/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Linq; using OpenMetaverse; namespace OpenSim.Region.Framework.Scenes { /// <summary> /// Represents a coalescene of scene objects. A coalescence occurs when objects that are not in the same linkset /// are grouped together. /// </summary> public class CoalescedSceneObjects { /// <summary> /// The creator of this coalesence, though not necessarily the objects within it. /// </summary> public UUID CreatorId { get; set; } /// <summary> /// The number of objects in this coalesence /// </summary> public int Count { get { lock (m_memberObjects) return m_memberObjects.Count; } } /// <summary> /// Does this coalesence have any member objects? /// </summary> public bool HasObjects { get { return Count > 0; } } /// <summary> /// Get the objects currently in this coalescence /// </summary> public List<SceneObjectGroup> Objects { get { lock (m_memberObjects) return new List<SceneObjectGroup>(m_memberObjects); } } /// <summary> /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned. /// </summary> public Scene Scene { get { if (!HasObjects) return null; else return Objects[0].Scene; } } /// <summary> /// At this point, we need to preserve the order of objects added to the coalescence, since the first /// one will end up matching the item name when rerezzed. /// </summary> protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>(); public CoalescedSceneObjects(UUID creatorId) { CreatorId = creatorId; } public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId) { foreach (SceneObjectGroup obj in objs) Add(obj); } /// <summary> /// Add an object to the coalescence. /// </summary> /// <param name="obj"></param> /// <param name="offset">The offset of the object within the group</param> public void Add(SceneObjectGroup obj) { lock (m_memberObjects) m_memberObjects.Add(obj); } /// <summary> /// Removes a scene object from the coalescene /// </summary> /// <param name="sceneObjectId"></param> /// <returns>true if the object was there to be removed, false if not.</returns> public bool Remove(SceneObjectGroup obj) { lock (m_memberObjects) return m_memberObjects.Remove(obj); } /// <summary> /// Get the total size of the coalescence (the size required to cover all the objects within it) and the /// offsets of each of those objects. /// </summary> /// <param name="size"></param> /// <returns> /// An array of offsets. The order of objects is the same as returned from the Objects property /// </returns> public Vector3[] GetSizeAndOffsets(out Vector3 size) { float minX, minY, minZ; float maxX, maxY, maxZ; Vector3[] offsets = Scene.GetCombinedBoundingBox( Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ); float sizeX = maxX - minX; float sizeY = maxY - minY; float sizeZ = maxZ - minZ; size = new Vector3(sizeX, sizeY, sizeZ); return offsets; } } }