/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Drawing; using System.IO; using System.Threading; using System.Xml; using System.Xml.Serialization; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Framework.Scenes.Serialization; namespace OpenSim.Region.Framework.Scenes { [Flags] public enum scriptEvents { None = 0, attach = 1, collision = 16, collision_end = 32, collision_start = 64, control = 128, dataserver = 256, email = 512, http_response = 1024, land_collision = 2048, land_collision_end = 4096, land_collision_start = 8192, at_target = 16384, at_rot_target = 16777216, listen = 32768, money = 65536, moving_end = 131072, moving_start = 262144, not_at_rot_target = 524288, not_at_target = 1048576, remote_data = 8388608, run_time_permissions = 268435456, state_entry = 1073741824, state_exit = 2, timer = 4, touch = 8, touch_end = 536870912, touch_start = 2097152, object_rez = 4194304 } struct scriptPosTarget { public Vector3 targetPos; public float tolerance; public uint handle; } struct scriptRotTarget { public Quaternion targetRot; public float tolerance; public uint handle; } public delegate void PrimCountTaintedDelegate(); /// /// A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts /// (often known as prims), one of which is considered the root part. /// public partial class SceneObjectGroup : EntityBase, ISceneObject { // private PrimCountTaintedDelegate handlerPrimCountTainted = null; /// /// Signal whether the non-inventory attributes of any prims in the group have changed /// since the group's last persistent backup /// private bool m_hasGroupChanged = false; private long timeFirstChanged = 0; private long timeLastChanged = 0; private long m_maxPersistTime = 0; private long m_minPersistTime = 0; private Random m_rand; private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim(); public void lockPartsForRead(bool locked) { if (locked) { if (m_partsLock.RecursiveReadCount > 0) { m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue."); m_partsLock.ExitReadLock(); } if (m_partsLock.RecursiveWriteCount > 0) { m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed."); m_partsLock.ExitWriteLock(); } while (!m_partsLock.TryEnterReadLock(60000)) { m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed."); if (m_partsLock.IsWriteLockHeld) { m_partsLock = new System.Threading.ReaderWriterLockSlim(); } } } else { if (m_partsLock.RecursiveReadCount > 0) { m_partsLock.ExitReadLock(); } } } public void lockPartsForWrite(bool locked) { if (locked) { if (m_partsLock.RecursiveReadCount > 0) { m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue."); m_partsLock.ExitReadLock(); } if (m_partsLock.RecursiveWriteCount > 0) { m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed."); m_partsLock.ExitWriteLock(); } while (!m_partsLock.TryEnterWriteLock(60000)) { m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed."); if (m_partsLock.IsWriteLockHeld) { m_partsLock = new System.Threading.ReaderWriterLockSlim(); } } } else { if (m_partsLock.RecursiveWriteCount > 0) { m_partsLock.ExitWriteLock(); } } } public bool HasGroupChanged { set { if (value) { timeLastChanged = DateTime.Now.Ticks; if (!m_hasGroupChanged) timeFirstChanged = DateTime.Now.Ticks; if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null) { if (m_rand == null) { byte[] val = new byte[16]; m_rootPart.UUID.ToBytes(val, 0); m_rand = new Random(BitConverter.ToInt32(val, 0)); } if (m_scene.GetRootAgentCount() == 0) { //If the region is empty, this change has been made by an automated process //and thus we delay the persist time by a random amount between 1.5 and 2.5. float factor = 1.5f + (float)(m_rand.NextDouble()); m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor); m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor); } else { //If the region is not empty, we want to obey the minimum and maximum persist times //but add a random factor so we stagger the object persistance a little m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0 } } } m_hasGroupChanged = value; } get { return m_hasGroupChanged; } } private bool isTimeToPersist() { if (IsSelected || IsDeleted || IsAttachment) return false; if (!m_hasGroupChanged) return false; if (m_scene.ShuttingDown) return true; if (m_minPersistTime == 0 || m_maxPersistTime == 0) { m_maxPersistTime = m_scene.m_persistAfter; m_minPersistTime = m_scene.m_dontPersistBefore; } long currentTime = DateTime.Now.Ticks; if (timeLastChanged == 0) timeLastChanged = currentTime; if (timeFirstChanged == 0) timeFirstChanged = currentTime; if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime) return true; return false; } /// /// Is this scene object acting as an attachment? /// /// We return false if the group has already been deleted. /// /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I /// presume either all or no parts in a linkset can be part of an attachment (in which /// case the value would get proprogated down into all the descendent parts). /// public bool IsAttachment { get { if (!IsDeleted) return m_rootPart.IsAttachment; return false; } } public float scriptScore = 0f; private Vector3 lastPhysGroupPos; private Quaternion lastPhysGroupRot; private bool m_isBackedUp = false; /// /// The constituent parts of this group /// protected Dictionary m_parts = new Dictionary(); protected ulong m_regionHandle; protected SceneObjectPart m_rootPart; // private Dictionary m_scriptEvents = new Dictionary(); private Dictionary m_targets = new Dictionary(); private Dictionary m_rotTargets = new Dictionary(); private bool m_scriptListens_atTarget = false; private bool m_scriptListens_notAtTarget = false; private bool m_scriptListens_atRotTarget = false; private bool m_scriptListens_notAtRotTarget = false; internal Dictionary m_savedScriptState = null; #region Properties /// /// The name of an object grouping is always the same as its root part /// public override string Name { get { if (RootPart == null) return ""; return RootPart.Name; } set { RootPart.Name = value; } } /// /// 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; /// /// Number of prims in this group /// public int PrimCount { get { return m_parts.Count; } } protected Quaternion m_rotation = Quaternion.Identity; public virtual Quaternion Rotation { get { return m_rotation; } set { m_rotation = value; } } public Quaternion GroupRotation { get { return m_rootPart.RotationOffset; } } public UUID GroupID { get { return m_rootPart.GroupID; } set { m_rootPart.GroupID = value; } } /// /// The parts of this scene object group. You must lock this property before using it. /// public Dictionary Children { get { return m_parts; } set { m_parts = value; } } /// /// The root part of this scene object /// public SceneObjectPart RootPart { get { return m_rootPart; } } public ulong RegionHandle { get { return m_regionHandle; } set { m_regionHandle = value; lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { part.RegionHandle = m_regionHandle; } } lockPartsForRead(false); } } /// /// Check both the attachment property and the relevant properties of the underlying root part. /// /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't /// have the IsAttachment property yet checked. /// /// FIXME: However, this should be fixed so that this property /// propertly reflects the underlying status. /// public bool IsAttachmentCheckFull() { return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); } /// /// The absolute position of this scene object in the scene /// public override Vector3 AbsolutePosition { get { return m_rootPart.GroupPosition; } set { Vector3 val = value; if ((m_scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || m_scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) || m_scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || m_scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) && !IsAttachmentCheckFull()) { m_scene.CrossPrimGroupIntoNewRegion(val, this, true); } lockPartsForRead(true); if (RootPart.GetStatusSandbox()) { if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) { RootPart.ScriptSetPhysicsStatus(false); Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); lockPartsForRead(false); return; } } foreach (SceneObjectPart part in m_parts.Values) { part.GroupPosition = val; } lockPartsForRead(false); //if (m_rootPart.PhysActor != null) //{ //m_rootPart.PhysActor.Position = //new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y, //m_rootPart.GroupPosition.Z); //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); //} } } public override uint LocalId { get { return m_rootPart.LocalId; } set { m_rootPart.LocalId = value; } } public override UUID UUID { get { return m_rootPart.UUID; } set { m_rootPart.UUID = value; } } public UUID OwnerID { get { return m_rootPart.OwnerID; } set { m_rootPart.OwnerID = value; } } public float Damage { get { return m_rootPart.Damage; } set { m_rootPart.Damage = value; } } public Color Color { get { return m_rootPart.Color; } set { m_rootPart.Color = value; } } public string Text { get { string returnstr = m_rootPart.Text; if (returnstr.Length > 255) { returnstr = returnstr.Substring(0, 255); } return returnstr; } set { m_rootPart.Text = value; } } protected virtual bool InSceneBackup { get { return true; } } private bool m_passCollision; public bool PassCollision { get { return m_passCollision; } set { m_passCollision = value; HasGroupChanged = true; } } public bool IsSelected { get { return m_isSelected; } set { m_isSelected = value; // Tell physics engine that group is selected if (m_rootPart.PhysActor != null) { m_rootPart.PhysActor.Selected = value; // Pass it on to the children. foreach (SceneObjectPart child in Children.Values) { if (child.PhysActor != null) { child.PhysActor.Selected = value; } } } } } private SceneObjectPart m_PlaySoundMasterPrim = null; public SceneObjectPart PlaySoundMasterPrim { get { return m_PlaySoundMasterPrim; } set { m_PlaySoundMasterPrim = value; } } private List m_PlaySoundSlavePrims = new List(); public List PlaySoundSlavePrims { get { return m_PlaySoundSlavePrims; } set { m_PlaySoundSlavePrims = value; } } private SceneObjectPart m_LoopSoundMasterPrim = null; public SceneObjectPart LoopSoundMasterPrim { get { return m_LoopSoundMasterPrim; } set { m_LoopSoundMasterPrim = value; } } private List m_LoopSoundSlavePrims = new List(); public List LoopSoundSlavePrims { get { return m_LoopSoundSlavePrims; } set { m_LoopSoundSlavePrims = value; } } // The UUID for the Region this Object is in. public UUID RegionUUID { get { if (m_scene != null) { return m_scene.RegionInfo.RegionID; } return UUID.Zero; } } #endregion #region Constructors /// /// Constructor /// public SceneObjectGroup() { } /// /// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart. /// The original SceneObjectPart will be used rather than a copy, preserving /// its existing localID and UUID. /// public SceneObjectGroup(SceneObjectPart part) { SetRootPart(part); } /// /// Constructor. This object is added to the scene later via AttachToScene() /// public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) { SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); } /// /// Constructor. /// public SceneObjectGroup(UUID ownerID, Vector3 pos, PrimitiveBaseShape shape) : this(ownerID, pos, Quaternion.Identity, shape) { } public void LoadScriptState(XmlDocument doc) { XmlNodeList nodes = doc.GetElementsByTagName("SavedScriptState"); if (nodes.Count > 0) { m_savedScriptState = new Dictionary(); foreach (XmlNode node in nodes) { if (node.Attributes["UUID"] != null) { UUID itemid = new UUID(node.Attributes["UUID"].Value); m_savedScriptState.Add(itemid, node.InnerXml); } } } } public void SetFromItemID(UUID AssetId) { lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { part.FromItemID = AssetId; } } lockPartsForRead(false); } public UUID GetFromItemID() { return m_rootPart.FromItemID; } /// /// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes. /// public virtual void AttachToBackup() { if (InSceneBackup) { //m_log.DebugFormat( // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID); if (!m_isBackedUp) m_scene.EventManager.OnBackup += ProcessBackup; m_isBackedUp = true; } } /// /// Attach this object to a scene. It will also now appear to agents. /// /// public void AttachToScene(Scene scene) { m_scene = scene; RegionHandle = m_scene.RegionInfo.RegionHandle; if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0) m_rootPart.ParentID = 0; if (m_rootPart.LocalId == 0) m_rootPart.LocalId = m_scene.AllocateLocalId(); // No need to lock here since the object isn't yet in a scene foreach (SceneObjectPart part in m_parts.Values) { if (Object.ReferenceEquals(part, m_rootPart)) { continue; } if (part.LocalId == 0) { part.LocalId = m_scene.AllocateLocalId(); } part.ParentID = m_rootPart.LocalId; //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); } ApplyPhysics(m_scene.m_physicalPrim); // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled // for the same object with very different properties. The caller must schedule the update. //ScheduleGroupForFullUpdate(); } public Vector3 GroupScale() { Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize); Vector3 maxScale = Vector3.Zero; Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { Vector3 partscale = part.Scale; Vector3 partoffset = part.OffsetPosition; minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X; minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y; minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z; maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; } } lockPartsForRead(false); finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; return finalScale; } public EntityIntersection TestIntersection(Ray hRay, bool frontFacesOnly, bool faceCenters) { // We got a request from the inner_scene to raytrace along the Ray hRay // We're going to check all of the prim in this group for intersection with the ray // If we get a result, we're going to find the closest result to the origin of the ray // and send back the intersection information back to the innerscene. EntityIntersection result = new EntityIntersection(); lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { // Temporary commented to stop compiler warning //Vector3 partPosition = // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); Quaternion parentrotation = GroupRotation; // Telling the prim to raytrace. //EntityIntersection inter = part.TestIntersection(hRay, parentrotation); EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation,frontFacesOnly, faceCenters); // This may need to be updated to the maximum draw distance possible.. // We might (and probably will) be checking for prim creation from other sims // when the camera crosses the border. float idist = Constants.RegionSize; if (inter.HitTF) { // We need to find the closest prim to return to the testcaller along the ray if (inter.distance < idist) { result.HitTF = true; result.ipoint = inter.ipoint; result.obj = part; result.normal = inter.normal; result.distance = inter.distance; } } } } lockPartsForRead(false); return result; } /// /// Gets a vector representing the size of the bounding box containing all the prims in the group /// Treats all prims as rectangular, so no shape (cut etc) is taken into account /// offsetHeight is the offset in the Z axis from the centre of the bounding box to the centre of the root prim /// /// public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) { float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { Vector3 worldPos = part.GetWorldPosition(); Vector3 offset = worldPos - AbsolutePosition; Quaternion worldRot; if (part.ParentID == 0) { worldRot = part.RotationOffset; } else { worldRot = part.GetWorldRotation(); } Vector3 frontTopLeft; Vector3 frontTopRight; Vector3 frontBottomLeft; Vector3 frontBottomRight; Vector3 backTopLeft; Vector3 backTopRight; Vector3 backBottomLeft; Vector3 backBottomRight; // Vector3[] corners = new Vector3[8]; Vector3 orig = Vector3.Zero; frontTopLeft.X = orig.X - (part.Scale.X / 2); frontTopLeft.Y = orig.Y - (part.Scale.Y / 2); frontTopLeft.Z = orig.Z + (part.Scale.Z / 2); frontTopRight.X = orig.X - (part.Scale.X / 2); frontTopRight.Y = orig.Y + (part.Scale.Y / 2); frontTopRight.Z = orig.Z + (part.Scale.Z / 2); frontBottomLeft.X = orig.X - (part.Scale.X / 2); frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2); frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2); frontBottomRight.X = orig.X - (part.Scale.X / 2); frontBottomRight.Y = orig.Y + (part.Scale.Y / 2); frontBottomRight.Z = orig.Z - (part.Scale.Z / 2); backTopLeft.X = orig.X + (part.Scale.X / 2); backTopLeft.Y = orig.Y - (part.Scale.Y / 2); backTopLeft.Z = orig.Z + (part.Scale.Z / 2); backTopRight.X = orig.X + (part.Scale.X / 2); backTopRight.Y = orig.Y + (part.Scale.Y / 2); backTopRight.Z = orig.Z + (part.Scale.Z / 2); backBottomLeft.X = orig.X + (part.Scale.X / 2); backBottomLeft.Y = orig.Y - (part.Scale.Y / 2); backBottomLeft.Z = orig.Z - (part.Scale.Z / 2); backBottomRight.X = orig.X + (part.Scale.X / 2); backBottomRight.Y = orig.Y + (part.Scale.Y / 2); backBottomRight.Z = orig.Z - (part.Scale.Z / 2); //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); //for (int i = 0; i < 8; i++) //{ // corners[i] = corners[i] * worldRot; // corners[i] += offset; // if (corners[i].X > maxX) // maxX = corners[i].X; // if (corners[i].X < minX) // minX = corners[i].X; // if (corners[i].Y > maxY) // maxY = corners[i].Y; // if (corners[i].Y < minY) // minY = corners[i].Y; // if (corners[i].Z > maxZ) // maxZ = corners[i].Y; // if (corners[i].Z < minZ) // minZ = corners[i].Z; //} frontTopLeft = frontTopLeft * worldRot; frontTopRight = frontTopRight * worldRot; frontBottomLeft = frontBottomLeft * worldRot; frontBottomRight = frontBottomRight * worldRot; backBottomLeft = backBottomLeft * worldRot; backBottomRight = backBottomRight * worldRot; backTopLeft = backTopLeft * worldRot; backTopRight = backTopRight * worldRot; frontTopLeft += offset; frontTopRight += offset; frontBottomLeft += offset; frontBottomRight += offset; backBottomLeft += offset; backBottomRight += offset; backTopLeft += offset; backTopRight += offset; //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z); //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z); //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z); //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z); //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z); if (frontTopRight.X > maxX) maxX = frontTopRight.X; if (frontTopLeft.X > maxX) maxX = frontTopLeft.X; if (frontBottomRight.X > maxX) maxX = frontBottomRight.X; if (frontBottomLeft.X > maxX) maxX = frontBottomLeft.X; if (backTopRight.X > maxX) maxX = backTopRight.X; if (backTopLeft.X > maxX) maxX = backTopLeft.X; if (backBottomRight.X > maxX) maxX = backBottomRight.X; if (backBottomLeft.X > maxX) maxX = backBottomLeft.X; if (frontTopRight.X < minX) minX = frontTopRight.X; if (frontTopLeft.X < minX) minX = frontTopLeft.X; if (frontBottomRight.X < minX) minX = frontBottomRight.X; if (frontBottomLeft.X < minX) minX = frontBottomLeft.X; if (backTopRight.X < minX) minX = backTopRight.X; if (backTopLeft.X < minX) minX = backTopLeft.X; if (backBottomRight.X < minX) minX = backBottomRight.X; if (backBottomLeft.X < minX) minX = backBottomLeft.X; // if (frontTopRight.Y > maxY) maxY = frontTopRight.Y; if (frontTopLeft.Y > maxY) maxY = frontTopLeft.Y; if (frontBottomRight.Y > maxY) maxY = frontBottomRight.Y; if (frontBottomLeft.Y > maxY) maxY = frontBottomLeft.Y; if (backTopRight.Y > maxY) maxY = backTopRight.Y; if (backTopLeft.Y > maxY) maxY = backTopLeft.Y; if (backBottomRight.Y > maxY) maxY = backBottomRight.Y; if (backBottomLeft.Y > maxY) maxY = backBottomLeft.Y; if (frontTopRight.Y < minY) minY = frontTopRight.Y; if (frontTopLeft.Y < minY) minY = frontTopLeft.Y; if (frontBottomRight.Y < minY) minY = frontBottomRight.Y; if (frontBottomLeft.Y < minY) minY = frontBottomLeft.Y; if (backTopRight.Y < minY) minY = backTopRight.Y; if (backTopLeft.Y < minY) minY = backTopLeft.Y; if (backBottomRight.Y < minY) minY = backBottomRight.Y; if (backBottomLeft.Y < minY) minY = backBottomLeft.Y; // if (frontTopRight.Z > maxZ) maxZ = frontTopRight.Z; if (frontTopLeft.Z > maxZ) maxZ = frontTopLeft.Z; if (frontBottomRight.Z > maxZ) maxZ = frontBottomRight.Z; if (frontBottomLeft.Z > maxZ) maxZ = frontBottomLeft.Z; if (backTopRight.Z > maxZ) maxZ = backTopRight.Z; if (backTopLeft.Z > maxZ) maxZ = backTopLeft.Z; if (backBottomRight.Z > maxZ) maxZ = backBottomRight.Z; if (backBottomLeft.Z > maxZ) maxZ = backBottomLeft.Z; if (frontTopRight.Z < minZ) minZ = frontTopRight.Z; if (frontTopLeft.Z < minZ) minZ = frontTopLeft.Z; if (frontBottomRight.Z < minZ) minZ = frontBottomRight.Z; if (frontBottomLeft.Z < minZ) minZ = frontBottomLeft.Z; if (backTopRight.Z < minZ) minZ = backTopRight.Z; if (backTopLeft.Z < minZ) minZ = backTopLeft.Z; if (backBottomRight.Z < minZ) minZ = backBottomRight.Z; if (backBottomLeft.Z < minZ) minZ = backBottomLeft.Z; } } lockPartsForRead(false); Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); offsetHeight = 0; float lower = (minZ * -1); if (lower > maxZ) { offsetHeight = lower - (boundingBox.Z / 2); } else if (maxZ > lower) { offsetHeight = maxZ - (boundingBox.Z / 2); offsetHeight *= -1; } // m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z); return boundingBox; } #endregion public void SaveScriptedState(XmlTextWriter writer) { SaveScriptedState(writer, false); } public void SaveScriptedState(XmlTextWriter writer, bool oldIDs) { XmlDocument doc = new XmlDocument(); Dictionary states = new Dictionary(); // Capture script state while holding the lock lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { Dictionary pstates = part.Inventory.GetScriptStates(oldIDs); foreach (UUID itemid in pstates.Keys) { states.Add(itemid, pstates[itemid]); } } } lockPartsForRead(false); if (states.Count > 0) { // Now generate the necessary XML wrappings writer.WriteStartElement(String.Empty, "GroupScriptStates", String.Empty); foreach (UUID itemid in states.Keys) { doc.LoadXml(states[itemid]); writer.WriteStartElement(String.Empty, "SavedScriptState", String.Empty); writer.WriteAttributeString(String.Empty, "UUID", String.Empty, itemid.ToString()); writer.WriteRaw(doc.DocumentElement.OuterXml); // Writes ScriptState element writer.WriteEndElement(); // End of SavedScriptState } writer.WriteEndElement(); // End of GroupScriptStates } } /// /// Attach this scene object to the given avatar. /// /// /// /// public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent) { ScenePresence avatar = m_scene.GetScenePresence(agentID); if (avatar != null) { // don't attach attachments to child agents if (avatar.IsChildAgent) return; // m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name); DetachFromBackup(); // Remove from database and parcel prim count m_scene.DeleteFromStorage(UUID); m_scene.EventManager.TriggerParcelPrimCountTainted(); m_rootPart.AttachedAvatar = agentID; //Anakin Lohner bug #3839 foreach (SceneObjectPart p in m_parts.Values) { p.AttachedAvatar = agentID; } if (m_rootPart.PhysActor != null) { m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor); m_rootPart.PhysActor = null; } AbsolutePosition = AttachOffset; m_rootPart.AttachedPos = AttachOffset; m_rootPart.IsAttachment = true; m_rootPart.SetParentLocalId(avatar.LocalId); SetAttachmentPoint(Convert.ToByte(attachmentpoint)); avatar.AddAttachment(this); if (!silent) { // Killing it here will cause the client to deselect it // It then reappears on the avatar, deselected // through the full update below // if (IsSelected) { m_scene.SendKillObject(m_rootPart.LocalId); } IsSelected = false; // fudge.... ScheduleGroupForFullUpdate(); } } else { m_log.WarnFormat( "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", UUID, agentID, Scene.RegionInfo.RegionName); } } public byte GetAttachmentPoint() { return m_rootPart.Shape.State; } public void ClearPartAttachmentData() { SetAttachmentPoint((Byte)0); } public void DetachToGround() { ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); if (avatar == null) return; avatar.RemoveAttachment(this); Vector3 detachedpos = new Vector3(127f,127f,127f); if (avatar == null) return; detachedpos = avatar.AbsolutePosition; AbsolutePosition = detachedpos; m_rootPart.AttachedAvatar = UUID.Zero; //Anakin Lohner bug #3839 foreach (SceneObjectPart p in m_parts.Values) { p.AttachedAvatar = UUID.Zero; } m_rootPart.SetParentLocalId(0); SetAttachmentPoint((byte)0); m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_scene.m_physicalPrim); HasGroupChanged = true; RootPart.Rezzed = DateTime.Now; RootPart.RemFlag(PrimFlags.TemporaryOnRez); AttachToBackup(); m_scene.EventManager.TriggerParcelPrimCountTainted(); m_rootPart.ScheduleFullUpdate(); m_rootPart.ClearUndoState(); } public void DetachToInventoryPrep() { ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); //Vector3 detachedpos = new Vector3(127f, 127f, 127f); if (avatar != null) { //detachedpos = avatar.AbsolutePosition; avatar.RemoveAttachment(this); } m_rootPart.AttachedAvatar = UUID.Zero; //Anakin Lohner bug #3839 foreach (SceneObjectPart p in m_parts.Values) { p.AttachedAvatar = UUID.Zero; } m_rootPart.SetParentLocalId(0); //m_rootPart.SetAttachmentPoint((byte)0); m_rootPart.IsAttachment = false; AbsolutePosition = m_rootPart.AttachedPos; //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); //AttachToBackup(); //m_rootPart.ScheduleFullUpdate(); } /// /// /// /// private void SetPartAsNonRoot(SceneObjectPart part) { part.ParentID = m_rootPart.LocalId; part.ClearUndoState(); } public override void UpdateMovement() { lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { part.UpdateMovement(); } } lockPartsForRead(false); } public ushort GetTimeDilation() { return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f); } /// /// 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; } /// /// Set a part to act as the root part for this scene object /// /// public void SetRootPart(SceneObjectPart part) { if (part == null) throw new ArgumentNullException("Cannot give SceneObjectGroup a null root SceneObjectPart"); part.SetParent(this); m_rootPart = part; if (!IsAttachment) part.ParentID = 0; part.LinkNum = 0; // No locking required since the SOG should not be in the scene yet - one can't change root parts after // the scene object has been attached to the scene m_parts.Add(m_rootPart.UUID, m_rootPart); } /// /// Add a new part to this scene object. The part must already be correctly configured. /// /// public void AddPart(SceneObjectPart part) { lockPartsForWrite(true); { part.SetParent(this); m_parts.Add(part.UUID, part); part.LinkNum = m_parts.Count; if (part.LinkNum == 2 && RootPart != null) RootPart.LinkNum = 1; } lockPartsForWrite(false); } /// /// Make sure that every non root part has the proper parent root part local id /// private void UpdateParentIDs() { lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { if (part.UUID != m_rootPart.UUID) { part.ParentID = m_rootPart.LocalId; } } } lockPartsForRead(false); } public void RegenerateFullIDs() { lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { part.UUID = UUID.Random(); } } lockPartsForRead(false); } // helper provided for parts. public int GetSceneMaxUndo() { if (m_scene != null) return m_scene.MaxUndoCount; return 5; } // justincc: I don't believe this hack is needed any longer, especially since the physics // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false // this method was preventing proper reload of scene objects. // dahlia: I had to uncomment it, without it meshing was failing on some prims and objects // at region startup // teravus: After this was removed from the linking algorithm, Linked prims no longer collided // properly when non-physical if they havn't been moved. This breaks ALL builds. // see: http://opensimulator.org/mantis/view.php?id=3108 // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and // unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute // Position has been set! public void ResetChildPrimPhysicsPositions() { AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works? // teravus: AbsolutePosition is NOT a normal property! // the code in the getter of AbsolutePosition is significantly different then the code in the setter! } public UUID GetPartsFullID(uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { return part.UUID; } return UUID.Zero; } public void ObjectGrabHandler(uint localId, Vector3 offsetPos, IClientAPI remoteClient) { if (m_rootPart.LocalId == localId) { OnGrabGroup(offsetPos, remoteClient); } else { SceneObjectPart part = GetChildPart(localId); OnGrabPart(part, offsetPos, remoteClient); } } public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) { part.StoreUndoState(); part.OnGrab(offsetPos, remoteClient); } public virtual void OnGrabGroup(Vector3 offsetPos, IClientAPI remoteClient) { m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId); } /// /// Delete this group from its scene and tell all the scene presences about that deletion. /// /// Broadcast deletions to all clients. public void DeleteGroup(bool silent) { // We need to keep track of this state in case this group is still queued for backup. m_isDeleted = true; DetachFromBackup(); lockPartsForRead(true); List values = new List(m_parts.Values); lockPartsForRead(false); foreach (SceneObjectPart part in values) { // part.Inventory.RemoveScriptInstances(); Scene.ForEachScenePresence(delegate (ScenePresence sp) { if (sp.ParentID == LocalId) { sp.StandUp(); } if (!silent) { part.UpdateFlag = 0; if (part == m_rootPart) sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); } }); } } public void AddScriptLPS(int count) { if (scriptScore + count >= float.MaxValue - count) scriptScore = 0; scriptScore += (float)count; SceneGraph d = m_scene.SceneGraph; d.AddToScriptLPS(count); } public void AddActiveScriptCount(int count) { SceneGraph d = m_scene.SceneGraph; d.AddActiveScripts(count); } public void aggregateScriptEvents() { uint objectflagupdate=(uint)RootPart.GetEffectiveObjectFlags(); scriptEvents aggregateScriptEvents=0; lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { if (part == null) continue; if (part != RootPart) part.ObjectFlags = objectflagupdate; aggregateScriptEvents |= part.AggregateScriptEvents; } } lockPartsForRead(false); m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); if (!m_scriptListens_atTarget && !m_scriptListens_notAtTarget) { lock (m_targets) m_targets.Clear(); m_scene.RemoveGroupTarget(this); } m_scriptListens_atRotTarget = ((aggregateScriptEvents & scriptEvents.at_rot_target) != 0); m_scriptListens_notAtRotTarget = ((aggregateScriptEvents & scriptEvents.not_at_rot_target) != 0); if (!m_scriptListens_atRotTarget && !m_scriptListens_notAtRotTarget) { lock (m_rotTargets) m_rotTargets.Clear(); m_scene.RemoveGroupTarget(this); } ScheduleGroupForFullUpdate(); } public override void SetText(string text, Vector3 color, double alpha) { Color = Color.FromArgb(0xff - (int) (alpha * 0xff), (int) (color.X * 0xff), (int) (color.Y * 0xff), (int) (color.Z * 0xff)); Text = text; HasGroupChanged = true; m_rootPart.ScheduleFullUpdate(); } /// /// Apply physics to this group /// /// public void ApplyPhysics(bool m_physicalPrim) { lockPartsForRead(true); if (m_parts.Count > 1) { List values = new List(m_parts.Values); lockPartsForRead(false); m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); foreach (SceneObjectPart part in values) { if (part.LocalId != m_rootPart.LocalId) { part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); } } // Hack to get the physics scene geometries in the right spot ResetChildPrimPhysicsPositions(); } else { lockPartsForRead(false); m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); } } public void SetOwnerId(UUID userId) { ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); } public void ForEachPart(Action whatToDo) { lockPartsForRead(true); List values = new List(m_parts.Values); lockPartsForRead(false); foreach (SceneObjectPart part in values) { whatToDo(part); } } #region Events /// /// Processes backup. /// /// public virtual void ProcessBackup(IRegionDataStore datastore, bool forcedBackup) { if (!m_isBackedUp) return; // Since this is the top of the section of call stack for backing up a particular scene object, don't let // any exception propogate upwards. if (IsDeleted || UUID == UUID.Zero) return; try { if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart { ILandObject parcel = m_scene.LandChannel.GetLandObject( m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); if (parcel != null && parcel.LandData != null && parcel.LandData.OtherCleanTime != 0) { if (parcel.LandData.OwnerID != OwnerID && (parcel.LandData.GroupID != GroupID || parcel.LandData.GroupID == UUID.Zero)) { if ((DateTime.UtcNow - RootPart.Rezzed).TotalMinutes > parcel.LandData.OtherCleanTime) { DetachFromBackup(); m_log.InfoFormat("[SCENE]: Returning object {0} due to parcel auto return", RootPart.UUID.ToString()); m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return"); m_scene.DeRezObject(null, RootPart.LocalId, RootPart.GroupID, DeRezAction.Return, UUID.Zero); return; } } } } if (HasGroupChanged) { // don't backup while it's selected or you're asking for changes mid stream. if ((isTimeToPersist()) || (forcedBackup)) { m_log.DebugFormat( "[SCENE]: Storing {0}, {1} in {2}", Name, UUID, m_scene.RegionInfo.RegionName); SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false); backup_group.RootPart.Velocity = RootPart.Velocity; backup_group.RootPart.Acceleration = RootPart.Acceleration; backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity; backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem; HasGroupChanged = false; datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); backup_group.ForEachPart(delegate(SceneObjectPart part) { part.Inventory.ProcessInventoryBackup(datastore); }); backup_group = null; } // else // { // m_log.DebugFormat( // "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}", // Name, UUID, IsSelected); // } } } catch (Exception e) { m_log.ErrorFormat( "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}\n\t{4}", Name, UUID, m_scene.RegionInfo.RegionName, e, e.StackTrace); } } #endregion public void SendFullUpdateToClient(IClientAPI remoteClient) { RootPart.SendFullUpdate( remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { if (part != RootPart) part.SendFullUpdate( remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); } } lockPartsForRead(false); } #region Copying /// /// Duplicates this object, including operations such as physics set up and attaching to the backup event. /// /// public SceneObjectGroup Copy(UUID cAgentID, UUID cGroupID, bool userExposed) { SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); dupe.m_isBackedUp = false; dupe.m_parts = new Dictionary(); // Warning, The following code related to previousAttachmentStatus is needed so that clones of // attachments do not bordercross while they're being duplicated. This is hacktastic! // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, // then restore it's attachment state // This is only necessary when userExposed is false! bool previousAttachmentStatus = dupe.RootPart.IsAttachment; if (!userExposed) dupe.RootPart.IsAttachment = true; dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); if (!userExposed) dupe.RootPart.IsAttachment = previousAttachmentStatus; dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; if (userExposed) dupe.m_rootPart.TrimPermissions(); /// may need to create a new Physics actor. if (dupe.RootPart.PhysActor != null && userExposed) { PrimitiveBaseShape pbs = dupe.RootPart.Shape; dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( dupe.RootPart.Name, pbs, dupe.RootPart.AbsolutePosition, dupe.RootPart.Scale, dupe.RootPart.RotationOffset, dupe.RootPart.PhysActor.IsPhysical); dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); } // Now we've made a copy that replaces this one, we need to // switch the owner to the person who did the copying // Second Life copies an object and duplicates the first one in it's place // So, we have to make a copy of this one, set it in it's place then set the owner on this one if (userExposed) { SetRootPartOwner(m_rootPart, cAgentID, cGroupID); m_rootPart.ScheduleFullUpdate(); } List partList; lockPartsForRead(true); partList = new List(m_parts.Values); lockPartsForRead(false); partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) { return p1.LinkNum.CompareTo(p2.LinkNum); } ); foreach (SceneObjectPart part in partList) { if (part.UUID != m_rootPart.UUID) { SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); newPart.LinkNum = part.LinkNum; if (userExposed) { SetPartOwner(newPart, cAgentID, cGroupID); newPart.ScheduleFullUpdate(); } } } if (userExposed) { dupe.UpdateParentIDs(); dupe.HasGroupChanged = true; dupe.AttachToBackup(); ScheduleGroupForFullUpdate(); } return dupe; } /// /// /// /// /// /// public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) { SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed)); } public void ScriptSetPhysicsStatus(bool UsePhysics) { bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); bool IsVolumeDetect = RootPart.VolumeDetectActive; UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); } public void ScriptSetTemporaryStatus(bool TemporaryStatus) { bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); bool IsVolumeDetect = RootPart.VolumeDetectActive; UpdatePrimFlags(RootPart.LocalId, UsePhysics, TemporaryStatus, IsPhantom, IsVolumeDetect); } public void ScriptSetPhantomStatus(bool PhantomStatus) { bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); bool IsVolumeDetect = RootPart.VolumeDetectActive; UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, PhantomStatus, IsVolumeDetect); } public void ScriptSetVolumeDetect(bool VDStatus) { bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0); bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0); UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom, VDStatus); /* ScriptSetPhantomStatus(false); // What ever it was before, now it's not phantom anymore if (PhysActor != null) // Should always be the case now { PhysActor.SetVolumeDetect(param); } if (param != 0) AddFlag(PrimFlags.Phantom); ScheduleFullUpdate(); */ } public void applyImpulse(Vector3 impulse) { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! // Make sure we don't do that! SceneObjectPart rootpart = m_rootPart; if (rootpart != null) { if (IsAttachment) { ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); if (avatar != null) { avatar.PushForce(impulse); } } else { if (rootpart.PhysActor != null) { rootpart.PhysActor.AddForce(impulse, true); m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); } } } } public void applyAngularImpulse(Vector3 impulse) { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! // Make sure we don't do that! SceneObjectPart rootpart = m_rootPart; if (rootpart != null) { if (rootpart.PhysActor != null) { if (!IsAttachment) { rootpart.PhysActor.AddAngularForce(impulse, true); m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); } } } } public void setAngularImpulse(Vector3 impulse) { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! // Make sure we don't do that! SceneObjectPart rootpart = m_rootPart; if (rootpart != null) { if (rootpart.PhysActor != null) { if (!IsAttachment) { rootpart.PhysActor.Torque = impulse; m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor); } } } } public Vector3 GetTorque() { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! // Make sure we don't do that! SceneObjectPart rootpart = m_rootPart; if (rootpart != null) { if (rootpart.PhysActor != null) { if (!IsAttachment) { Vector3 torque = rootpart.PhysActor.Torque; return torque; } } } return Vector3.Zero; } public void moveToTarget(Vector3 target, float tau) { SceneObjectPart rootpart = m_rootPart; if (rootpart != null) { if (IsAttachment) { ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); if (avatar != null) { List coords = new List(); uint regionX = 0; uint regionY = 0; Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY); target.X += regionX; target.Y += regionY; coords.Add(target.X.ToString()); coords.Add(target.Y.ToString()); coords.Add(target.Z.ToString()); avatar.DoMoveToPosition(avatar, "", coords); } } else { if (rootpart.PhysActor != null) { rootpart.PhysActor.PIDTarget = target; rootpart.PhysActor.PIDTau = tau; rootpart.PhysActor.PIDActive = true; } } } } public void stopMoveToTarget() { SceneObjectPart rootpart = m_rootPart; if (rootpart != null) { if (rootpart.PhysActor != null) { rootpart.PhysActor.PIDActive = false; } } } public void rotLookAt(Quaternion target, float strength, float damping) { SceneObjectPart rootpart = m_rootPart; if (rootpart != null) { if (IsAttachment) { /* ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); if (avatar != null) { Rotate the Av? } */ } else { if (rootpart.PhysActor != null) { // APID must be implemented in your physics system for this to function. rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W); rootpart.PhysActor.APIDStrength = strength; rootpart.PhysActor.APIDDamping = damping; rootpart.PhysActor.APIDActive = true; } } } } public void stopLookAt() { SceneObjectPart rootpart = m_rootPart; if (rootpart != null) { if (rootpart.PhysActor != null) { // APID must be implemented in your physics system for this to function. rootpart.PhysActor.APIDActive = false; } } } /// /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. /// /// Height to hover. Height of zero disables hover. /// Determines what the height is relative to /// Number of seconds over which to reach target public void SetHoverHeight(float height, PIDHoverType hoverType, float tau) { SceneObjectPart rootpart = m_rootPart; if (rootpart != null) { if (rootpart.PhysActor != null) { if (height != 0f) { rootpart.PhysActor.PIDHoverHeight = height; rootpart.PhysActor.PIDHoverType = hoverType; rootpart.PhysActor.PIDTau = tau; rootpart.PhysActor.PIDHoverActive = true; } else { rootpart.PhysActor.PIDHoverActive = false; } } } } /// /// Set the owner of the root part. /// /// /// /// public void SetRootPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID) { part.LastOwnerID = part.OwnerID; part.OwnerID = cAgentID; part.GroupID = cGroupID; if (part.OwnerID != cAgentID) { // Apply Next Owner Permissions if we're not bypassing permissions if (!m_scene.Permissions.BypassPermissions()) ApplyNextOwnerPermissions(); } part.ScheduleFullUpdate(); } /// /// Make a copy of the given part. /// /// /// /// public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) { SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); newPart.SetParent(this); lockPartsForWrite(true); { m_parts.Add(newPart.UUID, newPart); } lockPartsForWrite(false); SetPartAsNonRoot(newPart); return newPart; } /// /// Reset the UUIDs for all the prims that make up this group. /// /// This is called by methods which want to add a new group to an existing scene, in order /// to ensure that there are no clashes with groups already present. /// public void ResetIDs() { // As this is only ever called for prims which are not currently part of the scene (and hence // not accessible by clients), there should be no need to lock List partsList = new List(m_parts.Values); m_parts.Clear(); foreach (SceneObjectPart part in partsList) { part.ResetIDs(part.LinkNum); // Don't change link nums m_parts.Add(part.UUID, part); } } /// /// /// /// public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags) { remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask, RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask, RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category, RootPart.CreatorID, RootPart.Name, RootPart.Description); } public void SetPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID) { part.OwnerID = cAgentID; part.GroupID = cGroupID; } #endregion #region Scheduling public override void Update() { // Check that the group was not deleted before the scheduled update // FIXME: This is merely a temporary measure to reduce the incidence of failure when // an object has been deleted from a scene before update was processed. // A more fundamental overhaul of the update mechanism is required to eliminate all // the race conditions. if (m_isDeleted) return; // Even temporary objects take part in physics (e.g. temp-on-rez bullets) //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) // return; lockPartsForRead(true); { bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) { m_rootPart.UpdateFlag = 1; lastPhysGroupPos = AbsolutePosition; } if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f)) { m_rootPart.UpdateFlag = 1; lastPhysGroupRot = GroupRotation; } foreach (SceneObjectPart part in m_parts.Values) { if (!IsSelected) part.UpdateLookAt(); part.SendScheduledUpdates(); } } lockPartsForRead(false); } public void ScheduleFullUpdateToAvatar(ScenePresence presence) { // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); RootPart.AddFullUpdateToAvatar(presence); lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { if (part != RootPart) part.AddFullUpdateToAvatar(presence); } } lockPartsForRead(false); } public void ScheduleTerseUpdateToAvatar(ScenePresence presence) { lockPartsForRead(true); foreach (SceneObjectPart part in m_parts.Values) { part.AddTerseUpdateToAvatar(presence); } lockPartsForRead(false); } /// /// Schedule a full update for this scene object /// public void ScheduleGroupForFullUpdate() { // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID); checkAtTargets(); RootPart.ScheduleFullUpdate(); lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { if (part != RootPart) part.ScheduleFullUpdate(); } } lockPartsForRead(false); } /// /// Schedule a terse update for this scene object /// public void ScheduleGroupForTerseUpdate() { lockPartsForRead(true); foreach (SceneObjectPart part in m_parts.Values) { part.ScheduleTerseUpdate(); } lockPartsForRead(false); } /// /// Immediately send a full update for this scene object. /// public void SendGroupFullUpdate() { if (IsDeleted) return; // m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); RootPart.SendFullUpdateToAllClients(); lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { if (part != RootPart) part.SendFullUpdateToAllClients(); } } lockPartsForRead(false); } /// /// Immediately send an update for this scene object's root prim only. /// This is for updates regarding the object as a whole, and none of its parts in particular. /// Note: this may not be used by opensim (it probably should) but it's used by /// external modules. /// public void SendGroupRootTerseUpdate() { if (IsDeleted) return; RootPart.SendTerseUpdateToAllClients(); } public void QueueForUpdateCheck() { if (m_scene == null) // Need to check here as it's null during object creation return; m_scene.SceneGraph.AddToUpdateList(this); } /// /// Immediately send a terse update for this scene object. /// public void SendGroupTerseUpdate() { if (IsDeleted) return; lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { part.SendTerseUpdateToAllClients(); } } lockPartsForRead(false); } #endregion #region SceneGroupPart Methods /// /// Get the child part by LinkNum /// /// /// null if no child part with that linknum or child part public SceneObjectPart GetLinkNumPart(int linknum) { lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { if (part.LinkNum == linknum) { lockPartsForRead(false); return part; } } } lockPartsForRead(false); return null; } /// /// Get a part with a given UUID /// /// /// null if a child part with the primID was not found public SceneObjectPart GetChildPart(UUID primID) { SceneObjectPart childPart = null; if (m_parts.ContainsKey(primID)) { childPart = m_parts[primID]; } return childPart; } /// /// Get a part with a given local ID /// /// /// null if a child part with the local ID was not found public SceneObjectPart GetChildPart(uint localID) { //m_log.DebugFormat("Entered looking for {0}", localID); lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { //m_log.DebugFormat("Found {0}", part.LocalId); if (part.LocalId == localID) { lockPartsForRead(false); return part; } } } lockPartsForRead(false); 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(UUID primID) { if (m_parts.ContainsKey(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) { //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { //m_log.DebugFormat("Found {0}", part.LocalId); if (part.LocalId == localID) { lockPartsForRead(false); return true; } } } lockPartsForRead(false); return false; } #endregion #region Packet Handlers /// /// Link the prims in a given group to this group /// /// The group of prims which should be linked to this group public void LinkToGroup(SceneObjectGroup objectGroup) { // Make sure we have sent any pending unlinks or stuff. //if (objectGroup.RootPart.UpdateFlag > 0) //{ // m_log.WarnFormat( // "[SCENE OBJECT GROUP]: Forcing send of linkset {0}, {1} to {2}, {3} as its still waiting.", // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); // objectGroup.RootPart.SendScheduledUpdates(); //} // m_log.DebugFormat( // "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); SceneObjectPart linkPart = objectGroup.m_rootPart; Vector3 oldGroupPosition = linkPart.GroupPosition; Quaternion oldRootRotation = linkPart.RotationOffset; linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; linkPart.GroupPosition = AbsolutePosition; Vector3 axPos = linkPart.OffsetPosition; Quaternion parentRot = m_rootPart.RotationOffset; axPos *= Quaternion.Inverse(parentRot); linkPart.OffsetPosition = axPos; Quaternion oldRot = linkPart.RotationOffset; Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; linkPart.RotationOffset = newRot; linkPart.ParentID = m_rootPart.LocalId; if (m_rootPart.LinkNum == 0) m_rootPart.LinkNum = 1; lockPartsForWrite(true); m_parts.Add(linkPart.UUID, linkPart); lockPartsForWrite(false); // Insert in terms of link numbers, the new links // before the current ones (with the exception of // the root prim. Shuffle the old ones up lockPartsForRead(true); foreach (KeyValuePair kvp in m_parts) { if (kvp.Value.LinkNum != 1) { // Don't update root prim link number kvp.Value.LinkNum += objectGroup.PrimCount; } } lockPartsForRead(false); linkPart.LinkNum = 2; linkPart.SetParent(this); linkPart.AddFlag(PrimFlags.CreateSelected); //if (linkPart.PhysActor != null) //{ // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); //linkPart.PhysActor = null; //} //TODO: rest of parts int linkNum = 3; foreach (SceneObjectPart part in objectGroup.Children.Values) { if (part.UUID != objectGroup.m_rootPart.UUID) { LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); } part.ClearUndoState(); } m_scene.UnlinkSceneObject(objectGroup.UUID, true); objectGroup.m_isDeleted = true; objectGroup.lockPartsForWrite(true); objectGroup.m_parts.Clear(); objectGroup.lockPartsForWrite(false); // Can't do this yet since backup still makes use of the root part without any synchronization // objectGroup.m_rootPart = null; AttachToBackup(); // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and // unmoved prims! ResetChildPrimPhysicsPositions(); //HasGroupChanged = true; //ScheduleGroupForFullUpdate(); } /// /// Delink the given prim from this group. The delinked prim is established as /// an independent SceneObjectGroup. /// /// /// The object group of the newly delinked prim. Null if part could not be found public SceneObjectGroup DelinkFromGroup(uint partID) { return DelinkFromGroup(partID, true); } /// /// Delink the given prim from this group. The delinked prim is established as /// an independent SceneObjectGroup. /// /// /// /// The object group of the newly delinked prim. Null if part could not be found public SceneObjectGroup DelinkFromGroup(uint partID, bool sendEvents) { SceneObjectPart linkPart = GetChildPart(partID); if (linkPart != null) { return DelinkFromGroup(linkPart, sendEvents); } else { m_log.WarnFormat("[SCENE OBJECT GROUP]: " + "DelinkFromGroup(): Child prim {0} not found in object {1}, {2}", partID, LocalId, UUID); return null; } } /// /// Delink the given prim from this group. The delinked prim is established as /// an independent SceneObjectGroup. /// /// /// /// The object group of the newly delinked prim. public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents) { // m_log.DebugFormat( // "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", // linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); linkPart.ClearUndoState(); Quaternion worldRot = linkPart.GetWorldRotation(); // Remove the part from this object lockPartsForWrite(true); { m_parts.Remove(linkPart.UUID); } lockPartsForWrite(false); lockPartsForRead(true); if (m_parts.Count == 1 && RootPart != null) //Single prim is left RootPart.LinkNum = 0; else { foreach (SceneObjectPart p in m_parts.Values) { if (p.LinkNum > linkPart.LinkNum) p.LinkNum--; } } lockPartsForRead(false); linkPart.ParentID = 0; linkPart.LinkNum = 0; if (linkPart.PhysActor != null) { m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); } // We need to reset the child part's position // ready for life as a separate object after being a part of another object Quaternion parentRot = m_rootPart.RotationOffset; Vector3 axPos = linkPart.OffsetPosition; axPos *= parentRot; linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z); linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition; linkPart.OffsetPosition = new Vector3(0, 0, 0); linkPart.RotationOffset = worldRot; SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart); m_scene.AddNewSceneObject(objectGroup, true); if (sendEvents) linkPart.TriggerScriptChangedEvent(Changed.LINK); linkPart.Rezzed = RootPart.Rezzed; //HasGroupChanged = true; //ScheduleGroupForFullUpdate(); return objectGroup; } /// /// Stop this object from being persisted over server restarts. /// /// public virtual void DetachFromBackup() { if (m_isBackedUp) m_scene.EventManager.OnBackup -= ProcessBackup; m_isBackedUp = false; } private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum) { Quaternion parentRot = oldGroupRotation; Quaternion oldRot = part.RotationOffset; Quaternion worldRot = parentRot * oldRot; parentRot = oldGroupRotation; Vector3 axPos = part.OffsetPosition; axPos *= parentRot; part.OffsetPosition = axPos; part.GroupPosition = oldGroupPosition + part.OffsetPosition; part.OffsetPosition = Vector3.Zero; part.RotationOffset = worldRot; part.SetParent(this); part.ParentID = m_rootPart.LocalId; // Caller locks m_parts for us m_parts.Add(part.UUID, part); part.LinkNum = linkNum; part.OffsetPosition = part.GroupPosition - AbsolutePosition; Quaternion rootRotation = m_rootPart.RotationOffset; Vector3 pos = part.OffsetPosition; pos *= Quaternion.Inverse(rootRotation); part.OffsetPosition = pos; parentRot = m_rootPart.RotationOffset; oldRot = part.RotationOffset; Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; part.RotationOffset = newRot; } /// /// If object is physical, apply force to move it around /// If object is not physical, just put it at the resulting location /// /// Always seems to be 0,0,0, so ignoring /// New position. We do the math here to turn it into a force /// public void GrabMovement(Vector3 offset, Vector3 pos, IClientAPI remoteClient) { if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) { if (m_rootPart.PhysActor != null) { if (m_rootPart.PhysActor.IsPhysical) { if (!m_rootPart.BlockGrab) { Vector3 llmoveforce = pos - AbsolutePosition; Vector3 grabforce = llmoveforce; grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; m_rootPart.PhysActor.AddForce(grabforce, true); m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); } } else { //NonPhysicalGrabMovement(pos); } } else { //NonPhysicalGrabMovement(pos); } } } public void NonPhysicalGrabMovement(Vector3 pos) { AbsolutePosition = pos; m_rootPart.SendTerseUpdateToAllClients(); } /// /// If object is physical, prepare for spinning torques (set flag to save old orientation) /// /// Rotation. We do the math here to turn it into a torque /// public void SpinStart(IClientAPI remoteClient) { if (m_scene.EventManager.TriggerGroupSpinStart(UUID)) { if (m_rootPart.PhysActor != null) { if (m_rootPart.PhysActor.IsPhysical) { m_rootPart.IsWaitingForFirstSpinUpdatePacket = true; } } } } /// /// If object is physical, apply torque to spin it around /// /// Rotation. We do the math here to turn it into a torque /// public void SpinMovement(Quaternion newOrientation, IClientAPI remoteClient) { // The incoming newOrientation, sent by the client, "seems" to be the // desired target orientation. This needs further verification; in particular, // one would expect that the initial incoming newOrientation should be // fairly close to the original prim's physical orientation, // m_rootPart.PhysActor.Orientation. This however does not seem to be the // case (might just be an issue with different quaternions representing the // same rotation, or it might be a coordinate system issue). // // Since it's not clear what the relationship is between the PhysActor.Orientation // and the incoming orientations sent by the client, we take an alternative approach // of calculating the delta rotation between the orientations being sent by the // client. (Since a spin is invoked by ctrl+shift+drag in the client, we expect // a steady stream of several new orientations coming in from the client.) // This ensures that the delta rotations are being calculated from self-consistent // pairs of old/new rotations. Given the delta rotation, we apply a torque around // the delta rotation axis, scaled by the object mass times an arbitrary scaling // factor (to ensure the resulting torque is not "too strong" or "too weak"). // // Ideally we need to calculate (probably iteratively) the exact torque or series // of torques needed to arrive exactly at the destination orientation. However, since // it is not yet clear how to map the destination orientation (provided by the viewer) // into PhysActor orientations (needed by the physics engine), we omit this step. // This means that the resulting torque will at least be in the correct direction, // but it will result in over-shoot or under-shoot of the target orientation. // For the end user, this means that ctrl+shift+drag can be used for relative, // but not absolute, adjustments of orientation for physical prims. if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation)) { if (m_rootPart.PhysActor != null) { if (m_rootPart.PhysActor.IsPhysical) { if (m_rootPart.IsWaitingForFirstSpinUpdatePacket) { // first time initialization of "old" orientation for calculation of delta rotations m_rootPart.SpinOldOrientation = newOrientation; m_rootPart.IsWaitingForFirstSpinUpdatePacket = false; } else { // save and update old orientation Quaternion old = m_rootPart.SpinOldOrientation; m_rootPart.SpinOldOrientation = newOrientation; //m_log.Error("[SCENE OBJECT GROUP]: Old orientation is " + old); //m_log.Error("[SCENE OBJECT GROUP]: Incoming new orientation is " + newOrientation); // compute difference between previous old rotation and new incoming rotation Quaternion minimalRotationFromQ1ToQ2 = Quaternion.Inverse(old) * newOrientation; float rotationAngle; Vector3 rotationAxis; minimalRotationFromQ1ToQ2.GetAxisAngle(out rotationAxis, out rotationAngle); rotationAxis.Normalize(); //m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis); Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z); spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor m_rootPart.PhysActor.AddAngularForce(spinforce,true); m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); } } else { //NonPhysicalSpinMovement(pos); } } else { //NonPhysicalSpinMovement(pos); } } } /// /// Return metadata about a prim (name, description, sale price, etc.) /// /// public void GetProperties(IClientAPI client) { m_rootPart.GetProperties(client); } /// /// Set the name of a prim /// /// /// public void SetPartName(string name, uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { part.Name = name; } } public void SetPartDescription(string des, uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { part.Description = des; } } public void SetPartText(string text, uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { part.SetText(text); } } public void SetPartText(string text, UUID partID) { SceneObjectPart part = GetChildPart(partID); if (part != null) { part.SetText(text); } } public string GetPartName(uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { return part.Name; } return String.Empty; } public string GetPartDescription(uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { return part.Description; } return String.Empty; } /// /// Update prim flags for this group. /// /// /// /// /// public void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVolumeDetect) { SceneObjectPart selectionPart = GetChildPart(localID); if (IsTemporary) { DetachFromBackup(); // Remove from database and parcel prim count // m_scene.DeleteFromStorage(UUID); m_scene.EventManager.TriggerParcelPrimCountTainted(); } if (selectionPart != null) { lockPartsForRead(true); List parts = new List(m_parts.Values); lockPartsForRead(false); foreach (SceneObjectPart part in parts) { if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0) { if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || part.Scale.Z > m_scene.RegionInfo.PhysPrimMax) { UsePhysics = false; // Reset physics break; } } } foreach (SceneObjectPart part in parts) { part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); } } } public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data) { SceneObjectPart part = GetChildPart(localID); if (part != null) { part.UpdateExtraParam(type, inUse, data); } } /// /// Get the parts of this scene object /// /// public SceneObjectPart[] GetParts() { int numParts = Children.Count; SceneObjectPart[] partArray = new SceneObjectPart[numParts]; Children.Values.CopyTo(partArray, 0); return partArray; } /// /// Update the texture entry for this part /// /// /// public void UpdateTextureEntry(uint localID, byte[] textureEntry) { SceneObjectPart part = GetChildPart(localID); if (part != null) { part.UpdateTextureEntry(textureEntry); } } public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF) { foreach (SceneObjectPart part in m_parts.Values) part.UpdatePermissions(AgentID, field, localID, mask, addRemTF); HasGroupChanged = true; } #endregion #region Shape /// /// /// /// public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { part.UpdateShape(shapeBlock); if (part.PhysActor != null) m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); } } #endregion #region Resize /// /// Resize the given part /// /// /// public void Resize(Vector3 scale, uint localID) { if (scale.X > m_scene.m_maxNonphys) scale.X = m_scene.m_maxNonphys; if (scale.Y > m_scene.m_maxNonphys) scale.Y = m_scene.m_maxNonphys; if (scale.Z > m_scene.m_maxNonphys) scale.Z = m_scene.m_maxNonphys; SceneObjectPart part = GetChildPart(localID); if (part != null) { if (part.PhysActor != null) { if (part.PhysActor.IsPhysical) { if (scale.X > m_scene.m_maxPhys) scale.X = m_scene.m_maxPhys; if (scale.Y > m_scene.m_maxPhys) scale.Y = m_scene.m_maxPhys; if (scale.Z > m_scene.m_maxPhys) scale.Z = m_scene.m_maxPhys; } part.PhysActor.Size = scale; m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); } part.Resize(scale); HasGroupChanged = true; ScheduleGroupForFullUpdate(); //if (part.UUID == m_rootPart.UUID) //{ //if (m_rootPart.PhysActor != null) //{ //m_rootPart.PhysActor.Size = //new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z); //m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); //} //} } } public void GroupResize(Vector3 scale, uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { part.IgnoreUndoUpdate = true; if (scale.X > m_scene.m_maxNonphys) scale.X = m_scene.m_maxNonphys; if (scale.Y > m_scene.m_maxNonphys) scale.Y = m_scene.m_maxNonphys; if (scale.Z > m_scene.m_maxNonphys) scale.Z = m_scene.m_maxNonphys; if (part.PhysActor != null && part.PhysActor.IsPhysical) { if (scale.X > m_scene.m_maxPhys) scale.X = m_scene.m_maxPhys; if (scale.Y > m_scene.m_maxPhys) scale.Y = m_scene.m_maxPhys; if (scale.Z > m_scene.m_maxPhys) scale.Z = m_scene.m_maxPhys; } float x = (scale.X / part.Scale.X); float y = (scale.Y / part.Scale.Y); float z = (scale.Z / part.Scale.Z); lockPartsForRead(true); if (x > 1.0f || y > 1.0f || z > 1.0f) { foreach (SceneObjectPart obPart in m_parts.Values) { if (obPart.UUID != m_rootPart.UUID) { Vector3 oldSize = new Vector3(obPart.Scale); obPart.IgnoreUndoUpdate = true; float f = 1.0f; float a = 1.0f; if (part.PhysActor != null && part.PhysActor.IsPhysical) { if (oldSize.X*x > m_scene.m_maxPhys) { f = m_scene.m_maxPhys / oldSize.X; a = f / x; x *= a; y *= a; z *= a; } if (oldSize.Y*y > m_scene.m_maxPhys) { f = m_scene.m_maxPhys / oldSize.Y; a = f / y; x *= a; y *= a; z *= a; } if (oldSize.Z*z > m_scene.m_maxPhys) { f = m_scene.m_maxPhys / oldSize.Z; a = f / z; x *= a; y *= a; z *= a; } } else { if (oldSize.X*x > m_scene.m_maxNonphys) { f = m_scene.m_maxNonphys / oldSize.X; a = f / x; x *= a; y *= a; z *= a; } if (oldSize.Y*y > m_scene.m_maxNonphys) { f = m_scene.m_maxNonphys / oldSize.Y; a = f / y; x *= a; y *= a; z *= a; } if (oldSize.Z*z > m_scene.m_maxNonphys) { f = m_scene.m_maxNonphys / oldSize.Z; a = f / z; x *= a; y *= a; z *= a; } obPart.IgnoreUndoUpdate = false; obPart.StoreUndoState(); } } } } lockPartsForRead(false); Vector3 prevScale = part.Scale; prevScale.X *= x; prevScale.Y *= y; prevScale.Z *= z; part.Resize(prevScale); lockPartsForRead(true); { foreach (SceneObjectPart obPart in m_parts.Values) { obPart.IgnoreUndoUpdate = true; if (obPart.UUID != m_rootPart.UUID) { Vector3 currentpos = new Vector3(obPart.OffsetPosition); currentpos.X *= x; currentpos.Y *= y; currentpos.Z *= z; Vector3 newSize = new Vector3(obPart.Scale); newSize.X *= x; newSize.Y *= y; newSize.Z *= z; obPart.Resize(newSize); obPart.UpdateOffSet(currentpos); } obPart.IgnoreUndoUpdate = false; obPart.StoreUndoState(); } } lockPartsForRead(false); if (part.PhysActor != null) { part.PhysActor.Size = prevScale; m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); } part.IgnoreUndoUpdate = false; part.StoreUndoState(); HasGroupChanged = true; ScheduleGroupForTerseUpdate(); } } #endregion #region Position /// /// Move this scene object /// /// public void UpdateGroupPosition(Vector3 pos) { foreach (SceneObjectPart part in Children.Values) { part.StoreUndoState(); } if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) { if (IsAttachment) { m_rootPart.AttachedPos = pos; } if (RootPart.GetStatusSandbox()) { if (Util.GetDistanceTo(RootPart.StatusSandboxPos, pos) > 10) { RootPart.ScriptSetPhysicsStatus(false); pos = AbsolutePosition; Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); } } AbsolutePosition = pos; HasGroupChanged = true; } //we need to do a terse update even if the move wasn't allowed // so that the position is reset in the client (the object snaps back) ScheduleGroupForTerseUpdate(); } /// /// Update the position of a single part of this scene object /// /// /// public void UpdateSinglePosition(Vector3 pos, uint localID) { SceneObjectPart part = GetChildPart(localID); foreach (SceneObjectPart parts in Children.Values) { parts.StoreUndoState(); } if (part != null) { if (part.UUID == m_rootPart.UUID) { UpdateRootPosition(pos); } else { part.UpdateOffSet(pos); } HasGroupChanged = true; } } /// /// /// /// private void UpdateRootPosition(Vector3 pos) { foreach (SceneObjectPart part in Children.Values) { part.StoreUndoState(); } Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); Vector3 oldPos = new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, AbsolutePosition.Y + m_rootPart.OffsetPosition.Y, AbsolutePosition.Z + m_rootPart.OffsetPosition.Z); Vector3 diff = oldPos - newPos; Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z); Quaternion partRotation = m_rootPart.RotationOffset; axDiff *= Quaternion.Inverse(partRotation); diff = axDiff; lockPartsForRead(true); { foreach (SceneObjectPart obPart in m_parts.Values) { if (obPart.UUID != m_rootPart.UUID) { obPart.OffsetPosition = obPart.OffsetPosition + diff; } } } lockPartsForRead(false); AbsolutePosition = newPos; HasGroupChanged = true; ScheduleGroupForTerseUpdate(); } public void OffsetForNewRegion(Vector3 offset) { m_rootPart.GroupPosition = offset; } #endregion #region Rotation /// /// /// /// public void UpdateGroupRotationR(Quaternion rot) { foreach (SceneObjectPart parts in Children.Values) { parts.StoreUndoState(); } m_rootPart.UpdateRotation(rot); PhysicsActor actor = m_rootPart.PhysActor; if (actor != null) { actor.Orientation = m_rootPart.RotationOffset; m_scene.PhysicsScene.AddPhysicsActorTaint(actor); } HasGroupChanged = true; ScheduleGroupForTerseUpdate(); } /// /// /// /// /// public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) { foreach (SceneObjectPart parts in Children.Values) { parts.StoreUndoState(); } m_rootPart.UpdateRotation(rot); PhysicsActor actor = m_rootPart.PhysActor; if (actor != null) { actor.Orientation = m_rootPart.RotationOffset; m_scene.PhysicsScene.AddPhysicsActorTaint(actor); } AbsolutePosition = pos; HasGroupChanged = true; ScheduleGroupForTerseUpdate(); } /// /// /// /// /// public void UpdateSingleRotation(Quaternion rot, uint localID) { SceneObjectPart part = GetChildPart(localID); foreach (SceneObjectPart parts in Children.Values) { parts.StoreUndoState(); } if (part != null) { if (part.UUID == m_rootPart.UUID) { UpdateRootRotation(rot); } else { part.UpdateRotation(rot); } } } /// /// /// /// /// public void UpdateSingleRotation(Quaternion rot, Vector3 pos, uint localID) { SceneObjectPart part = GetChildPart(localID); if (part != null) { if (part.UUID == m_rootPart.UUID) { UpdateRootRotation(rot); AbsolutePosition = pos; } else { part.IgnoreUndoUpdate = true; part.UpdateRotation(rot); part.OffsetPosition = pos; part.IgnoreUndoUpdate = false; part.StoreUndoState(); } } } /// /// /// /// private void UpdateRootRotation(Quaternion rot) { Quaternion axRot = rot; Quaternion oldParentRot = m_rootPart.RotationOffset; m_rootPart.StoreUndoState(); m_rootPart.UpdateRotation(rot); if (m_rootPart.PhysActor != null) { m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); } lockPartsForRead(true); foreach (SceneObjectPart prim in m_parts.Values) { if (prim.UUID != m_rootPart.UUID) { prim.IgnoreUndoUpdate = true; Vector3 axPos = prim.OffsetPosition; axPos *= oldParentRot; axPos *= Quaternion.Inverse(axRot); prim.OffsetPosition = axPos; Quaternion primsRot = prim.RotationOffset; Quaternion newRot = primsRot * oldParentRot; newRot *= Quaternion.Inverse(axRot); prim.RotationOffset = newRot; prim.ScheduleTerseUpdate(); } } foreach (SceneObjectPart childpart in Children.Values) { if (childpart != m_rootPart) { childpart.IgnoreUndoUpdate = false; childpart.StoreUndoState(); } } lockPartsForRead(false); m_rootPart.ScheduleTerseUpdate(); } #endregion internal void SetAxisRotation(int axis, int rotate10) { bool setX = false; bool setY = false; bool setZ = false; int xaxis = 2; int yaxis = 4; int zaxis = 8; if (m_rootPart != null) { setX = ((axis & xaxis) != 0) ? true : false; setY = ((axis & yaxis) != 0) ? true : false; setZ = ((axis & zaxis) != 0) ? true : false; float setval = (rotate10 > 0) ? 1f : 0f; if (setX) m_rootPart.RotationAxis.X = setval; if (setY) m_rootPart.RotationAxis.Y = setval; if (setZ) m_rootPart.RotationAxis.Z = setval; if (setX || setY || setZ) { m_rootPart.SetPhysicsAxisRotation(); } } } public int registerRotTargetWaypoint(Quaternion target, float tolerance) { scriptRotTarget waypoint = new scriptRotTarget(); waypoint.targetRot = target; waypoint.tolerance = tolerance; uint handle = m_scene.AllocateLocalId(); waypoint.handle = handle; lock (m_rotTargets) { m_rotTargets.Add(handle, waypoint); } m_scene.AddGroupTarget(this); return (int)handle; } public void unregisterRotTargetWaypoint(int handle) { lock (m_targets) { m_rotTargets.Remove((uint)handle); if (m_targets.Count == 0) m_scene.RemoveGroupTarget(this); } } public int registerTargetWaypoint(Vector3 target, float tolerance) { scriptPosTarget waypoint = new scriptPosTarget(); waypoint.targetPos = target; waypoint.tolerance = tolerance; uint handle = m_scene.AllocateLocalId(); waypoint.handle = handle; lock (m_targets) { m_targets.Add(handle, waypoint); } m_scene.AddGroupTarget(this); return (int)handle; } public void unregisterTargetWaypoint(int handle) { lock (m_targets) { m_targets.Remove((uint)handle); if (m_targets.Count == 0) m_scene.RemoveGroupTarget(this); } } public void checkAtTargets() { if (m_scriptListens_atTarget || m_scriptListens_notAtTarget) { if (m_targets.Count > 0) { bool at_target = false; //Vector3 targetPos; //uint targetHandle; Dictionary atTargets = new Dictionary(); lock (m_targets) { foreach (uint idx in m_targets.Keys) { scriptPosTarget target = m_targets[idx]; if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) { // trigger at_target if (m_scriptListens_atTarget) { at_target = true; scriptPosTarget att = new scriptPosTarget(); att.targetPos = target.targetPos; att.tolerance = target.tolerance; att.handle = target.handle; atTargets.Add(idx, att); } } } } if (atTargets.Count > 0) { uint[] localids = new uint[0]; lockPartsForRead(true); { localids = new uint[m_parts.Count]; int cntr = 0; foreach (SceneObjectPart part in m_parts.Values) { localids[cntr] = part.LocalId; cntr++; } } lockPartsForRead(false); for (int ctr = 0; ctr < localids.Length; ctr++) { foreach (uint target in atTargets.Keys) { scriptPosTarget att = atTargets[target]; m_scene.EventManager.TriggerAtTargetEvent( localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition); } } return; } if (m_scriptListens_notAtTarget && !at_target) { //trigger not_at_target uint[] localids = new uint[0]; lockPartsForRead(true); { localids = new uint[m_parts.Count]; int cntr = 0; foreach (SceneObjectPart part in m_parts.Values) { localids[cntr] = part.LocalId; cntr++; } } lockPartsForRead(false); for (int ctr = 0; ctr < localids.Length; ctr++) { m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); } } } } if (m_scriptListens_atRotTarget || m_scriptListens_notAtRotTarget) { if (m_rotTargets.Count > 0) { bool at_Rottarget = false; Dictionary atRotTargets = new Dictionary(); lock (m_rotTargets) { foreach (uint idx in m_rotTargets.Keys) { scriptRotTarget target = m_rotTargets[idx]; double angle = Math.Acos(target.targetRot.X * m_rootPart.RotationOffset.X + target.targetRot.Y * m_rootPart.RotationOffset.Y + target.targetRot.Z * m_rootPart.RotationOffset.Z + target.targetRot.W * m_rootPart.RotationOffset.W) * 2; if (angle < 0) angle = -angle; if (angle > Math.PI) angle = (Math.PI * 2 - angle); if (angle <= target.tolerance) { // trigger at_rot_target if (m_scriptListens_atRotTarget) { at_Rottarget = true; scriptRotTarget att = new scriptRotTarget(); att.targetRot = target.targetRot; att.tolerance = target.tolerance; att.handle = target.handle; atRotTargets.Add(idx, att); } } } } if (atRotTargets.Count > 0) { uint[] localids = new uint[0]; lockPartsForRead(true); try { localids = new uint[m_parts.Count]; int cntr = 0; foreach (SceneObjectPart part in m_parts.Values) { localids[cntr] = part.LocalId; cntr++; } } finally { lockPartsForRead(false); } for (int ctr = 0; ctr < localids.Length; ctr++) { foreach (uint target in atRotTargets.Keys) { scriptRotTarget att = atRotTargets[target]; m_scene.EventManager.TriggerAtRotTargetEvent( localids[ctr], att.handle, att.targetRot, m_rootPart.RotationOffset); } } return; } if (m_scriptListens_notAtRotTarget && !at_Rottarget) { //trigger not_at_target uint[] localids = new uint[0]; lockPartsForRead(true); try { localids = new uint[m_parts.Count]; int cntr = 0; foreach (SceneObjectPart part in m_parts.Values) { localids[cntr] = part.LocalId; cntr++; } } finally { lockPartsForRead(false); } for (int ctr = 0; ctr < localids.Length; ctr++) { m_scene.EventManager.TriggerNotAtRotTargetEvent(localids[ctr]); } } } } } public float GetMass() { float retmass = 0f; lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { retmass += part.GetMass(); } } lockPartsForRead(false); return retmass; } public void CheckSculptAndLoad() { lockPartsForRead(true); { if (!IsDeleted) { if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == 0) { foreach (SceneObjectPart part in m_parts.Values) { if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero) { // check if a previously decoded sculpt map has been cached if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString()))) { part.SculptTextureCallback(part.Shape.SculptTexture, null); } else { m_scene.AssetService.Get( part.Shape.SculptTexture.ToString(), part, AssetReceived); } } } } } } lockPartsForRead(false); } protected void AssetReceived(string id, Object sender, AssetBase asset) { SceneObjectPart sop = (SceneObjectPart)sender; if (sop != null) { if (asset != null) sop.SculptTextureCallback(asset.FullID, asset); } } /// /// Set the user group to which this scene object belongs. /// /// /// public void SetGroup(UUID GroupID, IClientAPI client) { lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) { part.SetGroup(GroupID, client); part.Inventory.ChangeInventoryGroup(GroupID); } HasGroupChanged = true; } lockPartsForRead(false); // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled // for the same object with very different properties. The caller must schedule the update. //ScheduleGroupForFullUpdate(); } public void TriggerScriptChangedEvent(Changed val) { foreach (SceneObjectPart part in Children.Values) { part.TriggerScriptChangedEvent(val); } } public override string ToString() { return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition); } public void SetAttachmentPoint(byte point) { lockPartsForRead(true); { foreach (SceneObjectPart part in m_parts.Values) part.SetAttachmentPoint(point); } lockPartsForRead(false); } #region ISceneObject public virtual ISceneObject CloneForNewScene() { SceneObjectGroup sog = Copy(this.OwnerID, this.GroupID, false); sog.m_isDeleted = false; return sog; } public virtual string ToXml2() { return SceneObjectSerializer.ToXml2Format(this); } public virtual string ExtraToXmlString() { return "" + GetFromItemID().ToString() + ""; } public virtual void ExtraFromXmlString(string xmlstr) { string id = xmlstr.Substring(xmlstr.IndexOf("")); id = xmlstr.Replace("", ""); id = id.Replace("", ""); UUID uuid = UUID.Zero; UUID.TryParse(id, out uuid); SetFromItemID(uuid); } public void ResetOwnerChangeFlag() { ForEachPart(delegate(SceneObjectPart part) { part.ResetOwnerChangeFlag(); }); } #endregion } }