diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 3012 |
1 files changed, 3012 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs new file mode 100644 index 0000000..57d9ce4 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -0,0 +1,3012 @@ | |||
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.Drawing; | ||
31 | using System.IO; | ||
32 | using System.Xml; | ||
33 | using System.Xml.Serialization; | ||
34 | using OpenMetaverse; | ||
35 | using OpenMetaverse.Packets; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Framework.Interfaces; | ||
38 | using OpenSim.Region.Physics.Manager; | ||
39 | |||
40 | namespace OpenSim.Region.Framework.Scenes | ||
41 | { | ||
42 | [Flags] | ||
43 | public enum scriptEvents | ||
44 | { | ||
45 | None = 0, | ||
46 | attach = 1, | ||
47 | collision = 16, | ||
48 | collision_end = 32, | ||
49 | collision_start = 64, | ||
50 | control = 128, | ||
51 | dataserver = 256, | ||
52 | email = 512, | ||
53 | http_response = 1024, | ||
54 | land_collision = 2048, | ||
55 | land_collision_end = 4096, | ||
56 | land_collision_start = 8192, | ||
57 | at_target = 16384, | ||
58 | listen = 32768, | ||
59 | money = 65536, | ||
60 | moving_end = 131072, | ||
61 | moving_start = 262144, | ||
62 | not_at_rot_target = 524288, | ||
63 | not_at_target = 1048576, | ||
64 | remote_data = 8388608, | ||
65 | run_time_permissions = 268435456, | ||
66 | state_entry = 1073741824, | ||
67 | state_exit = 2, | ||
68 | timer = 4, | ||
69 | touch = 8, | ||
70 | touch_end = 536870912, | ||
71 | touch_start = 2097152, | ||
72 | object_rez = 4194304 | ||
73 | } | ||
74 | |||
75 | struct scriptPosTarget | ||
76 | { | ||
77 | public Vector3 targetPos; | ||
78 | public float tolerance; | ||
79 | } | ||
80 | |||
81 | public delegate void PrimCountTaintedDelegate(); | ||
82 | |||
83 | /// <summary> | ||
84 | /// A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts | ||
85 | /// (often known as prims), one of which is considered the root part. | ||
86 | /// </summary> | ||
87 | public partial class SceneObjectGroup : EntityBase | ||
88 | { | ||
89 | // private PrimCountTaintedDelegate handlerPrimCountTainted = null; | ||
90 | |||
91 | /// <summary> | ||
92 | /// Signal whether the non-inventory attributes of any prims in the group have changed | ||
93 | /// since the group's last persistent backup | ||
94 | /// </summary> | ||
95 | private bool m_hasGroupChanged = false; | ||
96 | private long timeFirstChanged; | ||
97 | private long timeLastChanged; | ||
98 | |||
99 | public bool HasGroupChanged | ||
100 | { | ||
101 | set | ||
102 | { | ||
103 | if (value) | ||
104 | { | ||
105 | timeLastChanged = DateTime.Now.Ticks; | ||
106 | if (!m_hasGroupChanged) | ||
107 | timeFirstChanged = DateTime.Now.Ticks; | ||
108 | } | ||
109 | m_hasGroupChanged = value; | ||
110 | } | ||
111 | |||
112 | get { return m_hasGroupChanged; } | ||
113 | } | ||
114 | |||
115 | private bool isTimeToPersist() | ||
116 | { | ||
117 | if (IsSelected || IsDeleted || IsAttachment) | ||
118 | return false; | ||
119 | if (!m_hasGroupChanged) | ||
120 | return false; | ||
121 | if (m_scene.ShuttingDown) | ||
122 | return true; | ||
123 | long currentTime = DateTime.Now.Ticks; | ||
124 | if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) | ||
125 | return true; | ||
126 | return false; | ||
127 | } | ||
128 | |||
129 | /// <value> | ||
130 | /// Is this scene object acting as an attachment? | ||
131 | /// | ||
132 | /// We return false if the group has already been deleted. | ||
133 | /// | ||
134 | /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I | ||
135 | /// presume either all or no parts in a linkset can be part of an attachment (in which | ||
136 | /// case the value would get proprogated down into all the descendent parts). | ||
137 | /// </value> | ||
138 | public bool IsAttachment | ||
139 | { | ||
140 | get | ||
141 | { | ||
142 | if (!IsDeleted) | ||
143 | return m_rootPart.IsAttachment; | ||
144 | |||
145 | return false; | ||
146 | } | ||
147 | } | ||
148 | |||
149 | public float scriptScore = 0f; | ||
150 | |||
151 | private Vector3 lastPhysGroupPos; | ||
152 | private Quaternion lastPhysGroupRot; | ||
153 | |||
154 | private bool m_isBackedUp = false; | ||
155 | |||
156 | /// <summary> | ||
157 | /// The constituent parts of this group | ||
158 | /// </summary> | ||
159 | protected Dictionary<UUID, SceneObjectPart> m_parts = new Dictionary<UUID, SceneObjectPart>(); | ||
160 | |||
161 | protected ulong m_regionHandle; | ||
162 | protected SceneObjectPart m_rootPart; | ||
163 | // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); | ||
164 | |||
165 | private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); | ||
166 | |||
167 | private bool m_scriptListens_atTarget = false; | ||
168 | private bool m_scriptListens_notAtTarget = false; | ||
169 | |||
170 | #region Properties | ||
171 | |||
172 | /// <summary> | ||
173 | /// The name of an object grouping is always the same as its root part | ||
174 | /// </summary> | ||
175 | public override string Name | ||
176 | { | ||
177 | get { | ||
178 | if (RootPart == null) | ||
179 | return ""; | ||
180 | return RootPart.Name; | ||
181 | } | ||
182 | set { RootPart.Name = value; } | ||
183 | } | ||
184 | |||
185 | /// <summary> | ||
186 | /// Added because the Parcel code seems to use it | ||
187 | /// but not sure a object should have this | ||
188 | /// as what does it tell us? that some avatar has selected it (but not what Avatar/user) | ||
189 | /// think really there should be a list (or whatever) in each scenepresence | ||
190 | /// saying what prim(s) that user has selected. | ||
191 | /// </summary> | ||
192 | protected bool m_isSelected = false; | ||
193 | |||
194 | /// <summary> | ||
195 | /// Number of prims in this group | ||
196 | /// </summary> | ||
197 | public int PrimCount | ||
198 | { | ||
199 | get { return m_parts.Count; } | ||
200 | } | ||
201 | |||
202 | public Quaternion GroupRotation | ||
203 | { | ||
204 | get { return m_rootPart.RotationOffset; } | ||
205 | } | ||
206 | |||
207 | public UUID GroupID | ||
208 | { | ||
209 | get { return m_rootPart.GroupID; } | ||
210 | set { m_rootPart.GroupID = value; } | ||
211 | } | ||
212 | |||
213 | public Dictionary<UUID, SceneObjectPart> Children | ||
214 | { | ||
215 | get { return m_parts; } | ||
216 | set { m_parts = value; } | ||
217 | } | ||
218 | |||
219 | /// <value> | ||
220 | /// The root part of this scene object | ||
221 | /// </value> | ||
222 | public SceneObjectPart RootPart | ||
223 | { | ||
224 | get { return m_rootPart; } | ||
225 | } | ||
226 | |||
227 | public ulong RegionHandle | ||
228 | { | ||
229 | get { return m_regionHandle; } | ||
230 | set | ||
231 | { | ||
232 | m_regionHandle = value; | ||
233 | lock (m_parts) | ||
234 | { | ||
235 | foreach (SceneObjectPart part in m_parts.Values) | ||
236 | { | ||
237 | part.RegionHandle = m_regionHandle; | ||
238 | } | ||
239 | } | ||
240 | } | ||
241 | } | ||
242 | |||
243 | /// <summary> | ||
244 | /// The absolute position of this scene object in the scene | ||
245 | /// </summary> | ||
246 | public override Vector3 AbsolutePosition | ||
247 | { | ||
248 | get | ||
249 | { | ||
250 | if (m_rootPart == null) | ||
251 | { | ||
252 | throw new NullReferenceException( | ||
253 | string.Format("[SCENE OBJECT GROUP]: Object {0} has no root part.", m_uuid)); | ||
254 | } | ||
255 | |||
256 | return m_rootPart.GroupPosition; | ||
257 | } | ||
258 | set | ||
259 | { | ||
260 | Vector3 val = value; | ||
261 | |||
262 | if ((val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f) && !IsAttachment) | ||
263 | { | ||
264 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
265 | } | ||
266 | |||
267 | lock (m_parts) | ||
268 | { | ||
269 | foreach (SceneObjectPart part in m_parts.Values) | ||
270 | { | ||
271 | part.GroupPosition = val; | ||
272 | } | ||
273 | } | ||
274 | |||
275 | //if (m_rootPart.PhysActor != null) | ||
276 | //{ | ||
277 | //m_rootPart.PhysActor.Position = | ||
278 | //new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y, | ||
279 | //m_rootPart.GroupPosition.Z); | ||
280 | //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | ||
281 | //} | ||
282 | } | ||
283 | } | ||
284 | |||
285 | public override uint LocalId | ||
286 | { | ||
287 | get | ||
288 | { | ||
289 | if (m_rootPart == null) | ||
290 | { | ||
291 | m_log.Error("[SCENE OBJECT GROUP]: Unable to find the rootpart for a LocalId Request!"); | ||
292 | return 0; | ||
293 | } | ||
294 | |||
295 | return m_rootPart.LocalId; | ||
296 | } | ||
297 | set { m_rootPart.LocalId = value; } | ||
298 | } | ||
299 | |||
300 | public override UUID UUID | ||
301 | { | ||
302 | get { | ||
303 | if (m_rootPart == null) | ||
304 | { | ||
305 | m_log.Error("Got a null rootpart while requesting UUID. Called from: ", new Exception()); | ||
306 | return UUID.Zero; | ||
307 | } | ||
308 | else return m_rootPart.UUID; | ||
309 | } | ||
310 | set { m_rootPart.UUID = value; } | ||
311 | } | ||
312 | |||
313 | public UUID OwnerID | ||
314 | { | ||
315 | get | ||
316 | { | ||
317 | if (m_rootPart == null) | ||
318 | return UUID.Zero; | ||
319 | |||
320 | return m_rootPart.OwnerID; | ||
321 | } | ||
322 | set { m_rootPart.OwnerID = value; } | ||
323 | } | ||
324 | |||
325 | public Color Color | ||
326 | { | ||
327 | get { return m_rootPart.Color; } | ||
328 | set { m_rootPart.Color = value; } | ||
329 | } | ||
330 | |||
331 | public string Text | ||
332 | { | ||
333 | get { | ||
334 | string returnstr = m_rootPart.Text; | ||
335 | if (returnstr.Length > 255) | ||
336 | { | ||
337 | returnstr = returnstr.Substring(0, 255); | ||
338 | } | ||
339 | return returnstr; | ||
340 | } | ||
341 | set { m_rootPart.Text = value; } | ||
342 | } | ||
343 | |||
344 | protected virtual bool InSceneBackup | ||
345 | { | ||
346 | get { return true; } | ||
347 | } | ||
348 | |||
349 | public bool IsSelected | ||
350 | { | ||
351 | get { return m_isSelected; } | ||
352 | set | ||
353 | { | ||
354 | m_isSelected = value; | ||
355 | // Tell physics engine that group is selected | ||
356 | if (m_rootPart != null && m_rootPart.PhysActor != null) | ||
357 | { | ||
358 | m_rootPart.PhysActor.Selected = value; | ||
359 | // Pass it on to the children. | ||
360 | foreach (SceneObjectPart child in Children.Values) | ||
361 | { | ||
362 | if (child.PhysActor != null) | ||
363 | { | ||
364 | child.PhysActor.Selected = value; | ||
365 | } | ||
366 | } | ||
367 | } | ||
368 | } | ||
369 | } | ||
370 | |||
371 | // The UUID for the Region this Object is in. | ||
372 | public UUID RegionUUID | ||
373 | { | ||
374 | get | ||
375 | { | ||
376 | if (m_scene != null) | ||
377 | { | ||
378 | return m_scene.RegionInfo.RegionID; | ||
379 | } | ||
380 | return UUID.Zero; | ||
381 | } | ||
382 | } | ||
383 | |||
384 | #endregion | ||
385 | |||
386 | #region Constructors | ||
387 | |||
388 | /// <summary> | ||
389 | /// Constructor | ||
390 | /// </summary> | ||
391 | public SceneObjectGroup() | ||
392 | { | ||
393 | } | ||
394 | |||
395 | /// <summary> | ||
396 | /// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart. | ||
397 | /// The original SceneObjectPart will be used rather than a copy, preserving | ||
398 | /// its existing localID and UUID. | ||
399 | /// </summary> | ||
400 | public SceneObjectGroup(SceneObjectPart part) | ||
401 | { | ||
402 | SetRootPart(part); | ||
403 | } | ||
404 | |||
405 | public SceneObjectGroup(string xmlData, bool isOriginalXmlFormat) | ||
406 | : this(UUID.Zero, xmlData, isOriginalXmlFormat) | ||
407 | { | ||
408 | } | ||
409 | |||
410 | /// <summary> | ||
411 | /// Create an object using serialized data in OpenSim's original xml format. | ||
412 | /// </summary> | ||
413 | /// <param name="fromUserInventoryItemID"> | ||
414 | /// If applicable, the user inventory item id from which this object was rezzed. If not applicable then this | ||
415 | /// should be UUID.Zero | ||
416 | /// </param> | ||
417 | /// <param name="xmlData"></param> | ||
418 | /// <param name="isOriginalXmlFormat"> | ||
419 | /// This parameter only exists to separate the two different xml constructors. In the future, versions should | ||
420 | /// be specified within the xml itself. | ||
421 | /// </param> | ||
422 | public SceneObjectGroup(UUID fromUserInventoryItemID, string xmlData, bool isOriginalXmlFormat) | ||
423 | { | ||
424 | if (!isOriginalXmlFormat) | ||
425 | throw new Exception("This constructor must specify the xml is in OpenSim's original format"); | ||
426 | |||
427 | //m_log.DebugFormat("[SOG]: Starting deserialization of SOG"); | ||
428 | int time = System.Environment.TickCount; | ||
429 | |||
430 | // libomv.types changes UUID to Guid | ||
431 | xmlData = xmlData.Replace("<UUID>", "<Guid>"); | ||
432 | xmlData = xmlData.Replace("</UUID>", "</Guid>"); | ||
433 | |||
434 | // Handle Nested <UUID><UUID> property | ||
435 | xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>"); | ||
436 | xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>"); | ||
437 | StringReader sr = new StringReader(xmlData); | ||
438 | XmlTextReader reader = new XmlTextReader(sr); | ||
439 | |||
440 | try | ||
441 | { | ||
442 | reader.Read(); | ||
443 | reader.ReadStartElement("SceneObjectGroup"); | ||
444 | reader.ReadStartElement("RootPart"); | ||
445 | SetRootPart(SceneObjectPart.FromXml(fromUserInventoryItemID, reader)); | ||
446 | |||
447 | reader.ReadEndElement(); | ||
448 | |||
449 | while (reader.Read()) | ||
450 | { | ||
451 | switch (reader.NodeType) | ||
452 | { | ||
453 | case XmlNodeType.Element: | ||
454 | if (reader.Name == "Part") | ||
455 | { | ||
456 | reader.Read(); | ||
457 | SceneObjectPart part = SceneObjectPart.FromXml(reader); | ||
458 | |||
459 | // We reset the link number in order to make sure that the persisted linkset order is | ||
460 | int linkNum = part.LinkNum; | ||
461 | AddPart(part); | ||
462 | part.LinkNum = linkNum; | ||
463 | |||
464 | part.TrimPermissions(); | ||
465 | part.StoreUndoState(); | ||
466 | } | ||
467 | break; | ||
468 | |||
469 | case XmlNodeType.EndElement: | ||
470 | break; | ||
471 | } | ||
472 | } | ||
473 | } | ||
474 | catch (XmlException e) | ||
475 | { | ||
476 | m_log.ErrorFormat("[SCENE]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData); | ||
477 | } | ||
478 | |||
479 | reader.Close(); | ||
480 | sr.Close(); | ||
481 | m_log.DebugFormat("[SOG]: Finished deserialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time); | ||
482 | } | ||
483 | |||
484 | /// <summary> | ||
485 | /// Create an object using serialized data in OpenSim's xml2 format. | ||
486 | /// </summary> | ||
487 | public SceneObjectGroup(string xmlData) | ||
488 | { | ||
489 | SetFromXml(xmlData); | ||
490 | } | ||
491 | |||
492 | protected void SetFromXml(string xmlData) | ||
493 | { | ||
494 | //m_log.DebugFormat("[SOG]: Starting deserialization of SOG"); | ||
495 | //int time = System.Environment.TickCount; | ||
496 | |||
497 | // libomv.types changes UUID to Guid | ||
498 | xmlData = xmlData.Replace("<UUID>", "<Guid>"); | ||
499 | xmlData = xmlData.Replace("</UUID>", "</Guid>"); | ||
500 | |||
501 | // Handle Nested <UUID><UUID> property | ||
502 | xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>"); | ||
503 | xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>"); | ||
504 | |||
505 | StringReader sr = new StringReader(xmlData); | ||
506 | XmlTextReader reader = new XmlTextReader(sr); | ||
507 | reader.Read(); | ||
508 | |||
509 | reader.ReadStartElement("SceneObjectGroup"); | ||
510 | SetRootPart(CreatePartFromXml(reader)); | ||
511 | |||
512 | reader.Read(); | ||
513 | bool more = true; | ||
514 | |||
515 | while (more) | ||
516 | { | ||
517 | switch (reader.NodeType) | ||
518 | { | ||
519 | case XmlNodeType.Element: | ||
520 | if (reader.Name == "SceneObjectPart") | ||
521 | { | ||
522 | SceneObjectPart part = CreatePartFromXml(reader); | ||
523 | AddPart(part); | ||
524 | part.StoreUndoState(); | ||
525 | } | ||
526 | else | ||
527 | { | ||
528 | Console.WriteLine("found unexpected element: " + reader.Name); | ||
529 | reader.Read(); | ||
530 | } | ||
531 | break; | ||
532 | case XmlNodeType.EndElement: | ||
533 | reader.Read(); | ||
534 | break; | ||
535 | } | ||
536 | more = !reader.EOF; | ||
537 | } | ||
538 | |||
539 | reader.Close(); | ||
540 | sr.Close(); | ||
541 | |||
542 | //m_log.DebugFormat("[SOG]: Finished deserialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time); | ||
543 | } | ||
544 | |||
545 | protected virtual SceneObjectPart CreatePartFromXml(XmlTextReader reader) | ||
546 | { | ||
547 | SceneObjectPart part = SceneObjectPart.FromXml(reader); | ||
548 | return part; | ||
549 | } | ||
550 | |||
551 | /// <summary> | ||
552 | /// Constructor. This object is added to the scene later via AttachToScene() | ||
553 | /// </summary> | ||
554 | public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) | ||
555 | { | ||
556 | Vector3 rootOffset = new Vector3(0, 0, 0); | ||
557 | SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, rootOffset)); | ||
558 | } | ||
559 | |||
560 | /// <summary> | ||
561 | /// Constructor. | ||
562 | /// </summary> | ||
563 | public SceneObjectGroup(UUID ownerID, Vector3 pos, PrimitiveBaseShape shape) | ||
564 | : this(ownerID, pos, Quaternion.Identity, shape) | ||
565 | { | ||
566 | } | ||
567 | |||
568 | public void SetFromAssetID(UUID AssetId) | ||
569 | { | ||
570 | lock (m_parts) | ||
571 | { | ||
572 | foreach (SceneObjectPart part in m_parts.Values) | ||
573 | { | ||
574 | part.FromAssetID = AssetId; | ||
575 | } | ||
576 | } | ||
577 | } | ||
578 | |||
579 | public UUID GetFromAssetID() | ||
580 | { | ||
581 | if (m_rootPart != null) | ||
582 | { | ||
583 | return m_rootPart.FromAssetID; | ||
584 | } | ||
585 | return UUID.Zero; | ||
586 | } | ||
587 | |||
588 | /// <summary> | ||
589 | /// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes. | ||
590 | /// </summary> | ||
591 | public void AttachToBackup() | ||
592 | { | ||
593 | if (InSceneBackup) | ||
594 | { | ||
595 | //m_log.DebugFormat( | ||
596 | // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID); | ||
597 | |||
598 | if (!m_isBackedUp) | ||
599 | m_scene.EventManager.OnBackup += ProcessBackup; | ||
600 | |||
601 | m_isBackedUp = true; | ||
602 | } | ||
603 | } | ||
604 | |||
605 | /// <summary> | ||
606 | /// Attach this object to a scene. It will also now appear to agents. | ||
607 | /// </summary> | ||
608 | /// <param name="scene"></param> | ||
609 | public void AttachToScene(Scene scene) | ||
610 | { | ||
611 | m_scene = scene; | ||
612 | RegionHandle = m_scene.RegionInfo.RegionHandle; | ||
613 | |||
614 | if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0) | ||
615 | m_rootPart.ParentID = 0; | ||
616 | if (m_rootPart.LocalId==0) | ||
617 | m_rootPart.LocalId = m_scene.AllocateLocalId(); | ||
618 | |||
619 | // No need to lock here since the object isn't yet in a scene | ||
620 | foreach (SceneObjectPart part in m_parts.Values) | ||
621 | { | ||
622 | if (Object.ReferenceEquals(part, m_rootPart)) | ||
623 | continue; | ||
624 | if (part.LocalId==0) | ||
625 | part.LocalId = m_scene.AllocateLocalId(); | ||
626 | part.ParentID = m_rootPart.LocalId; | ||
627 | //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); | ||
628 | } | ||
629 | |||
630 | ApplyPhysics(m_scene.m_physicalPrim); | ||
631 | |||
632 | ScheduleGroupForFullUpdate(); | ||
633 | } | ||
634 | |||
635 | public Vector3 GroupScale() | ||
636 | { | ||
637 | Vector3 minScale = new Vector3(Constants.RegionSize,Constants.RegionSize,Constants.RegionSize); | ||
638 | Vector3 maxScale = new Vector3(0f,0f,0f); | ||
639 | Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); | ||
640 | |||
641 | lock (m_parts) | ||
642 | { | ||
643 | foreach (SceneObjectPart part in m_parts.Values) | ||
644 | { | ||
645 | Vector3 partscale = part.Scale; | ||
646 | Vector3 partoffset = part.OffsetPosition; | ||
647 | |||
648 | minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X; | ||
649 | minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.X + partoffset.Y : minScale.Y; | ||
650 | minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.X + partoffset.Z : minScale.Z; | ||
651 | |||
652 | maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; | ||
653 | maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; | ||
654 | maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; | ||
655 | } | ||
656 | } | ||
657 | finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; | ||
658 | finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; | ||
659 | finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; | ||
660 | return finalScale; | ||
661 | |||
662 | } | ||
663 | public EntityIntersection TestIntersection(Ray hRay, bool frontFacesOnly, bool faceCenters) | ||
664 | { | ||
665 | // We got a request from the inner_scene to raytrace along the Ray hRay | ||
666 | // We're going to check all of the prim in this group for intersection with the ray | ||
667 | // If we get a result, we're going to find the closest result to the origin of the ray | ||
668 | // and send back the intersection information back to the innerscene. | ||
669 | |||
670 | EntityIntersection returnresult = new EntityIntersection(); | ||
671 | |||
672 | lock (m_parts) | ||
673 | { | ||
674 | foreach (SceneObjectPart part in m_parts.Values) | ||
675 | { | ||
676 | // Temporary commented to stop compiler warning | ||
677 | //Vector3 partPosition = | ||
678 | // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); | ||
679 | Quaternion parentrotation = GroupRotation; | ||
680 | |||
681 | // Telling the prim to raytrace. | ||
682 | //EntityIntersection inter = part.TestIntersection(hRay, parentrotation); | ||
683 | |||
684 | EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation,frontFacesOnly, faceCenters); | ||
685 | |||
686 | // This may need to be updated to the maximum draw distance possible.. | ||
687 | // We might (and probably will) be checking for prim creation from other sims | ||
688 | // when the camera crosses the border. | ||
689 | float idist = Constants.RegionSize; | ||
690 | |||
691 | |||
692 | if (inter.HitTF) | ||
693 | { | ||
694 | // We need to find the closest prim to return to the testcaller along the ray | ||
695 | if (inter.distance < idist) | ||
696 | { | ||
697 | returnresult.HitTF = true; | ||
698 | returnresult.ipoint = inter.ipoint; | ||
699 | returnresult.obj = part; | ||
700 | returnresult.normal = inter.normal; | ||
701 | returnresult.distance = inter.distance; | ||
702 | } | ||
703 | } | ||
704 | } | ||
705 | } | ||
706 | return returnresult; | ||
707 | } | ||
708 | |||
709 | #endregion | ||
710 | |||
711 | |||
712 | public string ToXmlString() | ||
713 | { | ||
714 | using (StringWriter sw = new StringWriter()) | ||
715 | { | ||
716 | using (XmlTextWriter writer = new XmlTextWriter(sw)) | ||
717 | { | ||
718 | ToXml(writer); | ||
719 | } | ||
720 | |||
721 | return sw.ToString(); | ||
722 | } | ||
723 | } | ||
724 | |||
725 | public void ToXml(XmlTextWriter writer) | ||
726 | { | ||
727 | m_log.DebugFormat("[SOG]: Starting serialization of {0}", Name); | ||
728 | int time = System.Environment.TickCount; | ||
729 | |||
730 | writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); | ||
731 | writer.WriteStartElement(String.Empty, "RootPart", String.Empty); | ||
732 | m_rootPart.ToXml(writer); | ||
733 | writer.WriteEndElement(); | ||
734 | writer.WriteStartElement(String.Empty, "OtherParts", String.Empty); | ||
735 | |||
736 | lock (m_parts) | ||
737 | { | ||
738 | foreach (SceneObjectPart part in m_parts.Values) | ||
739 | { | ||
740 | if (part.UUID != m_rootPart.UUID) | ||
741 | { | ||
742 | writer.WriteStartElement(String.Empty, "Part", String.Empty); | ||
743 | part.ToXml(writer); | ||
744 | writer.WriteEndElement(); | ||
745 | } | ||
746 | } | ||
747 | } | ||
748 | |||
749 | writer.WriteEndElement(); | ||
750 | writer.WriteEndElement(); | ||
751 | |||
752 | m_log.DebugFormat("[SOG]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time); | ||
753 | |||
754 | } | ||
755 | |||
756 | public string ToXmlString2() | ||
757 | { | ||
758 | using (StringWriter sw = new StringWriter()) | ||
759 | { | ||
760 | using (XmlTextWriter writer = new XmlTextWriter(sw)) | ||
761 | { | ||
762 | ToXml2(writer); | ||
763 | } | ||
764 | |||
765 | return sw.ToString(); | ||
766 | } | ||
767 | } | ||
768 | |||
769 | public void ToXml2(XmlTextWriter writer) | ||
770 | { | ||
771 | m_log.DebugFormat("[SOG]: Starting serialization of SOG {0} to XML2", Name); | ||
772 | int time = System.Environment.TickCount; | ||
773 | |||
774 | writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); | ||
775 | m_rootPart.ToXml(writer); | ||
776 | writer.WriteStartElement(String.Empty, "OtherParts", String.Empty); | ||
777 | |||
778 | lock (m_parts) | ||
779 | { | ||
780 | foreach (SceneObjectPart part in m_parts.Values) | ||
781 | { | ||
782 | if (part.UUID != m_rootPart.UUID) | ||
783 | { | ||
784 | part.ToXml(writer); | ||
785 | } | ||
786 | } | ||
787 | } | ||
788 | |||
789 | writer.WriteEndElement(); | ||
790 | writer.WriteEndElement(); | ||
791 | m_log.DebugFormat("[SOG]: Finished serialization of SOG {0} to XML2, {1}ms", Name, System.Environment.TickCount - time); | ||
792 | } | ||
793 | |||
794 | /// <summary> | ||
795 | /// Attach this scene object to the given avatar. | ||
796 | /// </summary> | ||
797 | /// <param name="agentID"></param> | ||
798 | /// <param name="attachmentpoint"></param> | ||
799 | /// <param name="AttachOffset"></param> | ||
800 | public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent) | ||
801 | { | ||
802 | ScenePresence avatar = m_scene.GetScenePresence(agentID); | ||
803 | if (avatar != null) | ||
804 | { | ||
805 | // don't attach attachments to child agents | ||
806 | if (avatar.IsChildAgent) return; | ||
807 | |||
808 | DetachFromBackup(); | ||
809 | |||
810 | // Remove from database and parcel prim count | ||
811 | // | ||
812 | m_scene.DeleteFromStorage(UUID); | ||
813 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
814 | |||
815 | m_rootPart.AttachedAvatar = agentID; | ||
816 | |||
817 | if (m_rootPart.PhysActor != null) | ||
818 | { | ||
819 | m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor); | ||
820 | m_rootPart.PhysActor = null; | ||
821 | } | ||
822 | |||
823 | AbsolutePosition = AttachOffset; | ||
824 | m_rootPart.AttachedPos = AttachOffset; | ||
825 | m_rootPart.IsAttachment = true; | ||
826 | |||
827 | m_rootPart.SetParentLocalId(avatar.LocalId); | ||
828 | SetAttachmentPoint(Convert.ToByte(attachmentpoint)); | ||
829 | |||
830 | avatar.AddAttachment(this); | ||
831 | |||
832 | if (!silent) | ||
833 | { | ||
834 | // Killing it here will cause the client to deselect it | ||
835 | // It then reappears on the avatar, deselected | ||
836 | // through the full update below | ||
837 | // | ||
838 | if (IsSelected) | ||
839 | { | ||
840 | m_scene.SendKillObject(m_rootPart.LocalId); | ||
841 | } | ||
842 | |||
843 | IsSelected = false; // fudge.... | ||
844 | ScheduleGroupForFullUpdate(); | ||
845 | } | ||
846 | } | ||
847 | } | ||
848 | |||
849 | public byte GetAttachmentPoint() | ||
850 | { | ||
851 | if (m_rootPart != null) | ||
852 | { | ||
853 | return m_rootPart.Shape.State; | ||
854 | } | ||
855 | return (byte)0; | ||
856 | } | ||
857 | |||
858 | public void ClearPartAttachmentData() | ||
859 | { | ||
860 | SetAttachmentPoint((Byte)0); | ||
861 | } | ||
862 | |||
863 | public void DetachToGround() | ||
864 | { | ||
865 | ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); | ||
866 | if (avatar == null) | ||
867 | return; | ||
868 | |||
869 | avatar.RemoveAttachment(this); | ||
870 | |||
871 | Vector3 detachedpos = new Vector3(127f,127f,127f); | ||
872 | if (avatar == null) | ||
873 | return; | ||
874 | |||
875 | detachedpos = avatar.AbsolutePosition; | ||
876 | |||
877 | AbsolutePosition = detachedpos; | ||
878 | m_rootPart.AttachedAvatar = UUID.Zero; | ||
879 | m_rootPart.SetParentLocalId(0); | ||
880 | SetAttachmentPoint((byte)0); | ||
881 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim); | ||
882 | HasGroupChanged = true; | ||
883 | RootPart.Rezzed = DateTime.Now; | ||
884 | RootPart.RemFlag(PrimFlags.TemporaryOnRez); | ||
885 | AttachToBackup(); | ||
886 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
887 | m_rootPart.ScheduleFullUpdate(); | ||
888 | m_rootPart.ClearUndoState(); | ||
889 | } | ||
890 | |||
891 | public void DetachToInventoryPrep() | ||
892 | { | ||
893 | ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); | ||
894 | //Vector3 detachedpos = new Vector3(127f, 127f, 127f); | ||
895 | if (avatar != null) | ||
896 | { | ||
897 | //detachedpos = avatar.AbsolutePosition; | ||
898 | avatar.RemoveAttachment(this); | ||
899 | } | ||
900 | |||
901 | m_rootPart.AttachedAvatar = UUID.Zero; | ||
902 | m_rootPart.SetParentLocalId(0); | ||
903 | //m_rootPart.SetAttachmentPoint((byte)0); | ||
904 | m_rootPart.IsAttachment = false; | ||
905 | AbsolutePosition = m_rootPart.AttachedPos; | ||
906 | //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); | ||
907 | //AttachToBackup(); | ||
908 | //m_rootPart.ScheduleFullUpdate(); | ||
909 | |||
910 | } | ||
911 | /// <summary> | ||
912 | /// | ||
913 | /// </summary> | ||
914 | /// <param name="part"></param> | ||
915 | private void SetPartAsNonRoot(SceneObjectPart part) | ||
916 | { | ||
917 | part.ParentID = m_rootPart.LocalId; | ||
918 | part.ClearUndoState(); | ||
919 | } | ||
920 | |||
921 | public override void UpdateMovement() | ||
922 | { | ||
923 | lock (m_parts) | ||
924 | { | ||
925 | foreach (SceneObjectPart part in m_parts.Values) | ||
926 | { | ||
927 | part.UpdateMovement(); | ||
928 | } | ||
929 | } | ||
930 | } | ||
931 | |||
932 | public float GetTimeDilation() | ||
933 | { | ||
934 | return m_scene.TimeDilation; | ||
935 | } | ||
936 | |||
937 | /// <summary> | ||
938 | /// Added as a way for the storage provider to reset the scene, | ||
939 | /// most likely a better way to do this sort of thing but for now... | ||
940 | /// </summary> | ||
941 | /// <param name="scene"></param> | ||
942 | public void SetScene(Scene scene) | ||
943 | { | ||
944 | m_scene = scene; | ||
945 | } | ||
946 | |||
947 | /// <summary> | ||
948 | /// Set a part to act as the root part for this scene object | ||
949 | /// </summary> | ||
950 | /// <param name="part"></param> | ||
951 | public void SetRootPart(SceneObjectPart part) | ||
952 | { | ||
953 | part.SetParent(this); | ||
954 | m_rootPart = part; | ||
955 | if (!IsAttachment) | ||
956 | part.ParentID = 0; | ||
957 | part.LinkNum = 0; | ||
958 | |||
959 | // No locking required since the SOG should not be in the scene yet - one can't change root parts after | ||
960 | // the scene object has been attached to the scene | ||
961 | m_parts.Add(m_rootPart.UUID, m_rootPart); | ||
962 | } | ||
963 | |||
964 | /// <summary> | ||
965 | /// Add a new part to this scene object. The part must already be correctly configured. | ||
966 | /// </summary> | ||
967 | /// <param name="part"></param> | ||
968 | public void AddPart(SceneObjectPart part) | ||
969 | { | ||
970 | lock (m_parts) | ||
971 | { | ||
972 | part.SetParent(this); | ||
973 | m_parts.Add(part.UUID, part); | ||
974 | |||
975 | part.LinkNum = m_parts.Count; | ||
976 | |||
977 | if (part.LinkNum == 2 && RootPart != null) | ||
978 | RootPart.LinkNum = 1; | ||
979 | } | ||
980 | } | ||
981 | |||
982 | /// <summary> | ||
983 | /// Make sure that every non root part has the proper parent root part local id | ||
984 | /// </summary> | ||
985 | private void UpdateParentIDs() | ||
986 | { | ||
987 | lock (m_parts) | ||
988 | { | ||
989 | foreach (SceneObjectPart part in m_parts.Values) | ||
990 | { | ||
991 | if (part.UUID != m_rootPart.UUID) | ||
992 | { | ||
993 | part.ParentID = m_rootPart.LocalId; | ||
994 | } | ||
995 | } | ||
996 | } | ||
997 | } | ||
998 | |||
999 | public void RegenerateFullIDs() | ||
1000 | { | ||
1001 | lock (m_parts) | ||
1002 | { | ||
1003 | foreach (SceneObjectPart part in m_parts.Values) | ||
1004 | { | ||
1005 | part.UUID = UUID.Random(); | ||
1006 | |||
1007 | } | ||
1008 | } | ||
1009 | } | ||
1010 | // helper provided for parts. | ||
1011 | public int GetSceneMaxUndo() | ||
1012 | { | ||
1013 | if (m_scene != null) | ||
1014 | return m_scene.MaxUndoCount; | ||
1015 | return 5; | ||
1016 | } | ||
1017 | |||
1018 | // justincc: I don't believe this hack is needed any longer, especially since the physics | ||
1019 | // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false | ||
1020 | // this method was preventing proper reload of scene objects. | ||
1021 | // dahlia: I had to uncomment it, without it meshing was failing on some prims and objects | ||
1022 | // at region startup | ||
1023 | public void ResetChildPrimPhysicsPositions() | ||
1024 | { | ||
1025 | AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works? | ||
1026 | } | ||
1027 | |||
1028 | public UUID GetPartsFullID(uint localID) | ||
1029 | { | ||
1030 | SceneObjectPart part = GetChildPart(localID); | ||
1031 | if (part != null) | ||
1032 | { | ||
1033 | return part.UUID; | ||
1034 | } | ||
1035 | return UUID.Zero; | ||
1036 | } | ||
1037 | |||
1038 | public void ObjectGrabHandler(uint localId, Vector3 offsetPos, IClientAPI remoteClient) | ||
1039 | { | ||
1040 | if (m_rootPart.LocalId == localId) | ||
1041 | { | ||
1042 | OnGrabGroup(offsetPos, remoteClient); | ||
1043 | } | ||
1044 | else | ||
1045 | { | ||
1046 | SceneObjectPart part = GetChildPart(localId); | ||
1047 | OnGrabPart(part, offsetPos, remoteClient); | ||
1048 | |||
1049 | } | ||
1050 | } | ||
1051 | |||
1052 | public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) | ||
1053 | { | ||
1054 | part.StoreUndoState(); | ||
1055 | part.OnGrab(offsetPos, remoteClient); | ||
1056 | } | ||
1057 | |||
1058 | public virtual void OnGrabGroup(Vector3 offsetPos, IClientAPI remoteClient) | ||
1059 | { | ||
1060 | m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId); | ||
1061 | } | ||
1062 | |||
1063 | /// <summary> | ||
1064 | /// Delete this group from its scene and tell all the scene presences about that deletion. | ||
1065 | /// </summary> | ||
1066 | /// <param name="silent">Broadcast deletions to all clients.</param> | ||
1067 | public void DeleteGroup(bool silent) | ||
1068 | { | ||
1069 | // We need to keep track of this state in case this group is still queued for backup. | ||
1070 | m_isDeleted = true; | ||
1071 | |||
1072 | DetachFromBackup(); | ||
1073 | |||
1074 | lock (m_parts) | ||
1075 | { | ||
1076 | foreach (SceneObjectPart part in m_parts.Values) | ||
1077 | { | ||
1078 | // part.Inventory.RemoveScriptInstances(); | ||
1079 | |||
1080 | List<ScenePresence> avatars = Scene.GetScenePresences(); | ||
1081 | for (int i = 0; i < avatars.Count; i++) | ||
1082 | { | ||
1083 | if (avatars[i].ParentID == LocalId) | ||
1084 | { | ||
1085 | avatars[i].StandUp(); | ||
1086 | } | ||
1087 | |||
1088 | if (!silent) | ||
1089 | { | ||
1090 | if (m_rootPart != null && part == m_rootPart) | ||
1091 | avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); | ||
1092 | } | ||
1093 | } | ||
1094 | } | ||
1095 | } | ||
1096 | } | ||
1097 | |||
1098 | public void AddScriptLPS(int count) | ||
1099 | { | ||
1100 | if (scriptScore + count >= float.MaxValue - count) | ||
1101 | scriptScore = 0; | ||
1102 | |||
1103 | scriptScore += (float)count; | ||
1104 | SceneGraph d = m_scene.m_sceneGraph; | ||
1105 | d.AddToScriptLPS(count); | ||
1106 | } | ||
1107 | |||
1108 | public void AddActiveScriptCount(int count) | ||
1109 | { | ||
1110 | SceneGraph d = m_scene.m_sceneGraph; | ||
1111 | d.AddActiveScripts(count); | ||
1112 | } | ||
1113 | |||
1114 | public void aggregateScriptEvents() | ||
1115 | { | ||
1116 | uint objectflagupdate=(uint)RootPart.GetEffectiveObjectFlags(); | ||
1117 | |||
1118 | scriptEvents aggregateScriptEvents=0; | ||
1119 | |||
1120 | lock (m_parts) | ||
1121 | { | ||
1122 | foreach (SceneObjectPart part in m_parts.Values) | ||
1123 | { | ||
1124 | if (part == null) | ||
1125 | continue; | ||
1126 | if (part != RootPart) | ||
1127 | part.ObjectFlags = objectflagupdate; | ||
1128 | aggregateScriptEvents |= part.AggregateScriptEvents; | ||
1129 | } | ||
1130 | } | ||
1131 | |||
1132 | if ((aggregateScriptEvents & scriptEvents.at_target) != 0) | ||
1133 | { | ||
1134 | m_scriptListens_atTarget = true; | ||
1135 | } | ||
1136 | else | ||
1137 | { | ||
1138 | m_scriptListens_atTarget = false; | ||
1139 | } | ||
1140 | |||
1141 | if ((aggregateScriptEvents & scriptEvents.not_at_target) != 0) | ||
1142 | { | ||
1143 | m_scriptListens_notAtTarget = true; | ||
1144 | } | ||
1145 | else | ||
1146 | { | ||
1147 | m_scriptListens_notAtTarget = false; | ||
1148 | } | ||
1149 | |||
1150 | if (m_scriptListens_atTarget || m_scriptListens_notAtTarget) | ||
1151 | { | ||
1152 | } | ||
1153 | else | ||
1154 | { | ||
1155 | lock (m_targets) | ||
1156 | m_targets.Clear(); | ||
1157 | } | ||
1158 | |||
1159 | ScheduleGroupForFullUpdate(); | ||
1160 | } | ||
1161 | |||
1162 | public override void SetText(string text, Vector3 color, double alpha) | ||
1163 | { | ||
1164 | Color = Color.FromArgb(0xff - (int) (alpha * 0xff), | ||
1165 | (int) (color.X * 0xff), | ||
1166 | (int) (color.Y * 0xff), | ||
1167 | (int) (color.Z * 0xff)); | ||
1168 | Text = text; | ||
1169 | |||
1170 | HasGroupChanged = true; | ||
1171 | m_rootPart.ScheduleFullUpdate(); | ||
1172 | } | ||
1173 | |||
1174 | /// <summary> | ||
1175 | /// Apply physics to this group | ||
1176 | /// </summary> | ||
1177 | /// <param name="m_physicalPrim"></param> | ||
1178 | public void ApplyPhysics(bool m_physicalPrim) | ||
1179 | { | ||
1180 | lock (m_parts) | ||
1181 | { | ||
1182 | if (m_parts.Count > 1) | ||
1183 | { | ||
1184 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1185 | foreach (SceneObjectPart part in m_parts.Values) | ||
1186 | { | ||
1187 | if (part.LocalId != m_rootPart.LocalId) | ||
1188 | { | ||
1189 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); | ||
1190 | } | ||
1191 | } | ||
1192 | |||
1193 | // Hack to get the physics scene geometries in the right spot | ||
1194 | ResetChildPrimPhysicsPositions(); | ||
1195 | } | ||
1196 | else | ||
1197 | { | ||
1198 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | ||
1199 | } | ||
1200 | } | ||
1201 | } | ||
1202 | |||
1203 | public void SetOwnerId(UUID userId) | ||
1204 | { | ||
1205 | ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); | ||
1206 | } | ||
1207 | |||
1208 | public void ForEachPart(Action<SceneObjectPart> whatToDo) | ||
1209 | { | ||
1210 | lock (m_parts) | ||
1211 | { | ||
1212 | foreach (SceneObjectPart part in m_parts.Values) | ||
1213 | { | ||
1214 | whatToDo(part); | ||
1215 | } | ||
1216 | } | ||
1217 | } | ||
1218 | |||
1219 | #region Events | ||
1220 | |||
1221 | /// <summary> | ||
1222 | /// Processes backup. | ||
1223 | /// </summary> | ||
1224 | /// <param name="datastore"></param> | ||
1225 | public void ProcessBackup(IRegionDataStore datastore, bool forcedBackup) | ||
1226 | { | ||
1227 | if (!m_isBackedUp) | ||
1228 | return; | ||
1229 | |||
1230 | // Since this is the top of the section of call stack for backing up a particular scene object, don't let | ||
1231 | // any exception propogate upwards. | ||
1232 | |||
1233 | if (IsDeleted || UUID == UUID.Zero) | ||
1234 | return; | ||
1235 | |||
1236 | try | ||
1237 | { | ||
1238 | if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart | ||
1239 | { | ||
1240 | ILandObject parcel = m_scene.LandChannel.GetLandObject( | ||
1241 | m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); | ||
1242 | |||
1243 | if (parcel != null && parcel.landData != null && | ||
1244 | parcel.landData.OtherCleanTime != 0) | ||
1245 | { | ||
1246 | if (parcel.landData.OwnerID != OwnerID && | ||
1247 | (parcel.landData.GroupID != GroupID || | ||
1248 | parcel.landData.GroupID == UUID.Zero)) | ||
1249 | { | ||
1250 | if ((DateTime.Now - RootPart.Rezzed).TotalMinutes > | ||
1251 | parcel.landData.OtherCleanTime) | ||
1252 | { | ||
1253 | DetachFromBackup(); | ||
1254 | m_log.InfoFormat("[SCENE]: Returning object {0} due to parcel auto return", RootPart.UUID.ToString()); | ||
1255 | m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return"); | ||
1256 | m_scene.DeRezObject(null, RootPart.LocalId, | ||
1257 | RootPart.GroupID, DeRezAction.Return, UUID.Zero); | ||
1258 | |||
1259 | return; | ||
1260 | } | ||
1261 | } | ||
1262 | } | ||
1263 | } | ||
1264 | |||
1265 | if (HasGroupChanged) | ||
1266 | { | ||
1267 | // don't backup while it's selected or you're asking for changes mid stream. | ||
1268 | if ((isTimeToPersist()) || (forcedBackup)) | ||
1269 | { | ||
1270 | m_log.DebugFormat( | ||
1271 | "[SCENE]: Storing {0}, {1} in {2}", | ||
1272 | Name, UUID, m_scene.RegionInfo.RegionName); | ||
1273 | |||
1274 | SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false); | ||
1275 | backup_group.RootPart.Velocity = RootPart.Velocity; | ||
1276 | backup_group.RootPart.Acceleration = RootPart.Acceleration; | ||
1277 | backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity; | ||
1278 | backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem; | ||
1279 | HasGroupChanged = false; | ||
1280 | |||
1281 | datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); | ||
1282 | |||
1283 | backup_group.ForEachPart(delegate(SceneObjectPart part) | ||
1284 | { | ||
1285 | part.Inventory.ProcessInventoryBackup(datastore); | ||
1286 | }); | ||
1287 | |||
1288 | backup_group = null; | ||
1289 | } | ||
1290 | // else | ||
1291 | // { | ||
1292 | // m_log.DebugFormat( | ||
1293 | // "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}", | ||
1294 | // Name, UUID, IsSelected); | ||
1295 | // } | ||
1296 | } | ||
1297 | } | ||
1298 | catch (Exception e) | ||
1299 | { | ||
1300 | m_log.ErrorFormat( | ||
1301 | "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}\n\t{4}", | ||
1302 | Name, UUID, m_scene.RegionInfo.RegionName, e, e.StackTrace); | ||
1303 | } | ||
1304 | } | ||
1305 | |||
1306 | #endregion | ||
1307 | |||
1308 | #region Client Updating | ||
1309 | |||
1310 | public void SendFullUpdateToClient(IClientAPI remoteClient) | ||
1311 | { | ||
1312 | SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); | ||
1313 | |||
1314 | lock (m_parts) | ||
1315 | { | ||
1316 | foreach (SceneObjectPart part in m_parts.Values) | ||
1317 | { | ||
1318 | if (part != RootPart) | ||
1319 | SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); | ||
1320 | } | ||
1321 | } | ||
1322 | } | ||
1323 | |||
1324 | /// <summary> | ||
1325 | /// Send a full update to the client for the given part | ||
1326 | /// </summary> | ||
1327 | /// <param name="remoteClient"></param> | ||
1328 | /// <param name="part"></param> | ||
1329 | internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags) | ||
1330 | { | ||
1331 | if (m_rootPart != null && m_rootPart.UUID == part.UUID) | ||
1332 | { | ||
1333 | if (IsAttachment) | ||
1334 | { | ||
1335 | part.SendFullUpdateToClient(remoteClient, m_rootPart.AttachedPos, clientFlags); | ||
1336 | } | ||
1337 | else | ||
1338 | { | ||
1339 | part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags); | ||
1340 | } | ||
1341 | } | ||
1342 | else | ||
1343 | { | ||
1344 | part.SendFullUpdateToClient(remoteClient, clientFlags); | ||
1345 | } | ||
1346 | } | ||
1347 | |||
1348 | #endregion | ||
1349 | |||
1350 | #region Copying | ||
1351 | |||
1352 | /// <summary> | ||
1353 | /// Duplicates this object, including operations such as physics set up and attaching to the backup event. | ||
1354 | /// </summary> | ||
1355 | /// <returns></returns> | ||
1356 | public SceneObjectGroup Copy(UUID cAgentID, UUID cGroupID, bool userExposed) | ||
1357 | { | ||
1358 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | ||
1359 | dupe.m_isBackedUp = false; | ||
1360 | dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); | ||
1361 | dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); | ||
1362 | |||
1363 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | ||
1364 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | ||
1365 | |||
1366 | if (userExposed) | ||
1367 | dupe.m_rootPart.TrimPermissions(); | ||
1368 | |||
1369 | /// may need to create a new Physics actor. | ||
1370 | if (dupe.RootPart.PhysActor != null && userExposed) | ||
1371 | { | ||
1372 | PrimitiveBaseShape pbs = dupe.RootPart.Shape; | ||
1373 | |||
1374 | dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( | ||
1375 | dupe.RootPart.Name, | ||
1376 | pbs, | ||
1377 | new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y, dupe.RootPart.AbsolutePosition.Z), | ||
1378 | new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z), | ||
1379 | dupe.RootPart.RotationOffset, | ||
1380 | dupe.RootPart.PhysActor.IsPhysical); | ||
1381 | |||
1382 | dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; | ||
1383 | dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); | ||
1384 | } | ||
1385 | |||
1386 | // Now we've made a copy that replaces this one, we need to | ||
1387 | // switch the owner to the person who did the copying | ||
1388 | // Second Life copies an object and duplicates the first one in it's place | ||
1389 | // So, we have to make a copy of this one, set it in it's place then set the owner on this one | ||
1390 | if (userExposed) | ||
1391 | { | ||
1392 | SetRootPartOwner(m_rootPart, cAgentID, cGroupID); | ||
1393 | m_rootPart.ScheduleFullUpdate(); | ||
1394 | } | ||
1395 | |||
1396 | List<SceneObjectPart> partList; | ||
1397 | |||
1398 | lock (m_parts) | ||
1399 | { | ||
1400 | partList = new List<SceneObjectPart>(m_parts.Values); | ||
1401 | } | ||
1402 | |||
1403 | partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) | ||
1404 | { | ||
1405 | return p1.LinkNum.CompareTo(p2.LinkNum); | ||
1406 | } | ||
1407 | ); | ||
1408 | |||
1409 | foreach (SceneObjectPart part in partList) | ||
1410 | { | ||
1411 | if (part.UUID != m_rootPart.UUID) | ||
1412 | { | ||
1413 | SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); | ||
1414 | |||
1415 | newPart.LinkNum = part.LinkNum; | ||
1416 | |||
1417 | if (userExposed) | ||
1418 | { | ||
1419 | SetPartOwner(newPart, cAgentID, cGroupID); | ||
1420 | newPart.ScheduleFullUpdate(); | ||
1421 | } | ||
1422 | } | ||
1423 | } | ||
1424 | |||
1425 | if (userExposed) | ||
1426 | { | ||
1427 | dupe.UpdateParentIDs(); | ||
1428 | dupe.HasGroupChanged = true; | ||
1429 | dupe.AttachToBackup(); | ||
1430 | |||
1431 | ScheduleGroupForFullUpdate(); | ||
1432 | } | ||
1433 | |||
1434 | return dupe; | ||
1435 | } | ||
1436 | |||
1437 | /// <summary> | ||
1438 | /// | ||
1439 | /// </summary> | ||
1440 | /// <param name="part"></param> | ||
1441 | /// <param name="cAgentID"></param> | ||
1442 | /// <param name="cGroupID"></param> | ||
1443 | public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | ||
1444 | { | ||
1445 | SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed)); | ||
1446 | } | ||
1447 | |||
1448 | public void ScriptSetPhysicsStatus(bool UsePhysics) | ||
1449 | { | ||
1450 | bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); | ||
1451 | bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); | ||
1452 | bool IsVolumeDetect = RootPart.VolumeDetectActive; | ||
1453 | UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | ||
1454 | } | ||
1455 | |||
1456 | public void ScriptSetTemporaryStatus(bool TemporaryStatus) | ||
1457 | { | ||
1458 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | ||
1459 | bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); | ||
1460 | bool IsVolumeDetect = RootPart.VolumeDetectActive; | ||
1461 | UpdatePrimFlags(RootPart.LocalId, UsePhysics, TemporaryStatus, IsPhantom, IsVolumeDetect); | ||
1462 | } | ||
1463 | |||
1464 | public void ScriptSetPhantomStatus(bool PhantomStatus) | ||
1465 | { | ||
1466 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | ||
1467 | bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); | ||
1468 | bool IsVolumeDetect = RootPart.VolumeDetectActive; | ||
1469 | UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, PhantomStatus, IsVolumeDetect); | ||
1470 | } | ||
1471 | |||
1472 | public void ScriptSetVolumeDetect(bool VDStatus) | ||
1473 | { | ||
1474 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | ||
1475 | bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); | ||
1476 | bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); | ||
1477 | UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, VDStatus); | ||
1478 | |||
1479 | /* | ||
1480 | ScriptSetPhantomStatus(false); // What ever it was before, now it's not phantom anymore | ||
1481 | |||
1482 | if (PhysActor != null) // Should always be the case now | ||
1483 | { | ||
1484 | PhysActor.SetVolumeDetect(param); | ||
1485 | } | ||
1486 | if (param != 0) | ||
1487 | AddFlag(PrimFlags.Phantom); | ||
1488 | |||
1489 | ScheduleFullUpdate(); | ||
1490 | */ | ||
1491 | } | ||
1492 | |||
1493 | public void applyImpulse(PhysicsVector impulse) | ||
1494 | { | ||
1495 | // We check if rootpart is null here because scripts don't delete if you delete the host. | ||
1496 | // This means that unfortunately, we can pass a null physics actor to Simulate! | ||
1497 | // Make sure we don't do that! | ||
1498 | SceneObjectPart rootpart = m_rootPart; | ||
1499 | if (rootpart != null) | ||
1500 | { | ||
1501 | if (rootpart.PhysActor != null) | ||
1502 | { | ||
1503 | if (IsAttachment) | ||
1504 | { | ||
1505 | ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); | ||
1506 | if (avatar != null) | ||
1507 | { | ||
1508 | avatar.PushForce(impulse); | ||
1509 | } | ||
1510 | } | ||
1511 | else | ||
1512 | { | ||
1513 | rootpart.PhysActor.AddForce(impulse,true); | ||
1514 | m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); | ||
1515 | } | ||
1516 | } | ||
1517 | } | ||
1518 | } | ||
1519 | |||
1520 | public void applyAngularImpulse(PhysicsVector impulse) | ||
1521 | { | ||
1522 | // We check if rootpart is null here because scripts don't delete if you delete the host. | ||
1523 | // This means that unfortunately, we can pass a null physics actor to Simulate! | ||
1524 | // Make sure we don't do that! | ||
1525 | SceneObjectPart rootpart = m_rootPart; | ||
1526 | if (rootpart != null) | ||
1527 | { | ||
1528 | if (rootpart.PhysActor != null) | ||
1529 | { | ||
1530 | if (!IsAttachment) | ||
1531 | { | ||
1532 | rootpart.PhysActor.AddAngularForce(impulse, true); | ||
1533 | m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); | ||
1534 | } | ||
1535 | } | ||
1536 | } | ||
1537 | } | ||
1538 | |||
1539 | public void setAngularImpulse(PhysicsVector impulse) | ||
1540 | { | ||
1541 | // We check if rootpart is null here because scripts don't delete if you delete the host. | ||
1542 | // This means that unfortunately, we can pass a null physics actor to Simulate! | ||
1543 | // Make sure we don't do that! | ||
1544 | SceneObjectPart rootpart = m_rootPart; | ||
1545 | if (rootpart != null) | ||
1546 | { | ||
1547 | if (rootpart.PhysActor != null) | ||
1548 | { | ||
1549 | if (!IsAttachment) | ||
1550 | { | ||
1551 | rootpart.PhysActor.Torque = impulse; | ||
1552 | m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); | ||
1553 | } | ||
1554 | } | ||
1555 | } | ||
1556 | } | ||
1557 | |||
1558 | public Vector3 GetTorque() | ||
1559 | { | ||
1560 | // We check if rootpart is null here because scripts don't delete if you delete the host. | ||
1561 | // This means that unfortunately, we can pass a null physics actor to Simulate! | ||
1562 | // Make sure we don't do that! | ||
1563 | SceneObjectPart rootpart = m_rootPart; | ||
1564 | if (rootpart != null) | ||
1565 | { | ||
1566 | if (rootpart.PhysActor != null) | ||
1567 | { | ||
1568 | if (!IsAttachment) | ||
1569 | { | ||
1570 | PhysicsVector torque = rootpart.PhysActor.Torque; | ||
1571 | return new Vector3(torque.X, torque.Y, torque.Z); | ||
1572 | } | ||
1573 | } | ||
1574 | } | ||
1575 | return Vector3.Zero; | ||
1576 | } | ||
1577 | |||
1578 | public void moveToTarget(Vector3 target, float tau) | ||
1579 | { | ||
1580 | SceneObjectPart rootpart = m_rootPart; | ||
1581 | if (rootpart != null) | ||
1582 | { | ||
1583 | if (rootpart.PhysActor != null) | ||
1584 | { | ||
1585 | rootpart.PhysActor.PIDTarget = new PhysicsVector(target.X, target.Y, target.Z); | ||
1586 | rootpart.PhysActor.PIDTau = tau; | ||
1587 | rootpart.PhysActor.PIDActive = true; | ||
1588 | } | ||
1589 | } | ||
1590 | } | ||
1591 | |||
1592 | public void stopMoveToTarget() | ||
1593 | { | ||
1594 | SceneObjectPart rootpart = m_rootPart; | ||
1595 | if (rootpart != null) | ||
1596 | { | ||
1597 | if (rootpart.PhysActor != null) | ||
1598 | { | ||
1599 | rootpart.PhysActor.PIDActive = false; | ||
1600 | } | ||
1601 | } | ||
1602 | } | ||
1603 | |||
1604 | /// <summary> | ||
1605 | /// Set the owner of the root part. | ||
1606 | /// </summary> | ||
1607 | /// <param name="part"></param> | ||
1608 | /// <param name="cAgentID"></param> | ||
1609 | /// <param name="cGroupID"></param> | ||
1610 | public void SetRootPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID) | ||
1611 | { | ||
1612 | part.LastOwnerID = part.OwnerID; | ||
1613 | part.OwnerID = cAgentID; | ||
1614 | part.GroupID = cGroupID; | ||
1615 | |||
1616 | if (part.OwnerID != cAgentID) | ||
1617 | { | ||
1618 | // Apply Next Owner Permissions if we're not bypassing permissions | ||
1619 | if (!m_scene.Permissions.BypassPermissions()) | ||
1620 | ApplyNextOwnerPermissions(); | ||
1621 | } | ||
1622 | |||
1623 | part.ScheduleFullUpdate(); | ||
1624 | } | ||
1625 | |||
1626 | /// <summary> | ||
1627 | /// Make a copy of the given part. | ||
1628 | /// </summary> | ||
1629 | /// <param name="part"></param> | ||
1630 | /// <param name="cAgentID"></param> | ||
1631 | /// <param name="cGroupID"></param> | ||
1632 | public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) | ||
1633 | { | ||
1634 | SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); | ||
1635 | newPart.SetParent(this); | ||
1636 | |||
1637 | lock (m_parts) | ||
1638 | { | ||
1639 | m_parts.Add(newPart.UUID, newPart); | ||
1640 | } | ||
1641 | |||
1642 | SetPartAsNonRoot(newPart); | ||
1643 | |||
1644 | return newPart; | ||
1645 | } | ||
1646 | |||
1647 | /// <summary> | ||
1648 | /// Reset the UUIDs for all the prims that make up this group. | ||
1649 | /// | ||
1650 | /// This is called by methods which want to add a new group to an existing scene, in order | ||
1651 | /// to ensure that there are no clashes with groups already present. | ||
1652 | /// </summary> | ||
1653 | public void ResetIDs() | ||
1654 | { | ||
1655 | // As this is only ever called for prims which are not currently part of the scene (and hence | ||
1656 | // not accessible by clients), there should be no need to lock | ||
1657 | List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values); | ||
1658 | m_parts.Clear(); | ||
1659 | foreach (SceneObjectPart part in partsList) | ||
1660 | { | ||
1661 | part.ResetIDs(part.LinkNum); // Don't change link nums | ||
1662 | m_parts.Add(part.UUID, part); | ||
1663 | } | ||
1664 | } | ||
1665 | |||
1666 | /// <summary> | ||
1667 | /// | ||
1668 | /// </summary> | ||
1669 | /// <param name="part"></param> | ||
1670 | public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags) | ||
1671 | { | ||
1672 | |||
1673 | remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.ObjectOwner, RootPart.GroupID, RootPart.BaseMask, | ||
1674 | RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask, | ||
1675 | RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category, | ||
1676 | RootPart.CreatorID, RootPart.Name, RootPart.Description); | ||
1677 | } | ||
1678 | |||
1679 | public void SetPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID) | ||
1680 | { | ||
1681 | part.OwnerID = cAgentID; | ||
1682 | part.GroupID = cGroupID; | ||
1683 | } | ||
1684 | |||
1685 | #endregion | ||
1686 | |||
1687 | #region Scheduling | ||
1688 | |||
1689 | public override void Update() | ||
1690 | { | ||
1691 | // Check that the group was not deleted before the scheduled update | ||
1692 | // FIXME: This is merely a temporary measure to reduce the incidence of failure when | ||
1693 | // an object has been deleted from a scene before update was processed. | ||
1694 | // A more fundamental overhaul of the update mechanism is required to eliminate all | ||
1695 | // the race conditions. | ||
1696 | if (m_isDeleted) | ||
1697 | return; | ||
1698 | |||
1699 | // This is what happens when an orphanced link set child prim's | ||
1700 | // group was queued when it was linked | ||
1701 | // | ||
1702 | if (m_rootPart == null) | ||
1703 | return; | ||
1704 | |||
1705 | lock (m_parts) | ||
1706 | { | ||
1707 | bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); | ||
1708 | |||
1709 | //if (IsAttachment) | ||
1710 | //{ | ||
1711 | //foreach (SceneObjectPart part in m_parts.Values) | ||
1712 | //{ | ||
1713 | //part.SendScheduledUpdates(); | ||
1714 | //} | ||
1715 | //return; | ||
1716 | //} | ||
1717 | |||
1718 | if ((Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02) && UsePhysics) | ||
1719 | { | ||
1720 | m_rootPart.UpdateFlag = 1; | ||
1721 | lastPhysGroupPos = AbsolutePosition; | ||
1722 | } | ||
1723 | //foreach (SceneObjectPart part in m_parts.Values) | ||
1724 | //{ | ||
1725 | //if (part.UpdateFlag == 0) part.UpdateFlag = 1; | ||
1726 | //} | ||
1727 | |||
1728 | checkAtTargets(); | ||
1729 | |||
1730 | if (((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1) | ||
1731 | || (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1) | ||
1732 | || (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1) | ||
1733 | || (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1)) | ||
1734 | && UsePhysics) | ||
1735 | { | ||
1736 | m_rootPart.UpdateFlag = 1; | ||
1737 | |||
1738 | lastPhysGroupRot = GroupRotation; | ||
1739 | } | ||
1740 | |||
1741 | foreach (SceneObjectPart part in m_parts.Values) | ||
1742 | { | ||
1743 | part.SendScheduledUpdates(); | ||
1744 | } | ||
1745 | } | ||
1746 | } | ||
1747 | |||
1748 | public void ScheduleFullUpdateToAvatar(ScenePresence presence) | ||
1749 | { | ||
1750 | RootPart.AddFullUpdateToAvatar(presence); | ||
1751 | |||
1752 | lock (m_parts) | ||
1753 | { | ||
1754 | foreach (SceneObjectPart part in m_parts.Values) | ||
1755 | { | ||
1756 | if (part != RootPart) | ||
1757 | part.AddFullUpdateToAvatar(presence); | ||
1758 | } | ||
1759 | } | ||
1760 | } | ||
1761 | |||
1762 | public void ScheduleTerseUpdateToAvatar(ScenePresence presence) | ||
1763 | { | ||
1764 | lock (m_parts) | ||
1765 | { | ||
1766 | foreach (SceneObjectPart part in m_parts.Values) | ||
1767 | { | ||
1768 | part.AddTerseUpdateToAvatar(presence); | ||
1769 | } | ||
1770 | } | ||
1771 | } | ||
1772 | |||
1773 | /// <summary> | ||
1774 | /// Schedule a full update for this scene object | ||
1775 | /// </summary> | ||
1776 | public void ScheduleGroupForFullUpdate() | ||
1777 | { | ||
1778 | checkAtTargets(); | ||
1779 | RootPart.ScheduleFullUpdate(); | ||
1780 | |||
1781 | lock (m_parts) | ||
1782 | { | ||
1783 | foreach (SceneObjectPart part in m_parts.Values) | ||
1784 | { | ||
1785 | if (part != RootPart) | ||
1786 | part.ScheduleFullUpdate(); | ||
1787 | } | ||
1788 | } | ||
1789 | } | ||
1790 | |||
1791 | /// <summary> | ||
1792 | /// Schedule a terse update for this scene object | ||
1793 | /// </summary> | ||
1794 | public void ScheduleGroupForTerseUpdate() | ||
1795 | { | ||
1796 | lock (m_parts) | ||
1797 | { | ||
1798 | foreach (SceneObjectPart part in m_parts.Values) | ||
1799 | { | ||
1800 | part.ScheduleTerseUpdate(); | ||
1801 | } | ||
1802 | } | ||
1803 | } | ||
1804 | |||
1805 | /// <summary> | ||
1806 | /// Immediately send a full update for this scene object. | ||
1807 | /// </summary> | ||
1808 | public void SendGroupFullUpdate() | ||
1809 | { | ||
1810 | if (IsDeleted) | ||
1811 | return; | ||
1812 | |||
1813 | RootPart.SendFullUpdateToAllClients(); | ||
1814 | |||
1815 | lock (m_parts) | ||
1816 | { | ||
1817 | foreach (SceneObjectPart part in m_parts.Values) | ||
1818 | { | ||
1819 | if (part != RootPart) | ||
1820 | part.SendFullUpdateToAllClients(); | ||
1821 | } | ||
1822 | } | ||
1823 | } | ||
1824 | |||
1825 | /// <summary> | ||
1826 | /// Immediately send an update for this scene object's root prim only. | ||
1827 | /// This is for updates regarding the object as a whole, and none of its parts in particular. | ||
1828 | /// Note: this may not be cused by opensim (it probably should) but it's used by | ||
1829 | /// external modules. | ||
1830 | /// </summary> | ||
1831 | public void SendGroupRootUpdate() | ||
1832 | { | ||
1833 | if (IsDeleted) | ||
1834 | return; | ||
1835 | |||
1836 | RootPart.SendFullUpdateToAllClients(); | ||
1837 | } | ||
1838 | |||
1839 | public void QueueForUpdateCheck() | ||
1840 | { | ||
1841 | if (m_scene == null) // Need to check here as it's null during object creation | ||
1842 | return; | ||
1843 | m_scene.m_sceneGraph.AddToUpdateList(this); | ||
1844 | } | ||
1845 | |||
1846 | /// <summary> | ||
1847 | /// Immediately send a terse update for this scene object. | ||
1848 | /// </summary> | ||
1849 | public void SendGroupTerseUpdate() | ||
1850 | { | ||
1851 | if (IsDeleted) | ||
1852 | return; | ||
1853 | |||
1854 | lock (m_parts) | ||
1855 | { | ||
1856 | foreach (SceneObjectPart part in m_parts.Values) | ||
1857 | { | ||
1858 | part.SendTerseUpdateToAllClients(); | ||
1859 | } | ||
1860 | } | ||
1861 | } | ||
1862 | |||
1863 | #endregion | ||
1864 | |||
1865 | #region SceneGroupPart Methods | ||
1866 | |||
1867 | /// <summary> | ||
1868 | /// Get the child part by LinkNum | ||
1869 | /// </summary> | ||
1870 | /// <param name="linknum"></param> | ||
1871 | /// <returns>null if no child part with that linknum or child part</returns> | ||
1872 | public SceneObjectPart GetLinkNumPart(int linknum) | ||
1873 | { | ||
1874 | lock (m_parts) | ||
1875 | { | ||
1876 | foreach (SceneObjectPart part in m_parts.Values) | ||
1877 | { | ||
1878 | if (part.LinkNum == linknum) | ||
1879 | { | ||
1880 | return part; | ||
1881 | } | ||
1882 | } | ||
1883 | } | ||
1884 | |||
1885 | return null; | ||
1886 | } | ||
1887 | |||
1888 | /// <summary> | ||
1889 | /// Get a child part with a given UUID | ||
1890 | /// </summary> | ||
1891 | /// <param name="primID"></param> | ||
1892 | /// <returns>null if a child part with the primID was not found</returns> | ||
1893 | public SceneObjectPart GetChildPart(UUID primID) | ||
1894 | { | ||
1895 | SceneObjectPart childPart = null; | ||
1896 | if (m_parts.ContainsKey(primID)) | ||
1897 | { | ||
1898 | childPart = m_parts[primID]; | ||
1899 | } | ||
1900 | return childPart; | ||
1901 | } | ||
1902 | |||
1903 | /// <summary> | ||
1904 | /// Get a child part with a given local ID | ||
1905 | /// </summary> | ||
1906 | /// <param name="localID"></param> | ||
1907 | /// <returns>null if a child part with the local ID was not found</returns> | ||
1908 | public SceneObjectPart GetChildPart(uint localID) | ||
1909 | { | ||
1910 | //m_log.DebugFormat("Entered looking for {0}", localID); | ||
1911 | lock (m_parts) | ||
1912 | { | ||
1913 | foreach (SceneObjectPart part in m_parts.Values) | ||
1914 | { | ||
1915 | //m_log.DebugFormat("Found {0}", part.LocalId); | ||
1916 | if (part.LocalId == localID) | ||
1917 | { | ||
1918 | return part; | ||
1919 | } | ||
1920 | } | ||
1921 | } | ||
1922 | |||
1923 | return null; | ||
1924 | } | ||
1925 | |||
1926 | /// <summary> | ||
1927 | /// Does this group contain the child prim | ||
1928 | /// should be able to remove these methods once we have a entity index in scene | ||
1929 | /// </summary> | ||
1930 | /// <param name="primID"></param> | ||
1931 | /// <returns></returns> | ||
1932 | public bool HasChildPrim(UUID primID) | ||
1933 | { | ||
1934 | if (m_parts.ContainsKey(primID)) | ||
1935 | { | ||
1936 | return true; | ||
1937 | } | ||
1938 | |||
1939 | return false; | ||
1940 | } | ||
1941 | |||
1942 | /// <summary> | ||
1943 | /// Does this group contain the child prim | ||
1944 | /// should be able to remove these methods once we have a entity index in scene | ||
1945 | /// </summary> | ||
1946 | /// <param name="localID"></param> | ||
1947 | /// <returns></returns> | ||
1948 | public bool HasChildPrim(uint localID) | ||
1949 | { | ||
1950 | //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); | ||
1951 | lock (m_parts) | ||
1952 | { | ||
1953 | foreach (SceneObjectPart part in m_parts.Values) | ||
1954 | { | ||
1955 | //m_log.DebugFormat("Found {0}", part.LocalId); | ||
1956 | if (part.LocalId == localID) | ||
1957 | { | ||
1958 | return true; | ||
1959 | } | ||
1960 | } | ||
1961 | } | ||
1962 | |||
1963 | return false; | ||
1964 | } | ||
1965 | |||
1966 | #endregion | ||
1967 | |||
1968 | #region Packet Handlers | ||
1969 | |||
1970 | /// <summary> | ||
1971 | /// Link the prims in a given group to this group | ||
1972 | /// </summary> | ||
1973 | /// <param name="objectGroup">The group of prims which should be linked to this group</param> | ||
1974 | public void LinkToGroup(SceneObjectGroup objectGroup) | ||
1975 | { | ||
1976 | if (objectGroup.RootPart.UpdateFlag > 0) | ||
1977 | { | ||
1978 | // I've never actually seen this happen, though I think it's theoretically possible | ||
1979 | m_log.WarnFormat( | ||
1980 | "[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking", | ||
1981 | objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); | ||
1982 | |||
1983 | return; | ||
1984 | } | ||
1985 | |||
1986 | // m_log.DebugFormat( | ||
1987 | // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", | ||
1988 | // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); | ||
1989 | |||
1990 | SceneObjectPart linkPart = objectGroup.m_rootPart; | ||
1991 | |||
1992 | Vector3 oldGroupPosition = linkPart.GroupPosition; | ||
1993 | Quaternion oldRootRotation = linkPart.RotationOffset; | ||
1994 | |||
1995 | linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; | ||
1996 | linkPart.GroupPosition = AbsolutePosition; | ||
1997 | Vector3 axPos = linkPart.OffsetPosition; | ||
1998 | |||
1999 | Quaternion parentRot = m_rootPart.RotationOffset; | ||
2000 | axPos *= Quaternion.Inverse(parentRot); | ||
2001 | |||
2002 | linkPart.OffsetPosition = axPos; | ||
2003 | Quaternion oldRot = linkPart.RotationOffset; | ||
2004 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | ||
2005 | linkPart.RotationOffset = newRot; | ||
2006 | |||
2007 | linkPart.ParentID = m_rootPart.LocalId; | ||
2008 | if (m_rootPart.LinkNum == 0) | ||
2009 | m_rootPart.LinkNum = 1; | ||
2010 | |||
2011 | lock (m_parts) | ||
2012 | { | ||
2013 | m_parts.Add(linkPart.UUID, linkPart); | ||
2014 | |||
2015 | // Insert in terms of link numbers, the new links | ||
2016 | // before the current ones (with the exception of | ||
2017 | // the root prim. Shuffle the old ones up | ||
2018 | foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) | ||
2019 | { | ||
2020 | if (kvp.Value.LinkNum != 1) | ||
2021 | { | ||
2022 | // Don't update root prim link number | ||
2023 | kvp.Value.LinkNum += objectGroup.PrimCount; | ||
2024 | } | ||
2025 | } | ||
2026 | |||
2027 | linkPart.LinkNum = 2; | ||
2028 | |||
2029 | linkPart.SetParent(this); | ||
2030 | linkPart.AddFlag(PrimFlags.CreateSelected); | ||
2031 | |||
2032 | //if (linkPart.PhysActor != null) | ||
2033 | //{ | ||
2034 | // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | ||
2035 | |||
2036 | //linkPart.PhysActor = null; | ||
2037 | //} | ||
2038 | |||
2039 | //TODO: rest of parts | ||
2040 | int linkNum = 3; | ||
2041 | foreach (SceneObjectPart part in objectGroup.Children.Values) | ||
2042 | { | ||
2043 | if (part.UUID != objectGroup.m_rootPart.UUID) | ||
2044 | { | ||
2045 | LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); | ||
2046 | } | ||
2047 | part.ClearUndoState(); | ||
2048 | } | ||
2049 | } | ||
2050 | |||
2051 | m_scene.UnlinkSceneObject(objectGroup.UUID, true); | ||
2052 | objectGroup.m_isDeleted = true; | ||
2053 | |||
2054 | lock (objectGroup.m_parts) | ||
2055 | { | ||
2056 | objectGroup.m_parts.Clear(); | ||
2057 | } | ||
2058 | |||
2059 | // Can't do this yet since backup still makes use of the root part without any synchronization | ||
2060 | // objectGroup.m_rootPart = null; | ||
2061 | |||
2062 | AttachToBackup(); | ||
2063 | HasGroupChanged = true; | ||
2064 | ScheduleGroupForFullUpdate(); | ||
2065 | } | ||
2066 | |||
2067 | /// <summary> | ||
2068 | /// Delink the given prim from this group. The delinked prim is established as | ||
2069 | /// an independent SceneObjectGroup. | ||
2070 | /// </summary> | ||
2071 | /// <param name="partID"></param> | ||
2072 | public void DelinkFromGroup(uint partID) | ||
2073 | { | ||
2074 | DelinkFromGroup(partID, true); | ||
2075 | } | ||
2076 | |||
2077 | /// <summary> | ||
2078 | /// Delink the given prim from this group. The delinked prim is established as | ||
2079 | /// an independent SceneObjectGroup. | ||
2080 | /// </summary> | ||
2081 | /// <param name="partID"></param> | ||
2082 | /// <param name="sendEvents"></param> | ||
2083 | public void DelinkFromGroup(uint partID, bool sendEvents) | ||
2084 | { | ||
2085 | SceneObjectPart linkPart = GetChildPart(partID); | ||
2086 | |||
2087 | if (null != linkPart) | ||
2088 | { | ||
2089 | linkPart.ClearUndoState(); | ||
2090 | // m_log.DebugFormat( | ||
2091 | // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", | ||
2092 | // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); | ||
2093 | |||
2094 | Quaternion worldRot = linkPart.GetWorldRotation(); | ||
2095 | |||
2096 | // Remove the part from this object | ||
2097 | lock (m_parts) | ||
2098 | { | ||
2099 | m_parts.Remove(linkPart.UUID); | ||
2100 | } | ||
2101 | |||
2102 | if (m_parts.Count == 1 && RootPart != null) //Single prim is left | ||
2103 | RootPart.LinkNum = 0; | ||
2104 | else | ||
2105 | { | ||
2106 | foreach (SceneObjectPart p in m_parts.Values) | ||
2107 | { | ||
2108 | if (p.LinkNum > linkPart.LinkNum) | ||
2109 | p.LinkNum--; | ||
2110 | } | ||
2111 | } | ||
2112 | |||
2113 | linkPart.ParentID = 0; | ||
2114 | linkPart.LinkNum = 0; | ||
2115 | |||
2116 | if (linkPart.PhysActor != null) | ||
2117 | { | ||
2118 | m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); | ||
2119 | } | ||
2120 | |||
2121 | // We need to reset the child part's position | ||
2122 | // ready for life as a separate object after being a part of another object | ||
2123 | Quaternion parentRot = m_rootPart.RotationOffset; | ||
2124 | |||
2125 | Vector3 axPos = linkPart.OffsetPosition; | ||
2126 | |||
2127 | axPos *= parentRot; | ||
2128 | linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z); | ||
2129 | linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition; | ||
2130 | linkPart.OffsetPosition = new Vector3(0, 0, 0); | ||
2131 | |||
2132 | linkPart.RotationOffset = worldRot; | ||
2133 | |||
2134 | SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart); | ||
2135 | |||
2136 | m_scene.AddNewSceneObject(objectGroup, true); | ||
2137 | |||
2138 | if (sendEvents) | ||
2139 | linkPart.TriggerScriptChangedEvent(Changed.LINK); | ||
2140 | |||
2141 | linkPart.Rezzed = RootPart.Rezzed; | ||
2142 | |||
2143 | HasGroupChanged = true; | ||
2144 | ScheduleGroupForFullUpdate(); | ||
2145 | } | ||
2146 | else | ||
2147 | { | ||
2148 | m_log.InfoFormat("[SCENE OBJECT GROUP]: " + | ||
2149 | "DelinkFromGroup(): Child prim {0} not found in object {1}, {2}", | ||
2150 | partID, LocalId, UUID); | ||
2151 | } | ||
2152 | } | ||
2153 | |||
2154 | /// <summary> | ||
2155 | /// Stop this object from being persisted over server restarts. | ||
2156 | /// </summary> | ||
2157 | /// <param name="objectGroup"></param> | ||
2158 | public void DetachFromBackup() | ||
2159 | { | ||
2160 | if (m_isBackedUp) | ||
2161 | m_scene.EventManager.OnBackup -= ProcessBackup; | ||
2162 | |||
2163 | m_isBackedUp = false; | ||
2164 | } | ||
2165 | |||
2166 | private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum) | ||
2167 | { | ||
2168 | |||
2169 | Quaternion parentRot = oldGroupRotation; | ||
2170 | Quaternion oldRot = part.RotationOffset; | ||
2171 | Quaternion worldRot = parentRot * oldRot; | ||
2172 | |||
2173 | parentRot = oldGroupRotation; | ||
2174 | |||
2175 | Vector3 axPos = part.OffsetPosition; | ||
2176 | |||
2177 | axPos *= parentRot; | ||
2178 | part.OffsetPosition = axPos; | ||
2179 | part.GroupPosition = oldGroupPosition + part.OffsetPosition; | ||
2180 | part.OffsetPosition = Vector3.Zero; | ||
2181 | part.RotationOffset = worldRot; | ||
2182 | |||
2183 | part.SetParent(this); | ||
2184 | part.ParentID = m_rootPart.LocalId; | ||
2185 | |||
2186 | // Caller locks m_parts for us | ||
2187 | m_parts.Add(part.UUID, part); | ||
2188 | |||
2189 | part.LinkNum = linkNum; | ||
2190 | |||
2191 | |||
2192 | part.OffsetPosition = part.GroupPosition - AbsolutePosition; | ||
2193 | |||
2194 | Quaternion rootRotation = m_rootPart.RotationOffset; | ||
2195 | |||
2196 | Vector3 pos = part.OffsetPosition; | ||
2197 | pos *= Quaternion.Inverse(rootRotation); | ||
2198 | part.OffsetPosition = pos; | ||
2199 | |||
2200 | parentRot = m_rootPart.RotationOffset; | ||
2201 | oldRot = part.RotationOffset; | ||
2202 | Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; | ||
2203 | part.RotationOffset = newRot; | ||
2204 | } | ||
2205 | |||
2206 | /// <summary> | ||
2207 | /// If object is physical, apply force to move it around | ||
2208 | /// If object is not physical, just put it at the resulting location | ||
2209 | /// </summary> | ||
2210 | /// <param name="offset">Always seems to be 0,0,0, so ignoring</param> | ||
2211 | /// <param name="pos">New position. We do the math here to turn it into a force</param> | ||
2212 | /// <param name="remoteClient"></param> | ||
2213 | public void GrabMovement(Vector3 offset, Vector3 pos, IClientAPI remoteClient) | ||
2214 | { | ||
2215 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | ||
2216 | { | ||
2217 | if (m_rootPart.PhysActor != null) | ||
2218 | { | ||
2219 | if (m_rootPart.PhysActor.IsPhysical) | ||
2220 | { | ||
2221 | Vector3 llmoveforce = pos - AbsolutePosition; | ||
2222 | PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z); | ||
2223 | grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; | ||
2224 | m_rootPart.PhysActor.AddForce(grabforce,true); | ||
2225 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | ||
2226 | } | ||
2227 | else | ||
2228 | { | ||
2229 | //NonPhysicalGrabMovement(pos); | ||
2230 | } | ||
2231 | } | ||
2232 | else | ||
2233 | { | ||
2234 | //NonPhysicalGrabMovement(pos); | ||
2235 | } | ||
2236 | } | ||
2237 | } | ||
2238 | |||
2239 | public void NonPhysicalGrabMovement(Vector3 pos) | ||
2240 | { | ||
2241 | AbsolutePosition = pos; | ||
2242 | m_rootPart.SendTerseUpdateToAllClients(); | ||
2243 | } | ||
2244 | |||
2245 | /// <summary> | ||
2246 | /// Return metadata about a prim (name, description, sale price, etc.) | ||
2247 | /// </summary> | ||
2248 | /// <param name="client"></param> | ||
2249 | public void GetProperties(IClientAPI client) | ||
2250 | { | ||
2251 | m_rootPart.GetProperties(client); | ||
2252 | } | ||
2253 | |||
2254 | /// <summary> | ||
2255 | /// Set the name of a prim | ||
2256 | /// </summary> | ||
2257 | /// <param name="name"></param> | ||
2258 | /// <param name="localID"></param> | ||
2259 | public void SetPartName(string name, uint localID) | ||
2260 | { | ||
2261 | SceneObjectPart part = GetChildPart(localID); | ||
2262 | if (part != null) | ||
2263 | { | ||
2264 | part.Name = name; | ||
2265 | } | ||
2266 | } | ||
2267 | |||
2268 | public void SetPartDescription(string des, uint localID) | ||
2269 | { | ||
2270 | SceneObjectPart part = GetChildPart(localID); | ||
2271 | if (part != null) | ||
2272 | { | ||
2273 | part.Description = des; | ||
2274 | } | ||
2275 | } | ||
2276 | |||
2277 | public void SetPartText(string text, uint localID) | ||
2278 | { | ||
2279 | SceneObjectPart part = GetChildPart(localID); | ||
2280 | if (part != null) | ||
2281 | { | ||
2282 | part.SetText(text); | ||
2283 | } | ||
2284 | } | ||
2285 | |||
2286 | public void SetPartText(string text, UUID partID) | ||
2287 | { | ||
2288 | SceneObjectPart part = GetChildPart(partID); | ||
2289 | if (part != null) | ||
2290 | { | ||
2291 | part.SetText(text); | ||
2292 | } | ||
2293 | } | ||
2294 | |||
2295 | public string GetPartName(uint localID) | ||
2296 | { | ||
2297 | SceneObjectPart part = GetChildPart(localID); | ||
2298 | if (part != null) | ||
2299 | { | ||
2300 | return part.Name; | ||
2301 | } | ||
2302 | return String.Empty; | ||
2303 | } | ||
2304 | |||
2305 | public string GetPartDescription(uint localID) | ||
2306 | { | ||
2307 | SceneObjectPart part = GetChildPart(localID); | ||
2308 | if (part != null) | ||
2309 | { | ||
2310 | return part.Description; | ||
2311 | } | ||
2312 | return String.Empty; | ||
2313 | } | ||
2314 | |||
2315 | /// <summary> | ||
2316 | /// Update prim flags for this group. | ||
2317 | /// </summary> | ||
2318 | /// <param name="localID"></param> | ||
2319 | /// <param name="type"></param> | ||
2320 | /// <param name="inUse"></param> | ||
2321 | /// <param name="data"></param> | ||
2322 | public void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVolumeDetect) | ||
2323 | { | ||
2324 | SceneObjectPart selectionPart = GetChildPart(localID); | ||
2325 | |||
2326 | if (IsTemporary) | ||
2327 | { | ||
2328 | DetachFromBackup(); | ||
2329 | // Remove from database and parcel prim count | ||
2330 | // | ||
2331 | m_scene.DeleteFromStorage(UUID); | ||
2332 | m_scene.EventManager.TriggerParcelPrimCountTainted(); | ||
2333 | } | ||
2334 | |||
2335 | if (selectionPart != null) | ||
2336 | { | ||
2337 | lock (m_parts) | ||
2338 | { | ||
2339 | foreach (SceneObjectPart part in m_parts.Values) | ||
2340 | { | ||
2341 | if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0) | ||
2342 | { | ||
2343 | UsePhysics = false; // Reset physics | ||
2344 | break; | ||
2345 | } | ||
2346 | } | ||
2347 | |||
2348 | foreach (SceneObjectPart part in m_parts.Values) | ||
2349 | { | ||
2350 | part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); | ||
2351 | } | ||
2352 | } | ||
2353 | } | ||
2354 | } | ||
2355 | |||
2356 | public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data) | ||
2357 | { | ||
2358 | SceneObjectPart part = GetChildPart(localID); | ||
2359 | if (part != null) | ||
2360 | { | ||
2361 | part.UpdateExtraParam(type, inUse, data); | ||
2362 | } | ||
2363 | } | ||
2364 | |||
2365 | /// <summary> | ||
2366 | /// Get the parts of this scene object | ||
2367 | /// </summary> | ||
2368 | /// <returns></returns> | ||
2369 | public SceneObjectPart[] GetParts() | ||
2370 | { | ||
2371 | int numParts = Children.Count; | ||
2372 | SceneObjectPart[] partArray = new SceneObjectPart[numParts]; | ||
2373 | Children.Values.CopyTo(partArray, 0); | ||
2374 | return partArray; | ||
2375 | } | ||
2376 | |||
2377 | /// <summary> | ||
2378 | /// Update the texture entry for this part | ||
2379 | /// </summary> | ||
2380 | /// <param name="localID"></param> | ||
2381 | /// <param name="textureEntry"></param> | ||
2382 | public void UpdateTextureEntry(uint localID, byte[] textureEntry) | ||
2383 | { | ||
2384 | SceneObjectPart part = GetChildPart(localID); | ||
2385 | if (part != null) | ||
2386 | { | ||
2387 | part.UpdateTextureEntry(textureEntry); | ||
2388 | } | ||
2389 | } | ||
2390 | |||
2391 | public void UpdatePermissions(UUID AgentID, byte field, uint localID, | ||
2392 | uint mask, byte addRemTF) | ||
2393 | { | ||
2394 | foreach (SceneObjectPart part in m_parts.Values) | ||
2395 | part.UpdatePermissions(AgentID, field, localID, mask, | ||
2396 | addRemTF); | ||
2397 | |||
2398 | HasGroupChanged = true; | ||
2399 | } | ||
2400 | |||
2401 | #endregion | ||
2402 | |||
2403 | #region Shape | ||
2404 | |||
2405 | /// <summary> | ||
2406 | /// | ||
2407 | /// </summary> | ||
2408 | /// <param name="shapeBlock"></param> | ||
2409 | public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID) | ||
2410 | { | ||
2411 | SceneObjectPart part = GetChildPart(localID); | ||
2412 | if (part != null) | ||
2413 | { | ||
2414 | part.UpdateShape(shapeBlock); | ||
2415 | |||
2416 | if (part.PhysActor != null) | ||
2417 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | ||
2418 | } | ||
2419 | } | ||
2420 | |||
2421 | #endregion | ||
2422 | |||
2423 | #region Resize | ||
2424 | |||
2425 | /// <summary> | ||
2426 | /// Resize the given part | ||
2427 | /// </summary> | ||
2428 | /// <param name="scale"></param> | ||
2429 | /// <param name="localID"></param> | ||
2430 | public void Resize(Vector3 scale, uint localID) | ||
2431 | { | ||
2432 | if (scale.X > m_scene.m_maxNonphys) | ||
2433 | scale.X = m_scene.m_maxNonphys; | ||
2434 | if (scale.Y > m_scene.m_maxNonphys) | ||
2435 | scale.Y = m_scene.m_maxNonphys; | ||
2436 | if (scale.Z > m_scene.m_maxNonphys) | ||
2437 | scale.Z = m_scene.m_maxNonphys; | ||
2438 | |||
2439 | SceneObjectPart part = GetChildPart(localID); | ||
2440 | if (part != null) | ||
2441 | { | ||
2442 | part.Resize(scale); | ||
2443 | if (part.PhysActor != null) | ||
2444 | { | ||
2445 | if (part.PhysActor.IsPhysical) | ||
2446 | { | ||
2447 | if (scale.X > m_scene.m_maxPhys) | ||
2448 | scale.X = m_scene.m_maxPhys; | ||
2449 | if (scale.Y > m_scene.m_maxPhys) | ||
2450 | scale.Y = m_scene.m_maxPhys; | ||
2451 | if (scale.Z > m_scene.m_maxPhys) | ||
2452 | scale.Z = m_scene.m_maxPhys; | ||
2453 | } | ||
2454 | part.PhysActor.Size = | ||
2455 | new PhysicsVector(scale.X, scale.Y, scale.Z); | ||
2456 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | ||
2457 | } | ||
2458 | //if (part.UUID != m_rootPart.UUID) | ||
2459 | |||
2460 | HasGroupChanged = true; | ||
2461 | ScheduleGroupForFullUpdate(); | ||
2462 | |||
2463 | //if (part.UUID == m_rootPart.UUID) | ||
2464 | //{ | ||
2465 | //if (m_rootPart.PhysActor != null) | ||
2466 | //{ | ||
2467 | //m_rootPart.PhysActor.Size = | ||
2468 | //new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z); | ||
2469 | //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | ||
2470 | //} | ||
2471 | //} | ||
2472 | } | ||
2473 | } | ||
2474 | |||
2475 | public void GroupResize(Vector3 scale, uint localID) | ||
2476 | { | ||
2477 | SceneObjectPart part = GetChildPart(localID); | ||
2478 | if (part != null) | ||
2479 | { | ||
2480 | if (scale.X > m_scene.m_maxNonphys) | ||
2481 | scale.X = m_scene.m_maxNonphys; | ||
2482 | if (scale.Y > m_scene.m_maxNonphys) | ||
2483 | scale.Y = m_scene.m_maxNonphys; | ||
2484 | if (scale.Z > m_scene.m_maxNonphys) | ||
2485 | scale.Z = m_scene.m_maxNonphys; | ||
2486 | if (part.PhysActor != null && part.PhysActor.IsPhysical) | ||
2487 | { | ||
2488 | if (scale.X > m_scene.m_maxPhys) | ||
2489 | scale.X = m_scene.m_maxPhys; | ||
2490 | if (scale.Y > m_scene.m_maxPhys) | ||
2491 | scale.Y = m_scene.m_maxPhys; | ||
2492 | if (scale.Z > m_scene.m_maxPhys) | ||
2493 | scale.Z = m_scene.m_maxPhys; | ||
2494 | } | ||
2495 | float x = (scale.X / part.Scale.X); | ||
2496 | float y = (scale.Y / part.Scale.Y); | ||
2497 | float z = (scale.Z / part.Scale.Z); | ||
2498 | |||
2499 | lock (m_parts) | ||
2500 | { | ||
2501 | if (x > 1.0f || y > 1.0f || z > 1.0f) | ||
2502 | { | ||
2503 | foreach (SceneObjectPart obPart in m_parts.Values) | ||
2504 | { | ||
2505 | if (obPart.UUID != m_rootPart.UUID) | ||
2506 | { | ||
2507 | Vector3 oldSize = new Vector3(obPart.Scale); | ||
2508 | |||
2509 | float f = 1.0f; | ||
2510 | float a = 1.0f; | ||
2511 | |||
2512 | if (part.PhysActor != null && part.PhysActor.IsPhysical) | ||
2513 | { | ||
2514 | if (oldSize.X*x > m_scene.m_maxPhys) | ||
2515 | { | ||
2516 | f = m_scene.m_maxPhys / oldSize.X; | ||
2517 | a = f / x; | ||
2518 | x *= a; | ||
2519 | y *= a; | ||
2520 | z *= a; | ||
2521 | } | ||
2522 | if (oldSize.Y*y > m_scene.m_maxPhys) | ||
2523 | { | ||
2524 | f = m_scene.m_maxPhys / oldSize.Y; | ||
2525 | a = f / y; | ||
2526 | x *= a; | ||
2527 | y *= a; | ||
2528 | z *= a; | ||
2529 | } | ||
2530 | if (oldSize.Z*z > m_scene.m_maxPhys) | ||
2531 | { | ||
2532 | f = m_scene.m_maxPhys / oldSize.Z; | ||
2533 | a = f / z; | ||
2534 | x *= a; | ||
2535 | y *= a; | ||
2536 | z *= a; | ||
2537 | } | ||
2538 | } | ||
2539 | else | ||
2540 | { | ||
2541 | if (oldSize.X*x > m_scene.m_maxNonphys) | ||
2542 | { | ||
2543 | f = m_scene.m_maxNonphys / oldSize.X; | ||
2544 | a = f / x; | ||
2545 | x *= a; | ||
2546 | y *= a; | ||
2547 | z *= a; | ||
2548 | } | ||
2549 | if (oldSize.Y*y > m_scene.m_maxNonphys) | ||
2550 | { | ||
2551 | f = m_scene.m_maxNonphys / oldSize.Y; | ||
2552 | a = f / y; | ||
2553 | x *= a; | ||
2554 | y *= a; | ||
2555 | z *= a; | ||
2556 | } | ||
2557 | if (oldSize.Z*z > m_scene.m_maxNonphys) | ||
2558 | { | ||
2559 | f = m_scene.m_maxNonphys / oldSize.Z; | ||
2560 | a = f / z; | ||
2561 | x *= a; | ||
2562 | y *= a; | ||
2563 | z *= a; | ||
2564 | } | ||
2565 | } | ||
2566 | } | ||
2567 | } | ||
2568 | } | ||
2569 | } | ||
2570 | |||
2571 | Vector3 prevScale = part.Scale; | ||
2572 | prevScale.X *= x; | ||
2573 | prevScale.Y *= y; | ||
2574 | prevScale.Z *= z; | ||
2575 | part.Resize(prevScale); | ||
2576 | |||
2577 | lock (m_parts) | ||
2578 | { | ||
2579 | foreach (SceneObjectPart obPart in m_parts.Values) | ||
2580 | { | ||
2581 | if (obPart.UUID != m_rootPart.UUID) | ||
2582 | { | ||
2583 | Vector3 currentpos = new Vector3(obPart.OffsetPosition); | ||
2584 | currentpos.X *= x; | ||
2585 | currentpos.Y *= y; | ||
2586 | currentpos.Z *= z; | ||
2587 | Vector3 newSize = new Vector3(obPart.Scale); | ||
2588 | newSize.X *= x; | ||
2589 | newSize.Y *= y; | ||
2590 | newSize.Z *= z; | ||
2591 | obPart.Resize(newSize); | ||
2592 | obPart.UpdateOffSet(currentpos); | ||
2593 | } | ||
2594 | } | ||
2595 | } | ||
2596 | |||
2597 | if (part.PhysActor != null) | ||
2598 | { | ||
2599 | part.PhysActor.Size = | ||
2600 | new PhysicsVector(prevScale.X, prevScale.Y, prevScale.Z); | ||
2601 | m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); | ||
2602 | } | ||
2603 | |||
2604 | HasGroupChanged = true; | ||
2605 | ScheduleGroupForTerseUpdate(); | ||
2606 | } | ||
2607 | } | ||
2608 | |||
2609 | #endregion | ||
2610 | |||
2611 | #region Position | ||
2612 | |||
2613 | /// <summary> | ||
2614 | /// Move this scene object | ||
2615 | /// </summary> | ||
2616 | /// <param name="pos"></param> | ||
2617 | public void UpdateGroupPosition(Vector3 pos) | ||
2618 | { | ||
2619 | if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) | ||
2620 | { | ||
2621 | if (IsAttachment) | ||
2622 | { | ||
2623 | m_rootPart.AttachedPos = pos; | ||
2624 | } | ||
2625 | |||
2626 | AbsolutePosition = pos; | ||
2627 | |||
2628 | HasGroupChanged = true; | ||
2629 | } | ||
2630 | |||
2631 | //we need to do a terse update even if the move wasn't allowed | ||
2632 | // so that the position is reset in the client (the object snaps back) | ||
2633 | ScheduleGroupForTerseUpdate(); | ||
2634 | } | ||
2635 | |||
2636 | /// <summary> | ||
2637 | /// Update the position of a single part of this scene object | ||
2638 | /// </summary> | ||
2639 | /// <param name="pos"></param> | ||
2640 | /// <param name="localID"></param> | ||
2641 | public void UpdateSinglePosition(Vector3 pos, uint localID) | ||
2642 | { | ||
2643 | SceneObjectPart part = GetChildPart(localID); | ||
2644 | |||
2645 | if (part != null) | ||
2646 | { | ||
2647 | if (part.UUID == m_rootPart.UUID) | ||
2648 | { | ||
2649 | UpdateRootPosition(pos); | ||
2650 | } | ||
2651 | else | ||
2652 | { | ||
2653 | part.UpdateOffSet(pos); | ||
2654 | } | ||
2655 | |||
2656 | HasGroupChanged = true; | ||
2657 | } | ||
2658 | } | ||
2659 | |||
2660 | /// <summary> | ||
2661 | /// | ||
2662 | /// </summary> | ||
2663 | /// <param name="pos"></param> | ||
2664 | private void UpdateRootPosition(Vector3 pos) | ||
2665 | { | ||
2666 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | ||
2667 | Vector3 oldPos = | ||
2668 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, | ||
2669 | AbsolutePosition.Y + m_rootPart.OffsetPosition.Y, | ||
2670 | AbsolutePosition.Z + m_rootPart.OffsetPosition.Z); | ||
2671 | Vector3 diff = oldPos - newPos; | ||
2672 | Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z); | ||
2673 | Quaternion partRotation = m_rootPart.RotationOffset; | ||
2674 | axDiff *= Quaternion.Inverse(partRotation); | ||
2675 | diff = axDiff; | ||
2676 | |||
2677 | lock (m_parts) | ||
2678 | { | ||
2679 | foreach (SceneObjectPart obPart in m_parts.Values) | ||
2680 | { | ||
2681 | if (obPart.UUID != m_rootPart.UUID) | ||
2682 | { | ||
2683 | obPart.OffsetPosition = obPart.OffsetPosition + diff; | ||
2684 | } | ||
2685 | } | ||
2686 | } | ||
2687 | |||
2688 | AbsolutePosition = newPos; | ||
2689 | |||
2690 | HasGroupChanged = true; | ||
2691 | ScheduleGroupForTerseUpdate(); | ||
2692 | } | ||
2693 | |||
2694 | public void OffsetForNewRegion(Vector3 offset) | ||
2695 | { | ||
2696 | m_rootPart.GroupPosition = offset; | ||
2697 | } | ||
2698 | |||
2699 | #endregion | ||
2700 | |||
2701 | #region Rotation | ||
2702 | |||
2703 | /// <summary> | ||
2704 | /// | ||
2705 | /// </summary> | ||
2706 | /// <param name="rot"></param> | ||
2707 | public void UpdateGroupRotation(Quaternion rot) | ||
2708 | { | ||
2709 | m_rootPart.UpdateRotation(rot); | ||
2710 | if (m_rootPart.PhysActor != null) | ||
2711 | { | ||
2712 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | ||
2713 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | ||
2714 | } | ||
2715 | |||
2716 | HasGroupChanged = true; | ||
2717 | ScheduleGroupForTerseUpdate(); | ||
2718 | } | ||
2719 | |||
2720 | /// <summary> | ||
2721 | /// | ||
2722 | /// </summary> | ||
2723 | /// <param name="pos"></param> | ||
2724 | /// <param name="rot"></param> | ||
2725 | public void UpdateGroupRotation(Vector3 pos, Quaternion rot) | ||
2726 | { | ||
2727 | m_rootPart.UpdateRotation(rot); | ||
2728 | if (m_rootPart.PhysActor != null) | ||
2729 | { | ||
2730 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | ||
2731 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | ||
2732 | } | ||
2733 | AbsolutePosition = pos; | ||
2734 | |||
2735 | HasGroupChanged = true; | ||
2736 | ScheduleGroupForTerseUpdate(); | ||
2737 | } | ||
2738 | |||
2739 | /// <summary> | ||
2740 | /// | ||
2741 | /// </summary> | ||
2742 | /// <param name="rot"></param> | ||
2743 | /// <param name="localID"></param> | ||
2744 | public void UpdateSingleRotation(Quaternion rot, uint localID) | ||
2745 | { | ||
2746 | SceneObjectPart part = GetChildPart(localID); | ||
2747 | if (part != null) | ||
2748 | { | ||
2749 | if (part.UUID == m_rootPart.UUID) | ||
2750 | { | ||
2751 | UpdateRootRotation(rot); | ||
2752 | } | ||
2753 | else | ||
2754 | { | ||
2755 | part.UpdateRotation(rot); | ||
2756 | } | ||
2757 | } | ||
2758 | } | ||
2759 | |||
2760 | /// <summary> | ||
2761 | /// | ||
2762 | /// </summary> | ||
2763 | /// <param name="rot"></param> | ||
2764 | private void UpdateRootRotation(Quaternion rot) | ||
2765 | { | ||
2766 | Quaternion axRot = rot; | ||
2767 | Quaternion oldParentRot = m_rootPart.RotationOffset; | ||
2768 | |||
2769 | m_rootPart.UpdateRotation(rot); | ||
2770 | if (m_rootPart.PhysActor != null) | ||
2771 | { | ||
2772 | m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; | ||
2773 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | ||
2774 | } | ||
2775 | |||
2776 | lock (m_parts) | ||
2777 | { | ||
2778 | foreach (SceneObjectPart prim in m_parts.Values) | ||
2779 | { | ||
2780 | if (prim.UUID != m_rootPart.UUID) | ||
2781 | { | ||
2782 | Vector3 axPos = prim.OffsetPosition; | ||
2783 | axPos *= oldParentRot; | ||
2784 | axPos *= Quaternion.Inverse(axRot); | ||
2785 | prim.OffsetPosition = axPos; | ||
2786 | Quaternion primsRot = prim.RotationOffset; | ||
2787 | Quaternion newRot = primsRot * oldParentRot; | ||
2788 | newRot *= Quaternion.Inverse(axRot); | ||
2789 | prim.RotationOffset = newRot; | ||
2790 | prim.ScheduleTerseUpdate(); | ||
2791 | } | ||
2792 | } | ||
2793 | } | ||
2794 | |||
2795 | m_rootPart.ScheduleTerseUpdate(); | ||
2796 | } | ||
2797 | |||
2798 | #endregion | ||
2799 | |||
2800 | internal void SetAxisRotation(int axis, int rotate10) | ||
2801 | { | ||
2802 | bool setX = false; | ||
2803 | bool setY = false; | ||
2804 | bool setZ = false; | ||
2805 | |||
2806 | int xaxis = 2; | ||
2807 | int yaxis = 4; | ||
2808 | int zaxis = 8; | ||
2809 | |||
2810 | if (m_rootPart != null) | ||
2811 | { | ||
2812 | setX = ((axis & xaxis) != 0) ? true : false; | ||
2813 | setY = ((axis & yaxis) != 0) ? true : false; | ||
2814 | setZ = ((axis & zaxis) != 0) ? true : false; | ||
2815 | |||
2816 | float setval = (rotate10 > 0) ? 1f : 0f; | ||
2817 | |||
2818 | if (setX) | ||
2819 | m_rootPart.RotationAxis.X = setval; | ||
2820 | if (setY) | ||
2821 | m_rootPart.RotationAxis.Y = setval; | ||
2822 | if (setZ) | ||
2823 | m_rootPart.RotationAxis.Z = setval; | ||
2824 | |||
2825 | if (setX || setY || setZ) | ||
2826 | { | ||
2827 | m_rootPart.SetPhysicsAxisRotation(); | ||
2828 | } | ||
2829 | |||
2830 | } | ||
2831 | } | ||
2832 | |||
2833 | public int registerTargetWaypoint(Vector3 target, float tolerance) | ||
2834 | { | ||
2835 | scriptPosTarget waypoint = new scriptPosTarget(); | ||
2836 | waypoint.targetPos = target; | ||
2837 | waypoint.tolerance = tolerance; | ||
2838 | uint handle = m_scene.AllocateLocalId(); | ||
2839 | lock (m_targets) | ||
2840 | { | ||
2841 | m_targets.Add(handle, waypoint); | ||
2842 | } | ||
2843 | return (int)handle; | ||
2844 | } | ||
2845 | |||
2846 | public void unregisterTargetWaypoint(int handle) | ||
2847 | { | ||
2848 | lock (m_targets) | ||
2849 | { | ||
2850 | if (m_targets.ContainsKey((uint)handle)) | ||
2851 | m_targets.Remove((uint)handle); | ||
2852 | } | ||
2853 | } | ||
2854 | |||
2855 | private void checkAtTargets() | ||
2856 | { | ||
2857 | if (m_scriptListens_atTarget || m_scriptListens_notAtTarget) | ||
2858 | { | ||
2859 | if (m_targets.Count > 0) | ||
2860 | { | ||
2861 | bool at_target = false; | ||
2862 | //Vector3 targetPos; | ||
2863 | //uint targetHandle; | ||
2864 | Dictionary<uint, scriptPosTarget> atTargets = new Dictionary<uint, scriptPosTarget>(); | ||
2865 | lock (m_targets) | ||
2866 | { | ||
2867 | foreach (uint idx in m_targets.Keys) | ||
2868 | { | ||
2869 | scriptPosTarget target = m_targets[idx]; | ||
2870 | if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) | ||
2871 | { | ||
2872 | // trigger at_target | ||
2873 | if (m_scriptListens_atTarget) | ||
2874 | { | ||
2875 | // Reusing att.tolerance to hold the index of the target in the targets dictionary | ||
2876 | // to avoid deadlocking the sim. | ||
2877 | at_target = true; | ||
2878 | scriptPosTarget att = new scriptPosTarget(); | ||
2879 | att.targetPos = target.targetPos; | ||
2880 | att.tolerance = (float)idx; | ||
2881 | atTargets.Add(idx, att); | ||
2882 | } | ||
2883 | } | ||
2884 | } | ||
2885 | } | ||
2886 | if (atTargets.Count > 0) | ||
2887 | { | ||
2888 | uint[] localids = new uint[0]; | ||
2889 | lock (m_parts) | ||
2890 | { | ||
2891 | localids = new uint[m_parts.Count]; | ||
2892 | int cntr = 0; | ||
2893 | foreach (SceneObjectPart part in m_parts.Values) | ||
2894 | { | ||
2895 | localids[cntr] = part.LocalId; | ||
2896 | cntr++; | ||
2897 | } | ||
2898 | } | ||
2899 | for (int ctr = 0; ctr < localids.Length; ctr++) | ||
2900 | { | ||
2901 | foreach (uint target in atTargets.Keys) | ||
2902 | { | ||
2903 | scriptPosTarget att = atTargets[target]; | ||
2904 | // Reusing att.tolerance to hold the index of the target in the targets dictionary | ||
2905 | // to avoid deadlocking the sim. | ||
2906 | m_scene.TriggerAtTargetEvent(localids[ctr], (uint)att.tolerance, att.targetPos, m_rootPart.GroupPosition); | ||
2907 | |||
2908 | |||
2909 | } | ||
2910 | } | ||
2911 | return; | ||
2912 | } | ||
2913 | if (m_scriptListens_notAtTarget && !at_target) | ||
2914 | { | ||
2915 | //trigger not_at_target | ||
2916 | uint[] localids = new uint[0]; | ||
2917 | lock (m_parts) | ||
2918 | { | ||
2919 | localids = new uint[m_parts.Count]; | ||
2920 | int cntr = 0; | ||
2921 | foreach (SceneObjectPart part in m_parts.Values) | ||
2922 | { | ||
2923 | localids[cntr] = part.LocalId; | ||
2924 | cntr++; | ||
2925 | } | ||
2926 | } | ||
2927 | for (int ctr = 0; ctr < localids.Length; ctr++) | ||
2928 | { | ||
2929 | m_scene.TriggerNotAtTargetEvent(localids[ctr]); | ||
2930 | } | ||
2931 | } | ||
2932 | } | ||
2933 | } | ||
2934 | } | ||
2935 | |||
2936 | public float GetMass() | ||
2937 | { | ||
2938 | float retmass = 0f; | ||
2939 | lock (m_parts) | ||
2940 | { | ||
2941 | foreach (SceneObjectPart part in m_parts.Values) | ||
2942 | { | ||
2943 | retmass += part.GetMass(); | ||
2944 | } | ||
2945 | } | ||
2946 | return retmass; | ||
2947 | } | ||
2948 | |||
2949 | public void CheckSculptAndLoad() | ||
2950 | { | ||
2951 | lock (m_parts) | ||
2952 | { | ||
2953 | if (!IsDeleted) | ||
2954 | { | ||
2955 | if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == 0) | ||
2956 | { | ||
2957 | foreach (SceneObjectPart part in m_parts.Values) | ||
2958 | { | ||
2959 | if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero) | ||
2960 | { | ||
2961 | m_scene.AssetCache.GetAsset(part.Shape.SculptTexture, part.SculptTextureCallback, true); | ||
2962 | } | ||
2963 | } | ||
2964 | } | ||
2965 | } | ||
2966 | } | ||
2967 | } | ||
2968 | |||
2969 | /// <summary> | ||
2970 | /// Set the user group to which this scene object belongs. | ||
2971 | /// </summary> | ||
2972 | /// <param name="GroupID"></param> | ||
2973 | /// <param name="client"></param> | ||
2974 | public void SetGroup(UUID GroupID, IClientAPI client) | ||
2975 | { | ||
2976 | lock (m_parts) | ||
2977 | { | ||
2978 | foreach (SceneObjectPart part in m_parts.Values) | ||
2979 | { | ||
2980 | part.SetGroup(GroupID, client); | ||
2981 | part.Inventory.ChangeInventoryGroup(GroupID); | ||
2982 | } | ||
2983 | |||
2984 | HasGroupChanged = true; | ||
2985 | } | ||
2986 | |||
2987 | ScheduleGroupForFullUpdate(); | ||
2988 | } | ||
2989 | |||
2990 | public void TriggerScriptChangedEvent(Changed val) | ||
2991 | { | ||
2992 | foreach (SceneObjectPart part in Children.Values) | ||
2993 | { | ||
2994 | part.TriggerScriptChangedEvent(val); | ||
2995 | } | ||
2996 | } | ||
2997 | |||
2998 | public override string ToString() | ||
2999 | { | ||
3000 | return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition); | ||
3001 | } | ||
3002 | |||
3003 | public void SetAttachmentPoint(byte point) | ||
3004 | { | ||
3005 | lock (m_parts) | ||
3006 | { | ||
3007 | foreach (SceneObjectPart part in m_parts.Values) | ||
3008 | part.SetAttachmentPoint(point); | ||
3009 | } | ||
3010 | } | ||
3011 | } | ||
3012 | } | ||