/* * 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 OpenSim 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. */ #region Header // MetaEntity.cs // User: bongiojp // // TODO: // Create a physics manager to the meta object if there isn't one or the object knows of no scene but the user wants physics enabled. #endregion Header using System; using System.Collections.Generic; using System.Drawing; using OpenMetaverse; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; using log4net; namespace OpenSim.Region.OptionalModules.ContentManagement { public class MetaEntity { #region Constants public const float INVISIBLE = .95f; // Settings for transparency of metaentity public const float NONE = 0f; public const float TRANSLUCENT = .5f; #endregion Constants #region Static Fields //private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); #endregion Static Fields #region Fields protected SceneObjectGroup m_Entity = null; // The scene object group that represents this meta entity. protected uint m_metaLocalid; #endregion Fields #region Constructors public MetaEntity() { } /// <summary> /// Makes a new meta entity by copying the given scene object group. /// The physics boolean is just a stub right now. /// </summary> public MetaEntity(SceneObjectGroup orig, bool physics) { m_Entity = orig.Copy(orig.RootPart.OwnerID, orig.RootPart.GroupID, false); Initialize(physics); } /// <summary> /// Takes an XML description of a scene object group and converts it to a meta entity. /// </summary> public MetaEntity(string objectXML, Scene scene, bool physics) { m_Entity = new SceneObjectGroup(objectXML); m_Entity.SetScene(scene); Initialize(physics); } #endregion Constructors #region Public Properties public Dictionary<UUID, SceneObjectPart> Children { get { return m_Entity.Children; } set { m_Entity.Children = value; } } public uint LocalId { get { return m_Entity.LocalId; } set { m_Entity.LocalId = value; } } public SceneObjectGroup ObjectGroup { get { return m_Entity; } } public int PrimCount { get { return m_Entity.PrimCount; } } public SceneObjectPart RootPart { get { return m_Entity.RootPart; } } public Scene Scene { get { return m_Entity.Scene; } } public UUID UUID { get { return m_Entity.UUID; } set { m_Entity.UUID = value; } } #endregion Public Properties #region Protected Methods // The metaentity objectgroup must have unique localids as well as unique uuids. // localids are used by the client to refer to parts. // uuids are sent to the client and back to the server to identify parts on the server side. /// <summary> /// Changes localids and uuids of m_Entity. /// </summary> protected void Initialize(bool physics) { //make new uuids Dictionary<UUID, SceneObjectPart> parts = new Dictionary<UUID, SceneObjectPart>(); foreach (SceneObjectPart part in m_Entity.Children.Values) { part.ResetIDs(part.LinkNum); parts.Add(part.UUID, part); } //finalize m_Entity.RootPart.PhysActor = null; m_Entity.Children = parts; } #endregion Protected Methods #region Public Methods /// <summary> /// Hides the metaentity from a single client. /// </summary> public virtual void Hide(IClientAPI client) { //This deletes the group without removing from any databases. //This is important because we are not IN any database. //m_Entity.FakeDeleteGroup(); foreach (SceneObjectPart part in m_Entity.Children.Values) client.SendKillObject(m_Entity.RegionHandle, part.LocalId); } /// <summary> /// Sends a kill object message to all clients, effectively "hiding" the metaentity even though it's still on the server. /// </summary> public virtual void HideFromAll() { foreach (SceneObjectPart part in m_Entity.Children.Values) m_Entity.Scene.ClientManager.ForEachClient(delegate(IClientAPI controller) { controller.SendKillObject(m_Entity.RegionHandle, part.LocalId); } ); } public void SendFullUpdate(IClientAPI client) { // Not sure what clientFlags should be but 0 seems to work SendFullUpdate(client, 0); } public void SendFullUpdate(IClientAPI client, uint clientFlags) { m_Entity.SendFullUpdateToClient(client); } public void SendFullUpdateToAll() { m_Entity.Scene.ClientManager.ForEachClient(delegate(IClientAPI controller) { m_Entity.SendFullUpdateToClient(controller); } ); } /// <summary> /// Makes a single SceneObjectPart see through. /// </summary> /// <param name="part"> /// A <see cref="SceneObjectPart"/> /// The part to make see through /// </param> /// <param name="transparencyAmount"> /// A <see cref="System.Single"/> /// The degree of transparency to imbue the part with, 0f being solid and .95f being invisible. /// </param> public static void SetPartTransparency(SceneObjectPart part, float transparencyAmount) { Primitive.TextureEntry tex = null; Color4 texcolor; try { tex = part.Shape.Textures; texcolor = new Color4(); } catch(Exception) { //m_log.ErrorFormat("[Content Management]: Exception thrown while accessing textures of scene object: " + e); return; } for (uint i = 0; i < tex.FaceTextures.Length; i++) { try { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; texcolor.A = transparencyAmount; tex.FaceTextures[i].RGBA = texcolor; } } catch (Exception) { //m_log.ErrorFormat("[Content Management]: Exception thrown while accessing different face textures of object: " + e); continue; } } try { texcolor = tex.DefaultTexture.RGBA; texcolor.A = transparencyAmount; tex.DefaultTexture.RGBA = texcolor; part.Shape.TextureEntry = tex.GetBytes(); } catch (Exception) { //m_log.Info("[Content Management]: Exception thrown while accessing default face texture of object: " + e); } } #endregion Public Methods } }