OpenSimMirror/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs

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using System.Collections.Generic;
using System.Text;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
using System;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
// public delegate void PrimCountTaintedDelegate();
public class SceneObjectGroup : EntityBase
{
private Encoding enc = Encoding.ASCII;
protected SceneObjectPart m_rootPart;
protected Dictionary<LLUUID, SceneObjectPart> m_parts = new Dictionary<LLUUID, SceneObjectPart>();
protected ulong m_regionHandle;
public event PrimCountTaintedDelegate OnPrimCountTainted;
#region Properties
/// <summary>
///
/// </summary>
public int PrimCount
{
get { return 1; }
}
/// <summary>
///
/// </summary>
public LLVector3 GroupCentrePoint
{
get { return new LLVector3(0, 0, 0); }
}
public Dictionary<LLUUID, SceneObjectPart> Children
{
get { return this.m_parts; }
set { m_parts = value; }
}
public SceneObjectPart RootPart
{
set { m_rootPart = value; }
}
public ulong RegionHandle
{
get { return m_regionHandle; }
set
{
m_regionHandle = value;
lock (this.m_parts)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
part.RegionHandle = m_regionHandle;
}
}
}
}
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public override LLVector3 Pos
{
get { return m_rootPart.GroupPosition; }
set
{
lock (this.m_parts)
{
foreach (SceneObjectPart part in this.m_parts.Values)
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{
part.GroupPosition = value;
}
}
}
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}
public override uint LocalId
{
get { return m_rootPart.LocalID; }
set { m_rootPart.LocalID = value; }
}
public override LLUUID UUID
{
get { return m_rootPart.UUID; }
set { m_rootPart.UUID = value; }
}
public LLUUID OwnerID
{
get { return m_rootPart.OwnerID; }
}
/// <summary>
/// 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.
/// </summary>
protected bool m_isSelected = false;
public bool IsSelected
{
get { return m_isSelected; }
set { m_isSelected = value; }
}
#endregion
#region Constructors
/// <summary>
///
/// </summary>
public SceneObjectGroup()
{
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, string xmlData)
{
m_scene = scene;
m_regionHandle = regionHandle;
StringReader sr = new StringReader(xmlData);
XmlTextReader reader = new XmlTextReader(sr);
reader.ReadStartElement("SceneObjectGroup");
reader.ReadStartElement("RootPart");
this.m_rootPart = SceneObjectPart.FromXml(reader);
reader.ReadEndElement();
//TODO: read and create rest of the parts
reader.ReadEndElement();
reader.Close();
sr.Close();
this.m_parts.Add(m_rootPart.UUID, m_rootPart);
this.m_rootPart.LocalID = m_scene.PrimIDAllocate();
this.m_rootPart.RegionHandle = m_regionHandle;
m_scene.EventManager.OnBackup += this.ProcessBackup;
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(byte[] data)
{
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos, PrimitiveBaseShape shape)
{
m_regionHandle = regionHandle;
m_scene = scene;
// this.Pos = pos;
LLVector3 rootOffset = new LLVector3(0, 0, 0);
SceneObjectPart newPart = new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
this.m_parts.Add(newPart.UUID, newPart);
this.SetPartAsRoot(newPart);
m_scene.EventManager.OnBackup += this.ProcessBackup;
}
#endregion
public string ToXmlString()
{
StringWriter sw = new StringWriter();
//StreamWriter st = new StreamWriter("testxml.txt");
XmlTextWriter writer = new XmlTextWriter(sw);
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
m_rootPart.ToXml(writer);
writer.WriteEndElement();
writer.WriteEndElement();
writer.Close();
// System.Console.WriteLine("prim: " + sw.ToString());
return sw.ToString();
// st.Close();
// return "";
}
#region Copying
/// <summary>
///
/// </summary>
/// <returns></returns>
public new SceneObjectGroup Copy()
{
SceneObjectGroup dupe = (SceneObjectGroup)this.MemberwiseClone();
dupe.Pos = new LLVector3(Pos.X, Pos.Y, Pos.Z);
dupe.m_scene = m_scene;
dupe.m_regionHandle = this.m_regionHandle;
dupe.CopyRootPart(this.m_rootPart);
m_scene.EventManager.OnBackup += dupe.ProcessBackup;
foreach (SceneObjectPart part in this.m_parts.Values)
{
if (part.UUID != this.m_rootPart.UUID)
{
dupe.CopyPart(part);
}
}
return dupe;
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void CopyRootPart(SceneObjectPart part)
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate());
this.m_parts.Add(newPart.UUID, newPart);
this.SetPartAsRoot(newPart);
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void CopyPart(SceneObjectPart part)
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate());
this.m_parts.Add(newPart.UUID, newPart);
this.SetPartAsNonRoot(newPart);
}
#endregion
#region Scheduling
/// <summary>
///
/// </summary>
public override void Update()
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
part.SendScheduledUpdates();
}
}
/// <summary>
///
/// </summary>
public void ScheduleGroupForFullUpdate()
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
part.ScheduleFullUpdate();
}
}
/// <summary>
///
/// </summary>
public void ScheduleGroupForTerseUpdate()
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
part.ScheduleTerseUpdate();
}
}
/// <summary>
///
/// </summary>
public void SendGroupFullUpdate()
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
part.SendFullUpdateToAllClients();
}
}
/// <summary>
///
/// </summary>
public void SendGroupTerseUpdate()
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
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part.SendTerseUpdateToAllClients();
}
}
#endregion
#region SceneGroupPart Methods
/// <summary>
///
/// </summary>
/// <param name="primID"></param>
/// <returns></returns>
private SceneObjectPart GetChildPrim(LLUUID primID)
{
SceneObjectPart childPart = null;
if (this.m_parts.ContainsKey(primID))
{
childPart = this.m_parts[primID];
}
return childPart;
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
private SceneObjectPart GetChildPrim(uint localID)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
if (part.LocalID == localID)
{
return part;
}
}
return null;
}
/// <summary>
/// Does this group contain the child prim
/// should be able to remove these methods once we have a entity index in scene
/// </summary>
/// <param name="primID"></param>
/// <returns></returns>
public bool HasChildPrim(LLUUID primID)
{
SceneObjectPart childPart = null;
if (this.m_parts.ContainsKey(primID))
{
childPart = this.m_parts[primID];
return true;
}
return false;
}
/// <summary>
/// Does this group contain the child prim
/// should be able to remove these methods once we have a entity index in scene
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public bool HasChildPrim(uint localID)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
if (part.LocalID == localID)
{
return true;
}
}
return false;
}
#endregion
#region Packet Handlers
/// <summary>
///
/// </summary>
/// <param name="objectGroup"></param>
public void LinkToGroup(SceneObjectGroup objectGroup)
{
SceneObjectPart linkPart = objectGroup.m_rootPart;
linkPart.OffsetPosition = linkPart.GroupPosition - this.Pos;
linkPart.GroupPosition = this.Pos;
Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
Quaternion parentRot = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
axPos = parentRot.Inverse() * axPos;
linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Quaternion oldRot = new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y, linkPart.RotationOffset.Z);
Quaternion newRot = parentRot * oldRot;
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
linkPart.ParentID = this.m_rootPart.LocalID;
this.m_parts.Add(linkPart.UUID, linkPart);
linkPart.SetParent(this);
//TODO: rest of parts
m_scene.EventManager.OnBackup -= objectGroup.ProcessBackup;
m_scene.DeleteEntity(objectGroup.UUID);
this.ScheduleGroupForFullUpdate();
}
/// <summary>
///
/// </summary>
/// <param name="offset"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
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public void GrabMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
{
this.Pos = pos;
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this.m_rootPart.SendTerseUpdateToAllClients();
}
/// <summary>
///
/// </summary>
/// <param name="client"></param>
public void GetProperites(IClientAPI client)
{
ObjectPropertiesPacket proper = new ObjectPropertiesPacket();
proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[1];
proper.ObjectData[0] = new ObjectPropertiesPacket.ObjectDataBlock();
proper.ObjectData[0].ItemID = LLUUID.Zero;
proper.ObjectData[0].CreationDate = (ulong)this.m_rootPart.CreationDate;
proper.ObjectData[0].CreatorID = this.m_rootPart.CreatorID;
proper.ObjectData[0].FolderID = LLUUID.Zero;
proper.ObjectData[0].FromTaskID = LLUUID.Zero;
proper.ObjectData[0].GroupID = LLUUID.Zero;
proper.ObjectData[0].InventorySerial = 0;
proper.ObjectData[0].LastOwnerID = this.m_rootPart.LastOwnerID;
proper.ObjectData[0].ObjectID = this.UUID;
proper.ObjectData[0].OwnerID = this.m_rootPart.OwnerID;
proper.ObjectData[0].TouchName = enc.GetBytes(this.m_rootPart.TouchName + "\0");
proper.ObjectData[0].TextureID = new byte[0];
proper.ObjectData[0].SitName = enc.GetBytes(this.m_rootPart.SitName + "\0");
proper.ObjectData[0].Name = enc.GetBytes(this.m_rootPart.PartName + "\0");
proper.ObjectData[0].Description = enc.GetBytes(this.m_rootPart.Description + "\0");
proper.ObjectData[0].OwnerMask = this.m_rootPart.OwnerMask;
proper.ObjectData[0].NextOwnerMask = this.m_rootPart.NextOwnerMask;
proper.ObjectData[0].GroupMask = this.m_rootPart.GroupMask;
proper.ObjectData[0].EveryoneMask = this.m_rootPart.EveryoneMask;
proper.ObjectData[0].BaseMask = this.m_rootPart.BaseMask;
client.OutPacket(proper);
}
/// <summary>
///
/// </summary>
/// <param name="name"></param>
public void SetPartName(string name, uint localID)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
part.PartName = name;
}
}
public void SetPartDescription(string des, uint localID)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
part.Description = des;
}
}
public void SetPartText(string text, uint localID)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
part.Text = text;
}
}
public void SetPartText(string text, LLUUID partID)
{
SceneObjectPart part = this.GetChildPrim(partID);
if (part != null)
{
part.Text = text;
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="localID"></param>
public void GetPartInventory(IClientAPI remoteClient, uint localID)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
part.GetInventory(remoteClient, localID);
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="type"></param>
/// <param name="inUse"></param>
/// <param name="data"></param>
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
part.UpdateExtraParam(type, inUse, data);
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="textureEntry"></param>
public void UpdateTextureEntry(uint localID, byte[] textureEntry)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
part.UpdateTextureEntry(textureEntry);
}
}
#endregion
#region Shape
/// <summary>
///
/// </summary>
/// <param name="shapeBlock"></param>
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
part.UpdateShape(shapeBlock);
}
}
#endregion
#region Resize
/// <summary>
///
/// </summary>
/// <param name="scale"></param>
/// <param name="localID"></param>
public void Resize(LLVector3 scale, uint localID)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
part.Resize(scale);
}
}
#endregion
#region Position
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void UpdateGroupPosition(LLVector3 pos)
{
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this.Pos = pos;
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
/// <param name="localID"></param>
public void UpdateSinglePosition(LLVector3 pos, uint localID)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
if (part.UUID == this.m_rootPart.UUID)
{
this.UpdateRootPosition(pos);
}
else
{
part.UpdateOffSet(pos);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
private void UpdateRootPosition(LLVector3 pos)
{
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
LLVector3 oldPos = new LLVector3(this.Pos.X + this.m_rootPart.OffsetPosition.X, this.Pos.Y + this.m_rootPart.OffsetPosition.Y, this.Pos.Z + this.m_rootPart.OffsetPosition.Z);
LLVector3 diff = oldPos - newPos;
Axiom.Math.Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z);
Axiom.Math.Quaternion partRotation = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
axDiff = partRotation.Inverse() * axDiff;
diff.X = axDiff.x;
diff.Y = axDiff.y;
diff.Z = axDiff.z;
foreach (SceneObjectPart obPart in this.m_parts.Values)
{
if (obPart.UUID != this.m_rootPart.UUID)
{
obPart.OffsetPosition = obPart.OffsetPosition + diff;
}
}
this.Pos = newPos;
pos.X = newPos.X;
pos.Y = newPos.Y;
pos.Z = newPos.Z;
}
#endregion
#region Roation
/// <summary>
///
/// </summary>
/// <param name="rot"></param>
public void UpdateGroupRotation(LLQuaternion rot)
{
this.m_rootPart.UpdateRotation(rot);
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
/// <param name="rot"></param>
public void UpdateGroupRotation(LLVector3 pos, LLQuaternion rot)
{
this.m_rootPart.UpdateRotation(rot);
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this.Pos = pos;
}
/// <summary>
///
/// </summary>
/// <param name="rot"></param>
/// <param name="localID"></param>
public void UpdateSingleRotation(LLQuaternion rot, uint localID)
{
SceneObjectPart part = this.GetChildPrim(localID);
if (part != null)
{
if (part.UUID == this.m_rootPart.UUID)
{
this.UpdateRootRotation(rot);
}
else
{
part.UpdateRotation(rot);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="rot"></param>
private void UpdateRootRotation(LLQuaternion rot)
{
this.m_rootPart.UpdateRotation(rot);
Axiom.Math.Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z);
Axiom.Math.Quaternion oldParentRot = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
foreach (SceneObjectPart prim in this.m_parts.Values)
{
if (prim.UUID != this.m_rootPart.UUID)
{
Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
axPos = oldParentRot * axPos;
axPos = axRot.Inverse() * axPos;
prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Axiom.Math.Quaternion primsRot = new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y, prim.RotationOffset.Z);
Axiom.Math.Quaternion newRot = oldParentRot * primsRot;
newRot = axRot.Inverse() * newRot;
prim.RotationOffset = new LLQuaternion(newRot.w, newRot.x, newRot.y, newRot.z);
}
}
}
#endregion
/// <summary>
///
/// </summary>
/// <param name="part"></param>
private void SetPartAsRoot(SceneObjectPart part)
{
this.m_rootPart = part;
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
private void SetPartAsNonRoot(SceneObjectPart part)
{
part.ParentID = this.m_rootPart.LocalID;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public List<ScenePresence> RequestSceneAvatars()
{
return m_scene.RequestAvatarList();
}
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#region Events
/// <summary>
///
/// </summary>
public void TriggerTainted()
{
if (OnPrimCountTainted != null)
{
this.OnPrimCountTainted();
}
}
/// <summary>
/// Processes backup
/// </summary>
/// <param name="datastore"></param>
public void ProcessBackup(OpenSim.Region.Interfaces.IRegionDataStore datastore)
{
datastore.StoreObject(this);
}
#endregion
#region Client Updating
public void SendFullUpdateToClient(IClientAPI remoteClient)
{
lock (this.m_parts)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
this.SendPartFullUpdate(remoteClient, part);
}
}
}
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/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="part"></param>
internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part)
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{
if (m_rootPart == part)
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{
part.SendFullUpdateToClient(remoteClient, Pos);
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}
else
{
part.SendFullUpdateToClient(remoteClient);
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}
}
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/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="part"></param>
internal void SendPartTerseUpdate(IClientAPI remoteClient, SceneObjectPart part)
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{
if (m_rootPart == part)
{
part.SendTerseUpdateToClient(remoteClient, Pos);
}
else
{
part.SendTerseUpdateToClient(remoteClient);
}
}
#endregion
/// <summary>
/// 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...
/// </summary>
/// <param name="scene"></param>
public void SetScene(Scene scene)
{
m_scene = scene;
m_scene.EventManager.OnBackup += this.ProcessBackup;
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void AddPart(SceneObjectPart part)
{
part.SetParent(this);
this.m_parts.Add(part.UUID, part);
}
/// <summary>
///
/// </summary>
public void UpdateParentIDs()
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
if (part.UUID != this.m_rootPart.UUID)
{
part.ParentID = this.m_rootPart.LocalID;
}
}
}
}
}