2269 lines
76 KiB
C#
2269 lines
76 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Xml;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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[Flags]
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public enum scriptEvents
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{
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None = 0,
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attach = 1,
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collision = 15,
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collision_end = 32,
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collision_start = 64,
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control = 128,
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dataserver = 256,
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email = 512,
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http_response = 1024,
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land_collision = 2048,
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land_collision_end = 4096,
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land_collision_start = 8192,
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link_message = 16384,
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listen = 32768,
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money = 65536,
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moving_end = 131072,
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moving_start = 262144,
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not_at_rot_target = 524288,
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not_at_target = 1048576,
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remote_data = 8388608,
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run_time_permissions = 268435456,
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state_entry = 1073741824,
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state_exit = 2,
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timer = 4,
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touch = 8,
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touch_end = 536870912,
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touch_start = 2097152,
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object_rez = 4194304
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}
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public delegate void PrimCountTaintedDelegate();
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public partial class SceneObjectGroup : EntityBase
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{
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private PrimCountTaintedDelegate handlerPrimCountTainted = null;
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/// <summary>
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/// Signal whether the non-inventory attributes of any prims in the group have changed
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/// since the group's last persistent backup
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/// </summary>
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public bool HasGroupChanged = false;
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private LLVector3 lastPhysGroupPos;
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private LLQuaternion lastPhysGroupRot;
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private scriptEvents m_aggregateScriptEvents = scriptEvents.None;
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/// <summary>
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/// The constituent parts of this group
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/// </summary>
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protected Dictionary<LLUUID, SceneObjectPart> m_parts = new Dictionary<LLUUID, SceneObjectPart>();
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protected ulong m_regionHandle;
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protected SceneObjectPart m_rootPart;
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private Dictionary<LLUUID, scriptEvents> m_scriptEvents = new Dictionary<LLUUID, scriptEvents>();
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#region Properties
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/// <summary>
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/// Added because the Parcel code seems to use it
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/// but not sure a object should have this
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/// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
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/// think really there should be a list (or whatever) in each scenepresence
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/// saying what prim(s) that user has selected.
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/// </summary>
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protected bool m_isSelected = false;
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/// <summary>
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///
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/// </summary>
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public int PrimCount
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{
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get { return m_parts.Count; }
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}
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public LLQuaternion GroupRotation
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{
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get { return m_rootPart.RotationOffset; }
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}
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public LLUUID GroupID
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{
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get { return m_rootPart.GroupID; }
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set { m_rootPart.GroupID = value; }
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}
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/// <summary>
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///
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/// </summary>
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public LLVector3 GroupCentrePoint
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{
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get { return new LLVector3(0, 0, 0); }
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}
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public Dictionary<LLUUID, SceneObjectPart> Children
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{
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get { return m_parts; }
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set { m_parts = value; }
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}
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public SceneObjectPart RootPart
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{
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get { return m_rootPart; }
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set { m_rootPart = value; }
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}
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public ulong RegionHandle
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{
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get { return m_regionHandle; }
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set
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{
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m_regionHandle = value;
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.RegionHandle = m_regionHandle;
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}
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}
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}
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}
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public override LLVector3 AbsolutePosition
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{
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get
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{
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if (m_rootPart == null)
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{
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throw new NullReferenceException(
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string.Format("[SCENE OBJECT GROUP]: Object {0} has no root part.", m_uuid));
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}
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return m_rootPart.GroupPosition;
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}
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set
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{
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LLVector3 val = value;
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if (val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f)
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{
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m_scene.CrossPrimGroupIntoNewRegion(val, this);
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}
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.GroupPosition = val;
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}
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}
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//if (m_rootPart.PhysActor != null)
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//{
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//m_rootPart.PhysActor.Position =
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//new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
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//m_rootPart.GroupPosition.Z);
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//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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//}
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}
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}
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public override uint LocalId
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{
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get
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{
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if (m_rootPart == null)
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{
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m_log.Error("[SCENE OBJECT GROUP]: Unable to find the rootpart for a LocalId Request!");
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return 0;
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}
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return m_rootPart.LocalId;
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}
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set { m_rootPart.LocalId = value; }
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}
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public override LLUUID UUID
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{
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get { return m_rootPart.UUID; }
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set { m_rootPart.UUID = value; }
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}
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public LLUUID OwnerID
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{
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get
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{
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if (m_rootPart == null)
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return LLUUID.Zero;
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return m_rootPart.OwnerID;
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}
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set { m_rootPart.OwnerID = value; }
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}
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public Color Color
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{
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get { return m_rootPart.Color; }
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set { m_rootPart.Color = value; }
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}
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public string Text
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{
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get { return m_rootPart.Text; }
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set { m_rootPart.Text = value; }
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}
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protected virtual bool InSceneBackup
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{
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get { return true; }
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}
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public bool IsSelected
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{
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get { return m_isSelected; }
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set
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{
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m_isSelected = value;
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// Tell physics engine that group is selected
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if (m_rootPart.PhysActor != null)
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{
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m_rootPart.PhysActor.Selected = value;
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// Pass it on to the children.
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foreach (SceneObjectPart child in Children.Values)
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{
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if (child.PhysActor != null)
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{
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child.PhysActor.Selected = value;
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}
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}
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}
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}
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}
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// The UUID for the Region this Object is in.
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public LLUUID RegionUUID
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{
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get
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{
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if (m_scene != null)
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{
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return m_scene.RegionInfo.RegionID;
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}
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return LLUUID.Zero;
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}
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}
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#endregion
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#region Constructors
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/// <summary>
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///
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/// </summary>
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public SceneObjectGroup()
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{
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}
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/// <summary>
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/// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
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/// The original SceneObjectPart will be used rather than a copy, preserving
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/// its existing localID and UUID.
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/// </summary>
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public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
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{
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m_scene = scene;
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part.SetParent(this);
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part.ParentID = 0;
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part.LinkNum = 0;
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m_parts.Add(part.UUID, part);
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SetPartAsRoot(part);
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RegionHandle = regionHandle;
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AttachToBackup();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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/// <summary>
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/// Restore the object from its serialized xml representation.
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/// </summary>
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public SceneObjectGroup(Scene scene, ulong regionHandle, string xmlData)
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{
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m_scene = scene;
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m_regionHandle = regionHandle;
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StringReader sr = new StringReader(xmlData);
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XmlTextReader reader = new XmlTextReader(sr);
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try
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{
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reader.Read();
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reader.ReadStartElement("SceneObjectGroup");
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reader.ReadStartElement("RootPart");
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m_rootPart = SceneObjectPart.FromXml(reader);
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AddPart(m_rootPart);
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m_log.DebugFormat("[SCENE OBJECT GROUP]: Current node {0}", reader.Name);
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reader.ReadEndElement();
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while (reader.Read())
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{
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switch (reader.NodeType)
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{
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case XmlNodeType.Element:
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if (reader.Name == "Part")
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{
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reader.Read();
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SceneObjectPart part = SceneObjectPart.FromXml(reader);
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part.LocalId = m_scene.PrimIDAllocate();
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AddPart(part);
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part.RegionHandle = m_regionHandle;
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part.TrimPermissions();
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}
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break;
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case XmlNodeType.EndElement:
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break;
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}
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}
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}
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catch (XmlException)
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{
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m_log.ErrorFormat("[SCENE OBJECT GROUP]: Deserialization of following xml failed, {0}", xmlData);
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// Let's see if carrying on does anything for us
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}
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reader.Close();
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sr.Close();
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m_rootPart.LocalId = m_scene.PrimIDAllocate();
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m_rootPart.ParentID = 0;
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m_rootPart.RegionHandle = m_regionHandle;
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UpdateParentIDs();
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AttachToBackup();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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/// <summary>
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///
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/// </summary>
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public SceneObjectGroup(string xmlData)
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{
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StringReader sr = new StringReader(xmlData);
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XmlTextReader reader = new XmlTextReader(sr);
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reader.Read();
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reader.ReadStartElement("SceneObjectGroup");
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m_rootPart = SceneObjectPart.FromXml(reader);
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m_rootPart.SetParent(this);
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m_parts.Add(m_rootPart.UUID, m_rootPart);
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m_rootPart.ParentID = 0;
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m_rootPart.LinkNum = 0;
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reader.Read();
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bool more = true;
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while (more)
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{
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switch (reader.NodeType)
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{
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case XmlNodeType.Element:
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if (reader.Name == "SceneObjectPart")
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{
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SceneObjectPart Part = SceneObjectPart.FromXml(reader);
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AddPart(Part);
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}
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else
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{
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Console.WriteLine("found unexpected element: " + reader.Name);
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reader.Read();
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}
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break;
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case XmlNodeType.EndElement:
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reader.Read();
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break;
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}
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more = !reader.EOF;
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}
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reader.Close();
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sr.Close();
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UpdateParentIDs();
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}
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/// <summary>
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///
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/// </summary>
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public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
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LLQuaternion rot, PrimitiveBaseShape shape)
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{
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m_regionHandle = regionHandle;
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m_scene = scene;
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// this.Pos = pos;
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LLVector3 rootOffset = new LLVector3(0, 0, 0);
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SceneObjectPart newPart =
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new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rot, rootOffset);
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newPart.LinkNum = m_parts.Count;
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m_parts.Add(newPart.UUID, newPart);
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SetPartAsRoot(newPart);
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AttachToBackup();
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//ApplyPhysics(scene.m_physicalPrim);
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}
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/// <summary>
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///
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/// </summary>
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public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
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PrimitiveBaseShape shape)
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: this(scene, regionHandle, ownerID, localID, pos, LLQuaternion.Identity, shape)
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{
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}
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/// <summary>
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/// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
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/// </summary>
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private void AttachToBackup()
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{
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if (InSceneBackup)
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{
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m_scene.EventManager.OnBackup += ProcessBackup;
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}
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}
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public EntityIntersection TestIntersection(Ray hRay)
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{
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// We got a request from the inner_scene to raytrace along the Ray hRay
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// We're going to check all of the prim in this group for intersection with the ray
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// If we get a result, we're going to find the closest result to the origin of the ray
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// and send back the intersection information back to the innerscene.
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EntityIntersection returnresult = new EntityIntersection();
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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// Temporary commented to stop compiler warning
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//Vector3 partPosition =
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// new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
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Quaternion parentrotation =
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new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
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// Telling the prim to raytrace.
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//EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
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EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation);
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// This may need to be updated to the maximum draw distance possible..
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// We might (and probably will) be checking for prim creation from other sims
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// when the camera crosses the border.
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float idist = Constants.RegionSize;
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if (inter.HitTF)
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{
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// We need to find the closest prim to return to the testcaller along the ray
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if (inter.distance < idist)
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{
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returnresult.HitTF = true;
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returnresult.ipoint = inter.ipoint;
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returnresult.obj = part;
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returnresult.normal = inter.normal;
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returnresult.distance = inter.distance;
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}
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}
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}
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}
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return returnresult;
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}
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#endregion
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public event PrimCountTaintedDelegate OnPrimCountTainted;
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|
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public string ToXmlString()
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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ToXml(writer);
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}
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return sw.ToString();
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}
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}
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public void ToXml(XmlTextWriter writer)
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{
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
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m_rootPart.ToXml(writer);
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writer.WriteEndElement();
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.UUID != m_rootPart.UUID)
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{
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writer.WriteStartElement(String.Empty, "Part", String.Empty);
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part.ToXml(writer);
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writer.WriteEndElement();
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}
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}
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}
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writer.WriteEndElement();
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writer.WriteEndElement();
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}
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public string ToXmlString2()
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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ToXml2(writer);
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}
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return sw.ToString();
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}
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}
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public void ToXml2(XmlTextWriter writer)
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{
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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m_rootPart.ToXml(writer);
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.UUID != m_rootPart.UUID)
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{
|
|
part.ToXml(writer);
|
|
}
|
|
}
|
|
}
|
|
|
|
writer.WriteEndElement();
|
|
writer.WriteEndElement();
|
|
}
|
|
|
|
/// <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();
|
|
}
|
|
|
|
public override void UpdateMovement()
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.UpdateMovement();
|
|
}
|
|
}
|
|
}
|
|
|
|
public float GetTimeDilation()
|
|
{
|
|
return m_scene.TimeDilation;
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
part.SetParent(this);
|
|
part.LinkNum = m_parts.Count;
|
|
|
|
try
|
|
{
|
|
m_parts.Add(part.UUID, part);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Error("Failed to add scened object part", e);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public 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 = LLUUID.Random();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ResetChildPrimPhysicsPositions()
|
|
{
|
|
AbsolutePosition = AbsolutePosition;
|
|
HasGroupChanged = false;
|
|
}
|
|
|
|
public LLUUID GetPartsFullID(uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
return part.UUID;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Completely delete this group and tell all the scene presences about that deletion.
|
|
/// </summary>
|
|
public void DeleteGroup()
|
|
{
|
|
DetachFromBackup(this);
|
|
|
|
lock (m_parts)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delete all the parts in this group.
|
|
/// </summary>
|
|
public void DeleteParts()
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.StopScripts();
|
|
}
|
|
|
|
m_rootPart = null;
|
|
m_parts.Clear();
|
|
}
|
|
}
|
|
|
|
public void AddScriptLPS(int count)
|
|
{
|
|
InnerScene d = m_scene.m_innerScene;
|
|
d.AddToScriptLPS(count);
|
|
}
|
|
|
|
public void AddActiveScriptCount(int count)
|
|
{
|
|
InnerScene d = m_scene.m_innerScene;
|
|
d.AddActiveScripts(count);
|
|
}
|
|
|
|
public void RemoveScriptEvents(LLUUID scriptid)
|
|
{
|
|
lock (m_scriptEvents)
|
|
{
|
|
if (m_scriptEvents.ContainsKey(scriptid))
|
|
{
|
|
scriptEvents oldparts = scriptEvents.None;
|
|
oldparts = (scriptEvents) m_scriptEvents[scriptid];
|
|
|
|
// remove values from aggregated script events
|
|
m_aggregateScriptEvents &= ~oldparts;
|
|
m_scriptEvents.Remove(scriptid);
|
|
}
|
|
}
|
|
aggregateScriptEvents();
|
|
}
|
|
|
|
public void SetScriptEvents(LLUUID scriptid, int events)
|
|
{
|
|
scriptEvents oldparts;
|
|
lock (m_scriptEvents)
|
|
{
|
|
if (m_scriptEvents.ContainsKey(scriptid))
|
|
{
|
|
oldparts = m_scriptEvents[scriptid];
|
|
|
|
// remove values from aggregated script events
|
|
m_aggregateScriptEvents &= ~oldparts;
|
|
m_scriptEvents[scriptid] = (scriptEvents) events;
|
|
}
|
|
else
|
|
{
|
|
m_scriptEvents.Add(scriptid, (scriptEvents) events);
|
|
}
|
|
}
|
|
|
|
aggregateScriptEvents();
|
|
}
|
|
|
|
public void aggregateScriptEvents()
|
|
{
|
|
// Aggregate script events
|
|
lock (m_scriptEvents)
|
|
{
|
|
foreach (scriptEvents s in m_scriptEvents.Values)
|
|
{
|
|
m_aggregateScriptEvents |= s;
|
|
}
|
|
}
|
|
uint objectflagupdate = m_rootPart.ObjectFlags;
|
|
|
|
if (
|
|
((m_aggregateScriptEvents & scriptEvents.touch) != 0) ||
|
|
((m_aggregateScriptEvents & scriptEvents.touch_end) != 0) ||
|
|
((m_aggregateScriptEvents & scriptEvents.touch_start) != 0)
|
|
)
|
|
{
|
|
objectflagupdate |= (uint) LLObject.ObjectFlags.Touch;
|
|
}
|
|
else
|
|
{
|
|
objectflagupdate &= ~(uint) LLObject.ObjectFlags.Touch;
|
|
}
|
|
|
|
if ((m_aggregateScriptEvents & scriptEvents.money) != 0)
|
|
{
|
|
objectflagupdate |= (uint) LLObject.ObjectFlags.Money;
|
|
}
|
|
else
|
|
{
|
|
objectflagupdate &= ~(uint) LLObject.ObjectFlags.Money;
|
|
}
|
|
|
|
if (
|
|
((m_aggregateScriptEvents & scriptEvents.collision) != 0) ||
|
|
((m_aggregateScriptEvents & scriptEvents.collision_end) != 0) ||
|
|
((m_aggregateScriptEvents & scriptEvents.collision_start) != 0)
|
|
)
|
|
{
|
|
// subscribe to physics updates.
|
|
}
|
|
else
|
|
{
|
|
// unsubscribe to physics updates.
|
|
}
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.ObjectFlags = objectflagupdate;
|
|
}
|
|
}
|
|
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;
|
|
|
|
m_rootPart.ScheduleFullUpdate();
|
|
}
|
|
|
|
public void ApplyPhysics(bool m_physicalPrim)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
if (m_parts.Count > 1)
|
|
{
|
|
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part.LocalId != m_rootPart.LocalId)
|
|
{
|
|
part.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
|
}
|
|
// Hack to get the physics scene geometries in the right spot
|
|
ResetChildPrimPhysicsPositions();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetOwnerId(LLUUID 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>
|
|
///
|
|
/// </summary>
|
|
public void TriggerTainted()
|
|
{
|
|
handlerPrimCountTainted = OnPrimCountTainted;
|
|
if (handlerPrimCountTainted != null)
|
|
{
|
|
handlerPrimCountTainted();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes backup
|
|
/// </summary>
|
|
/// <param name="datastore"></param>
|
|
public void ProcessBackup(IRegionDataStore datastore)
|
|
{
|
|
if (HasGroupChanged)
|
|
{
|
|
datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
|
|
HasGroupChanged = false;
|
|
}
|
|
|
|
ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
|
|
}
|
|
|
|
#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>
|
|
/// 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)
|
|
{
|
|
if (m_rootPart.UUID == part.UUID)
|
|
{
|
|
part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
|
|
}
|
|
else
|
|
{
|
|
part.SendFullUpdateToClient(remoteClient, clientFlags);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a terse update to the client for the given part
|
|
/// </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
|
|
|
|
#region Copying
|
|
|
|
/// <summary>
|
|
/// Duplicates this object, including operations such as physics set up and attaching to the backup event.
|
|
/// </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.TrimPermissions();
|
|
|
|
/// 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.RootPart.PhysActor.LocalID = dupe.RootPart.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>
|
|
/// <param name="cAgentID"></param>
|
|
/// <param name="cGroupID"></param>
|
|
public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
|
|
{
|
|
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
|
|
newPart.SetParent(this);
|
|
|
|
lock (m_parts)
|
|
{
|
|
m_parts.Add(newPart.UUID, newPart);
|
|
}
|
|
|
|
SetPartAsRoot(newPart);
|
|
}
|
|
|
|
public void ScriptSetPhysicsStatus(bool UsePhysics)
|
|
{
|
|
if (m_scene.m_physicalPrim)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (UsePhysics)
|
|
part.AddFlag(LLObject.ObjectFlags.Physics);
|
|
else
|
|
part.RemFlag(LLObject.ObjectFlags.Physics);
|
|
|
|
part.DoPhysicsPropertyUpdate(UsePhysics, false);
|
|
IsSelected = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ScriptSetPhantomStatus(bool PhantomStatus)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (PhantomStatus)
|
|
{
|
|
part.AddFlag(LLObject.ObjectFlags.Phantom);
|
|
if (part.PhysActor != null)
|
|
{
|
|
m_scene.PhysicsScene.RemovePrim(part.PhysActor);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
part.RemFlag(LLObject.ObjectFlags.Phantom);
|
|
if ((part.ObjectFlags & (int) LLObject.ObjectFlags.Physics) != 0)
|
|
{
|
|
part.DoPhysicsPropertyUpdate(true, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 (rootpart.PhysActor != null)
|
|
{
|
|
rootpart.PhysActor.AddForce(impulse);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void moveToTarget(LLVector3 target, float tau)
|
|
{
|
|
SceneObjectPart rootpart = m_rootPart;
|
|
if (rootpart != null)
|
|
{
|
|
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)
|
|
{
|
|
rootpart.PhysActor.PIDActive = false;
|
|
}
|
|
}
|
|
|
|
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>
|
|
/// <param name="cAgentID"></param>
|
|
/// <param name="cGroupID"></param>
|
|
public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
|
|
{
|
|
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
|
|
newPart.SetParent(this);
|
|
|
|
lock (m_parts)
|
|
{
|
|
m_parts.Add(newPart.UUID, newPart);
|
|
}
|
|
|
|
SetPartAsNonRoot(newPart);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reset the LLUUIDs for all the prims that make up this group.
|
|
///
|
|
/// 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(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>
|
|
/// Examine this object's parts to see if they've changed sufficiently to warrant an update
|
|
/// </summary>
|
|
public override void Update()
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
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)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
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 every part in this object
|
|
/// </summary>
|
|
public void ScheduleGroupForFullUpdate()
|
|
{
|
|
HasGroupChanged = true;
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.ScheduleFullUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void ScheduleGroupForTerseUpdate()
|
|
{
|
|
HasGroupChanged = true;
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.ScheduleTerseUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendGroupFullUpdate()
|
|
{
|
|
HasGroupChanged = true;
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.SendFullUpdateToAllClients();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void QueueForUpdateCheck()
|
|
{
|
|
m_scene.m_innerScene.AddToUpdateList(this);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendGroupTerseUpdate()
|
|
{
|
|
HasGroupChanged = true;
|
|
|
|
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(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)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
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)
|
|
{
|
|
if (m_parts.ContainsKey(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)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part.LocalId == localID)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
if (objectGroup.RootPart.UpdateFlag > 0)
|
|
{
|
|
// I've never actually seen this happen, though I think it's theoretically possible
|
|
m_log.WarnFormat(
|
|
"[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking",
|
|
objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
|
|
|
|
return;
|
|
}
|
|
|
|
// m_log.DebugFormat(
|
|
// "[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 =
|
|
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;
|
|
|
|
lock (m_parts)
|
|
{
|
|
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);
|
|
|
|
// TODO Deleting the parts may cause problems later on if they have already
|
|
// made it into the update queue. However, sending out updates for those parts is now
|
|
// spurious, so it would be good not to send them at some point.
|
|
// The traffic caused is always going to be pretty minor, so it's not high priority
|
|
//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)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
|
|
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
|
|
|
|
LLQuaternion worldRot = linkPart.GetWorldRotation();
|
|
|
|
// Remove the part from this object
|
|
lock (m_parts)
|
|
{
|
|
m_parts.Remove(linkPart.UUID);
|
|
}
|
|
|
|
linkPart.ParentID = 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
|
|
= 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);
|
|
|
|
linkPart.RotationOffset = worldRot;
|
|
|
|
// This chunk is probably unnecesary now - delete later on
|
|
/*
|
|
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);
|
|
//m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
|
|
//}
|
|
|
|
SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
|
|
|
|
m_scene.AddEntity(objectGroup);
|
|
|
|
ScheduleGroupForFullUpdate();
|
|
}
|
|
else
|
|
{
|
|
m_log.InfoFormat("[SCENE OBJECT GROUP]: " +
|
|
"DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
|
|
partID, LocalId, UUID);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
lock (m_parts)
|
|
{
|
|
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>
|
|
/// 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(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
|
|
{
|
|
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
|
|
{
|
|
if (m_rootPart.PhysActor != null)
|
|
{
|
|
if (m_rootPart.PhysActor.IsPhysical)
|
|
{
|
|
LLVector3 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);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
|
}
|
|
else
|
|
{
|
|
//NonPhysicalGrabMovement(pos);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//NonPhysicalGrabMovement(pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void NonPhysicalGrabMovement(LLVector3 pos)
|
|
{
|
|
AbsolutePosition = pos;
|
|
m_rootPart.SendTerseUpdateToAllClients();
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="client"></param>
|
|
public void GetProperties(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>
|
|
/// 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;
|
|
}
|
|
}
|
|
|
|
public void SetPartText(string text, uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.SetText(text);
|
|
}
|
|
}
|
|
|
|
public void SetPartText(string text, LLUUID partID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(partID);
|
|
if (part != null)
|
|
{
|
|
part.SetText(text);
|
|
}
|
|
}
|
|
|
|
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>
|
|
///
|
|
/// </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)
|
|
{
|
|
// If we have children
|
|
lock (m_parts)
|
|
{
|
|
if (m_parts.Count > 1)
|
|
{
|
|
foreach (SceneObjectPart parts in m_parts.Values)
|
|
{
|
|
parts.UpdatePrimFlags(type, inUse, data);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
public SceneObjectPart[] GetParts()
|
|
{
|
|
int numParts = Children.Count;
|
|
SceneObjectPart[] partArray = new SceneObjectPart[numParts];
|
|
Children.Values.CopyTo(partArray, 0);
|
|
return partArray;
|
|
}
|
|
|
|
/// <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);
|
|
HasGroupChanged = true;
|
|
}
|
|
|
|
#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 (part.PhysActor != null)
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
|
}
|
|
}
|
|
|
|
#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.PhysActor != null)
|
|
{
|
|
part.PhysActor.Size =
|
|
new PhysicsVector(scale.X, scale.Y, scale.Z);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
|
}
|
|
//if (part.UUID != m_rootPart.UUID)
|
|
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(LLVector3 scale, uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
float x = (scale.X / part.Scale.X);
|
|
float y = (scale.Y / part.Scale.Y);
|
|
float z = (scale.Z / part.Scale.Z);
|
|
part.Resize(scale);
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart obPart in m_parts.Values)
|
|
{
|
|
if (obPart.UUID != m_rootPart.UUID)
|
|
{
|
|
LLVector3 currentpos = new LLVector3(obPart.OffsetPosition);
|
|
currentpos.X *= x;
|
|
currentpos.Y *= y;
|
|
currentpos.Z *= z;
|
|
LLVector3 newSize = new LLVector3(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(scale.X, scale.Y, scale.Z);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
|
}
|
|
|
|
|
|
ScheduleGroupForTerseUpdate();
|
|
}
|
|
}
|
|
|
|
#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;
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart obPart in m_parts.Values)
|
|
{
|
|
if (obPart.UUID != m_rootPart.UUID)
|
|
{
|
|
obPart.OffsetPosition = obPart.OffsetPosition + diff;
|
|
}
|
|
}
|
|
}
|
|
|
|
AbsolutePosition = newPos;
|
|
ScheduleGroupForTerseUpdate();
|
|
}
|
|
|
|
public void OffsetForNewRegion(LLVector3 offset)
|
|
{
|
|
m_rootPart.GroupPosition = offset;
|
|
}
|
|
|
|
#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);
|
|
}
|
|
|
|
lock (m_parts)
|
|
{
|
|
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
|
|
|
|
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.m_rotationAxis.X = setval;
|
|
if (setY)
|
|
m_rootPart.m_rotationAxis.Y = setval;
|
|
if (setZ)
|
|
m_rootPart.m_rotationAxis.Z = setval;
|
|
|
|
if (setX || setY || setZ)
|
|
{
|
|
m_rootPart.SetPhysicsAxisRotation();
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
} |