/*
* 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.Diagnostics;
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
}
public struct scriptPosTarget
{
public Vector3 targetPos;
public float tolerance;
public uint handle;
}
public struct scriptRotTarget
{
public Quaternion targetRot;
public float tolerance;
public uint handle;
}
public delegate void PrimCountTaintedDelegate();
///
/// 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.
///
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;
///
/// Signal whether the non-inventory attributes of any prims in the group have changed
/// since the group's last persistent backup
///
private bool m_hasGroupChanged = false;
private long timeFirstChanged = 0;
private long timeLastChanged = 0;
private long m_maxPersistTime = 0;
private long m_minPersistTime = 0;
// private Random m_rand;
private List m_linkedAvatars = new List();
///
/// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
/// (the database).
///
///
/// 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.
///
public bool HasGroupChanged
{
set
{
if (value)
{
if (m_isBackedUp)
{
m_scene.SceneGraph.FireChangeBackup(this);
}
timeLastChanged = DateTime.Now.Ticks;
if (!m_hasGroupChanged)
timeFirstChanged = DateTime.Now.Ticks;
if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
{
/*
if (m_rand == null)
{
byte[] val = new byte[16];
m_rootPart.UUID.ToBytes(val, 0);
m_rand = new Random(BitConverter.ToInt32(val, 0));
}
*/
if (m_scene.GetRootAgentCount() == 0)
{
//If the region is empty, this change has been made by an automated process
//and thus we delay the persist time by a random amount between 1.5 and 2.5.
// float factor = 1.5f + (float)(m_rand.NextDouble());
float factor = 2.0f;
m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
}
else
{
//If the region is not empty, we want to obey the minimum and maximum persist times
//but add a random factor so we stagger the object persistance a little
// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
m_maxPersistTime = m_scene.m_persistAfter;
m_minPersistTime = m_scene.m_dontPersistBefore;
}
}
}
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;
///
/// 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.
///
public bool GroupContainsForeignPrims
{
private set
{
m_groupContainsForeignPrims = value;
if (m_groupContainsForeignPrims)
HasGroupChanged = true;
}
get { return m_groupContainsForeignPrims; }
}
public bool HasGroupChangedDueToDelink { get; set; }
private bool isTimeToPersist()
{
if (IsSelected || IsDeleted || IsAttachment)
return false;
if (!m_hasGroupChanged)
return false;
if (m_scene.ShuttingDown)
return true;
if (m_minPersistTime == 0 || m_maxPersistTime == 0)
{
m_maxPersistTime = m_scene.m_persistAfter;
m_minPersistTime = m_scene.m_dontPersistBefore;
}
long currentTime = DateTime.Now.Ticks;
if (timeLastChanged == 0) timeLastChanged = currentTime;
if (timeFirstChanged == 0) timeFirstChanged = currentTime;
if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
return true;
return false;
}
///
/// Is this scene object acting as an attachment?
///
public bool IsAttachment { get; set; }
///
/// The avatar to which this scene object is attached.
///
///
/// If we're not attached to an avatar then this is UUID.Zero
///
public UUID AttachedAvatar { get; set; }
///
/// Attachment point of this scene object to an avatar.
///
///
/// 0 if we're not attached to anything
///
public uint AttachmentPoint
{
get
{
return m_rootPart.Shape.State;
}
set
{
IsAttachment = value != 0;
m_rootPart.Shape.State = (byte)value;
}
}
///
/// 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.
///
///
/// HUDs are not perceivable by other avatars.
///
public bool HasPrivateAttachmentPoint
{
get
{
return AttachmentPoint >= (uint)OpenMetaverse.AttachmentPoint.HUDCenter2
&& AttachmentPoint <= (uint)OpenMetaverse.AttachmentPoint.HUDBottomRight;
}
}
public void ClearPartAttachmentData()
{
AttachmentPoint = 0;
// Don't zap trees
if (RootPart.Shape.PCode == (byte)PCode.Tree ||
RootPart.Shape.PCode == (byte)PCode.NewTree)
return;
// 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;
}
///
/// Is this scene object phantom?
///
///
/// Updating must currently take place through UpdatePrimFlags()
///
public bool IsPhantom
{
get { return (RootPart.Flags & PrimFlags.Phantom) != 0; }
}
///
/// Does this scene object use physics?
///
///
/// Updating must currently take place through UpdatePrimFlags()
///
public bool UsesPhysics
{
get { return (RootPart.Flags & PrimFlags.Physics) != 0; }
}
///
/// Is this scene object temporary?
///
///
/// Updating must currently take place through UpdatePrimFlags()
///
public bool IsTemporary
{
get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; }
}
public bool IsVolumeDetect
{
get { return RootPart.VolumeDetectActive; }
}
private Vector3 lastPhysGroupPos;
private Quaternion lastPhysGroupRot;
///
/// Is this entity set to be saved in persistent storage?
///
public bool Backup { get; private set; }
private bool m_isBackedUp;
public bool IsBackedUp
{
get { return m_isBackedUp; }
}
protected MapAndArray m_parts = new MapAndArray();
protected ulong m_regionHandle;
protected SceneObjectPart m_rootPart;
// private Dictionary m_scriptEvents = new Dictionary();
private SortedDictionary m_targets = new SortedDictionary();
private SortedDictionary m_rotTargets = new SortedDictionary();
public SortedDictionary AtTargets
{
get { return m_targets; }
}
public SortedDictionary RotTargets
{
get { return m_rotTargets; }
}
private bool m_scriptListens_atTarget;
private bool m_scriptListens_notAtTarget;
private bool m_scriptListens_atRotTarget;
private bool m_scriptListens_notAtRotTarget;
public bool m_dupeInProgress = false;
internal Dictionary m_savedScriptState;
#region Properties
///
/// The name of an object grouping is always the same as its root part
///
public override string Name
{
get { return RootPart.Name; }
set { RootPart.Name = value; }
}
public string Description
{
get { return RootPart.Description; }
set { RootPart.Description = value; }
}
///
/// 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.
///
protected bool m_isSelected = false;
///
/// Number of prims in this group
///
public int PrimCount
{
get { return m_parts.Count; }
}
// protected Quaternion m_rotation = Quaternion.Identity;
//
// public virtual Quaternion Rotation
// {
// get { return m_rotation; }
// set {
// m_rotation = value;
// }
// }
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);
}
///
/// Does this group contain the given part?
/// should be able to remove these methods once we have a entity index in scene
///
///
///
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;
}
///
/// The root part of this scene object
///
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;
}
}
///
/// Check both the attachment property and the relevant properties of the underlying root part.
///
///
/// 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.
///
///
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;
}
public bool inTransit = false;
public delegate SceneObjectGroup SOGCrossDelegate(SceneObjectGroup sog,Vector3 pos);
///
/// The absolute position of this scene object in the scene
///
public override Vector3 AbsolutePosition
{
get { return m_rootPart.GroupPosition; }
set
{
Vector3 val = value;
if (Scene != null
&& !Scene.PositionIsInCurrentRegion(val)
&& !IsAttachmentCheckFull()
&& !Scene.LoadingPrims
)
{
if (!inTransit)
{
inTransit = true;
SOGCrossDelegate d = CrossAsync;
d.BeginInvoke(this, val, CrossAsyncCompleted, d);
}
return;
}
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;
}
}
bool triggerScriptEvent = m_rootPart.GroupPosition != val;
if (m_dupeInProgress || IsDeleted)
triggerScriptEvent = false;
m_rootPart.GroupPosition = val;
// Restuff the new GroupPosition into each child SOP of the linkset.
// this is needed because physics may not have linksets but just loose SOPs in world
SceneObjectPart[] parts = m_parts.GetArray();
foreach (SceneObjectPart part in parts)
{
if (part != m_rootPart)
part.GroupPosition = val;
}
foreach (ScenePresence av in m_linkedAvatars)
{
av.sitSOGmoved();
}
// now that position is changed tell it to scripts
if (triggerScriptEvent)
{
foreach (SceneObjectPart part in parts)
{
part.TriggerScriptChangedEvent(Changed.POSITION);
}
}
if (Scene != null)
Scene.EventManager.TriggerParcelPrimCountTainted();
}
}
public SceneObjectGroup CrossAsync(SceneObjectGroup sog, Vector3 val)
{
Scene sogScene = sog.m_scene;
IEntityTransferModule entityTransfer = sogScene.RequestModuleInterface();
Vector3 newpos = Vector3.Zero;
OpenSim.Services.Interfaces.GridRegion destination = null;
if (sog.RootPart.DIE_AT_EDGE)
{
try
{
sogScene.DeleteSceneObject(sog, false);
}
catch (Exception)
{
m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border.");
}
return sog;
}
if (sog.RootPart.RETURN_AT_EDGE)
{
// We remove the object here
try
{
List localIDs = new List();
localIDs.Add(sog.RootPart.LocalId);
sogScene.AddReturn(sog.OwnerID, sog.Name, sog.AbsolutePosition,
"Returned at region cross");
sogScene.DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return, UUID.Zero);
}
catch (Exception)
{
m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border.");
}
return sog;
}
if (sog.m_rootPart.KeyframeMotion != null)
sog.m_rootPart.KeyframeMotion.StartCrossingCheck();
if (entityTransfer == null)
return sog;
destination = entityTransfer.GetObjectDestination(sog, val, out newpos);
if (destination == null)
return sog;
if (sog.m_linkedAvatars.Count == 0)
{
entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true);
return sog;
}
string reason = String.Empty;
string version = String.Empty;
foreach (ScenePresence av in sog.m_linkedAvatars)
{
// 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(!entityTransfer.checkAgentAccessToRegion(av, destination, newpos, out version, out reason))
{
return sog;
}
m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
}
// We unparent the SP quietly so that it won't
// be made to stand up
List avsToCross = new List();
foreach (ScenePresence av in sog.m_linkedAvatars)
{
avtocrossInfo avinfo = new avtocrossInfo();
SceneObjectPart parentPart = sogScene.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;
}
if (entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true))
{
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;
// CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
// d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, av.Flying, version);
if(av.IsChildAgent)
{
if (av.ParentUUID != UUID.Zero)
{
av.ClearControls();
av.ParentPart = null;
}
}
av.ParentUUID = UUID.Zero;
// In any case
av.IsInTransit = false;
m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", av.Firstname, av.Lastname);
}
else
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar already in transit {0} to {1}", av.Name, val);
}
avsToCross.Clear();
return sog;
}
else // cross failed, put avas back ??
{
foreach (avtocrossInfo avinfo in avsToCross)
{
ScenePresence av = avinfo.av;
av.ParentUUID = UUID.Zero;
av.ParentID = avinfo.ParentID;
}
}
avsToCross.Clear();
return sog;
}
public void CrossAsyncCompleted(IAsyncResult iar)
{
SOGCrossDelegate icon = (SOGCrossDelegate)iar.AsyncState;
SceneObjectGroup sog = icon.EndInvoke(iar);
if (!sog.IsDeleted)
{
SceneObjectPart rootp = sog.m_rootPart;
Vector3 oldp = rootp.GroupPosition;
oldp.X = Util.Clamp(oldp.X, 0.5f, sog.m_scene.RegionInfo.RegionSizeX - 0.5f);
oldp.Y = Util.Clamp(oldp.Y, 0.5f, sog.m_scene.RegionInfo.RegionSizeY - 0.5f);
rootp.GroupPosition = oldp;
SceneObjectPart[] parts = sog.m_parts.GetArray();
foreach (SceneObjectPart part in parts)
{
if (part != rootp)
part.GroupPosition = oldp;
}
foreach (ScenePresence av in sog.m_linkedAvatars)
{
av.sitSOGmoved();
}
sog.Velocity = Vector3.Zero;
if (sog.m_rootPart.KeyframeMotion != null)
sog.m_rootPart.KeyframeMotion.CrossingFailure();
if (sog.RootPart.PhysActor != null)
{
sog.RootPart.PhysActor.CrossingFailure();
}
sog.inTransit = false;
sog.ScheduleGroupForFullUpdate();
}
}
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.HandleForceReleaseControls(agent.ControllingClient,agent.UUID);
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 Vector3 Velocity
{
get { return RootPart.Velocity; }
set { RootPart.Velocity = value; }
}
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; }
}
///
/// 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.
///
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
// this is not right
// but ode engines should only really need to know about root part
// so they can put entire object simulation on hold and not colliding
// keep as was for now
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;
}
}
public void PartSelectChanged(bool partSelect)
{
// any part selected makes group selected
if (m_isSelected == partSelect)
return;
if (partSelect)
{
IsSelected = partSelect;
// if (!IsAttachment)
// ScheduleGroupForFullUpdate();
}
else
{
// bad bad bad 2 heavy for large linksets
// since viewer does send lot of (un)selects
// this needs to be replaced by a specific list or count ?
// but that will require extra code in several places
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.IsSelected)
return;
}
IsSelected = partSelect;
// if (!IsAttachment)
// {
// ScheduleGroupForFullUpdate();
// }
}
}
// PlaySoundMasterPrim no longer in use to remove
private SceneObjectPart m_PlaySoundMasterPrim = null;
public SceneObjectPart PlaySoundMasterPrim
{
get { return m_PlaySoundMasterPrim; }
set { m_PlaySoundMasterPrim = value; }
}
// PlaySoundSlavePrims no longer in use to remove
private List m_PlaySoundSlavePrims = new List();
public List PlaySoundSlavePrims
{
get { return m_PlaySoundSlavePrims; }
set { m_PlaySoundSlavePrims = value; }
}
// LoopSoundMasterPrim no longer in use to remove
private SceneObjectPart m_LoopSoundMasterPrim = null;
public SceneObjectPart LoopSoundMasterPrim
{
get { return m_LoopSoundMasterPrim; }
set { m_LoopSoundMasterPrim = value; }
}
// m_LoopSoundSlavePrims no longer in use to remove
private List m_LoopSoundSlavePrims = new List();
public List LoopSoundSlavePrims
{
get { return m_LoopSoundSlavePrims; }
set { m_LoopSoundSlavePrims = value; }
}
///
/// The UUID for the region this object is in.
///
public UUID RegionUUID
{
get
{
if (m_scene != null)
{
return m_scene.RegionInfo.RegionID;
}
return UUID.Zero;
}
}
///
/// The item ID that this object was rezzed from, if applicable.
///
///
/// If not applicable will be UUID.Zero
///
public UUID FromItemID { get; set; }
///
/// Refers to the SceneObjectPart.UUID property of the object that this object was rezzed from, if applicable.
///
///
/// If not applicable will be UUID.Zero
///
public UUID FromPartID { get; set; }
///
/// The folder ID that this object was rezzed from, if applicable.
///
///
/// If not applicable will be UUID.Zero
///
public UUID FromFolderID { get; set; }
///
/// If true then grabs are blocked no matter what the individual part BlockGrab setting.
///
/// true if block grab override; otherwise, false.
public bool BlockGrabOverride { get; set; }
///
/// IDs of all avatars sat on this scene object.
///
///
/// 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.
///
protected internal List m_sittingAvatars = new List();
#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
///
/// Constructor
///
public SceneObjectGroup()
{
}
///
/// 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.
///
/// Root part for this scene object.
public SceneObjectGroup(SceneObjectPart part) : this()
{
SetRootPart(part);
}
///
/// Constructor. This object is added to the scene later via AttachToScene()
///
public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
{
SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
}
///
/// Constructor.
///
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();
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}", Name);
while (true)
{
if (reader.Name == "SavedScriptState" && reader.NodeType == XmlNodeType.Element)
{
// m_log.DebugFormat("[SCENE OBJECT GROUP]: Loading script state for {0}", Name);
if (m_savedScriptState == null)
m_savedScriptState = new Dictionary();
string uuid = reader.GetAttribute("UUID");
// Even if there is no UUID attribute for some strange reason, we must always read the inner XML
// so we don't continually keep checking the same SavedScriptedState element.
string innerXml = reader.ReadInnerXml();
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] = innerXml;
}
else
{
m_log.WarnFormat("[SCENE OBJECT GROUP]: SavedScriptState element had no UUID in object {0}", Name);
}
}
else
{
if (!reader.Read())
break;
}
}
}
///
/// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
///
public virtual void AttachToBackup()
{
if (IsAttachment) return;
m_scene.SceneGraph.FireAttachToBackup(this);
// if (InSceneBackup)
{
// 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;
}
}
///
/// Attach this object to a scene. It will also now appear to agents.
///
///
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();
if (RootPart.PhysActor != null)
RootPart.Force = RootPart.Force;
if (RootPart.PhysActor != null)
RootPart.Torque = RootPart.Torque;
if (RootPart.PhysActor != null)
RootPart.Buoyancy = RootPart.Buoyancy;
// 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();
// Find closest hit here
float idist = float.MaxValue;
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);
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;
idist = inter.distance;
}
}
}
return result;
}
///
/// 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
///
///
public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
{
maxX = float.MinValue;
maxY = float.MinValue;
maxZ = float.MinValue;
minX = float.MaxValue;
minY = float.MaxValue;
minZ = float.MaxValue;
SceneObjectPart[] parts = m_parts.GetArray();
foreach (SceneObjectPart part in parts)
{
Vector3 worldPos = part.GetWorldPosition();
Vector3 offset = worldPos - AbsolutePosition;
Quaternion worldRot;
if (part.ParentID == 0)
{
worldRot = part.RotationOffset;
}
else
{
worldRot = part.GetWorldRotation();
}
Vector3 frontTopLeft;
Vector3 frontTopRight;
Vector3 frontBottomLeft;
Vector3 frontBottomRight;
Vector3 backTopLeft;
Vector3 backTopRight;
Vector3 backBottomLeft;
Vector3 backBottomRight;
// Vector3[] corners = new Vector3[8];
Vector3 orig = Vector3.Zero;
frontTopLeft.X = orig.X - (part.Scale.X / 2);
frontTopLeft.Y = orig.Y - (part.Scale.Y / 2);
frontTopLeft.Z = orig.Z + (part.Scale.Z / 2);
frontTopRight.X = orig.X - (part.Scale.X / 2);
frontTopRight.Y = orig.Y + (part.Scale.Y / 2);
frontTopRight.Z = orig.Z + (part.Scale.Z / 2);
frontBottomLeft.X = orig.X - (part.Scale.X / 2);
frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
frontBottomRight.X = orig.X - (part.Scale.X / 2);
frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
backTopLeft.X = orig.X + (part.Scale.X / 2);
backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
backTopRight.X = orig.X + (part.Scale.X / 2);
backTopRight.Y = orig.Y + (part.Scale.Y / 2);
backTopRight.Z = orig.Z + (part.Scale.Z / 2);
backBottomLeft.X = orig.X + (part.Scale.X / 2);
backBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
backBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
backBottomRight.X = orig.X + (part.Scale.X / 2);
backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
//m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
//m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
//m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
//m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
//m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
//m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
//m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
//m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
//for (int i = 0; i < 8; i++)
//{
// corners[i] = corners[i] * worldRot;
// corners[i] += offset;
// if (corners[i].X > maxX)
// maxX = corners[i].X;
// if (corners[i].X < minX)
// minX = corners[i].X;
// if (corners[i].Y > maxY)
// maxY = corners[i].Y;
// if (corners[i].Y < minY)
// minY = corners[i].Y;
// if (corners[i].Z > maxZ)
// maxZ = corners[i].Y;
// if (corners[i].Z < minZ)
// minZ = corners[i].Z;
//}
frontTopLeft = frontTopLeft * worldRot;
frontTopRight = frontTopRight * worldRot;
frontBottomLeft = frontBottomLeft * worldRot;
frontBottomRight = frontBottomRight * worldRot;
backBottomLeft = backBottomLeft * worldRot;
backBottomRight = backBottomRight * worldRot;
backTopLeft = backTopLeft * worldRot;
backTopRight = backTopRight * worldRot;
frontTopLeft += offset;
frontTopRight += offset;
frontBottomLeft += offset;
frontBottomRight += offset;
backBottomLeft += offset;
backBottomRight += offset;
backTopLeft += offset;
backTopRight += offset;
//m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
//m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
//m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
//m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
//m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
//m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
//m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
//m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
if (frontTopRight.X > maxX)
maxX = frontTopRight.X;
if (frontTopLeft.X > maxX)
maxX = frontTopLeft.X;
if (frontBottomRight.X > maxX)
maxX = frontBottomRight.X;
if (frontBottomLeft.X > maxX)
maxX = frontBottomLeft.X;
if (backTopRight.X > maxX)
maxX = backTopRight.X;
if (backTopLeft.X > maxX)
maxX = backTopLeft.X;
if (backBottomRight.X > maxX)
maxX = backBottomRight.X;
if (backBottomLeft.X > maxX)
maxX = backBottomLeft.X;
if (frontTopRight.X < minX)
minX = frontTopRight.X;
if (frontTopLeft.X < minX)
minX = frontTopLeft.X;
if (frontBottomRight.X < minX)
minX = frontBottomRight.X;
if (frontBottomLeft.X < minX)
minX = frontBottomLeft.X;
if (backTopRight.X < minX)
minX = backTopRight.X;
if (backTopLeft.X < minX)
minX = backTopLeft.X;
if (backBottomRight.X < minX)
minX = backBottomRight.X;
if (backBottomLeft.X < minX)
minX = backBottomLeft.X;
//
if (frontTopRight.Y > maxY)
maxY = frontTopRight.Y;
if (frontTopLeft.Y > maxY)
maxY = frontTopLeft.Y;
if (frontBottomRight.Y > maxY)
maxY = frontBottomRight.Y;
if (frontBottomLeft.Y > maxY)
maxY = frontBottomLeft.Y;
if (backTopRight.Y > maxY)
maxY = backTopRight.Y;
if (backTopLeft.Y > maxY)
maxY = backTopLeft.Y;
if (backBottomRight.Y > maxY)
maxY = backBottomRight.Y;
if (backBottomLeft.Y > maxY)
maxY = backBottomLeft.Y;
if (frontTopRight.Y < minY)
minY = frontTopRight.Y;
if (frontTopLeft.Y < minY)
minY = frontTopLeft.Y;
if (frontBottomRight.Y < minY)
minY = frontBottomRight.Y;
if (frontBottomLeft.Y < minY)
minY = frontBottomLeft.Y;
if (backTopRight.Y < minY)
minY = backTopRight.Y;
if (backTopLeft.Y < minY)
minY = backTopLeft.Y;
if (backBottomRight.Y < minY)
minY = backBottomRight.Y;
if (backBottomLeft.Y < minY)
minY = backBottomLeft.Y;
//
if (frontTopRight.Z > maxZ)
maxZ = frontTopRight.Z;
if (frontTopLeft.Z > maxZ)
maxZ = frontTopLeft.Z;
if (frontBottomRight.Z > maxZ)
maxZ = frontBottomRight.Z;
if (frontBottomLeft.Z > maxZ)
maxZ = frontBottomLeft.Z;
if (backTopRight.Z > maxZ)
maxZ = backTopRight.Z;
if (backTopLeft.Z > maxZ)
maxZ = backTopLeft.Z;
if (backBottomRight.Z > maxZ)
maxZ = backBottomRight.Z;
if (backBottomLeft.Z > maxZ)
maxZ = backBottomLeft.Z;
if (frontTopRight.Z < minZ)
minZ = frontTopRight.Z;
if (frontTopLeft.Z < minZ)
minZ = frontTopLeft.Z;
if (frontBottomRight.Z < minZ)
minZ = frontBottomRight.Z;
if (frontBottomLeft.Z < minZ)
minZ = frontBottomLeft.Z;
if (backTopRight.Z < minZ)
minZ = backTopRight.Z;
if (backTopLeft.Z < minZ)
minZ = backTopLeft.Z;
if (backBottomRight.Z < minZ)
minZ = backBottomRight.Z;
if (backBottomLeft.Z < minZ)
minZ = backBottomLeft.Z;
}
}
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 GetResourcesCosts(SceneObjectPart apart,
out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
{
// this information may need to be cached
float cost;
float tmpcost;
bool ComplexCost = false;
SceneObjectPart p;
SceneObjectPart[] parts;
lock (m_parts)
{
parts = m_parts.GetArray();
}
int nparts = parts.Length;
for (int i = 0; i < nparts; i++)
{
p = parts[i];
if (p.UsesComplexCost)
{
ComplexCost = true;
break;
}
}
if (ComplexCost)
{
linksetResCost = 0;
linksetPhysCost = 0;
partCost = 0;
partPhysCost = 0;
for (int i = 0; i < nparts; i++)
{
p = parts[i];
cost = p.StreamingCost;
tmpcost = p.SimulationCost;
if (tmpcost > cost)
cost = tmpcost;
tmpcost = p.PhysicsCost;
if (tmpcost > cost)
cost = tmpcost;
linksetPhysCost += tmpcost;
linksetResCost += cost;
if (p == apart)
{
partCost = cost;
partPhysCost = tmpcost;
}
}
}
else
{
partPhysCost = 1.0f;
partCost = 1.0f;
linksetResCost = (float)nparts;
linksetPhysCost = linksetResCost;
}
}
public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
{
SceneObjectPart p;
SceneObjectPart[] parts;
lock (m_parts)
{
parts = m_parts.GetArray();
}
int nparts = parts.Length;
PhysCost = 0;
StreamCost = 0;
SimulCost = 0;
for (int i = 0; i < nparts; i++)
{
p = parts[i];
StreamCost += p.StreamingCost;
SimulCost += p.SimulationCost;
PhysCost += p.PhysicsCost;
}
}
public void SaveScriptedState(XmlTextWriter writer)
{
SaveScriptedState(writer, false);
}
public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
{
XmlDocument doc = new XmlDocument();
Dictionary states = new Dictionary();
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
Dictionary pstates = parts[i].Inventory.GetScriptStates(oldIDs);
foreach (KeyValuePair kvp in pstates)
states[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
}
}
///
/// Add the avatar to this linkset (avatar is sat).
///
///
public void AddAvatar(UUID agentID)
{
ScenePresence presence;
if (m_scene.TryGetScenePresence(agentID, out presence))
{
if (!m_linkedAvatars.Contains(presence))
{
m_linkedAvatars.Add(presence);
}
}
}
///
/// Delete the avatar from this linkset (avatar is unsat).
///
///
public void DeleteAvatar(UUID agentID)
{
ScenePresence presence;
if (m_scene.TryGetScenePresence(agentID, out presence))
{
if (m_linkedAvatars.Contains(presence))
{
m_linkedAvatars.Remove(presence);
}
}
}
///
/// Returns the list of linked presences (avatars sat on this group)
///
///
public List GetLinkedAvatars()
{
return m_linkedAvatars;
}
///
/// Attach this scene object to the given avatar.
///
///
///
///
private void AttachToAgent(
ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
{
if (avatar != null)
{
// don't attach attachments to child agents
if (avatar.IsChildAgent) return;
// Remove from database and parcel prim count
m_scene.DeleteFromStorage(so.UUID);
m_scene.EventManager.TriggerParcelPrimCountTainted();
so.AttachedAvatar = avatar.UUID;
if (so.RootPart.PhysActor != null)
{
m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
so.RootPart.PhysActor = null;
}
so.AbsolutePosition = attachOffset;
so.RootPart.AttachedPos = attachOffset;
so.IsAttachment = true;
so.RootPart.SetParentLocalId(avatar.LocalId);
so.AttachmentPoint = attachmentpoint;
avatar.AddAttachment(this);
if (!silent)
{
// Killing it here will cause the client to deselect it
// It then reappears on the avatar, deselected
// through the full update below
//
if (IsSelected)
{
m_scene.SendKillObject(new List { m_rootPart.LocalId });
}
IsSelected = false; // fudge....
ScheduleGroupForFullUpdate();
}
}
else
{
m_log.WarnFormat(
"[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
}
}
public byte GetAttachmentPoint()
{
return m_rootPart.Shape.State;
}
public void DetachToGround()
{
ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
if (avatar == null)
return;
m_rootPart.Shape.LastAttachPoint = m_rootPart.Shape.State;
m_rootPart.AttachedPos = m_rootPart.OffsetPosition;
avatar.RemoveAttachment(this);
Vector3 detachedpos = new Vector3(127f,127f,127f);
if (avatar == null)
return;
detachedpos = avatar.AbsolutePosition;
FromItemID = UUID.Zero;
AbsolutePosition = detachedpos;
AttachedAvatar = UUID.Zero;
//SceneObjectPart[] parts = m_parts.GetArray();
//for (int i = 0; i < parts.Length; i++)
// parts[i].AttachedAvatar = UUID.Zero;
m_rootPart.SetParentLocalId(0);
AttachmentPoint = (byte)0;
// must check if buildind should be true or false here
// m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
ApplyPhysics();
HasGroupChanged = true;
RootPart.Rezzed = DateTime.Now;
RootPart.RemFlag(PrimFlags.TemporaryOnRez);
AttachToBackup();
m_scene.EventManager.TriggerParcelPrimCountTainted();
m_rootPart.ScheduleFullUpdate();
m_rootPart.ClearUndoState();
}
public void DetachToInventoryPrep()
{
ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
//Vector3 detachedpos = new Vector3(127f, 127f, 127f);
if (avatar != null)
{
//detachedpos = avatar.AbsolutePosition;
avatar.RemoveAttachment(this);
}
AttachedAvatar = UUID.Zero;
/*SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].AttachedAvatar = UUID.Zero;*/
m_rootPart.SetParentLocalId(0);
//m_rootPart.SetAttachmentPoint((byte)0);
IsAttachment = false;
AbsolutePosition = m_rootPart.AttachedPos;
//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
//AttachToBackup();
//m_rootPart.ScheduleFullUpdate();
}
///
///
///
///
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);
}
///
/// Set a part to act as the root part for this scene object
///
///
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);
}
///
/// Add a new part to this scene object. The part must already be correctly configured.
///
///
public void AddPart(SceneObjectPart part)
{
part.SetParent(this);
m_parts.Add(part.UUID, part);
part.LinkNum = m_parts.Count;
if (part.LinkNum == 2)
RootPart.LinkNum = 1;
}
///
/// Make sure that every non root part has the proper parent root part local id
///
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();
}
// helper provided for parts.
public int GetSceneMaxUndo()
{
if (m_scene != null)
return m_scene.MaxUndoCount;
return 5;
}
// justincc: I don't believe this hack is needed any longer, especially since the physics
// parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
// this method was preventing proper reload of scene objects.
// dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
// at region startup
// teravus: After this was removed from the linking algorithm, Linked prims no longer collided
// properly when non-physical if they havn't been moved. This breaks ALL builds.
// see: http://opensimulator.org/mantis/view.php?id=3108
// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
// position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
// unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute
// Position has been set!
public void ResetChildPrimPhysicsPositions()
{
// 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?
// do only what is supposed to do
Vector3 groupPosition = m_rootPart.GroupPosition;
SceneObjectPart[] parts = m_parts.GetArray();
foreach (SceneObjectPart part in parts)
{
if (part != m_rootPart)
part.GroupPosition = groupPosition;
}
}
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);
}
///
/// Delete this group from its scene.
///
///
/// 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.
///
/// If true then deletion is not broadcast to clients
public void DeleteGroupFromScene(bool silent)
{
// We need to keep track of this state in case this group is still queued for backup.
IsDeleted = true;
DetachFromBackup();
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (Scene != null)
{
Scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
{
if (avatar.ParentID == LocalId)
avatar.StandUp();
if (!silent)
{
part.ClearUpdateSchedule();
if (part == m_rootPart)
{
if (!IsAttachment
|| AttachedAvatar == avatar.ControllingClient.AgentId
|| !HasPrivateAttachmentPoint)
avatar.ControllingClient.SendKillObject(new List { 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();
}
///
/// Apply physics to this group
///
public void ApplyPhysics()
{
SceneObjectPart[] parts = m_parts.GetArray();
if (parts.Length > 1)
{
ResetChildPrimPhysicsPositions();
// Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
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, true);
}
// Hack to get the physics scene geometries in the right spot
// ResetChildPrimPhysicsPositions();
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Building = false;
}
}
else
{
// Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
}
}
public void SetOwnerId(UUID userId)
{
ForEachPart(delegate(SceneObjectPart part)
{
part.OwnerID = userId;
});
}
public void ForEachPart(Action whatToDo)
{
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
whatToDo(parts[i]);
}
#region Events
///
/// Processes backup.
///
///
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 || inTransit || UUID == UUID.Zero)
{
// m_log.DebugFormat(
// "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID);
return;
}
if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
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
!m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
m_scene.LoadingPrims) // Land may not be valid yet
{
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() { 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)
{
if (m_rootPart.PhysActor != null &&
(!m_rootPart.PhysActor.IsPhysical))
{
// Possible ghost prim
if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
{
foreach (SceneObjectPart part in m_parts.GetArray())
{
// Re-set physics actor positions and
// orientations
part.GroupPosition = m_rootPart.GroupPosition;
}
}
}
// m_log.DebugFormat(
// "[SCENE]: Storing {0}, {1} in {2}",
// Name, UUID, m_scene.RegionInfo.RegionName);
if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
{
RootPart.Shape.LastAttachPoint = RootPart.Shape.State;
RootPart.Shape.State = 0;
ScheduleGroupForFullUpdate();
}
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);
// take the change to delete things
if(part.KeyframeMotion != null)
{
part.KeyframeMotion.Delete();
part.KeyframeMotion = null;
}
});
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
///
/// Send the parts of this SOG to a single client
///
///
/// Used when the client initially connects and when client sends RequestPrim packet
///
///
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
///
/// Duplicates this object, including operations such as physics set up and attaching to the backup event.
///
/// True if the duplicate will immediately be in the scene, false otherwise
///
public SceneObjectGroup Copy(bool userExposed)
{
m_dupeInProgress = true;
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
dupe.m_isBackedUp = false;
dupe.m_parts = new MapAndArray();
dupe.inTransit = inTransit; // this shouldn't be needed TEST
// new group as no sitting avatars
dupe.m_linkedAvatars = new List();
dupe.m_sittingAvatars = new List();
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
if (userExposed)
dupe.m_rootPart.TrimPermissions();
List partList = new List(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;
// if (userExposed)
newPart.ParentID = dupe.m_rootPart.LocalId;
}
else
{
newPart = dupe.m_rootPart;
}
/*
bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
// Need to duplicate the physics actor as well
if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
{
PrimitiveBaseShape pbs = newPart.Shape;
newPart.PhysActor
= m_scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", newPart.Name, newPart.UUID),
pbs,
newPart.AbsolutePosition,
newPart.Scale,
newPart.GetWorldRotation(),
isphys,
isphan,
newPart.LocalId);
newPart.DoPhysicsPropertyUpdate(isphys, true);
*/
if (userExposed)
newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
// }
// copy keyframemotion
if (part.KeyframeMotion != null)
newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
}
if (userExposed)
{
// done above dupe.UpdateParentIDs();
if (dupe.m_rootPart.PhysActor != null)
dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
dupe.HasGroupChanged = true;
dupe.AttachToBackup();
ScheduleGroupForFullUpdate();
}
m_dupeInProgress = false;
return dupe;
}
///
/// Copy the given part as the root part of this scene object.
///
///
///
///
public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
{
SceneObjectPart newpart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed);
// SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
// newpart.LocalId = m_scene.AllocateLocalId();
SetRootPart(newpart);
if (userExposed)
RootPart.Velocity = Vector3.Zero; // In case source is moving
}
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)
{
// false to be applied as a impulse
pa.AddForce(impulse, false);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
public void ApplyAngularImpulse(Vector3 impulse)
{
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
if (!IsAttachment)
{
// false to be applied as a impulse
pa.AddAngularForce(impulse, false);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
public Vector3 GetTorque()
{
return RootPart.Torque;
}
// This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
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 = false;
RootPart.ScheduleTerseUpdate(); // send a stop information
}
}
public void rotLookAt(Quaternion target, float strength, float damping)
{
SceneObjectPart rootpart = m_rootPart;
if (rootpart != null)
{
if (IsAttachment)
{
/*
ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
if (avatar != null)
{
Rotate the Av?
} */
}
else
{
if (rootpart.PhysActor != null)
{ // APID must be implemented in your physics system for this to function.
rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
rootpart.PhysActor.APIDStrength = strength;
rootpart.PhysActor.APIDDamping = damping;
rootpart.PhysActor.APIDActive = true;
}
}
}
}
public void stopLookAt()
{
SceneObjectPart rootpart = m_rootPart;
if (rootpart != null)
{
if (rootpart.PhysActor != null)
{ // APID must be implemented in your physics system for this to function.
rootpart.PhysActor.APIDActive = false;
}
}
}
///
/// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
///
/// Height to hover. Height of zero disables hover.
/// Determines what the height is relative to
/// Number of seconds over which to reach target
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.PIDHoverTau = tau;
pa.PIDHoverActive = true;
}
else
{
pa.PIDHoverActive = false;
}
}
}
///
/// Set the owner of the root part.
///
///
///
///
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();
}
///
/// Make a copy of the given part.
///
///
///
///
public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
{
SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
// SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
// newPart.LocalId = m_scene.AllocateLocalId();
AddPart(newPart);
SetPartAsNonRoot(newPart);
return newPart;
}
///
/// Reset the UUIDs for all the prims that make up this group.
///
///
/// This is called by methods which want to add a new group to an existing scene, in order
/// to ensure that there are no clashes with groups already present.
///
public void ResetIDs()
{
lock (m_parts.SyncRoot)
{
List partsList = new List(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);
}
}
}
///
///
///
///
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 || inTransit)
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)
{
// rootpart SendScheduledUpdates will check if a update is needed
m_rootPart.UpdateFlag = UpdateRequired.TERSE;
}
if (IsAttachment)
{
ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentScheduleUpdate(this);
return;
}
}
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (!IsSelected)
part.UpdateLookAt();
part.SendScheduledUpdates();
}
}
///
/// Schedule a full update for this scene object to all interested viewers.
///
///
/// 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.
///
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();
}
}
///
/// Schedule a terse update for this scene object to all interested viewers.
///
///
/// 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.
///
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();
}
///
/// Immediately send a full update for this scene object.
///
public void SendGroupFullUpdate()
{
if (IsDeleted)
return;
// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
if (IsAttachment)
{
ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this,UpdateRequired.FULL);
return;
}
}
RootPart.SendFullUpdateToAllClientsInternal();
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part != RootPart)
part.SendFullUpdateToAllClientsInternal();
}
}
///
/// 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.
///
public void SendGroupRootTerseUpdate()
{
if (IsDeleted || inTransit)
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);
}
///
/// Immediately send a terse update for this scene object.
///
public void SendGroupTerseUpdate()
{
if (IsDeleted || inTransit)
return;
if (IsAttachment)
{
ScenePresence sp = m_scene.GetScenePresence(AttachedAvatar);
if (sp != null)
{
sp.SendAttachmentUpdate(this, UpdateRequired.TERSE);
return;
}
}
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].SendTerseUpdateToAllClientsInternal();
}
///
/// Send metadata about the root prim (name, description, sale price, permissions, etc.) to a client.
///
///
public void SendPropertiesToClient(IClientAPI client)
{
m_rootPart.SendPropertiesToClient(client);
}
#region SceneGroupPart Methods
///
/// Get the child part by LinkNum
///
///
/// null if no child part with that linknum or child part
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;
}
///
/// Get a part with a given UUID
///
///
/// null if a part with the primID was not found
public SceneObjectPart GetPart(UUID primID)
{
SceneObjectPart childPart;
m_parts.TryGetValue(primID, out childPart);
return childPart;
}
///
/// Get a part with a given local ID
///
///
/// null if a part with the local ID was not found
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
///
/// Link the prims in a given group to this group
///
///
/// 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.
///
/// The group of prims which should be linked to this group
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;
}
// physical prims count limit
// not very eficient :(
if (UsesPhysics && m_scene.m_linksetPhysCapacity > 0 && (PrimCount + objectGroup.PrimCount) >
m_scene.m_linksetPhysCapacity)
{
int cntr = 0;
foreach (SceneObjectPart part in Parts)
{
if (part.PhysicsShapeType != (byte)PhysicsShapeType.None)
cntr++;
}
foreach (SceneObjectPart part in objectGroup.Parts)
{
if (part.PhysicsShapeType != (byte)PhysicsShapeType.None)
cntr++;
}
if (cntr > m_scene.m_linksetPhysCapacity)
{
// cancel physics
RootPart.Flags &= ~PrimFlags.Physics;
ApplyPhysics();
}
}
// 'linkPart' == the root of the group being linked into this group
SceneObjectPart linkPart = objectGroup.m_rootPart;
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
if (linkPart.PhysActor != null)
linkPart.PhysActor.Building = true;
// 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.setOffsetPosition(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.setGroupPosition(AbsolutePosition);
// Rotate the linking root SOP's position to be relative to the new root prim
Quaternion parentRot = m_rootPart.RotationOffset;
// Make the linking root SOP's rotation relative to the new root prim
Quaternion oldRot = linkPart.RotationOffset;
Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
linkPart.setRotationOffset(newRot);
Vector3 axPos = linkPart.OffsetPosition;
axPos *= Quaternion.Conjugate(parentRot);
linkPart.OffsetPosition = axPos;
// 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);
m_scene.updateScenePartGroup(linkPart, 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, true);
// 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++;
linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
// 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, true);
// 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();
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
//HasGroupChanged = true;
//ScheduleGroupForFullUpdate();
}
///
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
///
///
/// 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.
///
///
/// The object group of the newly delinked prim. Null if part could not be found
public SceneObjectGroup DelinkFromGroup(uint partID)
{
return DelinkFromGroup(partID, true);
}
///
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
///
///
/// 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.
///
///
///
/// The object group of the newly delinked prim. Null if part could not be found
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;
}
}
///
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
///
///
/// 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.
///
///
///
/// The object group of the newly delinked prim.
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);
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
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.setGroupPosition(worldPos);
linkPart.setOffsetPosition(Vector3.Zero);
linkPart.setRotationOffset(worldRot);
// Create a new SOG to go around this unlinked and unattached SOP
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
linkPart.Rezzed = RootPart.Rezzed;
// When we delete a group, we currently have to force persist to the database if the object id has changed
// (since delete works by deleting all rows which have a given object id)
// this is as it seems to be in sl now
if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
objectGroup.HasGroupChangedDueToDelink = true;
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
return objectGroup;
}
///
/// Stop this object from being persisted over server restarts.
///
///
public virtual void DetachFromBackup()
{
if (m_scene != null)
m_scene.SceneGraph.FireDetachFromBackup(this);
if (m_isBackedUp && 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 in world
Vector3 axPos = part.OffsetPosition;
axPos *= parentRot;
Vector3 newPos = oldGroupPosition + axPos;
part.setGroupPosition(newPos);
part.setOffsetPosition(Vector3.Zero);
// Compution our rotation in world
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;
m_scene.updateScenePartGroup(part, this);
// Compute the new position of this SOP relative to the group position
part.setOffsetPosition(newPos - 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.)
// Compute the SOP's rotation relative to the rotation of the group.
parentRot = m_rootPart.RotationOffset;
oldRot = part.RotationOffset;
Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
part.setRotationOffset(newRot);
Vector3 pos = part.OffsetPosition;
pos *= Quaternion.Conjugate(parentRot);
part.OffsetPosition = pos; // update position and orientation on physics also
// Since this SOP's state has changed, push those changes into the physics engine
// and the simulator.
// done on caller
// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
}
///
/// If object is physical, apply force to move it around
/// If object is not physical, just put it at the resulting location
///
/// Part ID to check for grab
/// Always seems to be 0,0,0, so ignoring
/// New position. We do the math here to turn it into a force
///
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;
*/
// empirically convert distance diference to a impulse
Vector3 grabforce = pos - AbsolutePosition;
grabforce = grabforce * (pa.Mass/ 10.0f);
pa.AddForce(grabforce, false);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
else
{
NonPhysicalGrabMovement(pos);
}
}
else
{
NonPhysicalGrabMovement(pos);
}
}
}
///
/// Apply possition for grabbing non-physical linksets (Ctrl+Drag)
/// This MUST be blocked for linksets that contain touch scripts because the viewer triggers grab on the touch
/// event (Viewer Bug?) This would allow anyone to drag a linkset with a touch script. SL behaviour is also to
/// block grab on prims with touch events.
///
/// New Position
public void NonPhysicalGrabMovement(Vector3 pos)
{
if(!IsAttachment && ScriptCount() == 0)
UpdateGroupPosition(pos);
}
///
/// If object is physical, prepare for spinning torques (set flag to save old orientation)
///
/// Rotation. We do the math here to turn it into a torque
///
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;
}
}
}
}
///
/// If object is physical, apply torque to spin it around
///
/// Rotation. We do the math here to turn it into a torque
///
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(newOrientation);
}
}
else
{
NonPhysicalSpinMovement(newOrientation);
}
}
}
///
/// Apply rotation for spinning non-physical linksets (Ctrl+Shift+Drag)
/// As with dragging, scripted objects must be blocked from spinning
///
/// New Rotation
private void NonPhysicalSpinMovement(Quaternion newOrientation)
{
if(!IsAttachment && ScriptCount() == 0)
UpdateGroupRotationR(newOrientation);
}
///
/// Set the name of a prim
///
///
///
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;
}
///
/// Update prim flags for this group.
///
///
///
///
///
///
public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
{
HasGroupChanged = true;
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 && UsePhysics)
{
int maxprims = m_scene.m_linksetPhysCapacity;
bool checkShape = (maxprims > 0 &&
parts.Length > maxprims);
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;
}
if (checkShape && part.PhysicsShapeType != (byte)PhysicsShapeType.None)
{
if (--maxprims < 0)
{
UsePhysics = false;
break;
}
}
}
}
if (parts.Length > 1)
{
m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
for (int i = 0; i < parts.Length; i++)
{
if (parts[i].UUID != m_rootPart.UUID)
parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
}
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
}
else
m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
}
}
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
{
SceneObjectPart part = GetPart(localID);
if (part != null)
{
part.UpdateExtraParam(type, inUse, data);
}
}
///
/// Gets the number of parts
///
///
public int GetPartCount()
{
return Parts.Count();
}
///
/// Update the texture entry for this part
///
///
///
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);
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: RootPart.OwnerMask now {0} for {1} in {2}",
// (OpenMetaverse.PermissionMask)RootPart.OwnerMask, Name, Scene.Name);
RootPart.ScheduleFullUpdate();
}
public void UpdatePermissions(UUID AgentID, byte field, uint localID,
uint mask, byte addRemTF)
{
RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
bool god = Scene.Permissions.IsGod(AgentID);
if (field == 1 && god)
{
ForEachPart(part =>
{
part.BaseMask = RootPart.BaseMask;
});
}
AdjustChildPrimPermissions(false);
if (field == 1 && god) // Base mask was set. Update all child part inventories
{
foreach (SceneObjectPart part in Parts)
part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
}
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
///
///
///
///
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
///
/// Resize the entire group of prims.
///
///
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;
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)
{
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;
}
}
}
}
}
Vector3 prevScale = RootPart.Scale;
prevScale.X *= x;
prevScale.Y *= y;
prevScale.Z *= z;
RootPart.Resize(prevScale);
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart obPart = parts[i];
if (obPart.UUID != m_rootPart.UUID)
{
Vector3 currentpos = new Vector3(obPart.OffsetPosition);
currentpos.X *= x;
currentpos.Y *= y;
currentpos.Z *= z;
Vector3 newSize = new Vector3(obPart.Scale);
newSize.X *= x;
newSize.Y *= y;
newSize.Z *= z;
obPart.Resize(newSize);
obPart.UpdateOffSet(currentpos);
}
HasGroupChanged = true;
m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
ScheduleGroupForTerseUpdate();
}
}
#endregion
#region Position
///
/// Move this scene object
///
///
public void UpdateGroupPosition(Vector3 pos)
{
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();
}
///
/// Update the position of a single part of this scene object
///
///
///
///
public void UpdateSinglePosition(Vector3 pos, uint localID)
{
SceneObjectPart part = GetPart(localID);
if (part != null)
{
// unlock parts position change
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
if (part.UUID == m_rootPart.UUID)
{
UpdateRootPosition(pos);
}
else
{
part.UpdateOffSet(pos);
}
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
HasGroupChanged = true;
}
}
///
/// Update just the root prim position in a linkset
///
///
public void UpdateRootPosition(Vector3 newPos)
{
// needs to be called with phys building true
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;
if (m_rootPart.Undoing)
{
ScheduleGroupForFullUpdate();
}
else
{
ScheduleGroupForTerseUpdate();
}
}
#endregion
#region Rotation
///
/// Update the rotation of the group.
///
///
public void UpdateGroupRotationR(Quaternion rot)
{
m_rootPart.UpdateRotation(rot);
/* this is done by rootpart RotationOffset set called by UpdateRotation
PhysicsActor actor = m_rootPart.PhysActor;
if (actor != null)
{
actor.Orientation = m_rootPart.RotationOffset;
m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
*/
HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
///
/// Update the position and rotation of a group simultaneously.
///
///
///
public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
{
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();
}
///
/// Update the rotation of a single prim within the group.
///
///
///
public void UpdateSingleRotation(Quaternion rot, uint localID)
{
SceneObjectPart part = GetPart(localID);
SceneObjectPart[] parts = m_parts.GetArray();
if (part != null)
{
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
if (part.UUID == m_rootPart.UUID)
{
UpdateRootRotation(rot);
}
else
{
part.UpdateRotation(rot);
}
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
}
}
///
/// Update the position and rotation simultaneously of a single prim within the group.
///
///
///
public void UpdateSingleRotation(Quaternion rot, Vector3 pos, uint localID)
{
SceneObjectPart part = GetPart(localID);
if (part != null)
{
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true;
if (part.UUID == m_rootPart.UUID)
{
UpdateRootRotation(rot);
AbsolutePosition = pos;
}
else
{
part.UpdateRotation(rot);
part.OffsetPosition = pos;
}
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
}
}
///
/// Update the rotation of just the root prim of a linkset.
///
///
public void UpdateRootRotation(Quaternion rot)
{
// needs to be called with phys building true
Quaternion axRot = rot;
Quaternion oldParentRot = m_rootPart.RotationOffset;
//Don't use UpdateRotation because it schedules an update prematurely
m_rootPart.RotationOffset = 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)
{
Quaternion NewRot = oldParentRot * prim.RotationOffset;
NewRot = Quaternion.Inverse(axRot) * NewRot;
prim.RotationOffset = NewRot;
Vector3 axPos = prim.OffsetPosition;
axPos *= oldParentRot;
axPos *= Quaternion.Inverse(axRot);
prim.OffsetPosition = axPos;
}
}
HasGroupChanged = true;
ScheduleGroupForFullUpdate();
}
private enum updatetype :int
{
none = 0,
partterse = 1,
partfull = 2,
groupterse = 3,
groupfull = 4
}
public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
{
// TODO this still as excessive *.Schedule*Update()s
if (part != null && part.ParentGroup != null)
{
ObjectChangeType change = data.change;
bool togroup = ((change & ObjectChangeType.Group) != 0);
// bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
SceneObjectGroup group = part.ParentGroup;
PhysicsActor pha = group.RootPart.PhysActor;
updatetype updateType = updatetype.none;
if (togroup)
{
// related to group
if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
{
if ((change & ObjectChangeType.Rotation) != 0)
{
group.RootPart.UpdateRotation(data.rotation);
updateType = updatetype.none;
}
if ((change & ObjectChangeType.Position) != 0)
{
if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
UpdateGroupPosition(data.position);
updateType = updatetype.groupterse;
}
else
// ugly rotation update of all parts
{
group.ResetChildPrimPhysicsPositions();
}
}
if ((change & ObjectChangeType.Scale) != 0)
{
if (pha != null)
pha.Building = true;
group.GroupResize(data.scale);
updateType = updatetype.none;
if (pha != null)
pha.Building = false;
}
}
else
{
// related to single prim in a link-set ( ie group)
if (pha != null)
pha.Building = true;
// root part is special
// parts offset positions or rotations need to change also
if (part == group.RootPart)
{
if ((change & ObjectChangeType.Rotation) != 0)
group.UpdateRootRotation(data.rotation);
if ((change & ObjectChangeType.Position) != 0)
group.UpdateRootPosition(data.position);
if ((change & ObjectChangeType.Scale) != 0)
part.Resize(data.scale);
}
else
{
if ((change & ObjectChangeType.Position) != 0)
{
part.OffsetPosition = data.position;
updateType = updatetype.partterse;
}
if ((change & ObjectChangeType.Rotation) != 0)
{
part.UpdateRotation(data.rotation);
updateType = updatetype.none;
}
if ((change & ObjectChangeType.Scale) != 0)
{
part.Resize(data.scale);
updateType = updatetype.none;
}
}
if (pha != null)
pha.Building = false;
}
if (updateType != updatetype.none)
{
group.HasGroupChanged = true;
switch (updateType)
{
case updatetype.partterse:
part.ScheduleTerseUpdate();
break;
case updatetype.partfull:
part.ScheduleFullUpdate();
break;
case updatetype.groupterse:
group.ScheduleGroupForTerseUpdate();
break;
case updatetype.groupfull:
group.ScheduleGroupForFullUpdate();
break;
default:
break;
}
}
}
}
#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)
{
if (m_rotTargets.Count >= 8)
m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
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)
{
if (m_targets.Count >= 8)
m_targets.Remove(m_targets.ElementAt(0).Key);
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 atTargets = new Dictionary();
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)
{
at_target = true;
// trigger at_target
if (m_scriptListens_atTarget)
{
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 atRotTargets = new Dictionary();
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 Vector3 GetGeometricCenter()
{
// this is not real geometric center but a average of positions relative to root prim acording to
// http://wiki.secondlife.com/wiki/llGetGeometricCenter
// ignoring tortured prims details since sl also seems to ignore
// so no real use in doing it on physics
Vector3 gc = Vector3.Zero;
int nparts = m_parts.Count;
if (nparts <= 1)
return gc;
SceneObjectPart[] parts = m_parts.GetArray();
nparts = parts.Length; // just in case it changed
if (nparts <= 1)
return gc;
Quaternion parentRot = RootPart.RotationOffset;
Vector3 pPos;
// average all parts positions
for (int i = 0; i < nparts; i++)
{
// do it directly
// gc += parts[i].GetWorldPosition();
if (parts[i] != RootPart)
{
pPos = parts[i].OffsetPosition;
gc += pPos;
}
}
gc /= nparts;
// relative to root:
// gc -= AbsolutePosition;
return gc;
}
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;
}
// center of mass of full object
public Vector3 GetCenterOfMass()
{
PhysicsActor pa = RootPart.PhysActor;
if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
{
// physics knows better about center of mass of physical prims
Vector3 tmp = pa.CenterOfMass;
return tmp;
}
Vector3 Ptot = Vector3.Zero;
float totmass = 0f;
float m;
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
m = parts[i].GetMass();
Ptot += parts[i].GetPartCenterOfMass() * m;
totmass += m;
}
if (totmass == 0)
totmass = 0;
else
totmass = 1 / totmass;
Ptot *= totmass;
return Ptot;
}
///
/// 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.
///
///
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
///
/*
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();
}
*/
///
/// Set the user group to which this scene object belongs.
///
///
///
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);
}
///
/// Returns a count of the number of scripts in this groups parts.
///
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;
}
///
/// A float the value is a representative execution time in milliseconds of all scripts in the link set.
///
public float ScriptExecutionTime()
{
IScriptModule[] engines = Scene.RequestModuleInterfaces();
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 scripts = new List();
for (int i = 0; i < parts.Length; i++)
{
scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL));
}
// extract the UUIDs
List ids = new List(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;
}
///
/// Returns a count of the number of running scripts in this groups parts.
///
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;
}
///
/// Get a copy of the list of sitting avatars on all prims of this object.
///
///
/// 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.
///
/// A list of the sitting avatars. Returns an empty list if there are no sitting avatars.
public List GetSittingAvatars()
{
lock (m_sittingAvatars)
return new List(m_sittingAvatars);
}
///
/// Gets the number of sitting avatars.
///
/// This applies to all sitting avatars whether there is a sit target set or not.
///
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 "" + FromItemID.ToString() + "";
}
public virtual void ExtraFromXmlString(string xmlstr)
{
string id = xmlstr.Substring(xmlstr.IndexOf(""));
id = xmlstr.Replace("", "");
id = id.Replace("", "");
UUID uuid = UUID.Zero;
UUID.TryParse(id, out uuid);
FromItemID = uuid;
}
public void ResetOwnerChangeFlag()
{
ForEachPart(delegate(SceneObjectPart part)
{
part.ResetOwnerChangeFlag();
});
}
#endregion
}
}