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

154 lines
5.6 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:
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* documentation and/or other materials provided with the distribution.
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* 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
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using System;
using System.Collections.Generic;
using System.Linq;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes
{
/// <summary>
/// Represents a coalescene of scene objects. A coalescence occurs when objects that are not in the same linkset
/// are grouped together.
/// </summary>
public class CoalescedSceneObjects
{
/// <summary>
/// The creator of this coalesence, though not necessarily the objects within it.
/// </summary>
public UUID CreatorId { get; set; }
/// <summary>
/// The number of objects in this coalesence
/// </summary>
public int Count
{
get
{
lock (m_memberObjects)
return m_memberObjects.Count;
}
}
/// <summary>
/// Does this coalesence have any member objects?
/// </summary>
public bool HasObjects { get { return Count > 0; } }
/// <summary>
/// Get the objects currently in this coalescence
/// </summary>
public List<SceneObjectGroup> Objects
{
get
{
lock (m_memberObjects)
return new List<SceneObjectGroup>(m_memberObjects);
}
}
/// <summary>
/// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned.
/// </summary>
public Scene Scene
{
get
{
if (!HasObjects)
return null;
else
return Objects[0].Scene;
}
}
/// <summary>
/// At this point, we need to preserve the order of objects added to the coalescence, since the first
/// one will end up matching the item name when rerezzed.
/// </summary>
protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>();
public CoalescedSceneObjects(UUID creatorId)
{
CreatorId = creatorId;
}
public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId)
{
foreach (SceneObjectGroup obj in objs)
Add(obj);
}
/// <summary>
/// Add an object to the coalescence.
/// </summary>
/// <param name="obj"></param>
/// <param name="offset">The offset of the object within the group</param>
public void Add(SceneObjectGroup obj)
{
lock (m_memberObjects)
m_memberObjects.Add(obj);
}
/// <summary>
/// Removes a scene object from the coalescene
/// </summary>
/// <param name="sceneObjectId"></param>
/// <returns>true if the object was there to be removed, false if not.</returns>
public bool Remove(SceneObjectGroup obj)
{
lock (m_memberObjects)
return m_memberObjects.Remove(obj);
}
/// <summary>
/// Get the total size of the coalescence (the size required to cover all the objects within it) and the
/// offsets of each of those objects.
/// </summary>
/// <param name="size"></param>
/// <returns>
/// An array of offsets. The order of objects is the same as returned from the Objects property
/// </returns>
public Vector3[] GetSizeAndOffsets(out Vector3 size)
{
float minX, minY, minZ;
float maxX, maxY, maxZ;
Vector3[] offsets
= Scene.GetCombinedBoundingBox(
Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
float sizeX = maxX - minX;
float sizeY = maxY - minY;
float sizeZ = maxZ - minZ;
size = new Vector3(sizeX, sizeY, sizeZ);
return offsets;
}
}
}