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-rw-r--r--OpenSim/Region/OptionalModules/ContentManagementSystem/MetaEntity.cs270
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diff --git a/OpenSim/Region/OptionalModules/ContentManagementSystem/MetaEntity.cs b/OpenSim/Region/OptionalModules/ContentManagementSystem/MetaEntity.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Drawing;
31
32using OpenMetaverse;
33
34using Nini.Config;
35
36using OpenSim.Framework;
37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes;
39using OpenSim.Region.Framework.Scenes.Serialization;
40using OpenSim.Region.Physics.Manager;
41
42using log4net;
43
44namespace OpenSim.Region.OptionalModules.ContentManagement
45{
46 public class MetaEntity
47 {
48 #region Constants
49
50 public const float INVISIBLE = .95f;
51
52 // Settings for transparency of metaentity
53 public const float NONE = 0f;
54 public const float TRANSLUCENT = .5f;
55
56 #endregion Constants
57
58 #region Static Fields
59
60 //private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
61
62 #endregion Static Fields
63
64 #region Fields
65
66 protected SceneObjectGroup m_Entity = null; // The scene object group that represents this meta entity.
67 protected uint m_metaLocalid;
68
69 #endregion Fields
70
71 #region Constructors
72
73 public MetaEntity()
74 {
75 }
76
77 /// <summary>
78 /// Makes a new meta entity by copying the given scene object group.
79 /// The physics boolean is just a stub right now.
80 /// </summary>
81 public MetaEntity(SceneObjectGroup orig, bool physics)
82 {
83 m_Entity = orig.Copy(false);
84 Initialize(physics);
85 }
86
87 /// <summary>
88 /// Takes an XML description of a scene object group and converts it to a meta entity.
89 /// </summary>
90 public MetaEntity(string objectXML, Scene scene, bool physics)
91 {
92 m_Entity = SceneObjectSerializer.FromXml2Format(objectXML);
93 m_Entity.SetScene(scene);
94 Initialize(physics);
95 }
96
97 #endregion Constructors
98
99 #region Public Properties
100
101 public SceneObjectPart[] Parts
102 {
103 get { return m_Entity.Parts; }
104 }
105
106 public uint LocalId
107 {
108 get { return m_Entity.LocalId; }
109 set { m_Entity.LocalId = value; }
110 }
111
112 public SceneObjectGroup ObjectGroup
113 {
114 get { return m_Entity; }
115 }
116
117 public int PrimCount
118 {
119 get { return m_Entity.PrimCount; }
120 }
121
122 public SceneObjectPart RootPart
123 {
124 get { return m_Entity.RootPart; }
125 }
126
127 public Scene Scene
128 {
129 get { return m_Entity.Scene; }
130 }
131
132 public UUID UUID
133 {
134 get { return m_Entity.UUID; }
135 set { m_Entity.UUID = value; }
136 }
137
138 #endregion Public Properties
139
140 #region Protected Methods
141
142 // The metaentity objectgroup must have unique localids as well as unique uuids.
143 // localids are used by the client to refer to parts.
144 // uuids are sent to the client and back to the server to identify parts on the server side.
145 /// <summary>
146 /// Changes localids and uuids of m_Entity.
147 /// </summary>
148 protected void Initialize(bool physics)
149 {
150 //make new uuids
151 Dictionary<UUID, SceneObjectPart> parts = new Dictionary<UUID, SceneObjectPart>();
152
153 foreach (SceneObjectPart part in m_Entity.Parts)
154 {
155 part.ResetIDs(part.LinkNum);
156 parts.Add(part.UUID, part);
157 }
158
159 //finalize
160 m_Entity.RootPart.PhysActor = null;
161 foreach (SceneObjectPart part in parts.Values)
162 m_Entity.AddPart(part);
163 }
164
165 #endregion Protected Methods
166
167 #region Public Methods
168
169 /// <summary>
170 /// Hides the metaentity from a single client.
171 /// </summary>
172 public virtual void Hide(IClientAPI client)
173 {
174 //This deletes the group without removing from any databases.
175 //This is important because we are not IN any database.
176 //m_Entity.FakeDeleteGroup();
177 foreach (SceneObjectPart part in m_Entity.Parts)
178 client.SendKillObject(m_Entity.RegionHandle, part.LocalId);
179 }
180
181 /// <summary>
182 /// Sends a kill object message to all clients, effectively "hiding" the metaentity even though it's still on the server.
183 /// </summary>
184 public virtual void HideFromAll()
185 {
186 foreach (SceneObjectPart part in m_Entity.Parts)
187 {
188 m_Entity.Scene.ForEachClient(
189 delegate(IClientAPI controller)
190 { controller.SendKillObject(m_Entity.RegionHandle, part.LocalId); }
191 );
192 }
193 }
194
195 public void SendFullUpdate(IClientAPI client)
196 {
197 // Not sure what clientFlags should be but 0 seems to work
198 SendFullUpdate(client, 0);
199 }
200
201 public void SendFullUpdate(IClientAPI client, uint clientFlags)
202 {
203 m_Entity.SendFullUpdateToClient(client);
204 }
205
206 public void SendFullUpdateToAll()
207 {
208 m_Entity.Scene.ForEachClient(
209 delegate(IClientAPI controller)
210 { m_Entity.SendFullUpdateToClient(controller); }
211 );
212 }
213
214 /// <summary>
215 /// Makes a single SceneObjectPart see through.
216 /// </summary>
217 /// <param name="part">
218 /// A <see cref="SceneObjectPart"/>
219 /// The part to make see through
220 /// </param>
221 /// <param name="transparencyAmount">
222 /// A <see cref="System.Single"/>
223 /// The degree of transparency to imbue the part with, 0f being solid and .95f being invisible.
224 /// </param>
225 public static void SetPartTransparency(SceneObjectPart part, float transparencyAmount)
226 {
227 Primitive.TextureEntry tex = null;
228 Color4 texcolor;
229 try
230 {
231 tex = part.Shape.Textures;
232 texcolor = new Color4();
233 }
234 catch(Exception)
235 {
236 //m_log.ErrorFormat("[Content Management]: Exception thrown while accessing textures of scene object: " + e);
237 return;
238 }
239
240 for (uint i = 0; i < tex.FaceTextures.Length; i++)
241 {
242 try {
243 if (tex.FaceTextures[i] != null)
244 {
245 texcolor = tex.FaceTextures[i].RGBA;
246 texcolor.A = transparencyAmount;
247 tex.FaceTextures[i].RGBA = texcolor;
248 }
249 }
250 catch (Exception)
251 {
252 //m_log.ErrorFormat("[Content Management]: Exception thrown while accessing different face textures of object: " + e);
253 continue;
254 }
255 }
256 try {
257 texcolor = tex.DefaultTexture.RGBA;
258 texcolor.A = transparencyAmount;
259 tex.DefaultTexture.RGBA = texcolor;
260 part.Shape.TextureEntry = tex.GetBytes();
261 }
262 catch (Exception)
263 {
264 //m_log.Info("[Content Management]: Exception thrown while accessing default face texture of object: " + e);
265 }
266 }
267
268 #endregion Public Methods
269 }
270}