using System.Collections.Generic; using System.Text; using Axiom.Math; using libsecondlife; using libsecondlife.Packets; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Physics.Manager; namespace OpenSim.Region.Environment.Scenes { // public delegate void PrimCountTaintedDelegate(); public class SceneObjectGroup : EntityBase { private Encoding enc = Encoding.ASCII; protected SceneObjectPart m_rootPart; protected Dictionary m_parts = new Dictionary(); protected ulong m_regionHandle; public event PrimCountTaintedDelegate OnPrimCountTainted; /// /// /// public int PrimCount { get { return 1; } } /// /// /// public LLVector3 GroupCentrePoint { get { return new LLVector3(0, 0, 0); } } public Dictionary Children { get { return this.m_parts; } set { m_parts = value; } } public SceneObjectPart RootPart { set { m_rootPart = value; } } public ulong RegionHandle { get { return m_regionHandle; } set { m_regionHandle = value; lock (this.m_parts) { foreach (SceneObjectPart part in this.m_parts.Values) { part.RegionHandle = m_regionHandle; } } } } public override LLVector3 Pos { get { return m_rootPart.GroupPosition; } set { lock (this.m_parts) { foreach (SceneObjectPart part in this.m_parts.Values) { part.GroupPosition = value; } } } } public override uint LocalId { get { return m_rootPart.LocalID; } set { m_rootPart.LocalID = value; } } public override LLUUID UUID { get { return m_rootPart.UUID; } set { m_rootPart.UUID = value; } } public LLUUID OwnerID { get { return m_rootPart.OwnerID; } } /// /// Added because the Parcel code seems to use it /// but not sure a object should have this /// as what does it tell us? that some avatar has selected it (but not what Avatar/user) /// think really there should be a list (or whatever) in each scenepresence /// saying what prim(s) that user has selected. /// protected bool m_isSelected = false; public bool IsSelected { get{ return m_isSelected;} set { m_isSelected = value; } } /// /// /// public SceneObjectGroup() { } /// /// /// public SceneObjectGroup(byte[] data) { } /// /// /// public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos, PrimitiveBaseShape shape) { m_regionHandle = regionHandle; m_scene = scene; // this.Pos = pos; LLVector3 rootOffset = new LLVector3(0, 0, 0); SceneObjectPart newPart = new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset); this.m_parts.Add(newPart.UUID, newPart); this.SetPartAsRoot(newPart); m_scene.EventManager.OnBackup += this.ProcessBackup; } #region Copying /// /// /// /// public new SceneObjectGroup Copy() { SceneObjectGroup dupe = (SceneObjectGroup)this.MemberwiseClone(); dupe.Pos = new LLVector3(Pos.X, Pos.Y, Pos.Z); dupe.m_scene = m_scene; dupe.m_regionHandle = this.m_regionHandle; dupe.CopyRootPart(this.m_rootPart); m_scene.EventManager.OnBackup += dupe.ProcessBackup; foreach (SceneObjectPart part in this.m_parts.Values) { if (part.UUID != this.m_rootPart.UUID) { dupe.CopyPart(part); } } return dupe; } /// /// Added as a way for the storage provider to reset the scene, /// most likely a better way to do this sort of thing but for now... /// /// public void SetScene(Scene scene) { m_scene = scene; m_scene.EventManager.OnBackup += this.ProcessBackup; } public void AddPart(SceneObjectPart part) { part.SetParent(this); this.m_parts.Add(part.UUID, part); } /// /// /// /// public void CopyRootPart(SceneObjectPart part) { SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate()); this.m_parts.Add(newPart.UUID, newPart); this.SetPartAsRoot(newPart); } /// /// /// /// public void CopyPart(SceneObjectPart part) { SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate()); this.m_parts.Add(newPart.UUID, newPart); this.SetPartAsNonRoot(newPart); } #endregion /// /// /// public override void Update() { foreach (SceneObjectPart part in this.m_parts.Values) { part.SendScheduledUpdates(); } } /// /// /// public void ScheduleGroupForFullUpdate() { foreach (SceneObjectPart part in this.m_parts.Values) { part.ScheduleFullUpdate(); } } /// /// /// public void ScheduleGroupForTerseUpdate() { foreach (SceneObjectPart part in this.m_parts.Values) { part.ScheduleTerseUpdate(); } } /// /// /// public void SendGroupFullUpdate() { foreach (SceneObjectPart part in this.m_parts.Values) { part.SendFullUpdateToAllClients(); } } /// /// /// public void SendGroupTerseUpdate() { foreach (SceneObjectPart part in this.m_parts.Values) { part.SendTerseUpdateToAllClients(); } } /// /// /// /// public void LinkToGroup(SceneObjectGroup objectGroup) { } /// /// /// /// /// private SceneObjectPart GetChildPrim(LLUUID primID) { SceneObjectPart childPart = null; if (this.m_parts.ContainsKey(primID)) { childPart = this.m_parts[primID]; } return childPart; } /// /// /// /// /// private SceneObjectPart GetChildPrim(uint localID) { foreach (SceneObjectPart part in this.m_parts.Values) { if (part.LocalID == localID) { return part; } } return null; } /// /// Does this group contain the child prim /// should be able to remove these methods once we have a entity index in scene /// /// /// public bool HasChildPrim(LLUUID primID) { SceneObjectPart childPart = null; if (this.m_parts.ContainsKey(primID)) { childPart = this.m_parts[primID]; return true; } return false; } /// /// Does this group contain the child prim /// should be able to remove these methods once we have a entity index in scene /// /// /// public bool HasChildPrim(uint localID) { foreach (SceneObjectPart part in this.m_parts.Values) { if (part.LocalID == localID) { return true; } } return false; } /// /// /// public void TriggerTainted() { if (OnPrimCountTainted != null) { this.OnPrimCountTainted(); } } /// /// Processes backup /// /// public void ProcessBackup(OpenSim.Region.Interfaces.IRegionDataStore datastore) { datastore.StoreObject(this); } /// /// /// /// /// /// public void GrapMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient) { this.Pos = pos; this.m_rootPart.SendTerseUpdateToAllClients(); } /// /// /// /// public void GetProperites(IClientAPI client) { ObjectPropertiesPacket proper = new ObjectPropertiesPacket(); proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[1]; proper.ObjectData[0] = new ObjectPropertiesPacket.ObjectDataBlock(); proper.ObjectData[0].ItemID = LLUUID.Zero; proper.ObjectData[0].CreationDate = (ulong)this.m_rootPart.CreationDate; proper.ObjectData[0].CreatorID = this.m_rootPart.CreatorID; proper.ObjectData[0].FolderID = LLUUID.Zero; proper.ObjectData[0].FromTaskID = LLUUID.Zero; proper.ObjectData[0].GroupID = LLUUID.Zero; proper.ObjectData[0].InventorySerial = 0; proper.ObjectData[0].LastOwnerID = this.m_rootPart.LastOwnerID; proper.ObjectData[0].ObjectID = this.UUID; proper.ObjectData[0].OwnerID = this.m_rootPart.OwnerID; proper.ObjectData[0].TouchName = enc.GetBytes(this.m_rootPart.TouchName + "\0"); proper.ObjectData[0].TextureID = new byte[0]; proper.ObjectData[0].SitName = enc.GetBytes(this.m_rootPart.SitName + "\0"); proper.ObjectData[0].Name = enc.GetBytes(this.m_rootPart.PartName + "\0"); proper.ObjectData[0].Description = enc.GetBytes(this.m_rootPart.Description + "\0"); proper.ObjectData[0].OwnerMask = this.m_rootPart.OwnerMask; proper.ObjectData[0].NextOwnerMask = this.m_rootPart.NextOwnerMask; proper.ObjectData[0].GroupMask = this.m_rootPart.GroupMask; proper.ObjectData[0].EveryoneMask = this.m_rootPart.EveryoneMask; proper.ObjectData[0].BaseMask = this.m_rootPart.BaseMask; client.OutPacket(proper); } /// /// /// /// public void SetPartName(string name, uint localID) { SceneObjectPart part = this.GetChildPrim(localID); if (part != null) { part.PartName = name; } } public void SetPartDescription(string des, uint localID) { SceneObjectPart part = this.GetChildPrim(localID); if (part != null) { part.Description = des; } } /// /// /// /// /// public void GetPartInventory(IClientAPI remoteClient, uint localID) { SceneObjectPart part = this.GetChildPrim(localID); if (part != null) { part.GetInventory(remoteClient, localID); } } /// /// /// /// /// /// /// public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data) { SceneObjectPart part = this.GetChildPrim(localID); if (part != null) { part.UpdateExtraParam(type, inUse, data); } } /// /// /// /// /// public void UpdateTextureEntry(uint localID, byte[] textureEntry) { SceneObjectPart part = this.GetChildPrim(localID); if (part != null) { part.UpdateTextureEntry(textureEntry); } } #region Shape /// /// /// /// public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID) { SceneObjectPart part = this.GetChildPrim(localID); if (part != null) { part.UpdateShape(shapeBlock); } } #endregion /// /// /// /// /// public void Resize(LLVector3 scale, uint localID) { SceneObjectPart part = this.GetChildPrim(localID); if (part != null) { part.Resize(scale); } } #region Position /// /// /// /// public void UpdateGroupPosition(LLVector3 pos) { this.Pos = pos; } /// /// /// /// /// public void UpdateSinglePosition(LLVector3 pos, uint localID) { SceneObjectPart part = this.GetChildPrim(localID); if (part != null) { if (part.UUID == this.m_rootPart.UUID) { this.UpdateRootPosition(pos); } else { part.UpdateOffSet(pos); } } } /// /// /// /// private void UpdateRootPosition(LLVector3 pos) { LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z); LLVector3 oldPos = new LLVector3(this.Pos.X + this.m_rootPart.OffsetPosition.X, this.Pos.Y + this.m_rootPart.OffsetPosition.Y, this.Pos.Z + this.m_rootPart.OffsetPosition.Z); LLVector3 diff = oldPos - newPos; Axiom.Math.Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z); Axiom.Math.Quaternion partRotation = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z); axDiff = partRotation.Inverse() * axDiff; diff.X = axDiff.x; diff.Y = axDiff.y; diff.Z = axDiff.z; foreach (SceneObjectPart obPart in this.m_parts.Values) { if (obPart.UUID != this.m_rootPart.UUID) { obPart.OffsetPosition = obPart.OffsetPosition + diff; } } this.Pos = newPos; pos.X = newPos.X; pos.Y = newPos.Y; pos.Z = newPos.Z; } #endregion #region Roation /// /// /// /// public void UpdateGroupRotation(LLQuaternion rot) { this.m_rootPart.UpdateRotation(rot); } /// /// /// /// /// public void UpdateGroupRotation(LLVector3 pos, LLQuaternion rot) { this.m_rootPart.UpdateRotation(rot); this.Pos = pos; } /// /// /// /// /// public void UpdateSingleRotation(LLQuaternion rot, uint localID) { SceneObjectPart part = this.GetChildPrim(localID); if (part != null) { if (part.UUID == this.m_rootPart.UUID) { this.UpdateRootRotation(rot); } else { part.UpdateRotation(rot); } } } /// /// /// /// private void UpdateRootRotation(LLQuaternion rot) { this.m_rootPart.UpdateRotation(rot); Axiom.Math.Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z); Axiom.Math.Quaternion oldParentRot = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z); foreach (SceneObjectPart prim in this.m_parts.Values) { if (prim.UUID != this.m_rootPart.UUID) { Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z); axPos = oldParentRot * axPos; axPos = axRot.Inverse() * axPos; prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z); Axiom.Math.Quaternion primsRot = new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y, prim.RotationOffset.Z); Axiom.Math.Quaternion newRot = oldParentRot * primsRot; newRot = axRot.Inverse() * newRot; prim.RotationOffset = new LLQuaternion(newRot.w, newRot.x, newRot.y, newRot.z); } } } #endregion /// /// /// /// private void SetPartAsRoot(SceneObjectPart part) { this.m_rootPart = part; //this.m_uuid= part.UUID; // this.m_localId = part.LocalID; } /// /// /// /// private void SetPartAsNonRoot(SceneObjectPart part) { part.ParentID = this.m_rootPart.LocalID; } /// /// /// /// public List RequestSceneAvatars() { return m_scene.RequestAvatarList(); } public void SendFullUpdateToClient(IClientAPI remoteClient) { lock (this.m_parts) { foreach (SceneObjectPart part in this.m_parts.Values) { this.SendPartFullUpdate(remoteClient, part); } } } /// /// /// /// /// internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part) { if( m_rootPart == part ) { part.SendFullUpdateToClient( remoteClient, Pos ); } else { part.SendFullUpdateToClient( remoteClient ); } } /// /// /// /// /// internal void SendPartTerseUpdate(IClientAPI remoteClient, SceneObjectPart part) { if (m_rootPart == part) { part.SendTerseUpdateToClient(remoteClient, Pos); } else { part.SendTerseUpdateToClient(remoteClient); } } } }