aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
blob: 51eac5f3f6f19b1a991ddd01d2588b7f1765fb53 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
/*
 * 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.Linq;
using OpenMetaverse;

namespace OpenSim.Region.Framework.Scenes
{
    /// <summary>
    /// Represents a coalescene of scene objects.  A coalescence occurs when objects that are not in the same linkset
    /// are grouped together.
    /// </summary>
    public class CoalescedSceneObjects
    {   
        /// <summary>
        /// The creator of this coalesence, though not necessarily the objects within it.
        /// </summary>
        public UUID CreatorId { get; set; }
        
        /// <summary>
        /// The number of objects in this coalesence
        /// </summary>
        public int Count
        {
            get
            {
                lock (m_memberObjects)
                    return m_memberObjects.Count;
            }
        }
        
        /// <summary>
        /// Does this coalesence have any member objects?
        /// </summary>
        public bool HasObjects { get { return Count > 0; } }
        
        /// <summary>
        /// Get the objects currently in this coalescence
        /// </summary>
        public List<SceneObjectGroup> Objects
        {
            get
            {
                lock (m_memberObjects)
                    return new List<SceneObjectGroup>(m_memberObjects);
            }
        }               
        
        /// <summary>
        /// Get the scene that contains the objects in this coalescence.  If there are no objects then null is returned.
        /// </summary>
        public Scene Scene 
        { 
            get
            {
                if (!HasObjects)
                    return null;
                else
                    return Objects[0].Scene;
            }
        }
        
        /// <summary>
        /// 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.
        /// </summary>
        protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>();
        
        public CoalescedSceneObjects(UUID creatorId) 
        {
            CreatorId = creatorId;
        }
        
        public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId)
        {            
            foreach (SceneObjectGroup obj in objs)
                Add(obj);
        }
            
        /// <summary>
        /// Add an object to the coalescence.
        /// </summary>
        /// <param name="obj"></param>
        /// <param name="offset">The offset of the object within the group</param>
        public void Add(SceneObjectGroup obj)
        {
            lock (m_memberObjects)
                m_memberObjects.Add(obj);
        }
        
        /// <summary>
        /// Removes a scene object from the coalescene
        /// </summary>
        /// <param name="sceneObjectId"></param>
        /// <returns>true if the object was there to be removed, false if not.</returns>
        public bool Remove(SceneObjectGroup obj)
        {
            lock (m_memberObjects)
                return m_memberObjects.Remove(obj);
        }
    }
}