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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.ComponentModel;
- using System.Collections.Generic;
- using System.Drawing;
- using System.IO;
- using System.Linq;
- 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;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- 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,
- at_rot_target = 16777216,
- 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,
- transaction_result = 33554432,
- object_rez = 4194304
- }
- struct scriptPosTarget
- {
- public Vector3 targetPos;
- public float tolerance;
- public uint handle;
- }
- struct scriptRotTarget
- {
- public Quaternion targetRot;
- 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
- {
- // Axis selection bitmask used by SetAxisRotation()
- // Just happen to be the same bits used by llSetStatus() and defined in ScriptBaseClass.
- public enum axisSelect : int
- {
- STATUS_ROTATE_X = 0x002,
- STATUS_ROTATE_Y = 0x004,
- STATUS_ROTATE_Z = 0x008,
- }
- // This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
- public static readonly uint SLAM = 16;
- // 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;
- /// <summary>
- /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
- /// (the database).
- /// </summary>
- /// <remarks>
- /// Ultimately, this should be managed such that region modules can change it at the end of a set of operations
- /// so that either all changes are preserved or none at all. However, currently, a large amount of internal
- /// code will set this anyway when some object properties are changed.
- /// </remarks>
- public bool HasGroupChanged
- {
- set
- {
- if (value)
- {
- timeLastChanged = DateTime.Now.Ticks;
- if (!m_hasGroupChanged)
- timeFirstChanged = DateTime.Now.Ticks;
- }
- m_hasGroupChanged = value;
-
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId);
- }
- get { return m_hasGroupChanged; }
- }
- private bool m_groupContainsForeignPrims = false;
-
- /// <summary>
- /// Whether the group contains prims that came from a different group. This happens when
- /// linking or delinking groups. The implication is that until the group is persisted,
- /// the prims in the database still use the old SceneGroupID. That's a problem if the group
- /// is deleted, because we delete groups by searching for prims by their SceneGroupID.
- /// </summary>
- public bool GroupContainsForeignPrims
- {
- private set
- {
- m_groupContainsForeignPrims = value;
- if (m_groupContainsForeignPrims)
- HasGroupChanged = true;
- }
- get { return m_groupContainsForeignPrims; }
- }
- 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;
- }
- /// <summary>
- /// Is this scene object acting as an attachment?
- /// </summary>
- public bool IsAttachment { get; set; }
- /// <summary>
- /// The avatar to which this scene object is attached.
- /// </summary>
- /// <remarks>
- /// If we're not attached to an avatar then this is UUID.Zero
- /// </remarks>
- public UUID AttachedAvatar { get; set; }
- /// <summary>
- /// Attachment point of this scene object to an avatar.
- /// </summary>
- /// <remarks>
- /// 0 if we're not attached to anything
- /// </remarks>
- public uint AttachmentPoint
- {
- get
- {
- return m_rootPart.Shape.State;
- }
- set
- {
- IsAttachment = value != 0;
- m_rootPart.Shape.State = (byte)value;
- }
- }
- /// <summary>
- /// If this scene object has an attachment point then indicate whether there is a point where
- /// attachments are perceivable by avatars other than the avatar to which this object is attached.
- /// </summary>
- /// <remarks>
- /// HUDs are not perceivable by other avatars.
- /// </remarks>
- public bool HasPrivateAttachmentPoint
- {
- get
- {
- return AttachmentPoint >= (uint)OpenMetaverse.AttachmentPoint.HUDCenter2
- && AttachmentPoint <= (uint)OpenMetaverse.AttachmentPoint.HUDBottomRight;
- }
- }
- public void ClearPartAttachmentData()
- {
- AttachmentPoint = 0;
- // Even though we don't use child part state parameters for attachments any more, we still need to set
- // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if
- // we store them correctly, scene objects that we receive from elsewhere might not.
- foreach (SceneObjectPart part in Parts)
- part.Shape.State = 0;
- }
- /// <summary>
- /// Is this scene object phantom?
- /// </summary>
- /// <remarks>
- /// Updating must currently take place through UpdatePrimFlags()
- /// </remarks>
- public bool IsPhantom
- {
- get { return (RootPart.Flags & PrimFlags.Phantom) != 0; }
- }
- /// <summary>
- /// Does this scene object use physics?
- /// </summary>
- /// <remarks>
- /// Updating must currently take place through UpdatePrimFlags()
- /// </remarks>
- public bool UsesPhysics
- {
- get { return (RootPart.Flags & PrimFlags.Physics) != 0; }
- }
- /// <summary>
- /// Is this scene object temporary?
- /// </summary>
- /// <remarks>
- /// Updating must currently take place through UpdatePrimFlags()
- /// </remarks>
- public bool IsTemporary
- {
- get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; }
- }
- public bool IsVolumeDetect
- {
- get { return RootPart.VolumeDetectActive; }
- }
- private Vector3 lastPhysGroupPos;
- private Quaternion lastPhysGroupRot;
- /// <summary>
- /// Is this entity set to be saved in persistent storage?
- /// </summary>
- public bool Backup { get; private set; }
- protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<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 Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>();
- private bool m_scriptListens_atTarget;
- private bool m_scriptListens_notAtTarget;
- private bool m_scriptListens_atRotTarget;
- private bool m_scriptListens_notAtRotTarget;
- internal Dictionary<UUID, string> m_savedScriptState;
- #region Properties
- /// <summary>
- /// The name of an object grouping is always the same as its root part
- /// </summary>
- public override string Name
- {
- get { return RootPart.Name; }
- set { RootPart.Name = value; }
- }
- public string Description
- {
- get { return RootPart.Description; }
- set { RootPart.Description = 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 Vector3 GroupScale
- {
- get
- {
- Vector3 minScale = new Vector3(Constants.MaximumRegionSize, Constants.MaximumRegionSize, Constants.MaximumRegionSize);
- Vector3 maxScale = Vector3.Zero;
- Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
-
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- 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 UUID GroupID
- {
- get { return m_rootPart.GroupID; }
- set { m_rootPart.GroupID = value; }
- }
- public SceneObjectPart[] Parts
- {
- get { return m_parts.GetArray(); }
- }
- public bool ContainsPart(UUID partID)
- {
- return m_parts.ContainsKey(partID);
- }
- /// <summary>
- /// Does this group contain the given part?
- /// should be able to remove these methods once we have a entity index in scene
- /// </summary>
- /// <param name="localID"></param>
- /// <returns></returns>
- public bool ContainsPart(uint localID)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- if (parts[i].LocalId == localID)
- return true;
- }
- return false;
- }
- /// <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;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].RegionHandle = value;
- }
- }
- /// <summary>
- /// Check both the attachment property and the relevant properties of the underlying root part.
- /// </summary>
- /// <remarks>
- /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
- /// have the IsAttachment property yet checked.
- ///
- /// FIXME: However, this should be fixed so that this property
- /// propertly reflects the underlying status.
- /// </remarks>
- /// <returns></returns>
- public bool IsAttachmentCheckFull()
- {
- return (IsAttachment || (m_rootPart.Shape.PCode == (byte)PCodeEnum.Primitive && m_rootPart.Shape.State != 0));
- }
-
- private struct avtocrossInfo
- {
- public ScenePresence av;
- public uint ParentID;
- }
- /// <summary>
- /// The absolute position of this scene object in the scene
- /// </summary>
- public override Vector3 AbsolutePosition
- {
- get { return m_rootPart.GroupPosition; }
- set
- {
- Vector3 val = value;
- if (Scene != null)
- {
- if (
- !Scene.PositionIsInCurrentRegion(val)
- && !IsAttachmentCheckFull()
- && (!Scene.LoadingPrims)
- )
- {
- IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
- string version = String.Empty;
- Vector3 newpos = Vector3.Zero;
- string failureReason = String.Empty;
- OpenSim.Services.Interfaces.GridRegion destination = null;
- if (m_rootPart.KeyframeMotion != null)
- m_rootPart.KeyframeMotion.StartCrossingCheck();
- bool canCross = true;
- foreach (ScenePresence av in GetSittingAvatars())
- {
- // We need to cross these agents. First, let's find
- // out if any of them can't cross for some reason.
- // We have to deny the crossing entirely if any
- // of them are banned. Alternatively, we could
- // unsit banned agents....
- // We set the avatar position as being the object
- // position to get the region to send to
- if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos, out failureReason)) == null)
- {
- canCross = false;
- break;
- }
- m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
- }
- if (canCross)
- {
- // We unparent the SP quietly so that it won't
- // be made to stand up
- List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
- foreach (ScenePresence av in GetSittingAvatars())
- {
- avtocrossInfo avinfo = new avtocrossInfo();
- SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
- if (parentPart != null)
- av.ParentUUID = parentPart.UUID;
- avinfo.av = av;
- avinfo.ParentID = av.ParentID;
- avsToCross.Add(avinfo);
- av.PrevSitOffset = av.OffsetPosition;
- av.ParentID = 0;
- }
- m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
- // Normalize
- if (val.X >= m_scene.RegionInfo.RegionSizeX)
- val.X -= m_scene.RegionInfo.RegionSizeX;
- if (val.Y >= m_scene.RegionInfo.RegionSizeY)
- val.Y -= m_scene.RegionInfo.RegionSizeY;
- if (val.X < 0)
- val.X += m_scene.RegionInfo.RegionSizeX;
- if (val.Y < 0)
- val.Y += m_scene.RegionInfo.RegionSizeY;
- // If it's deleted, crossing was successful
- if (IsDeleted)
- {
- foreach (avtocrossInfo avinfo in avsToCross)
- {
- ScenePresence av = avinfo.av;
- if (!av.IsInTransit) // just in case...
- {
- m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
- av.IsInTransit = true;
- // A temporary measure to allow regression tests to work.
- // Quite possibly, all BeginInvoke() calls should be replaced by Util.FireAndForget
- // or similar since BeginInvoke() always uses the system threadpool to launch
- // threads rather than any replace threadpool that we might be using.
- if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest)
- {
- entityTransfer.CrossAgentToNewRegionAsync(av, val, destination, av.Flying, version);
- CrossAgentToNewRegionCompleted(av);
- }
- else
- {
- CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
- d.BeginInvoke(
- av, val, destination, av.Flying, version,
- ar => CrossAgentToNewRegionCompleted(d.EndInvoke(ar)), null);
- }
- }
- else
- {
- m_log.DebugFormat("[SCENE OBJECT]: Not crossing avatar {0} to {1} because it's already in transit", av.Name, val);
- }
- }
- return;
- }
- else // cross failed, put avas back ??
- {
- foreach (avtocrossInfo avinfo in avsToCross)
- {
- ScenePresence av = avinfo.av;
- av.ParentUUID = UUID.Zero;
- av.ParentID = avinfo.ParentID;
- }
- }
- }
- else
- {
- if (m_rootPart.KeyframeMotion != null)
- m_rootPart.KeyframeMotion.CrossingFailure();
- if (RootPart.PhysActor != null)
- {
- RootPart.PhysActor.CrossingFailure();
- }
- }
- Vector3 oldp = AbsolutePosition;
- val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f);
- val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f);
- val.Z = Util.Clamp<float>(oldp.Z, 0.5f, Constants.RegionHeight);
- }
- }
- if (RootPart.GetStatusSandbox())
- {
- if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
- {
- RootPart.ScriptSetPhysicsStatus(false);
-
- if (Scene != null)
- Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
- ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
-
- return;
- }
- }
- // Restuff the new GroupPosition into each SOP of the linkset.
- // This has the affect of resetting and tainting the physics actors.
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].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);
- //}
-
- if (Scene != null)
- Scene.EventManager.TriggerParcelPrimCountTainted();
- }
- }
- public override Vector3 Velocity
- {
- get { return RootPart.Velocity; }
- set { RootPart.Velocity = value; }
- }
- private void CrossAgentToNewRegionCompleted(ScenePresence agent)
- {
- //// If the cross was successful, this agent is a child agent
- if (agent.IsChildAgent)
- {
- if (agent.ParentUUID != UUID.Zero)
- {
- agent.ParentPart = null;
- // agent.ParentPosition = Vector3.Zero;
- // agent.ParentUUID = UUID.Zero;
- }
- }
- agent.ParentUUID = UUID.Zero;
- // agent.Reset();
- // else // Not successful
- // agent.RestoreInCurrentScene();
- // In any case
- agent.IsInTransit = false;
- m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
- }
- public override uint LocalId
- {
- get { return m_rootPart.LocalId; }
- set { m_rootPart.LocalId = value; }
- }
- public override UUID UUID
- {
- get { return m_rootPart.UUID; }
- set
- {
- lock (m_parts.SyncRoot)
- {
- m_parts.Remove(m_rootPart.UUID);
- m_rootPart.UUID = value;
- m_parts.Add(value, m_rootPart);
- }
- }
- }
- public UUID LastOwnerID
- {
- get { return m_rootPart.LastOwnerID; }
- set { m_rootPart.LastOwnerID = value; }
- }
- public UUID OwnerID
- {
- get { 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; }
- }
- /// <summary>
- /// If set to true then the scene object can be backed up in principle, though this will only actually occur
- /// if Backup is set. If false then the scene object will never be backed up, Backup will always be false.
- /// </summary>
- protected virtual bool CanBeBackedUp
- {
- get { return true; }
- }
-
- public bool IsSelected
- {
- get { return m_isSelected; }
- set
- {
- m_isSelected = value;
- // Tell physics engine that group is selected
- PhysicsActor pa = m_rootPart.PhysActor;
- if (pa != null)
- {
- pa.Selected = value;
- // Pass it on to the children.
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart child = parts[i];
- PhysicsActor childPa = child.PhysActor;
- if (childPa != null)
- childPa.Selected = value;
- }
- }
- if (RootPart.KeyframeMotion != null)
- RootPart.KeyframeMotion.Selected = value;
- }
- }
- private SceneObjectPart m_PlaySoundMasterPrim = null;
- public SceneObjectPart PlaySoundMasterPrim
- {
- get { return m_PlaySoundMasterPrim; }
- set { m_PlaySoundMasterPrim = value; }
- }
- private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
- public List<SceneObjectPart> PlaySoundSlavePrims
- {
- get { return m_PlaySoundSlavePrims; }
- set { m_PlaySoundSlavePrims = value; }
- }
- private SceneObjectPart m_LoopSoundMasterPrim = null;
- public SceneObjectPart LoopSoundMasterPrim
- {
- get { return m_LoopSoundMasterPrim; }
- set { m_LoopSoundMasterPrim = value; }
- }
- private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>();
- public List<SceneObjectPart> LoopSoundSlavePrims
- {
- get { return m_LoopSoundSlavePrims; }
- set { m_LoopSoundSlavePrims = value; }
- }
- /// <summary>
- /// The UUID for the region this object is in.
- /// </summary>
- public UUID RegionUUID
- {
- get
- {
- if (m_scene != null)
- {
- return m_scene.RegionInfo.RegionID;
- }
- return UUID.Zero;
- }
- }
- /// <summary>
- /// The item ID that this object was rezzed from, if applicable.
- /// </summary>
- /// <remarks>
- /// If not applicable will be UUID.Zero
- /// </remarks>
- public UUID FromItemID { get; set; }
- /// <summary>
- /// Refers to the SceneObjectPart.UUID property of the object that this object was rezzed from, if applicable.
- /// </summary>
- /// <remarks>
- /// If not applicable will be UUID.Zero
- /// </remarks>
- public UUID FromPartID { get; set; }
- /// <summary>
- /// The folder ID that this object was rezzed from, if applicable.
- /// </summary>
- /// <remarks>
- /// If not applicable will be UUID.Zero
- /// </remarks>
- public UUID FromFolderID { get; set; }
- /// <summary>
- /// If true then grabs are blocked no matter what the individual part BlockGrab setting.
- /// </summary>
- /// <value><c>true</c> if block grab override; otherwise, <c>false</c>.</value>
- public bool BlockGrabOverride { get; set; }
- /// <summary>
- /// IDs of all avatars sat on this scene object.
- /// </summary>
- /// <remarks>
- /// We need this so that we can maintain a linkset wide ordering of avatars sat on different parts.
- /// This must be locked before it is read or written.
- /// SceneObjectPart sitting avatar add/remove code also locks on this object to avoid race conditions.
- /// No avatar should appear more than once in this list.
- /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart.
- /// </remarks>
- protected internal List<ScenePresence> m_sittingAvatars = new List<ScenePresence>();
- #endregion
- // ~SceneObjectGroup()
- // {
- // //m_log.DebugFormat("[SCENE OBJECT GROUP]: Destructor called for {0}, local id {1}", Name, LocalId);
- // Console.WriteLine("Destructor called for {0}, local id {1}", Name, LocalId);
- // }
- #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>
- /// <param name='part'>Root part for this scene object.</param>
- public SceneObjectGroup(SceneObjectPart part) : this()
- {
- 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)
- :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero))
- {
- }
- /// <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)
- {
- if (m_savedScriptState == null)
- m_savedScriptState = new Dictionary<UUID, string>();
- foreach (XmlNode node in nodes)
- {
- if (node.Attributes["UUID"] != null)
- {
- UUID itemid = new UUID(node.Attributes["UUID"].Value);
- if (itemid != UUID.Zero)
- m_savedScriptState[itemid] = node.InnerXml;
- }
- }
- }
- }
- public void LoadScriptState(XmlReader reader)
- {
- // m_log.DebugFormat("[SCENE OBJECT GROUP]: Looking for script state for {0} in {1}", Name);
- while (reader.ReadToFollowing("SavedScriptState"))
- {
- // m_log.DebugFormat("[SCENE OBJECT GROUP]: Loading script state for {0}", Name);
- if (m_savedScriptState == null)
- m_savedScriptState = new Dictionary<UUID, string>();
- string uuid = reader.GetAttribute("UUID");
- if (uuid != null)
- {
- // m_log.DebugFormat("[SCENE OBJECT GROUP]: Found state for item ID {0} in object {1}", uuid, Name);
- UUID itemid = new UUID(uuid);
- if (itemid != UUID.Zero)
- m_savedScriptState[itemid] = reader.ReadInnerXml();
- }
- else
- {
- m_log.WarnFormat("[SCENE OBJECT GROUP]: SavedScriptState element had no UUID in object {0}", Name);
- }
- }
- }
- /// <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 (CanBeBackedUp)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID);
- if (!Backup)
- m_scene.EventManager.OnBackup += ProcessBackup;
-
- Backup = 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();
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part.KeyframeMotion != null)
- {
- part.KeyframeMotion.UpdateSceneObject(this);
- }
- 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();
- // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
- // for the same object with very different properties. The caller must schedule the update.
- //ScheduleGroupForFullUpdate();
- }
- 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();
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- // 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 void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
- {
- maxX = -256f;
- maxY = -256f;
- maxZ = -256f;
- minX = 10000f;
- minY = 10000f;
- minZ = 10000f;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- 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 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);
- 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;
- 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;
- }
- }
- public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
- {
- float minX;
- float maxX;
- float minY;
- float maxY;
- float minZ;
- float maxZ;
- GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
- 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>();
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates();
- foreach (KeyValuePair<UUID, string> kvp in pstates)
- states.Add(kvp.Key, kvp.Value);
- }
- 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>
- ///
- /// </summary>
- /// <param name="part"></param>
- private void SetPartAsNonRoot(SceneObjectPart part)
- {
- part.ParentID = m_rootPart.LocalId;
- part.ClearUndoState();
- }
- public ushort GetTimeDilation()
- {
- return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
- }
-
- /// <summary>
- /// Set a part to act as the root part for this scene object
- /// </summary>
- /// <param name="part"></param>
- public void SetRootPart(SceneObjectPart part)
- {
- if (part == null)
- throw new ArgumentNullException("Cannot give SceneObjectGroup a null root SceneObjectPart");
- part.SetParent(this);
- m_rootPart = part;
- if (!IsAttachment)
- part.ParentID = 0;
- part.LinkNum = 0;
-
- 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)
- {
- part.SetParent(this);
- part.LinkNum = m_parts.Add(part.UUID, part);
- if (part.LinkNum == 2)
- RootPart.LinkNum = 1;
- }
- /// <summary>
- /// Make sure that every non root part has the proper parent root part local id
- /// </summary>
- private void UpdateParentIDs()
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part.UUID != m_rootPart.UUID)
- part.ParentID = m_rootPart.LocalId;
- }
- }
- public void RegenerateFullIDs()
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].UUID = UUID.Random();
- }
- // 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()
- {
- // Setting this SOG's absolute position also loops through and sets the positions
- // of the SOP's in this SOG's linkset. This has the side affect of making sure
- // the physics world matches the simulated world.
- 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!
- // jhurliman: Then why is it a property instead of two methods?
- }
- public UUID GetPartsFullID(uint localID)
- {
- SceneObjectPart part = GetPart(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 = GetPart(localId);
- OnGrabPart(part, offsetPos, remoteClient);
- }
- }
- public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
- // remoteClient.Name, part.Name, part.LocalId, offsetPos);
- 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.
- /// </summary>
- /// <remarks>
- /// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
- /// up and all avatars receive notification of its removal. Removal of the scene object from database backup
- /// must be handled by the caller.
- /// </remarks>
- /// <param name="silent">If true then deletion is not broadcast to clients</param>
- public void DeleteGroupFromScene(bool silent)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- Scene.ForEachScenePresence(sp =>
- {
- if (!sp.IsChildAgent && sp.ParentID == part.LocalId)
- sp.StandUp();
- if (!silent)
- {
- part.ClearUpdateSchedule();
- if (part == m_rootPart)
- {
- if (!IsAttachment
- || AttachedAvatar == sp.UUID
- || !HasPrivateAttachmentPoint)
- sp.ControllingClient.SendKillObject(new List<uint> { part.LocalId });
- }
- }
- });
- }
- }
- public void AddScriptLPS(int count)
- {
- m_scene.SceneGraph.AddToScriptLPS(count);
- }
- public void AddActiveScriptCount(int count)
- {
- SceneGraph d = m_scene.SceneGraph;
- d.AddActiveScripts(count);
- }
- public void aggregateScriptEvents()
- {
- PrimFlags objectflagupdate = (PrimFlags)RootPart.GetEffectiveObjectFlags();
- scriptEvents aggregateScriptEvents = 0;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part == null)
- continue;
- if (part != RootPart)
- part.Flags = 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();
- m_scene.RemoveGroupTarget(this);
- }
- m_scriptListens_atRotTarget = ((aggregateScriptEvents & scriptEvents.at_rot_target) != 0);
- m_scriptListens_notAtRotTarget = ((aggregateScriptEvents & scriptEvents.not_at_rot_target) != 0);
- if (!m_scriptListens_atRotTarget && !m_scriptListens_notAtRotTarget)
- {
- lock (m_rotTargets)
- m_rotTargets.Clear();
- m_scene.RemoveGroupTarget(this);
- }
- ScheduleGroupForFullUpdate();
- }
- public 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>
- public void ApplyPhysics()
- {
- // Apply physics to the root prim
- m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
-
- // Apply physics to child prims
- SceneObjectPart[] parts = m_parts.GetArray();
- if (parts.Length > 1)
- {
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part.LocalId != m_rootPart.LocalId)
- part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
- }
- // Hack to get the physics scene geometries in the right spot
- ResetChildPrimPhysicsPositions();
- }
- }
- public void SetOwnerId(UUID userId)
- {
- ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; });
- }
- public void ForEachPart(Action<SceneObjectPart> whatToDo)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- whatToDo(parts[i]);
- }
- #region Events
- /// <summary>
- /// Processes backup.
- /// </summary>
- /// <param name="datastore"></param>
- public virtual void ProcessBackup(ISimulationDataService datastore, bool forcedBackup)
- {
- if (!Backup)
- {
- // m_log.DebugFormat(
- // "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
- return;
- }
- if (IsDeleted || UUID == UUID.Zero)
- {
- // m_log.DebugFormat(
- // "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID);
- 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.
- 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.UtcNow - RootPart.Rezzed).TotalMinutes >
- parcel.LandData.OtherCleanTime)
- {
- DetachFromBackup();
- m_log.DebugFormat(
- "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn",
- RootPart.UUID);
- m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn");
- m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero,
- DeRezAction.Return, UUID.Zero);
- return;
- }
- }
- }
- }
- if (m_scene.UseBackup && 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(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;
- GroupContainsForeignPrims = false;
- m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
- 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}{4}",
- Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace);
- }
- }
- #endregion
- /// <summary>
- /// Send the parts of this SOG to a single client
- /// </summary>
- /// <remarks>
- /// Used when the client initially connects and when client sends RequestPrim packet
- /// </remarks>
- /// <param name="remoteClient"></param>
- public void SendFullUpdateToClient(IClientAPI remoteClient)
- {
- RootPart.SendFullUpdate(remoteClient);
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part != RootPart)
- part.SendFullUpdate(remoteClient);
- }
- }
- #region Copying
- /// <summary>
- /// Duplicates this object, including operations such as physics set up and attaching to the backup event.
- /// </summary>
- /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
- /// <returns></returns>
- public SceneObjectGroup Copy(bool userExposed)
- {
- // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up
- // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator
- // but not between regions on different simulators). Really, all copying should be done explicitly.
- SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
- dupe.Backup = false;
- dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
- dupe.m_sittingAvatars = new List<ScenePresence>();
- dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
- dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
- if (userExposed)
- dupe.m_rootPart.TrimPermissions();
- List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
-
- partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
- {
- return p1.LinkNum.CompareTo(p2.LinkNum);
- }
- );
- foreach (SceneObjectPart part in partList)
- {
- SceneObjectPart newPart;
- if (part.UUID != m_rootPart.UUID)
- {
- newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
- newPart.LinkNum = part.LinkNum;
- }
- else
- {
- newPart = dupe.m_rootPart;
- }
- // Need to duplicate the physics actor as well
- PhysicsActor originalPartPa = part.PhysActor;
- if (originalPartPa != null && userExposed)
- {
- PrimitiveBaseShape pbs = newPart.Shape;
-
- newPart.PhysActor
- = m_scene.PhysicsScene.AddPrimShape(
- string.Format("{0}/{1}", newPart.Name, newPart.UUID),
- pbs,
- newPart.AbsolutePosition,
- newPart.Scale,
- newPart.RotationOffset,
- originalPartPa.IsPhysical,
- newPart.LocalId);
-
- newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true);
- }
- if (part.KeyframeMotion != null)
- newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
- }
-
- if (userExposed)
- {
- dupe.UpdateParentIDs();
- dupe.HasGroupChanged = true;
- dupe.AttachToBackup();
- ScheduleGroupForFullUpdate();
- }
- return dupe;
- }
- /// <summary>
- /// Copy the given part as the root part of this scene object.
- /// </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, 0, userExposed));
- }
- public void ScriptSetPhysicsStatus(bool usePhysics)
- {
- if (usePhysics)
- {
- if (RootPart.KeyframeMotion != null)
- RootPart.KeyframeMotion.Stop();
- RootPart.KeyframeMotion = null;
- }
- UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
- }
- public void ScriptSetTemporaryStatus(bool makeTemporary)
- {
- UpdatePrimFlags(RootPart.LocalId, UsesPhysics, makeTemporary, IsPhantom, IsVolumeDetect);
- }
- public void ScriptSetPhantomStatus(bool makePhantom)
- {
- UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, makePhantom, IsVolumeDetect);
- }
- public void ScriptSetVolumeDetect(bool makeVolumeDetect)
- {
- UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, IsPhantom, makeVolumeDetect);
- /*
- 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(Vector3 impulse)
- {
- if (IsAttachment)
- {
- ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
- if (avatar != null)
- {
- avatar.PushForce(impulse);
- }
- }
- else
- {
- PhysicsActor pa = RootPart.PhysActor;
- if (pa != null)
- {
- pa.AddForce(impulse, true);
- m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- }
- }
- public void applyAngularImpulse(Vector3 impulse)
- {
- PhysicsActor pa = RootPart.PhysActor;
- if (pa != null)
- {
- if (!IsAttachment)
- {
- pa.AddAngularForce(impulse, true);
- m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- }
- }
- public void setAngularImpulse(Vector3 impulse)
- {
- PhysicsActor pa = RootPart.PhysActor;
- if (pa != null)
- {
- if (!IsAttachment)
- {
- pa.Torque = impulse;
- m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- }
- }
- public Vector3 GetTorque()
- {
- PhysicsActor pa = RootPart.PhysActor;
- if (pa != null)
- {
- if (!IsAttachment)
- {
- Vector3 torque = pa.Torque;
- return torque;
- }
- }
- return Vector3.Zero;
- }
- public void MoveToTarget(Vector3 target, float tau)
- {
- if (IsAttachment)
- {
- ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
- if (avatar != null)
- avatar.MoveToTarget(target, false, false);
- }
- else
- {
- PhysicsActor pa = RootPart.PhysActor;
- if (pa != null)
- {
- pa.PIDTarget = target;
- pa.PIDTau = tau;
- pa.PIDActive = true;
- }
- }
- }
- public void StopMoveToTarget()
- {
- if (IsAttachment)
- {
- ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
- if (avatar != null)
- avatar.ResetMoveToTarget();
- }
- else
- {
- PhysicsActor pa = RootPart.PhysActor;
- if (pa != null && pa.PIDActive)
- {
- pa.PIDActive = false;
-
- ScheduleGroupForTerseUpdate();
- }
- }
- }
-
- /// <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)
- {
- PhysicsActor pa = RootPart.PhysActor;
- if (pa != null)
- {
- if (height != 0f)
- {
- pa.PIDHoverHeight = height;
- pa.PIDHoverType = hoverType;
- pa.PIDTau = tau;
- pa.PIDHoverActive = true;
- }
- else
- {
- pa.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);
- AddPart(newPart);
- SetPartAsNonRoot(newPart);
- return newPart;
- }
- /// <summary>
- /// Reset the UUIDs for all the prims that make up this group.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- public void ResetIDs()
- {
- lock (m_parts.SyncRoot)
- {
- List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.GetArray());
- 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(RootPart, RequestFlags);
-
- // remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, 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
- 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 (IsDeleted)
- return;
- // Even temporary objects take part in physics (e.g. temp-on-rez bullets)
- //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
- // return;
- // If we somehow got here to updating the SOG and its root part is not scheduled for update,
- // check to see if the physical position or rotation warrant an update.
- if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
- {
- bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
- if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
- {
- m_rootPart.UpdateFlag = UpdateRequired.TERSE;
- lastPhysGroupPos = AbsolutePosition;
- }
- if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
- {
- m_rootPart.UpdateFlag = UpdateRequired.TERSE;
- lastPhysGroupRot = GroupRotation;
- }
- }
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (!IsSelected)
- part.UpdateLookAt();
- part.SendScheduledUpdates();
- }
- }
- /// <summary>
- /// Schedule a full update for this scene object to all interested viewers.
- /// </summary>
- /// <remarks>
- /// Ultimately, this should be managed such that region modules can invoke it at the end of a set of operations
- /// so that either all changes are sent at once. However, currently, a large amount of internal
- /// code will set this anyway when some object properties are changed.
- /// </remarks>
- public void ScheduleGroupForFullUpdate()
- {
- // if (IsAttachment)
- // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
-
- checkAtTargets();
- RootPart.ScheduleFullUpdate();
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part != RootPart)
- part.ScheduleFullUpdate();
- }
- }
- /// <summary>
- /// Schedule a terse update for this scene object to all interested viewers.
- /// </summary>
- /// <remarks>
- /// Ultimately, this should be managed such that region modules can invoke it at the end of a set of operations
- /// so that either all changes are sent at once. However, currently, a large amount of internal
- /// code will set this anyway when some object properties are changed.
- /// </remarks>
- public void ScheduleGroupForTerseUpdate()
- {
- // m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID);
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].ScheduleTerseUpdate();
- }
- /// <summary>
- /// Immediately send a full update for this scene object.
- /// </summary>
- public void SendGroupFullUpdate()
- {
- if (IsDeleted)
- return;
- // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
-
- RootPart.SendFullUpdateToAllClients();
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- 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 used by opensim (it probably should) but it's used by
- /// external modules.
- /// </summary>
- public void SendGroupRootTerseUpdate()
- {
- if (IsDeleted)
- return;
- RootPart.SendTerseUpdateToAllClients();
- }
- 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;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].SendTerseUpdateToAllClients();
- }
- /// <summary>
- /// Send metadata about the root prim (name, description, sale price, permissions, etc.) to a client.
- /// </summary>
- /// <param name="client"></param>
- public void SendPropertiesToClient(IClientAPI client)
- {
- m_rootPart.SendPropertiesToClient(client);
- }
- #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)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- if (parts[i].LinkNum == linknum)
- return parts[i];
- }
- return null;
- }
- /// <summary>
- /// Get a part with a given UUID
- /// </summary>
- /// <param name="primID"></param>
- /// <returns>null if a part with the primID was not found</returns>
- public SceneObjectPart GetPart(UUID primID)
- {
- SceneObjectPart childPart;
- m_parts.TryGetValue(primID, out childPart);
- return childPart;
- }
- /// <summary>
- /// Get a part with a given local ID
- /// </summary>
- /// <param name="localID"></param>
- /// <returns>null if a part with the local ID was not found</returns>
- public SceneObjectPart GetPart(uint localID)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- if (parts[i].LocalId == localID)
- return parts[i];
- }
- return null;
- }
- #endregion
- #region Packet Handlers
- /// <summary>
- /// Link the prims in a given group to this group
- /// </summary>
- /// <remarks>
- /// Do not call this method directly - use Scene.LinkObjects() instead to avoid races between threads.
- /// FIXME: There are places where scripts call these methods directly without locking. This is a potential race condition.
- /// </remarks>
- /// <param name="objectGroup">The group of prims which should be linked to this group</param>
- public void LinkToGroup(SceneObjectGroup objectGroup)
- {
- LinkToGroup(objectGroup, false);
- }
- // Link an existing group to this group.
- // The group being linked need not be a linkset -- it can have just one prim.
- public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
- {
- // 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);
- // Linking to ourselves is not a valid operation.
- if (objectGroup == this)
- return;
- // If the configured linkset capacity is greater than zero,
- // and the new linkset would have a prim count higher than this
- // value, do not link it.
- if (m_scene.m_linksetCapacity > 0 &&
- (PrimCount + objectGroup.PrimCount) >
- m_scene.m_linksetCapacity)
- {
- m_log.DebugFormat(
- "[SCENE OBJECT GROUP]: Cannot link group with root" +
- " part {0}, {1} ({2} prims) to group with root part" +
- " {3}, {4} ({5} prims) because the new linkset" +
- " would exceed the configured maximum of {6}",
- objectGroup.RootPart.Name, objectGroup.RootPart.UUID,
- objectGroup.PrimCount, RootPart.Name, RootPart.UUID,
- PrimCount, m_scene.m_linksetCapacity);
- return;
- }
- // 'linkPart' == the root of the group being linked into this group
- SceneObjectPart linkPart = objectGroup.m_rootPart;
- // physics flags from group to be applied to linked parts
- bool grpusephys = UsesPhysics;
- bool grptemporary = IsTemporary;
- // Remember where the group being linked thought it was
- Vector3 oldGroupPosition = linkPart.GroupPosition;
- Quaternion oldRootRotation = linkPart.RotationOffset;
- // A linked SOP remembers its location and rotation relative to the root of a group.
- // Convert the root of the group being linked to be relative to the
- // root of the group being linked to.
- // Note: Some of the assignments have complex side effects.
- // First move the new group's root SOP's position to be relative to ours
- // (radams1: Not sure if the multiple setting of OffsetPosition is required. If not,
- // this code can be reordered to have a more logical flow.)
- linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
- // Assign the new parent to the root of the old group
- linkPart.ParentID = m_rootPart.LocalId;
- // Now that it's a child, it's group position is our root position
- linkPart.GroupPosition = AbsolutePosition;
- Vector3 axPos = linkPart.OffsetPosition;
- // Rotate the linking root SOP's position to be relative to the new root prim
- Quaternion parentRot = m_rootPart.RotationOffset;
- axPos *= Quaternion.Inverse(parentRot);
- linkPart.OffsetPosition = axPos;
- // Make the linking root SOP's rotation relative to the new root prim
- Quaternion oldRot = linkPart.RotationOffset;
- Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
- linkPart.RotationOffset = newRot;
- // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
- // Now that we know this SOG has at least two SOPs in it, the new root
- // SOP becomes the first in the linkset.
- if (m_rootPart.LinkNum == 0)
- m_rootPart.LinkNum = 1;
- lock (m_parts.SyncRoot)
- {
- // Calculate the new link number for the old root SOP
- int linkNum;
- if (insert)
- {
- linkNum = 2;
- foreach (SceneObjectPart part in Parts)
- {
- if (part.LinkNum > 1)
- part.LinkNum++;
- }
- }
- else
- {
- linkNum = PrimCount + 1;
- }
- // Add the old root SOP as a part in our group's list
- m_parts.Add(linkPart.UUID, linkPart);
- linkPart.SetParent(this);
- linkPart.CreateSelected = true;
- // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
- linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive);
- // If the added SOP is physical, also tell the physics engine about the link relationship.
- if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
- {
- linkPart.PhysActor.link(m_rootPart.PhysActor);
- this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
- }
- linkPart.LinkNum = linkNum++;
- // Get a list of the SOP's in the old group in order of their linknum's.
- SceneObjectPart[] ogParts = objectGroup.Parts;
- Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
- {
- return a.LinkNum - b.LinkNum;
- });
- // Add each of the SOP's from the old linkset to our linkset
- for (int i = 0; i < ogParts.Length; i++)
- {
- SceneObjectPart part = ogParts[i];
- if (part.UUID != objectGroup.m_rootPart.UUID)
- {
- LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
- // Update the physics flags for the newly added SOP
- // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
- part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive);
- // If the added SOP is physical, also tell the physics engine about the link relationship.
- if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
- {
- part.PhysActor.link(m_rootPart.PhysActor);
- this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
- }
- }
- part.ClearUndoState();
- }
- }
- // Now that we've aquired all of the old SOG's parts, remove the old SOG from the scene.
- m_scene.UnlinkSceneObject(objectGroup, true);
- objectGroup.IsDeleted = true;
- 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;
- // If linking prims with different permissions, fix them
- AdjustChildPrimPermissions(false);
- GroupContainsForeignPrims = true;
- 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>
- /// <remarks>
- /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
- /// condition. But currently there is no
- /// alternative method that does take a lonk to delink a single prim.
- /// </remarks>
- /// <param name="partID"></param>
- /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
- public SceneObjectGroup DelinkFromGroup(uint partID)
- {
- return DelinkFromGroup(partID, true);
- }
- /// <summary>
- /// Delink the given prim from this group. The delinked prim is established as
- /// an independent SceneObjectGroup.
- /// </summary>
- /// <remarks>
- /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
- /// condition. But currently there is no
- /// alternative method that does take a lonk to delink a single prim.
- /// </remarks>
- /// <param name="partID"></param>
- /// <param name="sendEvents"></param>
- /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
- public SceneObjectGroup DelinkFromGroup(uint partID, bool sendEvents)
- {
- SceneObjectPart linkPart = GetPart(partID);
- if (linkPart != null)
- {
- return DelinkFromGroup(linkPart, sendEvents);
- }
- else
- {
- m_log.WarnFormat("[SCENE OBJECT GROUP]: " +
- "DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
- partID, LocalId, UUID);
- return null;
- }
- }
- /// <summary>
- /// Delink the given prim from this group. The delinked prim is established as
- /// an independent SceneObjectGroup.
- /// </summary>
- /// <remarks>
- /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
- /// condition. But currently there is no
- /// alternative method that does take a lock to delink a single prim.
- /// </remarks>
- /// <param name="partID"></param>
- /// <param name="sendEvents"></param>
- /// <returns>The object group of the newly delinked prim.</returns>
- public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
- // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
-
- linkPart.ClearUndoState();
- Vector3 worldPos = linkPart.GetWorldPosition();
- Quaternion worldRot = linkPart.GetWorldRotation();
- // Remove the part from this object
- lock (m_parts.SyncRoot)
- {
- m_parts.Remove(linkPart.UUID);
- SceneObjectPart[] parts = m_parts.GetArray();
- // Rejigger the linknum's of the remaining SOP's to fill any gap
- if (parts.Length == 1 && RootPart != null)
- {
- // Single prim left
- RootPart.LinkNum = 0;
- }
- else
- {
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part.LinkNum > linkPart.LinkNum)
- part.LinkNum--;
- }
- }
- }
- linkPart.ParentID = 0;
- linkPart.LinkNum = 0;
- PhysicsActor linkPartPa = linkPart.PhysActor;
- // Remove the SOP from the physical scene.
- // If the new SOG is physical, it is re-created later.
- // (There is a problem here in that we have not yet told the physics
- // engine about the delink. Someday, linksets should be made first
- // class objects in the physics engine interface).
- if (linkPartPa != null)
- m_scene.PhysicsScene.RemovePrim(linkPartPa);
- // We need to reset the child part's position
- // ready for life as a separate object after being a part of another object
- /* This commented out code seems to recompute what GetWorldPosition already does.
- * Replace with a call to GetWorldPosition (before unlinking)
- 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.GroupPosition = worldPos;
- linkPart.OffsetPosition = Vector3.Zero;
- linkPart.RotationOffset = worldRot;
- // Create a new SOG to go around this unlinked and unattached SOP
- SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
- m_scene.AddNewSceneObject(objectGroup, true);
- if (sendEvents)
- linkPart.TriggerScriptChangedEvent(Changed.LINK);
- linkPart.Rezzed = RootPart.Rezzed;
- // We must persist the delinked group to the database immediately, for safety. The problem
- // is that although in memory the new group has a new SceneGroupID, in the database it
- // still has the parent group's SceneGroupID (until the next backup). This means that if the
- // parent group is deleted then the delinked group will also be deleted from the database.
- // This problem will disappear if the region remains alive long enough for another backup,
- // since at that time the delinked group's new SceneGroupID will be written to the database.
- // But if the region crashes before that then the prims will be permanently gone, and this must
- // not happen. (We can't use a just-in-time trick like GroupContainsForeignPrims in this case
- // because the delinked group doesn't know when the source group is deleted.)
- m_scene.ForceSceneObjectBackup(objectGroup);
- return objectGroup;
- }
- /// <summary>
- /// Stop this object from being persisted over server restarts.
- /// </summary>
- /// <param name="objectGroup"></param>
- public virtual void DetachFromBackup()
- {
- if (Backup && Scene != null)
- m_scene.EventManager.OnBackup -= ProcessBackup;
-
- Backup = false;
- }
- // This links an SOP from a previous linkset into my linkset.
- // The trick is that the SOP's position and rotation are relative to the old root SOP's
- // so we are passed in the position and rotation of the old linkset so this can
- // unjigger this SOP's position and rotation from the previous linkset and
- // then make them relative to my linkset root.
- private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
- {
- Quaternion parentRot = oldGroupRotation;
- Quaternion oldRot = part.RotationOffset;
- // Move our position to not be relative to the old parent
- Vector3 axPos = part.OffsetPosition;
- axPos *= parentRot;
- part.OffsetPosition = axPos;
- part.GroupPosition = oldGroupPosition + part.OffsetPosition;
- part.OffsetPosition = Vector3.Zero;
- // Compution our rotation to be not relative to the old parent
- Quaternion worldRot = parentRot * oldRot;
- part.RotationOffset = worldRot;
- // Add this SOP to our linkset
- part.SetParent(this);
- part.ParentID = m_rootPart.LocalId;
- m_parts.Add(part.UUID, part);
- part.LinkNum = linkNum;
- // Compute the new position of this SOP relative to the group position
- part.OffsetPosition = part.GroupPosition - AbsolutePosition;
- // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
- // It would have the affect of setting the physics engine position multiple
- // times. In theory, that is not necessary but I don't have a good linkset
- // test to know that cleaning up this code wouldn't break things.)
- // Rotate the relative position by the rotation of the group
- Quaternion rootRotation = m_rootPart.RotationOffset;
- Vector3 pos = part.OffsetPosition;
- pos *= Quaternion.Inverse(rootRotation);
- part.OffsetPosition = pos;
- // Compute the SOP's rotation relative to the rotation of the group.
- parentRot = m_rootPart.RotationOffset;
- oldRot = part.RotationOffset;
- Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
- part.RotationOffset = newRot;
- // Since this SOP's state has changed, push those changes into the physics engine
- // and the simulator.
- part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect);
- }
- /// <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="partID">Part ID to check for grab</param>
- /// <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(UUID partID, Vector3 offset, Vector3 pos, IClientAPI remoteClient)
- {
- if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
- {
- SceneObjectPart part = GetPart(partID);
- if (part == null)
- return;
- PhysicsActor pa = m_rootPart.PhysActor;
- if (pa != null)
- {
- if (pa.IsPhysical)
- {
- if (!BlockGrabOverride && !part.BlockGrab)
- {
- Vector3 llmoveforce = pos - AbsolutePosition;
- Vector3 grabforce = llmoveforce;
- grabforce = (grabforce / 10) * pa.Mass;
- pa.AddForce(grabforce, true);
- m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- }
- 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))
- {
- PhysicsActor pa = m_rootPart.PhysActor;
- if (pa != null)
- {
- if (pa.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))
- {
- PhysicsActor pa = m_rootPart.PhysActor;
- if (pa != null)
- {
- if (pa.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);
- Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
- spinforce = (spinforce/8) * pa.Mass; // 8 is an arbitrary torque scaling factor
- pa.AddAngularForce(spinforce,true);
- m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- }
- else
- {
- //NonPhysicalSpinMovement(pos);
- }
- }
- else
- {
- //NonPhysicalSpinMovement(pos);
- }
- }
- }
- /// <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 = GetPart(localID);
- if (part != null)
- {
- part.Name = name;
- }
- }
- public void SetPartDescription(string des, uint localID)
- {
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- part.Description = des;
- }
- }
- public void SetPartText(string text, uint localID)
- {
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- part.SetText(text);
- }
- }
- public void SetPartText(string text, UUID partID)
- {
- SceneObjectPart part = GetPart(partID);
- if (part != null)
- {
- part.SetText(text);
- }
- }
- public string GetPartName(uint localID)
- {
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- return part.Name;
- }
- return String.Empty;
- }
- public string GetPartDescription(uint localID)
- {
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- return part.Description;
- }
- return String.Empty;
- }
- /// <summary>
- /// Update prim flags for this group.
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="UsePhysics"></param>
- /// <param name="SetTemporary"></param>
- /// <param name="SetPhantom"></param>
- /// <param name="SetVolumeDetect"></param>
- public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
- {
- SceneObjectPart selectionPart = GetPart(localID);
- if (Scene != null)
- {
- if (SetTemporary)
- {
- DetachFromBackup();
- // Remove from database and parcel prim count
- //
- m_scene.DeleteFromStorage(UUID);
- }
- else if (!Backup)
- {
- // Previously been temporary now switching back so make it
- // available for persisting again
- AttachToBackup();
- }
- m_scene.EventManager.TriggerParcelPrimCountTainted();
- }
- if (selectionPart != null)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
-
- if (Scene != null)
- {
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part.Scale.X > m_scene.m_maxPhys ||
- part.Scale.Y > m_scene.m_maxPhys ||
- part.Scale.Z > m_scene.m_maxPhys )
- {
- UsePhysics = false; // Reset physics
- break;
- }
- }
- }
- for (int i = 0; i < parts.Length; i++)
- parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
- }
- }
- public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
- {
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- part.UpdateExtraParam(type, inUse, data);
- }
- }
- /// <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 = GetPart(localID);
- if (part != null)
- {
- part.UpdateTextureEntry(textureEntry);
- }
- }
- public void AdjustChildPrimPermissions(bool forceTaskInventoryPermissive)
- {
- uint newOwnerMask = (uint)(PermissionMask.All | PermissionMask.Export) & 0xfffffff8; // Mask folded bits
- uint foldedPerms = RootPart.OwnerMask & 3;
- ForEachPart(part =>
- {
- newOwnerMask &= part.BaseMask;
- if (part != RootPart)
- part.ClonePermissions(RootPart);
- if (forceTaskInventoryPermissive)
- part.Inventory.ApplyGodPermissions(part.BaseMask);
- });
- uint lockMask = ~(uint)(PermissionMask.Move | PermissionMask.Modify);
- uint lockBit = RootPart.OwnerMask & (uint)(PermissionMask.Move | PermissionMask.Modify);
- RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
- RootPart.ScheduleFullUpdate();
- }
- public void UpdatePermissions(UUID AgentID, byte field, uint localID,
- uint mask, byte addRemTF)
- {
- RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
- AdjustChildPrimPermissions(Scene.Permissions.IsGod(AgentID));
- HasGroupChanged = true;
- // Send the group's properties to all clients once all parts are updated
- IClientAPI client;
- if (Scene.TryGetClient(AgentID, out client))
- SendPropertiesToClient(client);
- }
- #endregion
- #region Shape
- /// <summary>
- ///
- /// </summary>
- /// <param name="shapeBlock"></param>
- public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
- {
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- part.UpdateShape(shapeBlock);
- PhysicsActor pa = m_rootPart.PhysActor;
- if (pa != null)
- m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- }
- #endregion
- #region Resize
- /// <summary>
- /// Resize the entire group of prims.
- /// </summary>
- /// <param name="scale"></param>
- public void GroupResize(Vector3 scale)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
- PhysicsActor pa = m_rootPart.PhysActor;
- RootPart.StoreUndoState(true);
- if (Scene != null)
- {
- scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
- scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
- scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
-
- if (pa != null && pa.IsPhysical)
- {
- scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
- scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
- scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
- }
- }
- float x = (scale.X / RootPart.Scale.X);
- float y = (scale.Y / RootPart.Scale.Y);
- float z = (scale.Z / RootPart.Scale.Z);
- SceneObjectPart[] parts = m_parts.GetArray();
- if (Scene != null & (x > 1.0f || y > 1.0f || z > 1.0f))
- {
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart obPart = parts[i];
- if (obPart.UUID != m_rootPart.UUID)
- {
- // obPart.IgnoreUndoUpdate = true;
- Vector3 oldSize = new Vector3(obPart.Scale);
- float f = 1.0f;
- float a = 1.0f;
- if (pa != null && pa.IsPhysical)
- {
- if (oldSize.X * x > Scene.m_maxPhys)
- {
- f = m_scene.m_maxPhys / oldSize.X;
- a = f / x;
- x *= a;
- y *= a;
- z *= a;
- }
- else if (oldSize.X * x < Scene.m_minPhys)
- {
- f = m_scene.m_minPhys / oldSize.X;
- a = f / x;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Y * y > Scene.m_maxPhys)
- {
- f = m_scene.m_maxPhys / oldSize.Y;
- a = f / y;
- x *= a;
- y *= a;
- z *= a;
- }
- else if (oldSize.Y * y < Scene.m_minPhys)
- {
- f = m_scene.m_minPhys / oldSize.Y;
- a = f / y;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Z * z > Scene.m_maxPhys)
- {
- f = m_scene.m_maxPhys / oldSize.Z;
- a = f / z;
- x *= a;
- y *= a;
- z *= a;
- }
- else if (oldSize.Z * z < Scene.m_minPhys)
- {
- f = m_scene.m_minPhys / oldSize.Z;
- a = f / z;
- x *= a;
- y *= a;
- z *= a;
- }
- }
- else
- {
- if (oldSize.X * x > Scene.m_maxNonphys)
- {
- f = m_scene.m_maxNonphys / oldSize.X;
- a = f / x;
- x *= a;
- y *= a;
- z *= a;
- }
- else if (oldSize.X * x < Scene.m_minNonphys)
- {
- f = m_scene.m_minNonphys / oldSize.X;
- a = f / x;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Y * y > Scene.m_maxNonphys)
- {
- f = m_scene.m_maxNonphys / oldSize.Y;
- a = f / y;
- x *= a;
- y *= a;
- z *= a;
- }
- else if (oldSize.Y * y < Scene.m_minNonphys)
- {
- f = m_scene.m_minNonphys / oldSize.Y;
- a = f / y;
- x *= a;
- y *= a;
- z *= a;
- }
- if (oldSize.Z * z > Scene.m_maxNonphys)
- {
- f = m_scene.m_maxNonphys / oldSize.Z;
- a = f / z;
- x *= a;
- y *= a;
- z *= a;
- }
- else if (oldSize.Z * z < Scene.m_minNonphys)
- {
- f = m_scene.m_minNonphys / oldSize.Z;
- a = f / z;
- x *= a;
- y *= a;
- z *= a;
- }
- }
- // obPart.IgnoreUndoUpdate = false;
- }
- }
- }
- Vector3 prevScale = RootPart.Scale;
- prevScale.X *= x;
- prevScale.Y *= y;
- prevScale.Z *= z;
- // RootPart.IgnoreUndoUpdate = true;
- RootPart.Resize(prevScale);
- // RootPart.IgnoreUndoUpdate = false;
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart obPart = parts[i];
- if (obPart.UUID != m_rootPart.UUID)
- {
- obPart.IgnoreUndoUpdate = true;
- 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);
- obPart.IgnoreUndoUpdate = false;
- }
- // obPart.IgnoreUndoUpdate = false;
- // obPart.StoreUndoState();
- }
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
- }
- #endregion
- #region Position
- /// <summary>
- /// Move this scene object
- /// </summary>
- /// <param name="pos"></param>
- public void UpdateGroupPosition(Vector3 pos)
- {
- // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
- RootPart.StoreUndoState(true);
- // SceneObjectPart[] parts = m_parts.GetArray();
- // for (int i = 0; i < parts.Length; i++)
- // parts[i].StoreUndoState();
- if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
- {
- if (IsAttachment)
- {
- m_rootPart.AttachedPos = pos;
- }
- if (RootPart.GetStatusSandbox())
- {
- if (Util.GetDistanceTo(RootPart.StatusSandboxPos, pos) > 10)
- {
- RootPart.ScriptSetPhysicsStatus(false);
- pos = AbsolutePosition;
- Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
- ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
- }
- }
- 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)
- RootPart.ScheduleTerseUpdate();
- }
- /// <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 = GetPart(localID);
- // SceneObjectPart[] parts = m_parts.GetArray();
- // for (int i = 0; i < parts.Length; i++)
- // parts[i].StoreUndoState();
- if (part != null)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
- part.StoreUndoState(false);
- part.IgnoreUndoUpdate = true;
- if (part.UUID == m_rootPart.UUID)
- {
- UpdateRootPosition(pos);
- }
- else
- {
- part.UpdateOffSet(pos);
- }
- HasGroupChanged = true;
- part.IgnoreUndoUpdate = false;
- }
- }
- /// <summary>
- /// Update just the root prim position in a linkset
- /// </summary>
- /// <param name="newPos"></param>
- public void UpdateRootPosition(Vector3 newPos)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
- // SceneObjectPart[] parts = m_parts.GetArray();
- // for (int i = 0; i < parts.Length; i++)
- // parts[i].StoreUndoState();
- Vector3 oldPos;
- if (IsAttachment)
- oldPos = m_rootPart.AttachedPos + m_rootPart.OffsetPosition; // OffsetPosition should always be 0 in an attachments's root prim
- else
- oldPos = AbsolutePosition + m_rootPart.OffsetPosition;
- Vector3 diff = oldPos - newPos;
- Quaternion partRotation = m_rootPart.RotationOffset;
- diff *= Quaternion.Inverse(partRotation);
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart obPart = parts[i];
- if (obPart.UUID != m_rootPart.UUID)
- obPart.OffsetPosition = obPart.OffsetPosition + diff;
- }
- AbsolutePosition = newPos;
-
- if (IsAttachment)
- m_rootPart.AttachedPos = newPos;
- HasGroupChanged = true;
- ScheduleGroupForTerseUpdate();
- }
- #endregion
- #region Rotation
- /// <summary>
- /// Update the rotation of the group.
- /// </summary>
- /// <param name="rot"></param>
- public void UpdateGroupRotationR(Quaternion rot)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
- // SceneObjectPart[] parts = m_parts.GetArray();
- // for (int i = 0; i < parts.Length; i++)
- // parts[i].StoreUndoState();
- m_rootPart.StoreUndoState(true);
- m_rootPart.UpdateRotation(rot);
- PhysicsActor actor = m_rootPart.PhysActor;
- if (actor != null)
- {
- actor.Orientation = m_rootPart.RotationOffset;
- m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
- }
- HasGroupChanged = true;
- ScheduleGroupForTerseUpdate();
- }
- /// <summary>
- /// Update the position and rotation of a group simultaneously.
- /// </summary>
- /// <param name="pos"></param>
- /// <param name="rot"></param>
- public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
- // SceneObjectPart[] parts = m_parts.GetArray();
- // for (int i = 0; i < parts.Length; i++)
- // parts[i].StoreUndoState();
- RootPart.StoreUndoState(true);
- RootPart.IgnoreUndoUpdate = true;
- m_rootPart.UpdateRotation(rot);
- PhysicsActor actor = m_rootPart.PhysActor;
- if (actor != null)
- {
- actor.Orientation = m_rootPart.RotationOffset;
- m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
- }
- if (IsAttachment)
- {
- m_rootPart.AttachedPos = pos;
- }
- AbsolutePosition = pos;
- HasGroupChanged = true;
- ScheduleGroupForTerseUpdate();
- RootPart.IgnoreUndoUpdate = false;
- }
- /// <summary>
- /// Update the rotation of a single prim within the group.
- /// </summary>
- /// <param name="rot"></param>
- /// <param name="localID"></param>
- public void UpdateSingleRotation(Quaternion rot, uint localID)
- {
- SceneObjectPart part = GetPart(localID);
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].StoreUndoState();
- if (part != null)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
- if (part.UUID == m_rootPart.UUID)
- {
- UpdateRootRotation(rot);
- }
- else
- {
- part.UpdateRotation(rot);
- }
- }
- }
- /// <summary>
- /// Update the position and rotation simultaneously of a single prim within the group.
- /// </summary>
- /// <param name="rot"></param>
- /// <param name="localID"></param>
- public void UpdateSingleRotation(Quaternion rot, Vector3 pos, uint localID)
- {
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
- // part.Name, part.LocalId, rot);
- part.StoreUndoState();
- part.IgnoreUndoUpdate = true;
- if (part.UUID == m_rootPart.UUID)
- {
- UpdateRootRotation(rot);
- AbsolutePosition = pos;
- }
- else
- {
- part.UpdateRotation(rot);
- part.OffsetPosition = pos;
- }
- part.IgnoreUndoUpdate = false;
- }
- }
- /// <summary>
- /// Update the rotation of just the root prim of a linkset.
- /// </summary>
- /// <param name="rot"></param>
- public void UpdateRootRotation(Quaternion rot)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
- // Name, LocalId, rot);
- Quaternion axRot = rot;
- Quaternion oldParentRot = m_rootPart.RotationOffset;
- m_rootPart.StoreUndoState();
- m_rootPart.UpdateRotation(rot);
- PhysicsActor pa = m_rootPart.PhysActor;
- if (pa != null)
- {
- pa.Orientation = m_rootPart.RotationOffset;
- m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart prim = parts[i];
- if (prim.UUID != m_rootPart.UUID)
- {
- prim.IgnoreUndoUpdate = true;
- Vector3 axPos = prim.OffsetPosition;
- axPos *= oldParentRot;
- axPos *= Quaternion.Inverse(axRot);
- prim.OffsetPosition = axPos;
- Quaternion primsRot = prim.RotationOffset;
- Quaternion newRot = oldParentRot * primsRot;
- newRot = Quaternion.Inverse(axRot) * newRot;
- prim.RotationOffset = newRot;
- prim.ScheduleTerseUpdate();
- prim.IgnoreUndoUpdate = false;
- }
- }
- // for (int i = 0; i < parts.Length; i++)
- // {
- // SceneObjectPart childpart = parts[i];
- // if (childpart != m_rootPart)
- // {
- //// childpart.IgnoreUndoUpdate = false;
- //// childpart.StoreUndoState();
- // }
- // }
- m_rootPart.ScheduleTerseUpdate();
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
- // Name, LocalId, rot);
- }
- #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;
- 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)
- RootPart.RotationAxis.X = setval;
- if (setY)
- RootPart.RotationAxis.Y = setval;
- if (setZ)
- RootPart.RotationAxis.Z = setval;
- if (setX || setY || setZ)
- RootPart.SetPhysicsAxisRotation();
- }
- public int registerRotTargetWaypoint(Quaternion target, float tolerance)
- {
- scriptRotTarget waypoint = new scriptRotTarget();
- waypoint.targetRot = target;
- waypoint.tolerance = tolerance;
- uint handle = m_scene.AllocateLocalId();
- waypoint.handle = handle;
- lock (m_rotTargets)
- {
- m_rotTargets.Add(handle, waypoint);
- }
- m_scene.AddGroupTarget(this);
- return (int)handle;
- }
- public void unregisterRotTargetWaypoint(int handle)
- {
- lock (m_targets)
- {
- m_rotTargets.Remove((uint)handle);
- if (m_targets.Count == 0)
- m_scene.RemoveGroupTarget(this);
- }
- }
- 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);
- }
- m_scene.AddGroupTarget(this);
- return (int)handle;
- }
-
- public void unregisterTargetWaypoint(int handle)
- {
- lock (m_targets)
- {
- m_targets.Remove((uint)handle);
- if (m_targets.Count == 0)
- m_scene.RemoveGroupTarget(this);
- }
- }
- public 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)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- uint[] localids = new uint[parts.Length];
- for (int i = 0; i < parts.Length; i++)
- localids[i] = parts[i].LocalId;
-
- 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
- SceneObjectPart[] parts = m_parts.GetArray();
- uint[] localids = new uint[parts.Length];
- for (int i = 0; i < parts.Length; i++)
- localids[i] = parts[i].LocalId;
-
- for (int ctr = 0; ctr < localids.Length; ctr++)
- {
- m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
- }
- }
- }
- }
- if (m_scriptListens_atRotTarget || m_scriptListens_notAtRotTarget)
- {
- if (m_rotTargets.Count > 0)
- {
- bool at_Rottarget = false;
- Dictionary<uint, scriptRotTarget> atRotTargets = new Dictionary<uint, scriptRotTarget>();
- lock (m_rotTargets)
- {
- foreach (uint idx in m_rotTargets.Keys)
- {
- scriptRotTarget target = m_rotTargets[idx];
- double angle
- = Math.Acos(
- target.targetRot.X * m_rootPart.RotationOffset.X
- + target.targetRot.Y * m_rootPart.RotationOffset.Y
- + target.targetRot.Z * m_rootPart.RotationOffset.Z
- + target.targetRot.W * m_rootPart.RotationOffset.W)
- * 2;
- if (angle < 0) angle = -angle;
- if (angle > Math.PI) angle = (Math.PI * 2 - angle);
- if (angle <= target.tolerance)
- {
- // trigger at_rot_target
- if (m_scriptListens_atRotTarget)
- {
- at_Rottarget = true;
- scriptRotTarget att = new scriptRotTarget();
- att.targetRot = target.targetRot;
- att.tolerance = target.tolerance;
- att.handle = target.handle;
- atRotTargets.Add(idx, att);
- }
- }
- }
- }
- if (atRotTargets.Count > 0)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- uint[] localids = new uint[parts.Length];
- for (int i = 0; i < parts.Length; i++)
- localids[i] = parts[i].LocalId;
- for (int ctr = 0; ctr < localids.Length; ctr++)
- {
- foreach (uint target in atRotTargets.Keys)
- {
- scriptRotTarget att = atRotTargets[target];
- m_scene.EventManager.TriggerAtRotTargetEvent(
- localids[ctr], att.handle, att.targetRot, m_rootPart.RotationOffset);
- }
- }
- return;
- }
- if (m_scriptListens_notAtRotTarget && !at_Rottarget)
- {
- //trigger not_at_target
- SceneObjectPart[] parts = m_parts.GetArray();
- uint[] localids = new uint[parts.Length];
- for (int i = 0; i < parts.Length; i++)
- localids[i] = parts[i].LocalId;
- for (int ctr = 0; ctr < localids.Length; ctr++)
- {
- m_scene.EventManager.TriggerNotAtRotTargetEvent(localids[ctr]);
- }
- }
- }
- }
- }
-
- public float GetMass()
- {
- float retmass = 0f;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- retmass += parts[i].GetMass();
- return retmass;
- }
- /// <summary>
- /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
- /// the physics engine can use it.
- /// </summary>
- /// <remarks>
- /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
- /// </remarks>
- /*
- public void CheckSculptAndLoad()
- {
- if (IsDeleted)
- return;
- if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
- return;
- // m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].CheckSculptAndLoad();
- }
- */
- /// <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)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- part.SetGroup(GroupID, client);
- part.Inventory.ChangeInventoryGroup(GroupID);
- }
- HasGroupChanged = true;
-
- // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
- // for the same object with very different properties. The caller must schedule the update.
- //ScheduleGroupForFullUpdate();
- }
- public void TriggerScriptChangedEvent(Changed val)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].TriggerScriptChangedEvent(val);
- }
- /// <summary>
- /// Returns a count of the number of scripts in this groups parts.
- /// </summary>
- public int ScriptCount()
- {
- int count = 0;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- count += parts[i].Inventory.ScriptCount();
- return count;
- }
- /// <summary>
- /// A float the value is a representative execution time in milliseconds of all scripts in the link set.
- /// </summary>
- public float ScriptExecutionTime()
- {
- IScriptModule[] engines = Scene.RequestModuleInterfaces<IScriptModule>();
- if (engines.Length == 0) // No engine at all
- return 0.0f;
- float time = 0.0f;
- // get all the scripts in all parts
- SceneObjectPart[] parts = m_parts.GetArray();
- List<TaskInventoryItem> scripts = new List<TaskInventoryItem>();
- for (int i = 0; i < parts.Length; i++)
- {
- scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL));
- }
- // extract the UUIDs
- List<UUID> ids = new List<UUID>(scripts.Count);
- foreach (TaskInventoryItem script in scripts)
- {
- if (!ids.Contains(script.ItemID))
- {
- ids.Add(script.ItemID);
- }
- }
- // Offer the list of script UUIDs to each engine found and accumulate the time
- foreach (IScriptModule e in engines)
- {
- if (e != null)
- {
- time += e.GetScriptExecutionTime(ids);
- }
- }
- return time;
- }
- /// <summary>
- /// Returns a count of the number of running scripts in this groups parts.
- /// </summary>
- public int RunningScriptCount()
- {
- int count = 0;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- count += parts[i].Inventory.RunningScriptCount();
- return count;
- }
- /// <summary>
- /// Get a copy of the list of sitting avatars on all prims of this object.
- /// </summary>
- /// <remarks>
- /// This is sorted by the order in which avatars sat down. If an avatar stands up then all avatars that sat
- /// down after it move one place down the list.
- /// </remarks>
- /// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns>
- public List<ScenePresence> GetSittingAvatars()
- {
- lock (m_sittingAvatars)
- return new List<ScenePresence>(m_sittingAvatars);
- }
- /// <summary>
- /// Gets the number of sitting avatars.
- /// </summary>
- /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
- /// <returns></returns>
- public int GetSittingAvatarsCount()
- {
- lock (m_sittingAvatars)
- return m_sittingAvatars.Count;
- }
- public override string ToString()
- {
- return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
- }
- #region ISceneObject
- public virtual ISceneObject CloneForNewScene()
- {
- SceneObjectGroup sog = Copy(false);
- sog.IsDeleted = false;
- return sog;
- }
- public virtual string ToXml2()
- {
- return SceneObjectSerializer.ToXml2Format(this);
- }
- public virtual string ExtraToXmlString()
- {
- return "<ExtraFromItemID>" + FromItemID.ToString() + "</ExtraFromItemID>";
- }
- public virtual void ExtraFromXmlString(string xmlstr)
- {
- string id = xmlstr.Substring(xmlstr.IndexOf("<ExtraFromItemID>"));
- id = xmlstr.Replace("<ExtraFromItemID>", "");
- id = id.Replace("</ExtraFromItemID>", "");
- UUID uuid = UUID.Zero;
- UUID.TryParse(id, out uuid);
- FromItemID = uuid;
- }
- #endregion
- }
- }
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