
- Initialize(physics);
- }
- /// <summary>
- /// Takes an XML description of a scene object group and converts it to a meta entity.
- /// </summary>
- public MetaEntity(string objectXML, Scene scene, bool physics)
- {
- m_Entity = SceneObjectSerializer.FromXml2Format(objectXML);
- m_Entity.SetScene(scene);
- Initialize(physics);
- }
- #endregion Constructors
- #region Public Properties
- public Dictionary<UUID, SceneObjectPart> Children
- {
- get { return m_Entity.Children; }
- set { m_Entity.Children = value; }
- }
- public uint LocalId
- {
- get { return m_Entity.LocalId; }
- set { m_Entity.LocalId = value; }
- }
- public SceneObjectGroup ObjectGroup
- {
- get { return m_Entity; }
- }
- public int PrimCount
- {
- get { return m_Entity.PrimCount; }
- }
- public SceneObjectPart RootPart
- {
- get { return m_Entity.RootPart; }
- }
- public Scene Scene
- {
- get { return m_Entity.Scene; }
- }
- public UUID UUID
- {
- get { return m_Entity.UUID; }
- set { m_Entity.UUID = value; }
- }
- #endregion Public Properties
- #region Protected Methods
- // The metaentity objectgroup must have unique localids as well as unique uuids.
- // localids are used by the client to refer to parts.
- // uuids are sent to the client and back to the server to identify parts on the server side.
- /// <summary>
- /// Changes localids and uuids of m_Entity.
- /// </summary>
- protected void Initialize(bool physics)
- {
- //make new uuids
- Dictionary<UUID, SceneObjectPart> parts = new Dictionary<UUID, SceneObjectPart>();
- foreach (SceneObjectPart part in m_Entity.Children.Values)
- {
- part.ResetIDs(part.LinkNum);
- parts.Add(part.UUID, part);
- }
- //finalize
- m_Entity.RootPart.PhysActor = null;
- m_Entity.Children = parts;
- }
- #endregion Protected Methods
- #region Public Methods
- /// <summary>
- /// Hides the metaentity from a single client.
- /// </summary>
- public virtual void Hide(IClientAPI client)
- {
- //This deletes the group without removing from any databases.
- //This is important because we are not IN any database.
- //m_Entity.FakeDeleteGroup();
- foreach (SceneObjectPart part in m_Entity.Children.Values)
- client.SendKillObject(m_Entity.RegionHandle, part.LocalId);
- }
- /// <summary>
- /// Sends a kill object message to all clients, effectively "hiding" the metaentity even though it's still on the server.
- /// </summary>
- public virtual void HideFromAll()
- {
- foreach (SceneObjectPart part in m_Entity.Children.Values)
- m_Entity.Scene.ClientManager.ForEach(
- delegate(IClientAPI controller)
- { controller.SendKillObject(m_Entity.RegionHandle, part.LocalId); }
- );
- }
- public void SendFullUpdate(IClientAPI client)
- {
- // Not sure what clientFlags should be but 0 seems to work
- SendFullUpdate(client, 0);
- }
- public void SendFullUpdate(IClientAPI client, uint clientFlags)
- {
- m_Entity.SendFullUpdateToClient(client);
- }
- public void SendFullUpdateToAll()
- {
- m_Entity.Scene.ClientManager.ForEach(
- delegate(IClientAPI controller)
- { m_Entity.SendFullUpdateToClient(controller); }
- );
- }
- /// <summary>
- /// Makes a single SceneObjectPart see through.
- /// </summary>
- /// <param name="part">
- /// A <see cref="SceneObjectPart"/>
- /// The part to make see through
- /// </param>
- /// <param name="transparencyAmount">
- /// A <see cref="System.Single"/>
- /// The degree of transparency to imbue the part with, 0f being solid and .95f being invisible.
- /// </param>
- public static void SetPartTransparency(SceneObjectPart part, float transparencyAmount)
- {
- Primitive.TextureEntry tex = null;
- Color4 texcolor;
- try
- {
- tex = part.Shape.Textures;
- texcolor = new Color4();
- }
- catch(Exception)
- {
- //m_log.ErrorFormat("[Content Management]: Exception thrown while accessing textures of scene object: " + e);
- return;
- }
- for (uint i = 0; i < tex.FaceTextures.Length; i++)
- {
- try {
- if (tex.FaceTextures[i] != null)
- {
- texcolor = tex.FaceTextures[i].RGBA;
- texcolor.A = transparencyAmount;
- tex.FaceTextures[i].RGBA = texcolor;
- }
- }
- catch (Exception)
- {
- //m_log.ErrorFormat("[Content Management]: Exception thrown while accessing different face textures of object: " + e);
- continue;
- }
- }
- try {
- texcolor = tex.DefaultTexture.RGBA;
- texcolor.A = transparencyAmount;
- tex.DefaultTexture.RGBA = texcolor;
- part.Shape.TextureEntry = tex.GetBytes();
- }
- catch (Exception)
- {
- //m_log.Info("[Content Management]: Exception thrown while accessing default face texture of object: " + e);
- }
- }
- #endregion Public Methods
- }
- }
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