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* notice, this list of conditions and the following disclaimer in the
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* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using System;
using System.Collections.Generic;
using System.Linq;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes
{
///
/// Represents a coalescene of scene objects. A coalescence occurs when objects that are not in the same linkset
/// are grouped together.
///
public class CoalescedSceneObjects
{
///
/// The creator of this coalesence, though not necessarily the objects within it.
///
public UUID CreatorId { get; set; }
///
/// The number of objects in this coalesence
///
public int Count
{
get
{
lock (m_memberObjects)
return m_memberObjects.Count;
}
}
///
/// Does this coalesence have any member objects?
///
public bool HasObjects { get { return Count > 0; } }
///
/// Get the objects currently in this coalescence
///
public List Objects
{
get
{
lock (m_memberObjects)
return new List(m_memberObjects);
}
}
///
/// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned.
///
public Scene Scene
{
get
{
if (!HasObjects)
return null;
else
return Objects[0].Scene;
}
}
///
/// At this point, we need to preserve the order of objects added to the coalescence, since the first
/// one will end up matching the item name when rerezzed.
///
protected List m_memberObjects = new List();
public CoalescedSceneObjects(UUID creatorId)
{
CreatorId = creatorId;
}
public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId)
{
foreach (SceneObjectGroup obj in objs)
Add(obj);
}
///
/// Add an object to the coalescence.
///
///
/// The offset of the object within the group
public void Add(SceneObjectGroup obj)
{
lock (m_memberObjects)
m_memberObjects.Add(obj);
}
///
/// Removes a scene object from the coalescene
///
///
/// true if the object was there to be removed, false if not.
public bool Remove(SceneObjectGroup obj)
{
lock (m_memberObjects)
return m_memberObjects.Remove(obj);
}
///
/// Get the total size of the coalescence (the size required to cover all the objects within it) and the
/// offsets of each of those objects.
///
///
///
/// An array of offsets. The order of objects is the same as returned from the Objects property
///
public Vector3[] GetSizeAndOffsets(out Vector3 size)
{
float minX, minY, minZ;
float maxX, maxY, maxZ;
Vector3[] offsets
= Scene.GetCombinedBoundingBox(
Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
float sizeX = maxX - minX;
float sizeY = maxY - minY;
float sizeZ = maxZ - minZ;
size = new Vector3(sizeX, sizeY, sizeZ);
return offsets;
}
}
}