diff options
author | Justin Clarke Casey | 2008-11-12 20:16:46 +0000 |
---|---|---|
committer | Justin Clarke Casey | 2008-11-12 20:16:46 +0000 |
commit | cec112c87a0e9b259ddff215422bde3fc5dd4dc2 (patch) | |
tree | fac2489ef1c8d3ec0e0acaf0533e4db46575f170 /OpenSim/Region/Environment/Scenes/SceneGraph.cs | |
parent | * Update Mono.Addins.dll to 0.4, as per sdague's suggestion (diff) | |
download | opensim-SC_OLD-cec112c87a0e9b259ddff215422bde3fc5dd4dc2.zip opensim-SC_OLD-cec112c87a0e9b259ddff215422bde3fc5dd4dc2.tar.gz opensim-SC_OLD-cec112c87a0e9b259ddff215422bde3fc5dd4dc2.tar.bz2 opensim-SC_OLD-cec112c87a0e9b259ddff215422bde3fc5dd4dc2.tar.xz |
* refactor: as per a recent opensim-dev thread, rename InnerScene to SceneGraph to make it more descriptive of its intended function
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneGraph.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneGraph.cs | 1724 |
1 files changed, 1724 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneGraph.cs b/OpenSim/Region/Environment/Scenes/SceneGraph.cs new file mode 100644 index 0000000..ab0ec1f --- /dev/null +++ b/OpenSim/Region/Environment/Scenes/SceneGraph.cs | |||
@@ -0,0 +1,1724 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using OpenMetaverse; | ||
32 | using OpenMetaverse.Packets; | ||
33 | using log4net; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Region.Environment.Types; | ||
36 | using OpenSim.Region.Physics.Manager; | ||
37 | |||
38 | namespace OpenSim.Region.Environment.Scenes | ||
39 | { | ||
40 | public delegate void PhysicsCrash(); | ||
41 | |||
42 | /// <summary> | ||
43 | /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components | ||
44 | /// should be migrated out over time. | ||
45 | /// </summary> | ||
46 | public class SceneGraph | ||
47 | { | ||
48 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
49 | |||
50 | #region Events | ||
51 | |||
52 | protected internal event PhysicsCrash UnRecoverableError; | ||
53 | private PhysicsCrash handlerPhysicsCrash = null; | ||
54 | |||
55 | #endregion | ||
56 | |||
57 | #region Fields | ||
58 | |||
59 | protected internal Dictionary<UUID, ScenePresence> ScenePresences = new Dictionary<UUID, ScenePresence>(); | ||
60 | // SceneObjects is not currently populated or used. | ||
61 | //public Dictionary<UUID, SceneObjectGroup> SceneObjects; | ||
62 | protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>(); | ||
63 | protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>(); | ||
64 | |||
65 | protected internal BasicQuadTreeNode QuadTree; | ||
66 | |||
67 | protected RegionInfo m_regInfo; | ||
68 | protected Scene m_parentScene; | ||
69 | protected List<EntityBase> m_updateList = new List<EntityBase>(); | ||
70 | protected int m_numRootAgents = 0; | ||
71 | protected int m_numPrim = 0; | ||
72 | protected int m_numChildAgents = 0; | ||
73 | protected int m_physicalPrim = 0; | ||
74 | |||
75 | protected int m_activeScripts = 0; | ||
76 | protected int m_scriptLPS = 0; | ||
77 | |||
78 | protected internal object m_syncRoot = new object(); | ||
79 | |||
80 | protected internal PhysicsScene _PhyScene; | ||
81 | |||
82 | #endregion | ||
83 | |||
84 | protected internal SceneGraph(Scene parent, RegionInfo regInfo) | ||
85 | { | ||
86 | m_parentScene = parent; | ||
87 | m_regInfo = regInfo; | ||
88 | QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize); | ||
89 | QuadTree.Subdivide(); | ||
90 | QuadTree.Subdivide(); | ||
91 | } | ||
92 | |||
93 | public PhysicsScene PhysicsScene | ||
94 | { | ||
95 | get { return _PhyScene; } | ||
96 | set | ||
97 | { | ||
98 | // If we're not doing the initial set | ||
99 | // Then we've got to remove the previous | ||
100 | // event handler | ||
101 | |||
102 | if (_PhyScene != null) | ||
103 | _PhyScene.OnPhysicsCrash -= physicsBasedCrash; | ||
104 | |||
105 | _PhyScene = value; | ||
106 | |||
107 | if (_PhyScene != null) | ||
108 | _PhyScene.OnPhysicsCrash += physicsBasedCrash; | ||
109 | } | ||
110 | } | ||
111 | |||
112 | protected internal void Close() | ||
113 | { | ||
114 | lock (ScenePresences) | ||
115 | { | ||
116 | ScenePresences.Clear(); | ||
117 | } | ||
118 | |||
119 | //SceneObjects.Clear(); | ||
120 | lock (Entities) | ||
121 | { | ||
122 | Entities.Clear(); | ||
123 | } | ||
124 | } | ||
125 | |||
126 | #region Update Methods | ||
127 | |||
128 | protected internal void UpdatePreparePhysics() | ||
129 | { | ||
130 | // If we are using a threaded physics engine | ||
131 | // grab the latest scene from the engine before | ||
132 | // trying to process it. | ||
133 | |||
134 | // PhysX does this (runs in the background). | ||
135 | |||
136 | if (_PhyScene.IsThreaded) | ||
137 | { | ||
138 | _PhyScene.GetResults(); | ||
139 | } | ||
140 | } | ||
141 | |||
142 | protected internal void UpdateEntities() | ||
143 | { | ||
144 | List<EntityBase> updateEntities = GetEntities(); | ||
145 | |||
146 | foreach (EntityBase entity in updateEntities) | ||
147 | { | ||
148 | entity.Update(); | ||
149 | } | ||
150 | } | ||
151 | |||
152 | protected internal void UpdatePresences() | ||
153 | { | ||
154 | List<ScenePresence> updateScenePresences = GetScenePresences(); | ||
155 | foreach (ScenePresence pres in updateScenePresences) | ||
156 | { | ||
157 | pres.Update(); | ||
158 | } | ||
159 | } | ||
160 | |||
161 | protected internal float UpdatePhysics(double elapsed) | ||
162 | { | ||
163 | lock (m_syncRoot) | ||
164 | { | ||
165 | return _PhyScene.Simulate((float)elapsed); | ||
166 | } | ||
167 | } | ||
168 | |||
169 | protected internal void UpdateEntityMovement() | ||
170 | { | ||
171 | List<EntityBase> moveEntities = GetEntities(); | ||
172 | |||
173 | foreach (EntityBase entity in moveEntities) | ||
174 | { | ||
175 | //cfk. This throws occaisional exceptions on a heavily used region | ||
176 | //and I added this null check to try to preclude the exception. | ||
177 | if (entity != null) | ||
178 | entity.UpdateMovement(); | ||
179 | } | ||
180 | } | ||
181 | |||
182 | #endregion | ||
183 | |||
184 | #region Entity Methods | ||
185 | |||
186 | /// <summary> | ||
187 | /// Add an object into the scene that has come from storage | ||
188 | /// </summary> | ||
189 | /// <param name="sceneObject"></param> | ||
190 | /// <param name="attachToBackup"> | ||
191 | /// If true, changes to the object will be reflected in its persisted data | ||
192 | /// If false, the persisted data will not be changed even if the object in the scene is changed | ||
193 | /// </param> | ||
194 | /// <param name="alreadyPersisted"> | ||
195 | /// If true, we won't persist this object until it changes | ||
196 | /// If false, we'll persist this object immediately | ||
197 | /// </param> | ||
198 | /// <returns> | ||
199 | /// true if the object was added, false if an object with the same uuid was already in the scene | ||
200 | /// </returns> | ||
201 | protected internal bool AddRestoredSceneObject( | ||
202 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) | ||
203 | { | ||
204 | if (!alreadyPersisted) | ||
205 | { | ||
206 | sceneObject.ForceInventoryPersistence(); | ||
207 | sceneObject.HasGroupChanged = true; | ||
208 | } | ||
209 | |||
210 | return AddSceneObject(sceneObject, attachToBackup); | ||
211 | } | ||
212 | |||
213 | /// <summary> | ||
214 | /// Add a newly created object to the scene. This will both update the scene, and send information about the | ||
215 | /// new object to all clients interested in the scene. | ||
216 | /// </summary> | ||
217 | /// <param name="sceneObject"></param> | ||
218 | /// <param name="attachToBackup"> | ||
219 | /// If true, the object is made persistent into the scene. | ||
220 | /// If false, the object will not persist over server restarts | ||
221 | /// </param> | ||
222 | /// <returns> | ||
223 | /// true if the object was added, false if an object with the same uuid was already in the scene | ||
224 | /// </returns> | ||
225 | protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) | ||
226 | { | ||
227 | // Ensure that we persist this new scene object | ||
228 | sceneObject.HasGroupChanged = true; | ||
229 | |||
230 | return AddSceneObject(sceneObject, attachToBackup); | ||
231 | } | ||
232 | |||
233 | /// <summary> | ||
234 | /// Add an object to the scene. This will both update the scene, and send information about the | ||
235 | /// new object to all clients interested in the scene. | ||
236 | /// </summary> | ||
237 | /// <param name="sceneObject"></param> | ||
238 | /// <param name="attachToBackup"> | ||
239 | /// If true, the object is made persistent into the scene. | ||
240 | /// If false, the object will not persist over server restarts | ||
241 | /// </param> | ||
242 | /// <returns>true if the object was added, false if an object with the same uuid was already in the scene | ||
243 | /// </returns> | ||
244 | protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) | ||
245 | { | ||
246 | if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) | ||
247 | return false; | ||
248 | |||
249 | if (m_parentScene.m_clampPrimSize) | ||
250 | { | ||
251 | foreach (SceneObjectPart part in sceneObject.Children.Values) | ||
252 | { | ||
253 | Vector3 scale = part.Shape.Scale; | ||
254 | |||
255 | if (scale.X > m_parentScene.m_maxNonphys) | ||
256 | scale.X = m_parentScene.m_maxNonphys; | ||
257 | if (scale.Y > m_parentScene.m_maxNonphys) | ||
258 | scale.Y = m_parentScene.m_maxNonphys; | ||
259 | if (scale.Z > m_parentScene.m_maxNonphys) | ||
260 | scale.Z = m_parentScene.m_maxNonphys; | ||
261 | |||
262 | part.Shape.Scale = scale; | ||
263 | } | ||
264 | } | ||
265 | |||
266 | sceneObject.AttachToScene(m_parentScene); | ||
267 | |||
268 | lock (Entities) | ||
269 | { | ||
270 | if (!Entities.ContainsKey(sceneObject.UUID)) | ||
271 | { | ||
272 | // QuadTree.AddSceneObject(sceneObject); | ||
273 | Entities.Add(sceneObject.UUID, sceneObject); | ||
274 | m_numPrim += sceneObject.Children.Count; | ||
275 | |||
276 | if (attachToBackup) | ||
277 | sceneObject.AttachToBackup(); | ||
278 | |||
279 | return true; | ||
280 | } | ||
281 | |||
282 | return false; | ||
283 | } | ||
284 | } | ||
285 | |||
286 | /// <summary> | ||
287 | /// Delete an object from the scene | ||
288 | /// </summary> | ||
289 | /// <param name="sceneObject"></param> | ||
290 | /// <returns>true if the object was deleted, false if there was no object to delete</returns> | ||
291 | protected internal bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked) | ||
292 | { | ||
293 | lock (Entities) | ||
294 | { | ||
295 | if (Entities.ContainsKey(uuid)) | ||
296 | { | ||
297 | if (!resultOfObjectLinked) | ||
298 | { | ||
299 | m_numPrim -= ((SceneObjectGroup)Entities[uuid]).Children.Count; | ||
300 | } | ||
301 | Entities.Remove(uuid); | ||
302 | |||
303 | return true; | ||
304 | } | ||
305 | } | ||
306 | |||
307 | return false; | ||
308 | } | ||
309 | |||
310 | /// <summary> | ||
311 | /// Add an entity to the list of prims to process on the next update | ||
312 | /// </summary> | ||
313 | /// <param name="obj"> | ||
314 | /// A <see cref="EntityBase"/> | ||
315 | /// </param> | ||
316 | protected internal void AddToUpdateList(EntityBase obj) | ||
317 | { | ||
318 | lock (m_updateList) | ||
319 | { | ||
320 | if (!m_updateList.Contains(obj)) | ||
321 | { | ||
322 | m_updateList.Add(obj); | ||
323 | } | ||
324 | } | ||
325 | } | ||
326 | |||
327 | /// <summary> | ||
328 | /// Process all pending updates | ||
329 | /// </summary> | ||
330 | protected internal void ProcessUpdates() | ||
331 | { | ||
332 | lock (m_updateList) | ||
333 | { | ||
334 | for (int i = 0; i < m_updateList.Count; i++) | ||
335 | { | ||
336 | EntityBase entity = m_updateList[i]; | ||
337 | |||
338 | // Don't abort the whole update if one entity happens to give us an exception. | ||
339 | try | ||
340 | { | ||
341 | m_updateList[i].Update(); | ||
342 | } | ||
343 | catch (Exception e) | ||
344 | { | ||
345 | m_log.ErrorFormat( | ||
346 | "[INNER SCENE]: Failed to update {0}, {1} - {2}", entity.Name, entity.UUID, e); | ||
347 | } | ||
348 | } | ||
349 | |||
350 | m_updateList.Clear(); | ||
351 | } | ||
352 | } | ||
353 | |||
354 | protected internal void AddPhysicalPrim(int number) | ||
355 | { | ||
356 | m_physicalPrim++; | ||
357 | } | ||
358 | |||
359 | protected internal void RemovePhysicalPrim(int number) | ||
360 | { | ||
361 | m_physicalPrim--; | ||
362 | } | ||
363 | |||
364 | protected internal void AddToScriptLPS(int number) | ||
365 | { | ||
366 | m_scriptLPS += number; | ||
367 | } | ||
368 | |||
369 | protected internal void AddActiveScripts(int number) | ||
370 | { | ||
371 | m_activeScripts += number; | ||
372 | } | ||
373 | |||
374 | protected internal void DropObject(uint objectLocalID, IClientAPI remoteClient) | ||
375 | { | ||
376 | List<EntityBase> EntityList = GetEntities(); | ||
377 | |||
378 | foreach (EntityBase obj in EntityList) | ||
379 | { | ||
380 | if (obj is SceneObjectGroup) | ||
381 | { | ||
382 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | ||
383 | { | ||
384 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
385 | |||
386 | m_parentScene.DetachSingleAttachmentToGround(group.UUID,remoteClient); | ||
387 | } | ||
388 | } | ||
389 | } | ||
390 | } | ||
391 | |||
392 | protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient) | ||
393 | { | ||
394 | List<EntityBase> EntityList = GetEntities(); | ||
395 | |||
396 | foreach (EntityBase obj in EntityList) | ||
397 | { | ||
398 | if (obj is SceneObjectGroup) | ||
399 | { | ||
400 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | ||
401 | { | ||
402 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
403 | |||
404 | //group.DetachToGround(); | ||
405 | m_parentScene.DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient); | ||
406 | } | ||
407 | } | ||
408 | } | ||
409 | } | ||
410 | |||
411 | protected internal void HandleUndo(IClientAPI remoteClient, UUID primId) | ||
412 | { | ||
413 | if (primId != UUID.Zero) | ||
414 | { | ||
415 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId); | ||
416 | if (part != null) | ||
417 | part.Undo(); | ||
418 | } | ||
419 | } | ||
420 | |||
421 | protected internal void HandleObjectGroupUpdate( | ||
422 | IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage) | ||
423 | { | ||
424 | List<EntityBase> EntityList = GetEntities(); | ||
425 | |||
426 | foreach (EntityBase obj in EntityList) | ||
427 | { | ||
428 | if (obj is SceneObjectGroup) | ||
429 | { | ||
430 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | ||
431 | { | ||
432 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
433 | |||
434 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId)) | ||
435 | group.SetGroup(GroupID, remoteClient); | ||
436 | else | ||
437 | remoteClient.SendAgentAlertMessage("You don't have permission to set the group", false); | ||
438 | } | ||
439 | } | ||
440 | } | ||
441 | } | ||
442 | |||
443 | /// <summary> | ||
444 | /// Event Handling routine for Attach Object | ||
445 | /// </summary> | ||
446 | /// <param name="remoteClient"></param> | ||
447 | /// <param name="objectLocalID"></param> | ||
448 | /// <param name="AttachmentPt"></param> | ||
449 | /// <param name="rot"></param> | ||
450 | protected internal void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, bool silent) | ||
451 | { | ||
452 | // If we can't take it, we can't attach it! | ||
453 | // | ||
454 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(objectLocalID); | ||
455 | if (part == null) | ||
456 | return; | ||
457 | |||
458 | if (!m_parentScene.ExternalChecks.ExternalChecksCanTakeObject( | ||
459 | part.UUID, remoteClient.AgentId)) | ||
460 | return; | ||
461 | |||
462 | // Calls attach with a Zero position | ||
463 | // | ||
464 | AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, Vector3.Zero, false); | ||
465 | } | ||
466 | |||
467 | public SceneObjectGroup RezSingleAttachment( | ||
468 | IClientAPI remoteClient, UUID itemID, uint AttachmentPt) | ||
469 | { | ||
470 | SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient, | ||
471 | itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, | ||
472 | false, false, remoteClient.AgentId, true); | ||
473 | |||
474 | |||
475 | if (objatt != null) | ||
476 | { | ||
477 | bool tainted = false; | ||
478 | if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint()) | ||
479 | tainted = true; | ||
480 | |||
481 | AttachObject(remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false); | ||
482 | objatt.ScheduleGroupForFullUpdate(); | ||
483 | if (tainted) | ||
484 | objatt.HasGroupChanged = true; | ||
485 | } | ||
486 | return objatt; | ||
487 | } | ||
488 | |||
489 | // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. | ||
490 | // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? | ||
491 | public void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient) | ||
492 | { | ||
493 | if (itemID == UUID.Zero) // If this happened, someone made a mistake.... | ||
494 | return; | ||
495 | |||
496 | List<EntityBase> EntityList = GetEntities(); | ||
497 | |||
498 | foreach (EntityBase obj in EntityList) | ||
499 | { | ||
500 | if (obj is SceneObjectGroup) | ||
501 | { | ||
502 | if (((SceneObjectGroup)obj).GetFromAssetID() == itemID) | ||
503 | { | ||
504 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
505 | group.DetachToInventoryPrep(); | ||
506 | m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); | ||
507 | m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(), group.OwnerID); | ||
508 | m_parentScene.DeleteSceneObject(group, false); | ||
509 | } | ||
510 | } | ||
511 | } | ||
512 | } | ||
513 | |||
514 | protected internal void AttachObject( | ||
515 | IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent) | ||
516 | { | ||
517 | List<EntityBase> EntityList = GetEntities(); | ||
518 | foreach (EntityBase obj in EntityList) | ||
519 | { | ||
520 | if (obj is SceneObjectGroup) | ||
521 | { | ||
522 | if (((SceneObjectGroup)obj).LocalId == objectLocalID) | ||
523 | { | ||
524 | SceneObjectGroup group = (SceneObjectGroup)obj; | ||
525 | if (m_parentScene.ExternalChecks.ExternalChecksCanTakeObject(obj.UUID, remoteClient.AgentId)) | ||
526 | { | ||
527 | // If the attachment point isn't the same as the one previously used | ||
528 | // set it's offset position = 0 so that it appears on the attachment point | ||
529 | // and not in a weird location somewhere unknown. | ||
530 | if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) | ||
531 | { | ||
532 | |||
533 | attachPos = Vector3.Zero; | ||
534 | } | ||
535 | |||
536 | // AttachmentPt 0 means the client chose to 'wear' the attachment. | ||
537 | if (AttachmentPt == 0) | ||
538 | { | ||
539 | |||
540 | // Check object for stored attachment point | ||
541 | AttachmentPt = (uint)group.GetAttachmentPoint(); | ||
542 | |||
543 | |||
544 | } | ||
545 | |||
546 | // if we still didn't find a suitable attachment point....... | ||
547 | if (AttachmentPt == 0) | ||
548 | { | ||
549 | // Stick it on left hand with Zero Offset from the attachment point. | ||
550 | AttachmentPt = (uint)AttachmentPoint.LeftHand; | ||
551 | attachPos = Vector3.Zero; | ||
552 | } | ||
553 | |||
554 | group.SetAttachmentPoint(Convert.ToByte(AttachmentPt)); | ||
555 | group.AbsolutePosition = attachPos; | ||
556 | |||
557 | // Saves and gets assetID | ||
558 | UUID itemId; | ||
559 | if (group.GetFromAssetID() == UUID.Zero) | ||
560 | { | ||
561 | m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId); | ||
562 | } | ||
563 | else | ||
564 | { | ||
565 | itemId = group.GetFromAssetID(); | ||
566 | } | ||
567 | |||
568 | m_parentScene.AttachObject(remoteClient, AttachmentPt, itemId, group); | ||
569 | |||
570 | group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent); | ||
571 | // In case it is later dropped again, don't let | ||
572 | // it get cleaned up | ||
573 | // | ||
574 | group.RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
575 | group.HasGroupChanged = false; | ||
576 | } | ||
577 | else | ||
578 | { | ||
579 | remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false); | ||
580 | } | ||
581 | |||
582 | } | ||
583 | } | ||
584 | } | ||
585 | } | ||
586 | |||
587 | protected internal ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance) | ||
588 | { | ||
589 | ScenePresence newAvatar = null; | ||
590 | |||
591 | newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance); | ||
592 | newAvatar.IsChildAgent = child; | ||
593 | |||
594 | AddScenePresence(newAvatar); | ||
595 | |||
596 | return newAvatar; | ||
597 | } | ||
598 | |||
599 | /// <summary> | ||
600 | /// Add a presence to the scene | ||
601 | /// </summary> | ||
602 | /// <param name="presence"></param> | ||
603 | protected internal void AddScenePresence(ScenePresence presence) | ||
604 | { | ||
605 | bool child = presence.IsChildAgent; | ||
606 | |||
607 | if (child) | ||
608 | { | ||
609 | m_numChildAgents++; | ||
610 | } | ||
611 | else | ||
612 | { | ||
613 | m_numRootAgents++; | ||
614 | presence.AddToPhysicalScene(); | ||
615 | } | ||
616 | |||
617 | lock (Entities) | ||
618 | { | ||
619 | Entities[presence.UUID] = presence; | ||
620 | } | ||
621 | |||
622 | lock (ScenePresences) | ||
623 | { | ||
624 | ScenePresences[presence.UUID] = presence; | ||
625 | } | ||
626 | } | ||
627 | |||
628 | /// <summary> | ||
629 | /// Remove a presence from the scene | ||
630 | /// </summary> | ||
631 | protected internal void RemoveScenePresence(UUID agentID) | ||
632 | { | ||
633 | lock (Entities) | ||
634 | { | ||
635 | if (!Entities.Remove(agentID)) | ||
636 | { | ||
637 | m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID); | ||
638 | } | ||
639 | // else | ||
640 | // { | ||
641 | // m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID); | ||
642 | // } | ||
643 | } | ||
644 | |||
645 | lock (ScenePresences) | ||
646 | { | ||
647 | if (!ScenePresences.Remove(agentID)) | ||
648 | { | ||
649 | m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); | ||
650 | } | ||
651 | // else | ||
652 | // { | ||
653 | // m_log.InfoFormat("[SCENE] Removed scene presence {0} from scene presences list", agentID); | ||
654 | // } | ||
655 | } | ||
656 | } | ||
657 | |||
658 | protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) | ||
659 | { | ||
660 | if (direction_RC_CR_T_F) | ||
661 | { | ||
662 | m_numRootAgents--; | ||
663 | m_numChildAgents++; | ||
664 | } | ||
665 | else | ||
666 | { | ||
667 | m_numChildAgents--; | ||
668 | m_numRootAgents++; | ||
669 | } | ||
670 | } | ||
671 | |||
672 | protected internal void removeUserCount(bool TypeRCTF) | ||
673 | { | ||
674 | if (TypeRCTF) | ||
675 | { | ||
676 | m_numRootAgents--; | ||
677 | } | ||
678 | else | ||
679 | { | ||
680 | m_numChildAgents--; | ||
681 | } | ||
682 | } | ||
683 | |||
684 | public int GetChildAgentCount() | ||
685 | { | ||
686 | // some network situations come in where child agents get closed twice. | ||
687 | if (m_numChildAgents < 0) | ||
688 | { | ||
689 | m_numChildAgents = 0; | ||
690 | } | ||
691 | |||
692 | return m_numChildAgents; | ||
693 | } | ||
694 | |||
695 | public int GetRootAgentCount() | ||
696 | { | ||
697 | return m_numRootAgents; | ||
698 | } | ||
699 | |||
700 | public int GetTotalObjectsCount() | ||
701 | { | ||
702 | return m_numPrim; | ||
703 | } | ||
704 | |||
705 | public int GetActiveObjectsCount() | ||
706 | { | ||
707 | return m_physicalPrim; | ||
708 | } | ||
709 | |||
710 | public int GetActiveScriptsCount() | ||
711 | { | ||
712 | return m_activeScripts; | ||
713 | } | ||
714 | |||
715 | public int GetScriptLPS() | ||
716 | { | ||
717 | int returnval = m_scriptLPS; | ||
718 | m_scriptLPS = 0; | ||
719 | return returnval; | ||
720 | } | ||
721 | |||
722 | #endregion | ||
723 | |||
724 | #region Get Methods | ||
725 | |||
726 | /// <summary> | ||
727 | /// Request a List of all scene presences in this scene. This is a new list, so no | ||
728 | /// locking is required to iterate over it. | ||
729 | /// </summary> | ||
730 | /// <returns></returns> | ||
731 | protected internal List<ScenePresence> GetScenePresences() | ||
732 | { | ||
733 | return new List<ScenePresence>(ScenePresences.Values); | ||
734 | } | ||
735 | |||
736 | protected internal List<ScenePresence> GetAvatars() | ||
737 | { | ||
738 | List<ScenePresence> result = | ||
739 | GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; }); | ||
740 | |||
741 | return result; | ||
742 | } | ||
743 | |||
744 | /// <summary> | ||
745 | /// Get the controlling client for the given avatar, if there is one. | ||
746 | /// | ||
747 | /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't | ||
748 | /// use the ScenePresence. This could be better solved in a number of ways - we could establish an | ||
749 | /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more | ||
750 | /// suitable solution). | ||
751 | /// </summary> | ||
752 | /// <param name="agentId"></param> | ||
753 | /// <returns>null if either the avatar wasn't in the scene, or they do not have a controlling client</returns> | ||
754 | protected internal IClientAPI GetControllingClient(UUID agentId) | ||
755 | { | ||
756 | ScenePresence presence = GetScenePresence(agentId); | ||
757 | |||
758 | if (presence != null) | ||
759 | { | ||
760 | return presence.ControllingClient; | ||
761 | } | ||
762 | |||
763 | return null; | ||
764 | } | ||
765 | |||
766 | /// <summary> | ||
767 | /// Request a filtered list of m_scenePresences in this World | ||
768 | /// </summary> | ||
769 | /// <returns></returns> | ||
770 | protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter) | ||
771 | { | ||
772 | // No locking of scene presences here since we're passing back a list... | ||
773 | |||
774 | List<ScenePresence> result = new List<ScenePresence>(); | ||
775 | List<ScenePresence> ScenePresencesList = GetScenePresences(); | ||
776 | |||
777 | foreach (ScenePresence avatar in ScenePresencesList) | ||
778 | { | ||
779 | if (filter(avatar)) | ||
780 | { | ||
781 | result.Add(avatar); | ||
782 | } | ||
783 | } | ||
784 | |||
785 | return result; | ||
786 | } | ||
787 | |||
788 | /// <summary> | ||
789 | /// Request a scene presence by UUID | ||
790 | /// </summary> | ||
791 | /// <param name="avatarID"></param> | ||
792 | /// <returns>null if the agent was not found</returns> | ||
793 | protected internal ScenePresence GetScenePresence(UUID agentID) | ||
794 | { | ||
795 | ScenePresence sp; | ||
796 | ScenePresences.TryGetValue(agentID, out sp); | ||
797 | |||
798 | return sp; | ||
799 | } | ||
800 | |||
801 | /// <summary> | ||
802 | /// Get a scene object group that contains the prim with the given local id | ||
803 | /// </summary> | ||
804 | /// <param name="localID"></param> | ||
805 | /// <returns>null if no scene object group containing that prim is found</returns> | ||
806 | private SceneObjectGroup GetGroupByPrim(uint localID) | ||
807 | { | ||
808 | //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID); | ||
809 | List<EntityBase> EntityList = GetEntities(); | ||
810 | foreach (EntityBase ent in EntityList) | ||
811 | { | ||
812 | //m_log.DebugFormat("Looking at entity {0}", ent.UUID); | ||
813 | if (ent is SceneObjectGroup) | ||
814 | { | ||
815 | if (((SceneObjectGroup)ent).HasChildPrim(localID)) | ||
816 | return (SceneObjectGroup)ent; | ||
817 | } | ||
818 | } | ||
819 | return null; | ||
820 | } | ||
821 | |||
822 | /// <summary> | ||
823 | /// Get a scene object group that contains the prim with the given uuid | ||
824 | /// </summary> | ||
825 | /// <param name="fullID"></param> | ||
826 | /// <returns>null if no scene object group containing that prim is found</returns> | ||
827 | private SceneObjectGroup GetGroupByPrim(UUID fullID) | ||
828 | { | ||
829 | List<EntityBase> EntityList = GetEntities(); | ||
830 | |||
831 | foreach (EntityBase ent in EntityList) | ||
832 | { | ||
833 | if (ent is SceneObjectGroup) | ||
834 | { | ||
835 | if (((SceneObjectGroup)ent).HasChildPrim(fullID)) | ||
836 | return (SceneObjectGroup)ent; | ||
837 | } | ||
838 | } | ||
839 | return null; | ||
840 | } | ||
841 | |||
842 | protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters) | ||
843 | { | ||
844 | // Primitive Ray Tracing | ||
845 | float closestDistance = 280f; | ||
846 | EntityIntersection returnResult = new EntityIntersection(); | ||
847 | List<EntityBase> EntityList = GetEntities(); | ||
848 | foreach (EntityBase ent in EntityList) | ||
849 | { | ||
850 | if (ent is SceneObjectGroup) | ||
851 | { | ||
852 | SceneObjectGroup reportingG = (SceneObjectGroup)ent; | ||
853 | EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters); | ||
854 | if (result.HitTF) | ||
855 | { | ||
856 | if (result.distance < closestDistance) | ||
857 | { | ||
858 | closestDistance = result.distance; | ||
859 | returnResult = result; | ||
860 | } | ||
861 | } | ||
862 | } | ||
863 | } | ||
864 | return returnResult; | ||
865 | } | ||
866 | |||
867 | /// <summary> | ||
868 | /// Get a part contained in this scene. | ||
869 | /// </summary> | ||
870 | /// <param name="localID"></param> | ||
871 | /// <returns>null if the part was not found</returns> | ||
872 | protected internal SceneObjectPart GetSceneObjectPart(uint localID) | ||
873 | { | ||
874 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
875 | |||
876 | if (group != null) | ||
877 | return group.GetChildPart(localID); | ||
878 | else | ||
879 | return null; | ||
880 | } | ||
881 | |||
882 | /// <summary> | ||
883 | /// Get a named prim contained in this scene (will return the first | ||
884 | /// found, if there are more than one prim with the same name) | ||
885 | /// </summary> | ||
886 | /// <param name="name"></param> | ||
887 | /// <returns>null if the part was not found</returns> | ||
888 | protected internal SceneObjectPart GetSceneObjectPart(string name) | ||
889 | { | ||
890 | List<EntityBase> EntityList = GetEntities(); | ||
891 | |||
892 | foreach (EntityBase ent in EntityList) | ||
893 | { | ||
894 | if (ent is SceneObjectGroup) | ||
895 | { | ||
896 | foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts()) | ||
897 | { | ||
898 | if (p.Name==name) | ||
899 | { | ||
900 | return p; | ||
901 | } | ||
902 | } | ||
903 | } | ||
904 | } | ||
905 | return null; | ||
906 | } | ||
907 | |||
908 | /// <summary> | ||
909 | /// Get a part contained in this scene. | ||
910 | /// </summary> | ||
911 | /// <param name="fullID"></param> | ||
912 | /// <returns>null if the part was not found</returns> | ||
913 | protected internal SceneObjectPart GetSceneObjectPart(UUID fullID) | ||
914 | { | ||
915 | SceneObjectGroup group = GetGroupByPrim(fullID); | ||
916 | |||
917 | if (group != null) | ||
918 | return group.GetChildPart(fullID); | ||
919 | else | ||
920 | return null; | ||
921 | } | ||
922 | |||
923 | protected internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) | ||
924 | { | ||
925 | ScenePresence presence; | ||
926 | if (ScenePresences.TryGetValue(avatarId, out presence)) | ||
927 | { | ||
928 | if (!presence.IsChildAgent) | ||
929 | { | ||
930 | avatar = presence; | ||
931 | return true; | ||
932 | } | ||
933 | else | ||
934 | { | ||
935 | m_log.WarnFormat( | ||
936 | "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!", | ||
937 | avatarId, m_parentScene.RegionInfo.RegionName); | ||
938 | } | ||
939 | } | ||
940 | |||
941 | avatar = null; | ||
942 | return false; | ||
943 | } | ||
944 | |||
945 | protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) | ||
946 | { | ||
947 | lock (ScenePresences) | ||
948 | { | ||
949 | foreach (ScenePresence presence in ScenePresences.Values) | ||
950 | { | ||
951 | if (!presence.IsChildAgent) | ||
952 | { | ||
953 | string name = presence.ControllingClient.Name; | ||
954 | |||
955 | if (String.Compare(avatarName, name, true) == 0) | ||
956 | { | ||
957 | avatar = presence; | ||
958 | return true; | ||
959 | } | ||
960 | } | ||
961 | } | ||
962 | } | ||
963 | |||
964 | avatar = null; | ||
965 | return false; | ||
966 | } | ||
967 | |||
968 | /// <summary> | ||
969 | /// Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over | ||
970 | /// it | ||
971 | /// </summary> | ||
972 | /// <returns></returns> | ||
973 | protected internal List<EntityBase> GetEntities() | ||
974 | { | ||
975 | lock (Entities) | ||
976 | { | ||
977 | return new List<EntityBase>(Entities.Values); | ||
978 | } | ||
979 | } | ||
980 | |||
981 | protected internal Dictionary<uint, float> GetTopScripts() | ||
982 | { | ||
983 | Dictionary<uint, float> topScripts = new Dictionary<uint, float>(); | ||
984 | |||
985 | List<EntityBase> EntityList = GetEntities(); | ||
986 | int limit = 0; | ||
987 | foreach (EntityBase ent in EntityList) | ||
988 | { | ||
989 | if (ent is SceneObjectGroup) | ||
990 | { | ||
991 | SceneObjectGroup grp = (SceneObjectGroup)ent; | ||
992 | if ((grp.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) | ||
993 | { | ||
994 | if (grp.scriptScore >= 0.01) | ||
995 | { | ||
996 | topScripts.Add(grp.LocalId, grp.scriptScore); | ||
997 | limit++; | ||
998 | if (limit >= 100) | ||
999 | { | ||
1000 | break; | ||
1001 | } | ||
1002 | } | ||
1003 | grp.scriptScore = 0; | ||
1004 | } | ||
1005 | } | ||
1006 | } | ||
1007 | |||
1008 | return topScripts; | ||
1009 | } | ||
1010 | |||
1011 | #endregion | ||
1012 | |||
1013 | #region Other Methods | ||
1014 | |||
1015 | protected internal void physicsBasedCrash() | ||
1016 | { | ||
1017 | handlerPhysicsCrash = UnRecoverableError; | ||
1018 | if (handlerPhysicsCrash != null) | ||
1019 | { | ||
1020 | handlerPhysicsCrash(); | ||
1021 | } | ||
1022 | } | ||
1023 | |||
1024 | protected internal UUID ConvertLocalIDToFullID(uint localID) | ||
1025 | { | ||
1026 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1027 | if (group != null) | ||
1028 | return group.GetPartsFullID(localID); | ||
1029 | else | ||
1030 | return UUID.Zero; | ||
1031 | } | ||
1032 | |||
1033 | protected internal void ForEachClient(Action<IClientAPI> action) | ||
1034 | { | ||
1035 | lock (ScenePresences) | ||
1036 | { | ||
1037 | foreach (ScenePresence presence in ScenePresences.Values) | ||
1038 | { | ||
1039 | action(presence.ControllingClient); | ||
1040 | } | ||
1041 | } | ||
1042 | } | ||
1043 | |||
1044 | #endregion | ||
1045 | |||
1046 | #region Client Event handlers | ||
1047 | |||
1048 | /// <summary> | ||
1049 | /// | ||
1050 | /// </summary> | ||
1051 | /// <param name="localID"></param> | ||
1052 | /// <param name="scale"></param> | ||
1053 | /// <param name="remoteClient"></param> | ||
1054 | protected internal void UpdatePrimScale(uint localID, Vector3 scale, IClientAPI remoteClient) | ||
1055 | { | ||
1056 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1057 | if (group != null) | ||
1058 | { | ||
1059 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId)) | ||
1060 | { | ||
1061 | group.Resize(scale, localID); | ||
1062 | } | ||
1063 | } | ||
1064 | } | ||
1065 | |||
1066 | protected internal void UpdatePrimGroupScale(uint localID, Vector3 scale, IClientAPI remoteClient) | ||
1067 | { | ||
1068 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1069 | if (group != null) | ||
1070 | { | ||
1071 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId)) | ||
1072 | { | ||
1073 | group.GroupResize(scale, localID); | ||
1074 | } | ||
1075 | } | ||
1076 | } | ||
1077 | |||
1078 | /// <summary> | ||
1079 | /// This handles the nifty little tool tip that you get when you drag your mouse over an object | ||
1080 | /// Send to the Object Group to process. We don't know enough to service the request | ||
1081 | /// </summary> | ||
1082 | /// <param name="remoteClient"></param> | ||
1083 | /// <param name="AgentID"></param> | ||
1084 | /// <param name="RequestFlags"></param> | ||
1085 | /// <param name="ObjectID"></param> | ||
1086 | protected internal void RequestObjectPropertiesFamily( | ||
1087 | IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID) | ||
1088 | { | ||
1089 | SceneObjectGroup group = GetGroupByPrim(ObjectID); | ||
1090 | if (group != null) | ||
1091 | { | ||
1092 | group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags); | ||
1093 | } | ||
1094 | } | ||
1095 | |||
1096 | /// <summary> | ||
1097 | /// | ||
1098 | /// </summary> | ||
1099 | /// <param name="localID"></param> | ||
1100 | /// <param name="rot"></param> | ||
1101 | /// <param name="remoteClient"></param> | ||
1102 | protected internal void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient) | ||
1103 | { | ||
1104 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1105 | if (group != null) | ||
1106 | { | ||
1107 | if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1108 | { | ||
1109 | group.UpdateSingleRotation(rot, localID); | ||
1110 | } | ||
1111 | } | ||
1112 | } | ||
1113 | |||
1114 | /// <summary> | ||
1115 | /// | ||
1116 | /// </summary> | ||
1117 | /// <param name="localID"></param> | ||
1118 | /// <param name="rot"></param> | ||
1119 | /// <param name="remoteClient"></param> | ||
1120 | protected internal void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient) | ||
1121 | { | ||
1122 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1123 | if (group != null) | ||
1124 | { | ||
1125 | if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1126 | { | ||
1127 | group.UpdateGroupRotation(rot); | ||
1128 | } | ||
1129 | } | ||
1130 | } | ||
1131 | |||
1132 | /// <summary> | ||
1133 | /// | ||
1134 | /// </summary> | ||
1135 | /// <param name="localID"></param> | ||
1136 | /// <param name="pos"></param> | ||
1137 | /// <param name="rot"></param> | ||
1138 | /// <param name="remoteClient"></param> | ||
1139 | protected internal void UpdatePrimRotation(uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient) | ||
1140 | { | ||
1141 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1142 | if (group != null) | ||
1143 | { | ||
1144 | if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId)) | ||
1145 | { | ||
1146 | group.UpdateGroupRotation(pos, rot); | ||
1147 | } | ||
1148 | } | ||
1149 | } | ||
1150 | |||
1151 | /// <summary> | ||
1152 | /// Update the position of the given part | ||
1153 | /// </summary> | ||
1154 | /// <param name="localID"></param> | ||
1155 | /// <param name="pos"></param> | ||
1156 | /// <param name="remoteClient"></param> | ||
1157 | protected internal void UpdatePrimSinglePosition(uint localID, Vector3 pos, IClientAPI remoteClient) | ||
1158 | { | ||
1159 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1160 | if (group != null) | ||
1161 | { | ||
1162 | if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId) || group.IsAttachment) | ||
1163 | { | ||
1164 | group.UpdateSinglePosition(pos, localID); | ||
1165 | } | ||
1166 | } | ||
1167 | } | ||
1168 | |||
1169 | /// <summary> | ||
1170 | /// Update the position of the given part | ||
1171 | /// </summary> | ||
1172 | /// <param name="localID"></param> | ||
1173 | /// <param name="pos"></param> | ||
1174 | /// <param name="remoteClient"></param> | ||
1175 | protected internal void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient) | ||
1176 | { | ||
1177 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1178 | if (group != null) | ||
1179 | { | ||
1180 | |||
1181 | // Vector3 oldPos = group.AbsolutePosition; | ||
1182 | if (group.IsAttachment) | ||
1183 | { | ||
1184 | group.UpdateGroupPosition(pos); | ||
1185 | } | ||
1186 | else | ||
1187 | { | ||
1188 | if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId) || group.IsAttachment) | ||
1189 | { | ||
1190 | group.UpdateGroupPosition(pos); | ||
1191 | } | ||
1192 | } | ||
1193 | } | ||
1194 | } | ||
1195 | |||
1196 | /// <summary> | ||
1197 | /// | ||
1198 | /// </summary> | ||
1199 | /// <param name="localID"></param> | ||
1200 | /// <param name="texture"></param> | ||
1201 | /// <param name="remoteClient"></param> | ||
1202 | protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient) | ||
1203 | { | ||
1204 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1205 | if (group != null) | ||
1206 | { | ||
1207 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID,remoteClient.AgentId)) | ||
1208 | { | ||
1209 | group.UpdateTextureEntry(localID, texture); | ||
1210 | } | ||
1211 | } | ||
1212 | } | ||
1213 | |||
1214 | /// <summary> | ||
1215 | /// | ||
1216 | /// </summary> | ||
1217 | /// <param name="localID"></param> | ||
1218 | /// <param name="packet"></param> | ||
1219 | /// <param name="remoteClient"></param> | ||
1220 | protected internal void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient) | ||
1221 | { | ||
1222 | SceneObjectGroup group = GetGroupByPrim(localID); | ||
1223 | if (group != null) | ||
1224 | { | ||
1225 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId)) | ||
1226 | { | ||
1227 | group.UpdatePrimFlags(localID, UsePhysics, IsTemporary, IsPhantom); | ||
1228 | } | ||
1229 | } | ||
1230 | } | ||
1231 | |||
1232 | /// <summary> | ||
1233 | /// Move the given object | ||
1234 | /// </summary> | ||
1235 | /// <param name="objectID"></param> | ||
1236 | /// <param name="offset"></param> | ||
1237 | /// <param name="pos"></param> | ||
1238 | /// <param name="remoteClient"></param> | ||
1239 | protected internal void MoveObject(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs) | ||
1240 | { | ||
1241 | SceneObjectGroup group = GetGroupByPrim(objectID); | ||
1242 | if (group != null) | ||
1243 | { | ||
1244 | if (m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(group.UUID, remoteClient.AgentId))// && PermissionsMngr.) | ||
1245 | { | ||
1246 | group.GrabMovement(offset, pos, remoteClient); | ||
1247 | } | ||
1248 | // This is outside the above permissions condition | ||
1249 | // so that if the object is locked the client moving the object | ||
1250 | // get's it's position on the simulator even if it was the same as before | ||
1251 | // This keeps the moving user's client in sync with the rest of the world. | ||
1252 | group.SendGroupTerseUpdate(); | ||
1253 | } | ||
1254 | } | ||
1255 | |||
1256 | /// <summary> | ||
1257 | /// | ||
1258 | /// </summary> | ||
1259 | /// <param name="primLocalID"></param> | ||
1260 | /// <param name="description"></param> | ||
1261 | protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name) | ||
1262 | { | ||
1263 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1264 | if (group != null) | ||
1265 | { | ||
1266 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId)) | ||
1267 | { | ||
1268 | group.SetPartName(Util.CleanString(name), primLocalID); | ||
1269 | group.HasGroupChanged = true; | ||
1270 | } | ||
1271 | } | ||
1272 | } | ||
1273 | |||
1274 | /// <summary> | ||
1275 | /// | ||
1276 | /// </summary> | ||
1277 | /// <param name="primLocalID"></param> | ||
1278 | /// <param name="description"></param> | ||
1279 | protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description) | ||
1280 | { | ||
1281 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1282 | if (group != null) | ||
1283 | { | ||
1284 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId)) | ||
1285 | { | ||
1286 | group.SetPartDescription(Util.CleanString(description), primLocalID); | ||
1287 | group.HasGroupChanged = true; | ||
1288 | } | ||
1289 | } | ||
1290 | } | ||
1291 | |||
1292 | protected internal void PrimClickAction(IClientAPI remoteClient, uint primLocalID, string clickAction) | ||
1293 | { | ||
1294 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1295 | if (group != null) | ||
1296 | { | ||
1297 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId)) | ||
1298 | { | ||
1299 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); | ||
1300 | part.ClickAction = Convert.ToByte(clickAction); | ||
1301 | group.HasGroupChanged = true; | ||
1302 | } | ||
1303 | } | ||
1304 | } | ||
1305 | |||
1306 | protected internal void PrimMaterial(IClientAPI remoteClient, uint primLocalID, string material) | ||
1307 | { | ||
1308 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1309 | if (group != null) | ||
1310 | { | ||
1311 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID, remoteClient.AgentId)) | ||
1312 | { | ||
1313 | SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); | ||
1314 | part.Material = Convert.ToByte(material); | ||
1315 | group.HasGroupChanged = true; | ||
1316 | } | ||
1317 | } | ||
1318 | } | ||
1319 | |||
1320 | protected internal void UpdateExtraParam(UUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data) | ||
1321 | { | ||
1322 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1323 | |||
1324 | if (group != null) | ||
1325 | { | ||
1326 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.UUID,agentID)) | ||
1327 | { | ||
1328 | group.UpdateExtraParam(primLocalID, type, inUse, data); | ||
1329 | } | ||
1330 | } | ||
1331 | } | ||
1332 | |||
1333 | /// <summary> | ||
1334 | /// | ||
1335 | /// </summary> | ||
1336 | /// <param name="primLocalID"></param> | ||
1337 | /// <param name="shapeBlock"></param> | ||
1338 | protected internal void UpdatePrimShape(UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock) | ||
1339 | { | ||
1340 | SceneObjectGroup group = GetGroupByPrim(primLocalID); | ||
1341 | if (group != null) | ||
1342 | { | ||
1343 | if (m_parentScene.ExternalChecks.ExternalChecksCanEditObject(group.GetPartsFullID(primLocalID), agentID)) | ||
1344 | { | ||
1345 | ObjectShapePacket.ObjectDataBlock shapeData = new ObjectShapePacket.ObjectDataBlock(); | ||
1346 | shapeData.ObjectLocalID = shapeBlock.ObjectLocalID; | ||
1347 | shapeData.PathBegin = shapeBlock.PathBegin; | ||
1348 | shapeData.PathCurve = shapeBlock.PathCurve; | ||
1349 | shapeData.PathEnd = shapeBlock.PathEnd; | ||
1350 | shapeData.PathRadiusOffset = shapeBlock.PathRadiusOffset; | ||
1351 | shapeData.PathRevolutions = shapeBlock.PathRevolutions; | ||
1352 | shapeData.PathScaleX = shapeBlock.PathScaleX; | ||
1353 | shapeData.PathScaleY = shapeBlock.PathScaleY; | ||
1354 | shapeData.PathShearX = shapeBlock.PathShearX; | ||
1355 | shapeData.PathShearY = shapeBlock.PathShearY; | ||
1356 | shapeData.PathSkew = shapeBlock.PathSkew; | ||
1357 | shapeData.PathTaperX = shapeBlock.PathTaperX; | ||
1358 | shapeData.PathTaperY = shapeBlock.PathTaperY; | ||
1359 | shapeData.PathTwist = shapeBlock.PathTwist; | ||
1360 | shapeData.PathTwistBegin = shapeBlock.PathTwistBegin; | ||
1361 | shapeData.ProfileBegin = shapeBlock.ProfileBegin; | ||
1362 | shapeData.ProfileCurve = shapeBlock.ProfileCurve; | ||
1363 | shapeData.ProfileEnd = shapeBlock.ProfileEnd; | ||
1364 | shapeData.ProfileHollow = shapeBlock.ProfileHollow; | ||
1365 | |||
1366 | group.UpdateShape(shapeData, primLocalID); | ||
1367 | } | ||
1368 | } | ||
1369 | } | ||
1370 | |||
1371 | /// <summary> | ||
1372 | /// Initial method invoked when we receive a link objects request from the client. | ||
1373 | /// </summary> | ||
1374 | /// <param name="client"></param> | ||
1375 | /// <param name="parentPrim"></param> | ||
1376 | /// <param name="childPrims"></param> | ||
1377 | protected internal void LinkObjects(IClientAPI client, uint parentPrim, List<uint> childPrims) | ||
1378 | { | ||
1379 | List<EntityBase> EntityList = GetEntities(); | ||
1380 | |||
1381 | SceneObjectGroup parenPrim = null; | ||
1382 | foreach (EntityBase ent in EntityList) | ||
1383 | { | ||
1384 | if (ent is SceneObjectGroup) | ||
1385 | { | ||
1386 | if (((SceneObjectGroup)ent).LocalId == parentPrim) | ||
1387 | { | ||
1388 | parenPrim = (SceneObjectGroup)ent; | ||
1389 | break; | ||
1390 | } | ||
1391 | } | ||
1392 | } | ||
1393 | |||
1394 | List<SceneObjectGroup> children = new List<SceneObjectGroup>(); | ||
1395 | if (parenPrim != null) | ||
1396 | { | ||
1397 | // We do this in reverse to get the link order of the prims correct | ||
1398 | for (int i = childPrims.Count - 1; i >= 0; i--) | ||
1399 | { | ||
1400 | foreach (EntityBase ent in EntityList) | ||
1401 | { | ||
1402 | if (ent is SceneObjectGroup) | ||
1403 | { | ||
1404 | if (((SceneObjectGroup)ent).LocalId == childPrims[i]) | ||
1405 | { | ||
1406 | // Make sure no child prim is set for sale | ||
1407 | // So that, on delink, no prims are unwittingly | ||
1408 | // left for sale and sold off | ||
1409 | ((SceneObjectGroup)ent).RootPart.ObjectSaleType = 0; | ||
1410 | ((SceneObjectGroup)ent).RootPart.SalePrice = 10; | ||
1411 | children.Add((SceneObjectGroup)ent); | ||
1412 | } | ||
1413 | } | ||
1414 | } | ||
1415 | } | ||
1416 | } | ||
1417 | |||
1418 | foreach (SceneObjectGroup sceneObj in children) | ||
1419 | { | ||
1420 | parenPrim.LinkToGroup(sceneObj); | ||
1421 | } | ||
1422 | |||
1423 | // We need to explicitly resend the newly link prim's object properties since no other actions | ||
1424 | // occur on link to invoke this elsewhere (such as object selection) | ||
1425 | parenPrim.RootPart.AddFlag(PrimFlags.CreateSelected); | ||
1426 | parenPrim.TriggerScriptChangedEvent(Changed.LINK); | ||
1427 | if (client != null) | ||
1428 | parenPrim.GetProperties(client); | ||
1429 | else | ||
1430 | { | ||
1431 | foreach (ScenePresence p in ScenePresences.Values) | ||
1432 | { | ||
1433 | parenPrim.GetProperties(p.ControllingClient); | ||
1434 | } | ||
1435 | } | ||
1436 | } | ||
1437 | |||
1438 | /// <summary> | ||
1439 | /// Delink a linkset | ||
1440 | /// </summary> | ||
1441 | /// <param name="prims"></param> | ||
1442 | protected internal void DelinkObjects(List<uint> primIds) | ||
1443 | { | ||
1444 | DelinkObjects(primIds, true); | ||
1445 | } | ||
1446 | |||
1447 | protected internal void DelinkObjects(List<uint> primIds, bool sendEvents) | ||
1448 | { | ||
1449 | SceneObjectGroup parenPrim = null; | ||
1450 | |||
1451 | // Need a list of the SceneObjectGroup local ids | ||
1452 | // XXX I'm anticipating that building this dictionary once is more efficient than | ||
1453 | // repeated scanning of the Entity.Values for a large number of primIds. However, it might | ||
1454 | // be more efficient yet to keep this dictionary permanently on hand. | ||
1455 | |||
1456 | Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>(); | ||
1457 | |||
1458 | List<EntityBase> EntityList = GetEntities(); | ||
1459 | foreach (EntityBase ent in EntityList) | ||
1460 | { | ||
1461 | if (ent is SceneObjectGroup) | ||
1462 | { | ||
1463 | SceneObjectGroup obj = (SceneObjectGroup)ent; | ||
1464 | sceneObjects.Add(obj.LocalId, obj); | ||
1465 | |||
1466 | } | ||
1467 | } | ||
1468 | |||
1469 | // Find the root prim among the prim ids we've been given | ||
1470 | for (int i = 0; i < primIds.Count; i++) | ||
1471 | { | ||
1472 | |||
1473 | if (sceneObjects.ContainsKey(primIds[i])) | ||
1474 | { | ||
1475 | parenPrim = sceneObjects[primIds[i]]; | ||
1476 | primIds.RemoveAt(i); | ||
1477 | break; | ||
1478 | } | ||
1479 | } | ||
1480 | |||
1481 | if (parenPrim != null) | ||
1482 | { | ||
1483 | foreach (uint childPrimId in primIds) | ||
1484 | { | ||
1485 | parenPrim.DelinkFromGroup(childPrimId, sendEvents); | ||
1486 | } | ||
1487 | |||
1488 | if (parenPrim.Children.Count == 1) | ||
1489 | { | ||
1490 | // The link set has been completely torn down | ||
1491 | // This is the case if you select a link set and delink | ||
1492 | // | ||
1493 | parenPrim.RootPart.LinkNum = 0; | ||
1494 | if (sendEvents) | ||
1495 | parenPrim.TriggerScriptChangedEvent(Changed.LINK); | ||
1496 | } | ||
1497 | else | ||
1498 | { | ||
1499 | // The link set has prims remaining. This path is taken | ||
1500 | // when a subset of a link set's prims are selected | ||
1501 | // and the root prim is part of that selection | ||
1502 | // | ||
1503 | List<SceneObjectPart> parts = new List<SceneObjectPart>(parenPrim.Children.Values); | ||
1504 | |||
1505 | List<uint> unlink_ids = new List<uint>(); | ||
1506 | foreach (SceneObjectPart unlink_part in parts) | ||
1507 | unlink_ids.Add(unlink_part.LocalId); | ||
1508 | |||
1509 | // Tear down the remaining link set | ||
1510 | // | ||
1511 | if (unlink_ids.Count == 2) | ||
1512 | { | ||
1513 | DelinkObjects(unlink_ids, true); | ||
1514 | return; | ||
1515 | } | ||
1516 | |||
1517 | DelinkObjects(unlink_ids, false); | ||
1518 | |||
1519 | // Send event to root prim, then we're done with it | ||
1520 | parenPrim.TriggerScriptChangedEvent(Changed.LINK); | ||
1521 | |||
1522 | unlink_ids.Remove(parenPrim.RootPart.LocalId); | ||
1523 | |||
1524 | foreach (uint localId in unlink_ids) | ||
1525 | { | ||
1526 | SceneObjectPart nr = GetSceneObjectPart(localId); | ||
1527 | nr.UpdateFlag = 0; | ||
1528 | } | ||
1529 | |||
1530 | uint newRoot = unlink_ids[0]; | ||
1531 | unlink_ids.Remove(newRoot); | ||
1532 | |||
1533 | LinkObjects(null, newRoot, unlink_ids); | ||
1534 | } | ||
1535 | } | ||
1536 | else | ||
1537 | { | ||
1538 | // The selected prims were all child prims. Edit linked parts | ||
1539 | // without the root prim selected will get us here | ||
1540 | // | ||
1541 | List<SceneObjectGroup> parents = new List<SceneObjectGroup>(); | ||
1542 | |||
1543 | // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow | ||
1544 | // We know that this is not the root prim now essentially, so we don't have to worry about remapping | ||
1545 | // which one is the root prim | ||
1546 | bool delinkedSomething = false; | ||
1547 | for (int i = 0; i < primIds.Count; i++) | ||
1548 | { | ||
1549 | foreach (SceneObjectGroup grp in sceneObjects.Values) | ||
1550 | { | ||
1551 | SceneObjectPart gPart = grp.GetChildPart(primIds[i]); | ||
1552 | if (gPart != null) | ||
1553 | { | ||
1554 | grp.DelinkFromGroup(primIds[i]); | ||
1555 | delinkedSomething = true; | ||
1556 | if (!parents.Contains(grp)) | ||
1557 | parents.Add(grp); | ||
1558 | } | ||
1559 | |||
1560 | } | ||
1561 | } | ||
1562 | if (!delinkedSomething) | ||
1563 | { | ||
1564 | m_log.InfoFormat("[SCENE]: " + | ||
1565 | "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!", | ||
1566 | primIds); | ||
1567 | } | ||
1568 | else | ||
1569 | { | ||
1570 | foreach (SceneObjectGroup g in parents) | ||
1571 | { | ||
1572 | g.TriggerScriptChangedEvent(Changed.LINK); | ||
1573 | } | ||
1574 | } | ||
1575 | } | ||
1576 | } | ||
1577 | |||
1578 | protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID) | ||
1579 | { | ||
1580 | UUID user = remoteClient.AgentId; | ||
1581 | UUID objid = UUID.Zero; | ||
1582 | SceneObjectPart obj = null; | ||
1583 | |||
1584 | List<EntityBase> EntityList = GetEntities(); | ||
1585 | foreach (EntityBase ent in EntityList) | ||
1586 | { | ||
1587 | if (ent is SceneObjectGroup) | ||
1588 | { | ||
1589 | foreach (KeyValuePair<UUID, SceneObjectPart> subent in ((SceneObjectGroup)ent).Children) | ||
1590 | { | ||
1591 | if (subent.Value.LocalId == localID) | ||
1592 | { | ||
1593 | objid = subent.Key; | ||
1594 | obj = subent.Value; | ||
1595 | } | ||
1596 | } | ||
1597 | } | ||
1598 | } | ||
1599 | |||
1600 | //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints | ||
1601 | //aka ObjectFlags.JointWheel = IncludeInSearch | ||
1602 | |||
1603 | //Permissions model: Object can be REMOVED from search IFF: | ||
1604 | // * User owns object | ||
1605 | //use CanEditObject | ||
1606 | |||
1607 | //Object can be ADDED to search IFF: | ||
1608 | // * User owns object | ||
1609 | // * Asset/DRM permission bit "modify" is enabled | ||
1610 | //use CanEditObjectPosition | ||
1611 | |||
1612 | // libomv will complain about PrimFlags.JointWheel being | ||
1613 | // deprecated, so we | ||
1614 | #pragma warning disable 0612 | ||
1615 | if (IncludeInSearch && m_parentScene.ExternalChecks.ExternalChecksCanEditObject(objid, user)) | ||
1616 | { | ||
1617 | obj.ParentGroup.RootPart.AddFlag(PrimFlags.JointWheel); | ||
1618 | obj.ParentGroup.HasGroupChanged = true; | ||
1619 | } | ||
1620 | else if (!IncludeInSearch && m_parentScene.ExternalChecks.ExternalChecksCanMoveObject(objid,user)) | ||
1621 | { | ||
1622 | obj.ParentGroup.RootPart.RemFlag(PrimFlags.JointWheel); | ||
1623 | obj.ParentGroup.HasGroupChanged = true; | ||
1624 | } | ||
1625 | #pragma warning restore 0612 | ||
1626 | } | ||
1627 | |||
1628 | /// <summary> | ||
1629 | /// Duplicate the given object, Fire and Forget, No rotation, no return wrapper | ||
1630 | /// </summary> | ||
1631 | /// <param name="originalPrim"></param> | ||
1632 | /// <param name="offset"></param> | ||
1633 | /// <param name="flags"></param> | ||
1634 | protected internal void DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID) | ||
1635 | { | ||
1636 | //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); | ||
1637 | |||
1638 | // SceneObjectGroup dupe = DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Zero); | ||
1639 | DuplicateObject(originalPrim, offset, flags, AgentID, GroupID, Quaternion.Identity); | ||
1640 | } | ||
1641 | /// <summary> | ||
1642 | /// Duplicate the given object. | ||
1643 | /// </summary> | ||
1644 | /// <param name="originalPrim"></param> | ||
1645 | /// <param name="offset"></param> | ||
1646 | /// <param name="flags"></param> | ||
1647 | protected internal SceneObjectGroup DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) | ||
1648 | { | ||
1649 | //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); | ||
1650 | |||
1651 | List<EntityBase> EntityList = GetEntities(); | ||
1652 | |||
1653 | SceneObjectGroup originPrim = null; | ||
1654 | foreach (EntityBase ent in EntityList) | ||
1655 | { | ||
1656 | if (ent is SceneObjectGroup) | ||
1657 | { | ||
1658 | if (((SceneObjectGroup)ent).LocalId == originalPrim) | ||
1659 | { | ||
1660 | originPrim = (SceneObjectGroup)ent; | ||
1661 | break; | ||
1662 | } | ||
1663 | } | ||
1664 | } | ||
1665 | |||
1666 | if (originPrim != null) | ||
1667 | { | ||
1668 | if (m_parentScene.ExternalChecks.ExternalChecksCanDuplicateObject(originPrim.Children.Count, originPrim.UUID, AgentID, originPrim.AbsolutePosition)) | ||
1669 | { | ||
1670 | SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true); | ||
1671 | copy.AbsolutePosition = copy.AbsolutePosition + offset; | ||
1672 | copy.ResetIDs(); | ||
1673 | |||
1674 | lock (Entities) | ||
1675 | { | ||
1676 | Entities.Add(copy.UUID, copy); | ||
1677 | } | ||
1678 | |||
1679 | // Since we copy from a source group that is in selected | ||
1680 | // state, but the copy is shown deselected in the viewer, | ||
1681 | // We need to clear the selection flag here, else that | ||
1682 | // prim never gets persisted at all. The client doesn't | ||
1683 | // think it's selected, so it will never send a deselect... | ||
1684 | copy.IsSelected = false; | ||
1685 | |||
1686 | m_numPrim += copy.Children.Count; | ||
1687 | |||
1688 | if (rot != Quaternion.Identity) | ||
1689 | { | ||
1690 | copy.UpdateGroupRotation(rot); | ||
1691 | } | ||
1692 | |||
1693 | copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 0); | ||
1694 | copy.HasGroupChanged = true; | ||
1695 | copy.ScheduleGroupForFullUpdate(); | ||
1696 | return copy; | ||
1697 | } | ||
1698 | } | ||
1699 | else | ||
1700 | { | ||
1701 | m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID); | ||
1702 | } | ||
1703 | return null; | ||
1704 | } | ||
1705 | |||
1706 | /// <summary> | ||
1707 | /// Calculates the distance between two Vector3s | ||
1708 | /// </summary> | ||
1709 | /// <param name="v1"></param> | ||
1710 | /// <param name="v2"></param> | ||
1711 | /// <returns></returns> | ||
1712 | protected internal float Vector3Distance(Vector3 v1, Vector3 v2) | ||
1713 | { | ||
1714 | // We don't really need the double floating point precision... | ||
1715 | // so casting it to a single | ||
1716 | |||
1717 | return | ||
1718 | (float) | ||
1719 | Math.Sqrt((v1.X - v2.X) * (v1.X - v2.X) + (v1.Y - v2.Y) * (v1.Y - v2.Y) + (v1.Z - v2.Z) * (v1.Z - v2.Z)); | ||
1720 | } | ||
1721 | |||
1722 | #endregion | ||
1723 | } | ||
1724 | } | ||