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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the 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 libsecondlife;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Physics.Manager;
using log4net;
using Axiom.Math;
namespace OpenSim.Region.Environment.Modules.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
protected 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<LLUUID, 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; }
set { m_Entity.RootPart = value; }
}
public Scene Scene
{
get { return m_Entity.Scene; }
}
public LLUUID 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<LLUUID, SceneObjectPart> parts = new Dictionary<LLUUID, SceneObjectPart>();
foreach(SceneObjectPart part in m_Entity.Children.Values)
{
part.ResetIDs(part.LinkNum);
parts.Add(part.UUID, part);
}
// make new localids
foreach (SceneObjectPart part in m_Entity.Children.Values)
part.LocalId = m_Entity.Scene.PrimIDAllocate();
//finalize
m_Entity.UpdateParentIDs();
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, clientFlags);
}
public void SendFullUpdateToAll()
{
uint clientFlags = 0;
m_Entity.Scene.ClientManager.ForEachClient(delegate(IClientAPI controller)
{ m_Entity.SendFullUpdateToClient(controller, clientFlags); }
);
}
/// <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)
{
LLObject.TextureEntry tex = null;
LLColor texcolor;
try
{
tex = part.Shape.Textures;
texcolor = new LLColor();
}
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.ToBytes();
}
catch (Exception)
{
//m_log.Info("[Content Management]: Exception thrown while accessing default face texture of object: " + e);
}
}
#endregion Public Methods
}
}
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