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

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/*
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* 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 OpenSim 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;
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,
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
}
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struct scriptPosTarget
{
public Vector3 targetPos;
public float tolerance;
public uint handle;
}
public delegate void PrimCountTaintedDelegate();
/// <summary>
/// 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.
/// </summary>
public partial class SceneObjectGroup : EntityBase, ISceneObject
{
// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
/// <summary>
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/// Signal whether the non-inventory attributes of any prims in the group have changed
/// since the group's last persistent backup
/// </summary>
private bool m_hasGroupChanged = false;
private long timeFirstChanged;
private long timeLastChanged;
public bool HasGroupChanged
{
set
{
if (value)
{
timeLastChanged = DateTime.Now.Ticks;
if (!m_hasGroupChanged)
timeFirstChanged = DateTime.Now.Ticks;
}
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;
long currentTime = DateTime.Now.Ticks;
if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter)
return true;
return false;
}
/// <value>
/// 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).
/// </value>
public bool IsAttachment
{
get
{
if (!IsDeleted)
return m_rootPart.IsAttachment;
return false;
}
}
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public float scriptScore = 0f;
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private Vector3 lastPhysGroupPos;
private Quaternion lastPhysGroupRot;
private bool m_isBackedUp = false;
/// <summary>
/// The constituent parts of this group
/// </summary>
protected Dictionary<UUID, SceneObjectPart> m_parts = new Dictionary<UUID, SceneObjectPart>();
protected ulong m_regionHandle;
protected SceneObjectPart m_rootPart;
// private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
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private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>();
private bool m_scriptListens_atTarget = false;
private bool m_scriptListens_notAtTarget = false;
internal Dictionary<UUID, string> m_savedScriptState = null;
#region Properties
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/// <summary>
/// The name of an object grouping is always the same as its root part
/// </summary>
public override string Name
{
get {
if (RootPart == null)
return "";
return RootPart.Name;
}
set { RootPart.Name = value; }
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}
/// <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
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/// saying what prim(s) that user has selected.
/// </summary>
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protected bool m_isSelected = false;
/// <summary>
/// Number of prims in this group
/// </summary>
public int PrimCount
{
get { return m_parts.Count; }
}
public Quaternion GroupRotation
{
get { return m_rootPart.RotationOffset; }
}
public UUID GroupID
{
get { return m_rootPart.GroupID; }
set { m_rootPart.GroupID = value; }
}
public Dictionary<UUID, SceneObjectPart> Children
{
get { return m_parts; }
set { m_parts = value; }
}
/// <value>
/// The root part of this scene object
/// </value>
public SceneObjectPart RootPart
{
get { return m_rootPart; }
}
public ulong RegionHandle
{
get { return m_regionHandle; }
set
{
m_regionHandle = value;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.RegionHandle = m_regionHandle;
}
}
}
}
/// <summary>
/// The absolute position of this scene object in the scene
/// </summary>
public override Vector3 AbsolutePosition
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{
get
{
if (m_rootPart == null)
{
throw new NullReferenceException(
string.Format("[SCENE OBJECT GROUP]: Object {0} has no root part.", m_uuid));
}
return m_rootPart.GroupPosition;
}
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set
{
Vector3 val = value;
if ((val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f) && !IsAttachment)
{
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
}
lock (m_parts)
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{
foreach (SceneObjectPart part in m_parts.Values)
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{
part.GroupPosition = val;
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}
}
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//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);
//}
}
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}
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public override uint LocalId
{
get
{
if (m_rootPart == null)
{
m_log.Error("[SCENE OBJECT GROUP]: Unable to find the rootpart for a LocalId Request!");
return 0;
}
return m_rootPart.LocalId;
}
set { m_rootPart.LocalId = value; }
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}
public override UUID UUID
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{
get {
if (m_rootPart == null)
{
m_log.Error("Got a null rootpart while requesting UUID. Called from: ", new Exception());
return UUID.Zero;
}
else return m_rootPart.UUID;
}
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set { m_rootPart.UUID = value; }
}
public UUID OwnerID
{
get
{
if (m_rootPart == null)
return UUID.Zero;
return m_rootPart.OwnerID;
}
set { m_rootPart.OwnerID = value; }
}
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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; }
}
public bool IsSelected
{
get { return m_isSelected; }
set
{
m_isSelected = value;
// Tell physics engine that group is selected
if (m_rootPart != null && 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;
}
}
}
}
}
// 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
/// <summary>
/// Constructor
/// </summary>
public SceneObjectGroup()
{
}
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/// <summary>
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/// 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.
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/// </summary>
public SceneObjectGroup(SceneObjectPart part)
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{
SetRootPart(part);
}
/// <summary>
/// Constructor. This object is added to the scene later via AttachToScene()
/// </summary>
public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
{
Vector3 rootOffset = new Vector3(0, 0, 0);
SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, rootOffset));
}
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/// <summary>
/// Constructor.
/// </summary>
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<UUID, string>();
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 SetFromAssetID(UUID AssetId)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.FromAssetID = AssetId;
}
}
}
public UUID GetFromAssetID()
{
if (m_rootPart != null)
{
return m_rootPart.FromAssetID;
}
return UUID.Zero;
}
/// <summary>
/// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
/// </summary>
public 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;
}
}
/// <summary>
/// Attach this object to a scene. It will also now appear to agents.
/// </summary>
/// <param name="scene"></param>
public void AttachToScene(Scene scene)
{
m_scene = scene;
RegionHandle = m_scene.RegionInfo.RegionHandle;
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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);
ScheduleGroupForFullUpdate();
}
public Vector3 GroupScale()
{
Vector3 minScale = new Vector3(Constants.RegionSize,Constants.RegionSize,Constants.RegionSize);
Vector3 maxScale = new Vector3(0f,0f,0f);
Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
lock (m_parts)
{
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.X + partoffset.Y : minScale.Y;
minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.X + 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;
}
}
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;
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}
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 returnresult = new EntityIntersection();
lock (m_parts)
{
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;
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// Telling the prim to raytrace.
//EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
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EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation,frontFacesOnly, faceCenters);
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// 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)
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{
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
{
returnresult.HitTF = true;
returnresult.ipoint = inter.ipoint;
returnresult.obj = part;
returnresult.normal = inter.normal;
returnresult.distance = inter.distance;
}
}
}
}
return returnresult;
}
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#endregion
public void SaveScriptedState(XmlTextWriter writer)
{
XmlDocument doc = new XmlDocument();
Dictionary<UUID,string> states = new Dictionary<UUID,string>();
// Capture script state while holding the lock
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates();
foreach (UUID itemid in pstates.Keys)
{
states.Add(itemid, pstates[itemid]);
}
}
}
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
}
}
/// <summary>
/// Attach this scene object to the given avatar.
/// </summary>
/// <param name="agentID"></param>
/// <param name="attachmentpoint"></param>
/// <param name="AttachOffset"></param>
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;
DetachFromBackup();
// Remove from database and parcel prim count
//
m_scene.DeleteFromStorage(UUID);
m_scene.EventManager.TriggerParcelPrimCountTainted();
m_rootPart.AttachedAvatar = agentID;
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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();
}
}
}
public byte GetAttachmentPoint()
{
if (m_rootPart != null)
{
return m_rootPart.Shape.State;
}
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return (byte)0;
}
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);
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if (avatar == null)
return;
detachedpos = avatar.AbsolutePosition;
AbsolutePosition = detachedpos;
m_rootPart.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();
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m_scene.EventManager.TriggerParcelPrimCountTainted();
m_rootPart.ScheduleFullUpdate();
m_rootPart.ClearUndoState();
}
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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);
}
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m_rootPart.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();
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}
/// <summary>
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///
/// </summary>
/// <param name="part"></param>
private void SetPartAsNonRoot(SceneObjectPart part)
{
part.ParentID = m_rootPart.LocalId;
part.ClearUndoState();
}
public override void UpdateMovement()
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.UpdateMovement();
}
}
}
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public float GetTimeDilation()
{
return m_scene.TimeDilation;
}
/// <summary>
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/// 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;
}
/// <summary>
/// Set a part to act as the root part for this scene object
/// </summary>
/// <param name="part"></param>
public void SetRootPart(SceneObjectPart part)
{
part.SetParent(this);
m_rootPart = part;
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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);
}
/// <summary>
/// Add a new part to this scene object. The part must already be correctly configured.
/// </summary>
/// <param name="part"></param>
public void AddPart(SceneObjectPart part)
{
lock (m_parts)
{
part.SetParent(this);
m_parts.Add(part.UUID, part);
part.LinkNum = m_parts.Count;
if (part.LinkNum == 2 && RootPart != null)
RootPart.LinkNum = 1;
}
}
/// <summary>
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/// Make sure that every non root part has the proper parent root part local id
/// </summary>
private void UpdateParentIDs()
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UUID != m_rootPart.UUID)
{
part.ParentID = m_rootPart.LocalId;
}
}
}
}
public void RegenerateFullIDs()
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.UUID = UUID.Random();
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}
}
}
// helper provided for parts.
public int GetSceneMaxUndo()
{
if (m_scene != null)
return m_scene.MaxUndoCount;
return 5;
}
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// 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.
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// 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)
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{
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);
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}
}
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);
}
/// <summary>
/// Delete this group from its scene and tell all the scene presences about that deletion.
/// </summary>
/// <param name="silent">Broadcast deletions to all clients.</param>
public void DeleteGroup(bool silent)
{
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// We need to keep track of this state in case this group is still queued for backup.
m_isDeleted = true;
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DetachFromBackup();
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
// part.Inventory.RemoveScriptInstances();
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List<ScenePresence> avatars = Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
if (avatars[i].ParentID == LocalId)
{
avatars[i].StandUp();
}
if (!silent)
{
if (m_rootPart != null && part == m_rootPart)
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
}
}
}
}
}
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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()
{
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uint objectflagupdate=(uint)RootPart.GetEffectiveObjectFlags();
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scriptEvents aggregateScriptEvents=0;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
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if (part == null)
continue;
if (part != RootPart)
part.ObjectFlags = objectflagupdate;
aggregateScriptEvents |= part.AggregateScriptEvents;
}
}
if ((aggregateScriptEvents & scriptEvents.at_target) != 0)
{
m_scriptListens_atTarget = true;
}
else
{
m_scriptListens_atTarget = false;
}
if ((aggregateScriptEvents & scriptEvents.not_at_target) != 0)
{
m_scriptListens_notAtTarget = true;
}
else
{
m_scriptListens_notAtTarget = false;
}
if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
{
}
else
{
lock (m_targets)
m_targets.Clear();
}
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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();
}
/// <summary>
/// Apply physics to this group
/// </summary>
/// <param name="m_physicalPrim"></param>
public void ApplyPhysics(bool m_physicalPrim)
{
lock (m_parts)
{
if (m_parts.Count > 1)
{
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
foreach (SceneObjectPart part in m_parts.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
{
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<SceneObjectPart> whatToDo)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
whatToDo(part);
}
}
}
#region Events
/// <summary>
/// Processes backup.
/// </summary>
/// <param name="datastore"></param>
public void ProcessBackup(IRegionDataStore datastore, bool forcedBackup)
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{
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.Now - 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
#region Client Updating
public void SendFullUpdateToClient(IClientAPI remoteClient)
{
SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part != RootPart)
SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
}
}
}
/// <summary>
/// Send a full update to the client for the given part
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="part"></param>
internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
{
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if (m_rootPart != null && m_rootPart.UUID == part.UUID)
{
if (IsAttachment)
{
part.SendFullUpdateToClient(remoteClient, m_rootPart.AttachedPos, clientFlags);
}
else
{
part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
}
}
else
{
part.SendFullUpdateToClient(remoteClient, clientFlags);
}
}
#endregion
#region Copying
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/// <summary>
/// Duplicates this object, including operations such as physics set up and attaching to the backup event.
/// </summary>
/// <returns></returns>
public SceneObjectGroup Copy(UUID cAgentID, UUID cGroupID, bool userExposed)
{
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
dupe.m_isBackedUp = false;
dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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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;
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dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
dupe.RootPart.Name,
pbs,
new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y, dupe.RootPart.AbsolutePosition.Z),
new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),
dupe.RootPart.RotationOffset,
dupe.RootPart.PhysActor.IsPhysical);
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dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
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// 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<SceneObjectPart> partList;
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lock (m_parts)
{
partList = new List<SceneObjectPart>(m_parts.Values);
}
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();
}
}
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}
if (userExposed)
{
dupe.UpdateParentIDs();
dupe.HasGroupChanged = true;
dupe.AttachToBackup();
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ScheduleGroupForFullUpdate();
}
return dupe;
}
/// <summary>
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///
/// </summary>
/// <param name="part"></param>
/// <param name="cAgentID"></param>
/// <param name="cGroupID"></param>
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(PhysicsVector 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(PhysicsVector 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(PhysicsVector 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)
{
PhysicsVector torque = rootpart.PhysActor.Torque;
return new Vector3(torque.X, torque.Y, torque.Z);
}
}
}
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<string> coords = new List<string>();
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 = new PhysicsVector(target.X, target.Y, target.Z);
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;
}
}
}
/// <summary>
/// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
/// </summary>
/// <param name="height">Height to hover. Height of zero disables hover.</param>
/// <param name="hoverType">Determines what the height is relative to </param>
/// <param name="tau">Number of seconds over which to reach target</param>
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;
}
}
}
}
/// <summary>
/// Set the owner of the root part.
/// </summary>
/// <param name="part"></param>
/// <param name="cAgentID"></param>
/// <param name="cGroupID"></param>
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();
}
/// <summary>
/// Make a copy of the given part.
/// </summary>
/// <param name="part"></param>
/// <param name="cAgentID"></param>
/// <param name="cGroupID"></param>
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);
lock (m_parts)
{
m_parts.Add(newPart.UUID, newPart);
}
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SetPartAsNonRoot(newPart);
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return newPart;
}
/// <summary>
/// Reset the UUIDs for all the prims that make up this group.
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///
/// 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.
/// </summary>
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<SceneObjectPart> partsList = new List<SceneObjectPart>(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);
}
}
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/// <summary>
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///
/// </summary>
/// <param name="part"></param>
public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags)
{
remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.ObjectOwner, 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;
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// This is what happens when an orphanced link set child prim's
// group was queued when it was linked
//
if (m_rootPart == null)
return;
// Even temporary objects take part in physics (e.g. temp-on-rez bullets)
//if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
// return;
lock (m_parts)
{
bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
//if (IsAttachment)
//{
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//foreach (SceneObjectPart part in m_parts.Values)
//{
//part.SendScheduledUpdates();
//}
//return;
//}
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if (Util.DistanceLessThan(lastPhysGroupPos, AbsolutePosition, 0.02) && UsePhysics)
{
m_rootPart.UpdateFlag = 1;
lastPhysGroupPos = AbsolutePosition;
}
//foreach (SceneObjectPart part in m_parts.Values)
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//{
//if (part.UpdateFlag == 0) part.UpdateFlag = 1;
//}
checkAtTargets();
if (((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
&& UsePhysics)
{
m_rootPart.UpdateFlag = 1;
lastPhysGroupRot = GroupRotation;
}
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendScheduledUpdates();
}
}
}
public void ScheduleFullUpdateToAvatar(ScenePresence presence)
{
RootPart.AddFullUpdateToAvatar(presence);
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part != RootPart)
part.AddFullUpdateToAvatar(presence);
}
}
}
public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.AddTerseUpdateToAvatar(presence);
}
}
}
/// <summary>
/// Schedule a full update for this scene object
/// </summary>
public void ScheduleGroupForFullUpdate()
{
checkAtTargets();
RootPart.ScheduleFullUpdate();
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part != RootPart)
part.ScheduleFullUpdate();
}
}
}
/// <summary>
/// Schedule a terse update for this scene object
/// </summary>
public void ScheduleGroupForTerseUpdate()
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.ScheduleTerseUpdate();
}
}
}
/// <summary>
/// Immediately send a full update for this scene object.
/// </summary>
public void SendGroupFullUpdate()
{
if (IsDeleted)
return;
RootPart.SendFullUpdateToAllClients();
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part != RootPart)
part.SendFullUpdateToAllClients();
}
}
}
/// <summary>
/// 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 cused by opensim (it probably should) but it's used by
/// external modules.
/// </summary>
public void SendGroupRootUpdate()
{
if (IsDeleted)
return;
RootPart.SendFullUpdateToAllClients();
}
public void QueueForUpdateCheck()
{
if (m_scene == null) // Need to check here as it's null during object creation
return;
m_scene.SceneGraph.AddToUpdateList(this);
}
/// <summary>
/// Immediately send a terse update for this scene object.
/// </summary>
public void SendGroupTerseUpdate()
{
if (IsDeleted)
return;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendTerseUpdateToAllClients();
}
}
}
#endregion
#region SceneGroupPart Methods
/// <summary>
/// Get the child part by LinkNum
/// </summary>
/// <param name="linknum"></param>
/// <returns>null if no child part with that linknum or child part</returns>
public SceneObjectPart GetLinkNumPart(int linknum)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.LinkNum == linknum)
{
return part;
}
}
}
return null;
}
/// <summary>
/// Get a child part with a given UUID
/// </summary>
/// <param name="primID"></param>
/// <returns>null if a child part with the primID was not found</returns>
public SceneObjectPart GetChildPart(UUID primID)
{
SceneObjectPart childPart = null;
if (m_parts.ContainsKey(primID))
{
childPart = m_parts[primID];
}
return childPart;
}
/// <summary>
/// Get a child part with a given local ID
/// </summary>
/// <param name="localID"></param>
/// <returns>null if a child part with the local ID was not found</returns>
public SceneObjectPart GetChildPart(uint localID)
{
//m_log.DebugFormat("Entered looking for {0}", localID);
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
//m_log.DebugFormat("Found {0}", part.LocalId);
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(UUID primID)
{
if (m_parts.ContainsKey(primID))
{
return true;
}
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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)
{
//m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
//m_log.DebugFormat("Found {0}", part.LocalId);
if (part.LocalId == localID)
{
return true;
}
}
}
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return false;
}
#endregion
#region Packet Handlers
/// <summary>
/// Link the prims in a given group to this group
/// </summary>
/// <param name="objectGroup">The group of prims which should be linked to this group</param>
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(
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// "[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;
lock (m_parts)
{
m_parts.Add(linkPart.UUID, linkPart);
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// 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
foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
{
if (kvp.Value.LinkNum != 1)
{
// Don't update root prim link number
kvp.Value.LinkNum += objectGroup.PrimCount;
}
}
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();
}
}
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m_scene.UnlinkSceneObject(objectGroup.UUID, true);
objectGroup.m_isDeleted = true;
lock (objectGroup.m_parts)
{
objectGroup.m_parts.Clear();
}
// 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();
}
/// <summary>
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/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <param name="partID"></param>
public void DelinkFromGroup(uint partID)
{
DelinkFromGroup(partID, true);
}
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <param name="partID"></param>
/// <param name="sendEvents"></param>
public void DelinkFromGroup(uint partID, bool sendEvents)
{
SceneObjectPart linkPart = GetChildPart(partID);
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if (linkPart != null)
{
DelinkFromGroup(linkPart, sendEvents);
}
else
{
m_log.InfoFormat("[SCENE OBJECT GROUP]: " +
"DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
partID, LocalId, UUID);
}
}
public void DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
{
linkPart.ClearUndoState();
// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
Quaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
lock (m_parts)
{
m_parts.Remove(linkPart.UUID);
}
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--;
}
}
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();
}
/// <summary>
/// Stop this object from being persisted over server restarts.
/// </summary>
/// <param name="objectGroup"></param>
public 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;
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// 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;
}
/// <summary>
/// If object is physical, apply force to move it around
/// If object is not physical, just put it at the resulting location
/// </summary>
/// <param name="offset">Always seems to be 0,0,0, so ignoring</param>
/// <param name="pos">New position. We do the math here to turn it into a force</param>
/// <param name="remoteClient"></param>
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)
{
Vector3 llmoveforce = pos - AbsolutePosition;
PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z);
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);
}
}
}
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public void NonPhysicalGrabMovement(Vector3 pos)
{
AbsolutePosition = pos;
m_rootPart.SendTerseUpdateToAllClients();
}
/// <summary>
/// If object is physical, prepare for spinning torques (set flag to save old orientation)
/// </summary>
/// <param name="rotation">Rotation. We do the math here to turn it into a torque</param>
/// <param name="remoteClient"></param>
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;
}
}
}
}
/// <summary>
/// If object is physical, apply torque to spin it around
/// </summary>
/// <param name="rotation">Rotation. We do the math here to turn it into a torque</param>
/// <param name="remoteClient"></param>
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)
{
2009-04-14 11:38:33 +00:00
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);
PhysicsVector spinforce = new PhysicsVector(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);
}
}
}
/// <summary>
/// Return metadata about a prim (name, description, sale price, etc.)
/// </summary>
/// <param name="client"></param>
public void GetProperties(IClientAPI client)
{
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m_rootPart.GetProperties(client);
}
/// <summary>
/// Set the name of a prim
/// </summary>
/// <param name="name"></param>
/// <param name="localID"></param>
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;
}
}
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public void SetPartText(string text, uint localID)
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{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
2007-08-07 17:25:21 +00:00
{
part.SetText(text);
2007-08-07 17:25:21 +00:00
}
}
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public void SetPartText(string text, UUID partID)
2007-08-07 18:31:20 +00:00
{
SceneObjectPart part = GetChildPart(partID);
if (part != null)
2007-08-07 18:31:20 +00:00
{
part.SetText(text);
2007-08-07 18:31:20 +00:00
}
}
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;
}
/// <summary>
/// Update prim flags for this group.
/// </summary>
/// <param name="localID"></param>
/// <param name="type"></param>
/// <param name="inUse"></param>
/// <param name="data"></param>
public void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVolumeDetect)
{
SceneObjectPart selectionPart = GetChildPart(localID);
2008-08-18 00:39:10 +00:00
if (IsTemporary)
{
DetachFromBackup();
// Remove from database and parcel prim count
//
m_scene.DeleteFromStorage(UUID);
m_scene.EventManager.TriggerParcelPrimCountTainted();
}
if (selectionPart != null)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
2008-07-12 18:54:21 +00:00
if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
{
UsePhysics = false; // Reset physics
break;
}
}
foreach (SceneObjectPart part in m_parts.Values)
{
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);
}
}
/// <summary>
/// Get the parts of this scene object
/// </summary>
/// <returns></returns>
public SceneObjectPart[] GetParts()
{
int numParts = Children.Count;
SceneObjectPart[] partArray = new SceneObjectPart[numParts];
Children.Values.CopyTo(partArray, 0);
return partArray;
}
/// <summary>
/// Update the texture entry for this part
/// </summary>
/// <param name="localID"></param>
/// <param name="textureEntry"></param>
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
/// <summary>
2008-05-16 01:22:11 +00:00
///
/// </summary>
/// <param name="shapeBlock"></param>
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
/// <summary>
/// Resize the given part
/// </summary>
/// <param name="scale"></param>
/// <param name="localID"></param>
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)
{
part.Resize(scale);
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 =
new PhysicsVector(scale.X, scale.Y, scale.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
//if (part.UUID != m_rootPart.UUID)
2008-08-18 00:39:10 +00:00
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)
{
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);
lock (m_parts)
{
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);
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;
}
}
}
}
}
}
Vector3 prevScale = part.Scale;
prevScale.X *= x;
prevScale.Y *= y;
prevScale.Z *= z;
part.Resize(prevScale);
lock (m_parts)
{
foreach (SceneObjectPart obPart in m_parts.Values)
{
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);
}
}
}
if (part.PhysActor != null)
{
part.PhysActor.Size =
new PhysicsVector(prevScale.X, prevScale.Y, prevScale.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
}
#endregion
#region Position
/// <summary>
/// Move this scene object
/// </summary>
/// <param name="pos"></param>
public void UpdateGroupPosition(Vector3 pos)
{
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
if (IsAttachment)
{
m_rootPart.AttachedPos = pos;
}
AbsolutePosition = pos;
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HasGroupChanged = true;
}
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//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();
}
/// <summary>
/// Update the position of a single part of this scene object
/// </summary>
/// <param name="pos"></param>
/// <param name="localID"></param>
public void UpdateSinglePosition(Vector3 pos, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
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if (part != null)
{
if (part.UUID == m_rootPart.UUID)
{
UpdateRootPosition(pos);
}
else
{
part.UpdateOffSet(pos);
}
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HasGroupChanged = true;
}
}
/// <summary>
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///
/// </summary>
/// <param name="pos"></param>
private void UpdateRootPosition(Vector3 pos)
{
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;
lock (m_parts)
{
foreach (SceneObjectPart obPart in m_parts.Values)
{
if (obPart.UUID != m_rootPart.UUID)
{
obPart.OffsetPosition = obPart.OffsetPosition + diff;
}
}
}
AbsolutePosition = newPos;
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HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
public void OffsetForNewRegion(Vector3 offset)
{
m_rootPart.GroupPosition = offset;
}
#endregion
#region Rotation
/// <summary>
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///
/// </summary>
/// <param name="rot"></param>
public void UpdateGroupRotation(Quaternion rot)
{
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
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HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
/// <summary>
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///
/// </summary>
/// <param name="pos"></param>
/// <param name="rot"></param>
public void UpdateGroupRotation(Vector3 pos, Quaternion rot)
{
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
AbsolutePosition = pos;
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HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
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/// <summary>
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///
/// </summary>
/// <param name="rot"></param>
/// <param name="localID"></param>
public void UpdateSingleRotation(Quaternion rot, uint localID)
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{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
if (part.UUID == m_rootPart.UUID)
{
UpdateRootRotation(rot);
}
else
{
part.UpdateRotation(rot);
}
}
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}
/// <summary>
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///
/// </summary>
/// <param name="rot"></param>
private void UpdateRootRotation(Quaternion rot)
{
Quaternion axRot = rot;
Quaternion oldParentRot = m_rootPart.RotationOffset;
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
lock (m_parts)
{
foreach (SceneObjectPart prim in m_parts.Values)
{
if (prim.UUID != m_rootPart.UUID)
{
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();
}
}
}
m_rootPart.ScheduleTerseUpdate();
}
#endregion
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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;
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if (setY)
m_rootPart.RotationAxis.Y = setval;
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if (setZ)
m_rootPart.RotationAxis.Z = setval;
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if (setX || setY || setZ)
{
m_rootPart.SetPhysicsAxisRotation();
}
}
}
public int registerTargetWaypoint(Vector3 target, float tolerance)
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{
scriptPosTarget waypoint = new scriptPosTarget();
waypoint.targetPos = target;
waypoint.tolerance = tolerance;
uint handle = m_scene.AllocateLocalId();
waypoint.handle = handle;
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lock (m_targets)
{
m_targets.Add(handle, waypoint);
}
return (int)handle;
}
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public void unregisterTargetWaypoint(int handle)
{
lock (m_targets)
{
if (m_targets.ContainsKey((uint)handle))
m_targets.Remove((uint)handle);
}
}
private void checkAtTargets()
{
if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
{
if (m_targets.Count > 0)
{
bool at_target = false;
//Vector3 targetPos;
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//uint targetHandle;
Dictionary<uint, scriptPosTarget> atTargets = new Dictionary<uint, scriptPosTarget>();
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;
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atTargets.Add(idx, att);
}
}
}
}
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if (atTargets.Count > 0)
{
uint[] localids = new uint[0];
lock (m_parts)
{
localids = new uint[m_parts.Count];
int cntr = 0;
foreach (SceneObjectPart part in m_parts.Values)
{
localids[cntr] = part.LocalId;
cntr++;
}
}
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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);
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}
}
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return;
}
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if (m_scriptListens_notAtTarget && !at_target)
{
//trigger not_at_target
uint[] localids = new uint[0];
lock (m_parts)
{
localids = new uint[m_parts.Count];
int cntr = 0;
foreach (SceneObjectPart part in m_parts.Values)
{
localids[cntr] = part.LocalId;
cntr++;
}
}
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for (int ctr = 0; ctr < localids.Length; ctr++)
{
m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
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}
}
}
}
}
public float GetMass()
{
float retmass = 0f;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
retmass += part.GetMass();
}
}
return retmass;
}
public void CheckSculptAndLoad()
{
lock (m_parts)
{
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);
}
}
}
}
}
}
}
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protected void AssetReceived(string id, Object sender, AssetBase asset)
{
SceneObjectPart sop = (SceneObjectPart)sender;
if (sop != null)
{
if (asset != null)
sop.SculptTextureCallback(asset.FullID, asset);
}
}
/// <summary>
/// Set the user group to which this scene object belongs.
/// </summary>
/// <param name="GroupID"></param>
/// <param name="client"></param>
public void SetGroup(UUID GroupID, IClientAPI client)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.SetGroup(GroupID, client);
part.Inventory.ChangeInventoryGroup(GroupID);
}
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HasGroupChanged = true;
}
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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)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
part.SetAttachmentPoint(point);
}
}
#region ISceneObject
public virtual ISceneObject CloneForNewScene()
{
SceneObjectGroup sog = Copy(this.OwnerID, this.GroupID, false);
sog.m_isDeleted = false;
return sog;
}
public virtual string ExtraToXmlString()
{
return "<ExtraFromAssetID>" + GetFromAssetID().ToString() + "</ExtraFromAssetID>";
}
public virtual void ExtraFromXmlString(string xmlstr)
{
string id = xmlstr.Substring(xmlstr.IndexOf("<ExtraFromAssetID>"));
id = xmlstr.Replace("<ExtraFromAssetID>", "");
id = id.Replace("</ExtraFromAssetID>", "");
UUID uuid = UUID.Zero;
UUID.TryParse(id, out uuid);
SetFromAssetID(uuid);
}
#endregion
}
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}