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

1676 lines
56 KiB
C#

/*
* 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.Text;
using System.Xml;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
public delegate void PrimCountTaintedDelegate();
public partial 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;
public bool HasChanged = false;
public bool TemporaryPrim = false; // rex
private LLVector3 lastPhysGroupPos;
private LLQuaternion lastPhysGroupRot;
#region Properties
/// <summary>
///
/// </summary>
public int PrimCount
{
get { return m_parts.Count; }
}
public LLQuaternion GroupRotation
{
get { return m_rootPart.RotationOffset; }
}
public LLUUID GroupID
{
get { return m_rootPart.GroupID; }
set { m_rootPart.GroupID = value; }
}
/// <summary>
///
/// </summary>
public LLVector3 GroupCentrePoint
{
get { return new LLVector3(0, 0, 0); }
}
public Dictionary<LLUUID, SceneObjectPart> Children
{
get { return m_parts; }
set { m_parts = value; }
}
public SceneObjectPart RootPart
{
get { return m_rootPart; }
set { m_rootPart = value; }
}
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;
}
}
}
}
public override LLVector3 AbsolutePosition
{
get { return m_rootPart.GroupPosition; }
set
{
LLVector3 val = value;
if (val.X > 255.6f)
{
val.X = 255.6f;
}
else if (val.X < 0.4f)
{
val.X = 0.4f;
}
if (val.Y > 255.6f)
{
val.Y = 255.6f;
}
else if (val.Y < 0.4f)
{
val.Y = 0.4f;
}
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.GroupPosition = val;
}
}
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Position =
new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
m_rootPart.GroupPosition.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
}
}
public override uint LocalId
{
get { return m_rootPart.LocalID; }
set { m_rootPart.LocalID = value; }
}
public override LLUUID UUID
{
get { return m_rootPart.UUID; }
set { m_rootPart.UUID = value; }
}
public LLUUID OwnerID
{
get { return m_rootPart.OwnerID; }
set { m_rootPart.OwnerID = value; }
}
public Color Color
{
get { return m_rootPart.Color; }
set { m_rootPart.Color = value; }
}
public string Text
{
get { return m_rootPart.Text; }
set { m_rootPart.Text = value; }
}
/// <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;
protected virtual bool InSceneBackup
{
get { return true; }
}
public bool IsSelected
{
get { return m_isSelected; }
set { m_isSelected = value; }
}
// The UUID for the Region this Object is in.
public LLUUID RegionUUID
{
get
{
if (m_scene != null)
{
return m_scene.RegionInfo.RegionID;
}
return LLUUID.Zero;
}
}
#endregion
#region Constructors
/// <summary>
///
/// </summary>
public SceneObjectGroup()
{
}
/// <summary>
/// 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.
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
{
m_scene = scene;
part.SetParent(this);
part.ParentID = 0;
part.LinkNum = 0;
m_parts.Add(part.UUID, part);
SetPartAsRoot(part);
RegionHandle = regionHandle;
AttachToBackup();
ApplyPhysics();
ScheduleGroupForFullUpdate();
}
/// <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.Read();
reader.ReadStartElement("SceneObjectGroup");
reader.ReadStartElement("RootPart");
m_rootPart = SceneObjectPart.FromXml(reader);
AddPart(m_rootPart);
reader.ReadEndElement();
while (reader.Read())
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (reader.Name == "Part")
{
reader.Read();
SceneObjectPart part = SceneObjectPart.FromXml(reader);
part.LocalID = m_scene.PrimIDAllocate();
AddPart(part);
part.RegionHandle = m_regionHandle;
part.ApplySanePermissions();
}
break;
case XmlNodeType.EndElement:
break;
}
}
reader.Close();
sr.Close();
m_rootPart.LocalID = m_scene.PrimIDAllocate();
m_rootPart.ParentID = 0;
m_rootPart.RegionHandle = m_regionHandle;
UpdateParentIDs();
AttachToBackup();
ApplyPhysics();
ScheduleGroupForFullUpdate();
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(string xmlData)
{
StringReader sr = new StringReader(xmlData);
XmlTextReader reader = new XmlTextReader(sr);
reader.Read();
reader.ReadStartElement("SceneObjectGroup");
m_rootPart = SceneObjectPart.FromXml(reader);
m_rootPart.SetParent(this);
m_parts.Add(m_rootPart.UUID, m_rootPart);
m_rootPart.ParentID = 0;
m_rootPart.LinkNum = 0;
reader.Read();
bool more = true;
while (more)
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (reader.Name == "SceneObjectPart")
{
SceneObjectPart Part = SceneObjectPart.FromXml(reader);
AddPart(Part);
}
else
{
Console.WriteLine("found unexpected element: " + reader.Name);
reader.Read();
}
break;
case XmlNodeType.EndElement:
reader.Read();
break;
}
more = !reader.EOF;
}
reader.Close();
sr.Close();
UpdateParentIDs();
ScheduleGroupForFullUpdate();
}
private void AttachToBackup()
{
if (InSceneBackup)
{
m_scene.EventManager.OnBackup += ProcessBackup;
}
}
public EntityIntersection TestIntersection(Ray hRay)
{
// 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();
foreach (SceneObjectPart part in m_parts.Values)
{
Vector3 partPosition =
new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
Quaternion parentrotation =
new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
// Telling the prim to raytrace.
EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
// 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 = 256f;
if (inter.HitTF)
{
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
{
idist = inter.distance;
returnresult.HitTF = true;
returnresult.ipoint = inter.ipoint;
returnresult.obj = part;
returnresult.normal = inter.normal;
returnresult.distance = inter.distance;
}
}
}
return returnresult;
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(byte[] data)
{
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
LLQuaternion rot, 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, rot, rootOffset);
newPart.LinkNum = m_parts.Count;
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
AttachToBackup();
ApplyPhysics();
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
PrimitiveBaseShape shape)
: this(scene, regionHandle, ownerID, localID, pos, LLQuaternion.Identity, shape)
{
}
// Rex, new constructor
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
LLQuaternion rot, PrimitiveBaseShape shape, bool vbTempPrim, string vPyClass)
: this(scene, regionHandle, ownerID, localID, pos, rot, shape)
{
TemporaryPrim = vbTempPrim;
m_rootPart.m_RexClassName = vPyClass;
}
#endregion
public string ToXmlString()
{
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
ToXml(writer);
}
return sw.ToString();
}
}
public void ToXml(XmlTextWriter writer)
{
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
m_rootPart.ToXml(writer);
writer.WriteEndElement();
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UUID != m_rootPart.UUID)
{
writer.WriteStartElement(String.Empty, "Part", String.Empty);
part.ToXml(writer);
writer.WriteEndElement();
}
}
writer.WriteEndElement();
writer.WriteEndElement();
}
public string ToXmlString2()
{
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
ToXml2(writer);
}
return sw.ToString();
}
}
public void ToXml2(XmlTextWriter writer)
{
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
m_rootPart.ToXml(writer);
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UUID != m_rootPart.UUID)
{
part.ToXml(writer);
}
}
writer.WriteEndElement();
writer.WriteEndElement();
}
#region Copying
/// <summary>
///
/// </summary>
/// <returns></returns>
public SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID)
{
SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone();
dupe.m_parts = new Dictionary<LLUUID, SceneObjectPart>();
dupe.m_parts.Clear();
//dupe.OwnerID = AgentID;
//dupe.GroupID = GroupID;
dupe.AbsolutePosition = new LLVector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
dupe.m_scene = m_scene;
dupe.m_regionHandle = m_regionHandle;
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID);
dupe.m_rootPart.ApplySanePermissions();
/// may need to create a new Physics actor.
if (dupe.RootPart.PhysActor != null)
{
PrimitiveBaseShape pbs = dupe.RootPart.Shape;
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),
new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
dupe.RootPart.PhysActor.IsPhysical, dupe.LocalId);
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
// Now we've made a copy that replaces this one, we need to
// switch the owner to the person who did the copying
// Second Life copies an object and duplicates the first one in it's place
// So, we have to make a copy of this one, set it in it's place then set the owner on this one
SetRootPartOwner(m_rootPart, cAgentID, cGroupID);
m_rootPart.ScheduleFullUpdate();
List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values);
foreach (SceneObjectPart part in partList)
{
if (part.UUID != m_rootPart.UUID)
{
dupe.CopyPart(part, OwnerID, GroupID);
SetPartOwner(part, cAgentID, cGroupID);
part.ScheduleFullUpdate();
}
}
dupe.UpdateParentIDs();
dupe.AttachToBackup();
ScheduleGroupForFullUpdate();
return dupe;
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID);
newPart.SetParent(this);
newPart.LinkNum = m_parts.Count;
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
}
public void SetRootPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID 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.PermissionsMngr.BypassPermissions)
m_rootPart.ApplyNextOwnerPermissions();
}
part.ScheduleFullUpdate();
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID);
newPart.SetParent(this);
newPart.LinkNum = m_parts.Count;
m_parts.Add(newPart.UUID, newPart);
SetPartAsNonRoot(newPart);
}
public void GenerateNewIDs()
{
List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
m_parts.Clear();
foreach (SceneObjectPart part in partsList)
{
part.UUID = LLUUID.Random();
part.LinkNum = m_parts.Count;
m_parts.Add(part.UUID, part);
}
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags)
{
//RootPart.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
ObjectPropertiesFamilyPacket objPropFamilyPack = (ObjectPropertiesFamilyPacket) PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
// TODO: don't create new blocks if recycling an old packet
ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
objPropDB.RequestFlags = RequestFlags;
objPropDB.ObjectID = RootPart.UUID;
objPropDB.OwnerID = RootPart.ObjectOwner;
objPropDB.GroupID = RootPart.GroupID;
objPropDB.BaseMask = RootPart.BaseMask;
objPropDB.OwnerMask = RootPart.OwnerMask;
objPropDB.GroupMask = RootPart.GroupMask;
objPropDB.EveryoneMask = RootPart.EveryoneMask;
objPropDB.NextOwnerMask = RootPart.NextOwnerMask;
// TODO: More properties are needed in SceneObjectPart!
objPropDB.OwnershipCost = RootPart.OwnershipCost;
objPropDB.SaleType = RootPart.ObjectSaleType;
objPropDB.SalePrice = RootPart.SalePrice;
objPropDB.Category = RootPart.Category;
objPropDB.LastOwnerID = RootPart.CreatorID;
objPropDB.Name = Helpers.StringToField(RootPart.Name);
objPropDB.Description = Helpers.StringToField(RootPart.Description);
objPropFamilyPack.ObjectData = objPropDB;
remoteClient.OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task);
}
public void SetPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
part.OwnerID = cAgentID;
part.GroupID = cGroupID;
}
#endregion
#region Scheduling
/// <summary>
///
/// </summary>
public override void Update()
{
if (DeleteMe) // rex, added
{
m_scene.DeleteSceneObjectGroup(this);
return;
}
if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupPos = AbsolutePosition;
}
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))
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupRot = GroupRotation;
}
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendScheduledUpdates();
}
}
public void ScheduleFullUpdateToAvatar(ScenePresence presence)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.AddFullUpdateToAvatar(presence);
}
}
public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.AddTerseUpdateToAvatar(presence);
}
}
/// <summary>
///
/// </summary>
public void ScheduleGroupForFullUpdate()
{
HasChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
{
part.ScheduleFullUpdate();
}
}
/// <summary>
///
/// </summary>
public void ScheduleGroupForTerseUpdate()
{
HasChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
{
part.ScheduleTerseUpdate();
}
}
/// <summary>
///
/// </summary>
public void SendGroupFullUpdate()
{
HasChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendFullUpdateToAllClients();
}
}
/// <summary>
///
/// </summary>
public void SendGroupTerseUpdate()
{
HasChanged = true;
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)
{
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(LLUUID 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)
{
foreach (SceneObjectPart part in 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 (m_parts.ContainsKey(primID))
{
childPart = 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 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;
Vector3 oldGroupPosition =
new Vector3(linkPart.GroupPosition.X, linkPart.GroupPosition.Y, linkPart.GroupPosition.Z);
Quaternion oldRootRotation =
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
linkPart.RotationOffset.Z);
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
linkPart.GroupPosition = AbsolutePosition;
Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
Quaternion parentRot =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
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.Inverse()*oldRot;
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
linkPart.ParentID = m_rootPart.LocalID;
linkPart.LinkNum = m_parts.Count;
m_parts.Add(linkPart.UUID, linkPart);
linkPart.SetParent(this);
if (linkPart.PhysActor != null)
{
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
linkPart.PhysActor = null;
}
//TODO: rest of parts
foreach (SceneObjectPart part in objectGroup.Children.Values)
{
if (part.UUID != objectGroup.m_rootPart.UUID)
{
LinkNonRootPart(part, oldGroupPosition, oldRootRotation);
}
}
DetachFromBackup(objectGroup);
m_scene.DeleteEntity(objectGroup.UUID);
objectGroup.DeleteParts();
ScheduleGroupForFullUpdate();
}
/// <summary>
/// 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)
{
SceneObjectPart linkPart = GetChildPart(partID);
if (null != linkPart)
{
// Remove the part from this object
m_parts.Remove(linkPart.UUID);
// 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
= new Quaternion(
m_rootPart.RotationOffset.W,
m_rootPart.RotationOffset.X,
m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
Vector3 axPos
= new Vector3(
linkPart.OffsetPosition.X,
linkPart.OffsetPosition.Y,
linkPart.OffsetPosition.Z);
axPos = parentRot*axPos;
linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new LLVector3(0, 0, 0);
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);
// Add physics information back to delinked part if appropriate
// XXX This is messy and should be refactorable with the similar section in
// SceneObjectPart.UpdatePrimFlags()
if (m_rootPart.PhysActor != null)
{
linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
linkPart.Name,
linkPart.Shape,
new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
linkPart.AbsolutePosition.Z),
new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
m_rootPart.PhysActor.IsPhysical, linkPart.LocalID);
m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
}
SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
m_scene.AddEntity(objectGroup);
ScheduleGroupForFullUpdate();
}
else
{
MainLog.Instance.Verbose("SCENE",
"DelinkFromGroup(): Child prim local id {0} not found in object with root prim id {1}",
partID, LocalId);
}
}
private void DetachFromBackup(SceneObjectGroup objectGroup)
{
m_scene.EventManager.OnBackup -= objectGroup.ProcessBackup;
}
private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation)
{
part.SetParent(this);
part.ParentID = m_rootPart.LocalID;
part.LinkNum = m_parts.Count;
m_parts.Add(part.UUID, part);
Vector3 axiomOldPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
axiomOldPos = oldGroupRotation*axiomOldPos;
axiomOldPos += oldGroupPosition;
LLVector3 oldAbsolutePosition = new LLVector3(axiomOldPos.x, axiomOldPos.y, axiomOldPos.z);
part.OffsetPosition = oldAbsolutePosition - AbsolutePosition;
Quaternion axiomRootRotation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
Vector3 axiomPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
axiomPos = axiomRootRotation.Inverse()*axiomPos;
part.OffsetPosition = new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z);
Quaternion axiomPartRotation =
new Quaternion(part.RotationOffset.W, part.RotationOffset.X, part.RotationOffset.Y,
part.RotationOffset.Z);
axiomPartRotation = oldGroupRotation*axiomPartRotation;
axiomPartRotation = axiomRootRotation.Inverse()*axiomPartRotation;
part.RotationOffset =
new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
}
/// <summary>
///
/// </summary>
/// <param name="offset"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
public void GrabMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
{
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
AbsolutePosition = pos;
m_rootPart.SendTerseUpdateToAllClients();
}
}
/// <summary>
///
/// </summary>
/// <param name="client"></param>
public void GetProperites(IClientAPI client)
{
ObjectPropertiesPacket proper = (ObjectPropertiesPacket) PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
// TODO: don't create new blocks if recycling an old packet
proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[1];
proper.ObjectData[0] = new ObjectPropertiesPacket.ObjectDataBlock();
proper.ObjectData[0].ItemID = LLUUID.Zero;
proper.ObjectData[0].CreationDate = (ulong) m_rootPart.CreationDate;
proper.ObjectData[0].CreatorID = 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 = (short) m_rootPart.InventorySerial;
proper.ObjectData[0].LastOwnerID = m_rootPart.LastOwnerID;
proper.ObjectData[0].ObjectID = UUID;
proper.ObjectData[0].OwnerID = m_rootPart.OwnerID;
proper.ObjectData[0].TouchName = Helpers.StringToField(m_rootPart.TouchName);
proper.ObjectData[0].TextureID = new byte[0];
proper.ObjectData[0].SitName = Helpers.StringToField(m_rootPart.SitName);
proper.ObjectData[0].Name = Helpers.StringToField(m_rootPart.Name);
proper.ObjectData[0].Description = Helpers.StringToField(m_rootPart.Description);
proper.ObjectData[0].OwnerMask = m_rootPart.OwnerMask;
proper.ObjectData[0].NextOwnerMask = m_rootPart.NextOwnerMask;
proper.ObjectData[0].GroupMask = m_rootPart.GroupMask;
proper.ObjectData[0].EveryoneMask = m_rootPart.EveryoneMask;
proper.ObjectData[0].BaseMask = m_rootPart.BaseMask;
client.OutPacket(proper, ThrottleOutPacketType.Task);
}
/// <summary>
///
/// </summary>
/// <param name="name"></param>
public void SetPartName(string name, uint localID)
{
name = name.Remove(name.Length - 1, 1);
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.Name = name;
}
}
public void SetPartDescription(string des, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.Description = des;
}
}
public void SetPartText(string text, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.Text = text;
}
}
public void SetPartText(string text, LLUUID partID)
{
SceneObjectPart part = GetChildPart(partID);
if (part != null)
{
part.Text = text;
}
}
public string GetPartName(uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
return part.Name;
}
return "";
}
public string GetPartDescription(uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
return part.Description;
}
return "";
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="type"></param>
/// <param name="inUse"></param>
/// <param name="data"></param>
///
public void UpdatePrimFlags(uint localID, ushort type, bool inUse, byte[] data)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.UpdatePrimFlags(type, inUse, data);
}
}
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
{
SceneObjectPart part = GetChildPart(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 = GetChildPart(localID);
if (part != null)
{
part.UpdateTextureEntry(textureEntry);
}
}
public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
SceneObjectPart updatePart = GetChildPart(localID);
updatePart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
}
#endregion
#region Shape
/// <summary>
///
/// </summary>
/// <param name="shapeBlock"></param>
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.UpdateShape(shapeBlock);
}
if (m_rootPart.PhysActor != null)
{
m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
m_rootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
m_rootPart.Name,
m_rootPart.Shape,
new PhysicsVector(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y,
m_rootPart.AbsolutePosition.Z),
new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z),
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X,
m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z),
m_rootPart.PhysActor.IsPhysical, m_rootPart.LocalID);
bool UsePhysics = ((m_rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
m_rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
}
}
#endregion
#region Resize
/// <summary>
///
/// </summary>
/// <param name="scale"></param>
/// <param name="localID"></param>
public void Resize(LLVector3 scale, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.Resize(scale);
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);
}
}
}
}
#endregion
#region Position
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void UpdateGroupPosition(LLVector3 pos)
{
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
AbsolutePosition = pos;
}
//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>
///
/// </summary>
/// <param name="pos"></param>
/// <param name="localID"></param>
public void UpdateSinglePosition(LLVector3 pos, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
if (part.UUID == m_rootPart.UUID)
{
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(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
AbsolutePosition.Y + m_rootPart.OffsetPosition.Y,
AbsolutePosition.Z + m_rootPart.OffsetPosition.Z);
LLVector3 diff = oldPos - newPos;
Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z);
Quaternion partRotation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
axDiff = partRotation.Inverse()*axDiff;
diff.X = axDiff.x;
diff.Y = axDiff.y;
diff.Z = axDiff.z;
foreach (SceneObjectPart obPart in m_parts.Values)
{
if (obPart.UUID != m_rootPart.UUID)
{
obPart.OffsetPosition = obPart.OffsetPosition + diff;
}
}
AbsolutePosition = newPos;
ScheduleGroupForTerseUpdate();
}
#endregion
#region Rotation
/// <summary>
///
/// </summary>
/// <param name="rot"></param>
public void UpdateGroupRotation(LLQuaternion rot)
{
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
ScheduleGroupForTerseUpdate();
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
/// <param name="rot"></param>
public void UpdateGroupRotation(LLVector3 pos, LLQuaternion rot)
{
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
AbsolutePosition = pos;
ScheduleGroupForTerseUpdate();
}
/// <summary>
///
/// </summary>
/// <param name="rot"></param>
/// <param name="localID"></param>
public void UpdateSingleRotation(LLQuaternion rot, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
if (part.UUID == m_rootPart.UUID)
{
UpdateRootRotation(rot);
}
else
{
part.UpdateRotation(rot);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="rot"></param>
private void UpdateRootRotation(LLQuaternion rot)
{
Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z);
Quaternion oldParentRot =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
foreach (SceneObjectPart prim in m_parts.Values)
{
if (prim.UUID != 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);
Quaternion primsRot =
new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y,
prim.RotationOffset.Z);
Quaternion newRot = oldParentRot*primsRot;
newRot = axRot.Inverse()*newRot;
prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
prim.ScheduleTerseUpdate();
}
}
m_rootPart.ScheduleTerseUpdate();
}
#endregion
/// <summary>
///
/// </summary>
/// <param name="part"></param>
private void SetPartAsRoot(SceneObjectPart part)
{
m_rootPart = part;
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
private void SetPartAsNonRoot(SceneObjectPart part)
{
part.ParentID = m_rootPart.LocalID;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
{
return m_scene.GetScenePresences();
}
#region Events
/// <summary>
///
/// </summary>
public void TriggerTainted()
{
if (OnPrimCountTainted != null)
{
OnPrimCountTainted();
}
}
/// <summary>
/// Processes backup
/// </summary>
/// <param name="datastore"></param>
public void ProcessBackup(IRegionDataStore datastore)
{
// Rex, temporary prims not saved to database!
if (TemporaryPrim)
{
HasChanged = false;
return;
}
if (HasChanged)
{
datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
HasChanged = false;
}
}
#endregion
#region Client Updating
public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientFlags)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
SendPartFullUpdate(remoteClient, part, clientFlags);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="part"></param>
internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
{
if (m_rootPart.UUID == part.UUID)
{
part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
}
else
{
part.SendFullUpdateToClient(remoteClient, clientFlags);
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="part"></param>
internal void SendPartTerseUpdate(IClientAPI remoteClient, SceneObjectPart part)
{
if (m_rootPart.UUID == part.UUID)
{
part.SendTerseUpdateToClient(remoteClient, AbsolutePosition);
}
else
{
part.SendTerseUpdateToClient(remoteClient);
}
}
#endregion
public override void UpdateMovement()
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.UpdateMovement();
}
base.UpdateMovement();
}
/// <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;
AttachToBackup();
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void AddPart(SceneObjectPart part)
{
part.SetParent(this);
part.LinkNum = m_parts.Count;
m_parts.Add(part.UUID, part);
}
/// <summary>
///
/// </summary>
public void UpdateParentIDs()
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UUID != m_rootPart.UUID)
{
part.ParentID = m_rootPart.LocalID;
}
}
}
public void RegenerateFullIDs()
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.UUID = LLUUID.Random();
}
}
public LLUUID GetPartsFullID(uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
return part.UUID;
}
return null;
}
public void UpdateText(string text)
{
m_rootPart.Text = text;
m_rootPart.ScheduleTerseUpdate();
}
public void ObjectGrabHandler(uint localId, LLVector3 offsetPos, IClientAPI remoteClient)
{
if (m_rootPart.LocalID == localId)
{
OnGrabGroup(offsetPos, remoteClient);
}
else
{
SceneObjectPart part = GetChildPart(localId);
OnGrabPart(part, offsetPos, remoteClient);
}
}
public virtual void OnGrabPart(SceneObjectPart part, LLVector3 offsetPos, IClientAPI remoteClient)
{
part.OnGrab(offsetPos, remoteClient);
}
public virtual void OnGrabGroup(LLVector3 offsetPos, IClientAPI remoteClient)
{
m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId);
}
public void DeleteGroup()
{
DetachFromBackup(this);
foreach (SceneObjectPart part in m_parts.Values)
{
List<ScenePresence> avatars = GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
if (avatars[i].ParentID == LocalId)
{
avatars[i].StandUp();
}
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalID);
}
}
}
public void DeleteParts()
{
m_rootPart = null;
m_parts.Clear();
}
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;
}
public void ApplyPhysics()
{
m_rootPart.ApplyPhysics();
}
}
}