2876 lines
99 KiB
C#
2876 lines
99 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 System.Xml.Serialization;
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using OpenMetaverse;
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using OpenMetaverse.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 = 16,
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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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at_target = 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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struct scriptPosTarget
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{
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public Vector3 targetPos;
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public float tolerance;
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}
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public delegate void PrimCountTaintedDelegate();
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/// <summary>
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/// A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts
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/// (often known as prims), one of which is considered the root part.
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/// </summary>
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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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private bool m_hasGroupChanged = false;
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private long timeFirstChanged;
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private long timeLastChanged;
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public bool HasGroupChanged
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{
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set
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{
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if (value)
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{
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timeLastChanged = DateTime.Now.Ticks;
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if (!m_hasGroupChanged)
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timeFirstChanged = DateTime.Now.Ticks;
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}
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m_hasGroupChanged = value;
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}
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get { return m_hasGroupChanged; }
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}
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private bool isTimeToPersist()
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{
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if (IsSelected || IsDeleted || IsAttachment)
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return false;
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if (!m_hasGroupChanged)
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return false;
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if (m_scene.ShuttingDown)
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return true;
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long currentTime = DateTime.Now.Ticks;
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if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter)
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return true;
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return false;
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}
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/// <value>
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/// Is this scene object acting as an attachment?
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///
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/// We return false if the group has already been deleted.
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///
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/// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I
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/// presume either all or no parts in a linkset can be part of an attachment (in which
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/// case the value would get proprogated down into all the descendent parts).
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/// </value>
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public bool IsAttachment
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{
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get
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{
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if (!IsDeleted)
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return m_rootPart.IsAttachment;
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return false;
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}
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}
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public float scriptScore = 0f;
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private Vector3 lastPhysGroupPos;
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private Quaternion lastPhysGroupRot;
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private bool m_isBackedUp = false;
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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<UUID, SceneObjectPart> m_parts = new Dictionary<UUID, SceneObjectPart>();
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protected ulong m_regionHandle;
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protected SceneObjectPart m_rootPart;
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// private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
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private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>();
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private bool m_scriptListens_atTarget = false;
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private bool m_scriptListens_notAtTarget = false;
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#region Properties
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/// <summary>
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/// The name of an object grouping is always the same as its root part
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/// </summary>
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public override string Name
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{
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get {
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if (RootPart == null)
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return "";
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return RootPart.Name;
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}
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set { RootPart.Name = value; }
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}
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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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/// Number of prims in this group
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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 Quaternion GroupRotation
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{
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get { return m_rootPart.RotationOffset; }
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}
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public UUID 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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public Dictionary<UUID, 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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/// <value>
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/// The root part of this scene object
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/// </value>
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public SceneObjectPart RootPart
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{
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get { return m_rootPart; }
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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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/// <summary>
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/// The absolute position of this scene object in the scene
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/// </summary>
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public override Vector3 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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Vector3 val = value;
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if ((val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f) && !IsAttachment)
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{
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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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 UUID UUID
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{
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get {
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if (m_rootPart == null)
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{
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m_log.Error("Got a null rootpart while requesting UUID. Called from: ", new Exception());
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return UUID.Zero;
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}
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else return m_rootPart.UUID;
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}
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set { m_rootPart.UUID = value; }
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}
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public UUID 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 UUID.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 {
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string returnstr = m_rootPart.Text;
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if (returnstr.Length > 255)
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{
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returnstr = returnstr.Substring(0, 255);
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}
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return returnstr;
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}
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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 != null && 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 UUID 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 UUID.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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/// Constructor
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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(SceneObjectPart part)
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{
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SetRootPart(part);
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}
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/// <summary>
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/// Create an object using serialized data in OpenSim's original xml format.
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/// </summary>
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/// <param name="xmlData"></param>
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/// <param name="isOriginalXmlFormat">
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/// This parameter only exists to separate the two different xml constructors. In the future, versions should
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/// be specified within the xml itself.
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/// </param>
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public SceneObjectGroup(string xmlData, bool isOriginalXmlFormat)
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{
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if (!isOriginalXmlFormat)
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throw new Exception("This constructor must specify the xml is in OpenSim's original format");
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// libomv.types changes UUID to Guid
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xmlData = xmlData.Replace("<UUID>", "<Guid>");
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xmlData = xmlData.Replace("</UUID>", "</Guid>");
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// Handle Nested <UUID><UUID> property
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xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
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xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
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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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SetRootPart(SceneObjectPart.FromXml(reader));
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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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// We reset the link number in order to make sure that the persisted linkset order is
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int linkNum = part.LinkNum;
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AddPart(part);
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part.LinkNum = linkNum;
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part.TrimPermissions();
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part.StoreUndoState();
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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 e)
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{
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m_log.ErrorFormat("[SCENE]: Deserialization of xml failed with {0}. xml was {1}", e, xmlData);
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}
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reader.Close();
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sr.Close();
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}
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/// <summary>
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/// Create an object using serialized data in OpenSim's xml2 format.
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/// </summary>
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public SceneObjectGroup(string xmlData)
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{
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SetFromXml(xmlData);
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}
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protected void SetFromXml(string xmlData)
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{
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// libomv.types changes UUID to Guid
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xmlData = xmlData.Replace("<UUID>", "<Guid>");
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xmlData = xmlData.Replace("</UUID>", "</Guid>");
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// Handle Nested <UUID><UUID> property
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xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
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xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
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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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SetRootPart(CreatePartFromXml(reader));
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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 = CreatePartFromXml(reader);
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AddPart(part);
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part.StoreUndoState();
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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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}
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protected virtual SceneObjectPart CreatePartFromXml(XmlTextReader reader)
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{
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SceneObjectPart part = SceneObjectPart.FromXml(reader);
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return part;
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}
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/// <summary>
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/// Constructor. This object is added to the scene later via AttachToScene()
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/// </summary>
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public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
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{
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Vector3 rootOffset = new Vector3(0, 0, 0);
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SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, rootOffset));
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}
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/// <summary>
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/// Constructor.
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/// </summary>
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public SceneObjectGroup(UUID ownerID, Vector3 pos, PrimitiveBaseShape shape)
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: this(ownerID, pos, Quaternion.Identity, shape)
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{
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}
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public void SetFromAssetID(UUID AssetId)
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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.FromAssetID = AssetId;
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}
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}
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}
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public UUID GetFromAssetID()
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{
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if (m_rootPart != null)
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{
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return m_rootPart.FromAssetID;
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}
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return UUID.Zero;
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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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public void AttachToBackup()
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{
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if (InSceneBackup)
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{
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//m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID);
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if (!m_isBackedUp)
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m_scene.EventManager.OnBackup += ProcessBackup;
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m_isBackedUp = true;
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}
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}
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|
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/// <summary>
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/// Attach this object to a scene. It will also now appear to agents.
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/// </summary>
|
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/// <param name="scene"></param>
|
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public void AttachToScene(Scene scene)
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{
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m_scene = scene;
|
|
RegionHandle = m_scene.RegionInfo.RegionHandle;
|
|
|
|
m_rootPart.ParentID = 0;
|
|
if (m_rootPart.LocalId==0)
|
|
m_rootPart.LocalId = m_scene.AllocateLocalId();
|
|
|
|
// No need to lock here since the object isn't yet in a scene
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (Object.ReferenceEquals(part, m_rootPart))
|
|
continue;
|
|
if (part.LocalId==0)
|
|
part.LocalId = m_scene.AllocateLocalId();
|
|
part.ParentID = m_rootPart.LocalId;
|
|
//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
|
|
}
|
|
|
|
ApplyPhysics(m_scene.m_physicalPrim);
|
|
|
|
ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
public Vector3 GroupScale()
|
|
{
|
|
Vector3 minScale = new Vector3(Constants.RegionSize,Constants.RegionSize,Constants.RegionSize);
|
|
Vector3 maxScale = new Vector3(0f,0f,0f);
|
|
Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
Vector3 partscale = part.Scale;
|
|
Vector3 partoffset = part.OffsetPosition;
|
|
|
|
minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
|
|
minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.X + partoffset.Y : minScale.Y;
|
|
minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.X + partoffset.Z : minScale.Z;
|
|
|
|
maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
|
|
maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
|
|
maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
|
|
}
|
|
}
|
|
finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
|
|
finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
|
|
finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
|
|
return finalScale;
|
|
|
|
}
|
|
public EntityIntersection TestIntersection(Ray hRay, bool frontFacesOnly, bool faceCenters)
|
|
{
|
|
// We got a request from the inner_scene to raytrace along the Ray hRay
|
|
// We're going to check all of the prim in this group for intersection with the ray
|
|
// If we get a result, we're going to find the closest result to the origin of the ray
|
|
// and send back the intersection information back to the innerscene.
|
|
|
|
EntityIntersection returnresult = new EntityIntersection();
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
// Temporary commented to stop compiler warning
|
|
//Vector3 partPosition =
|
|
// new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
|
|
Quaternion parentrotation = GroupRotation;
|
|
|
|
// Telling the prim to raytrace.
|
|
//EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
|
|
|
|
EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation,frontFacesOnly, faceCenters);
|
|
|
|
// This may need to be updated to the maximum draw distance possible..
|
|
// We might (and probably will) be checking for prim creation from other sims
|
|
// when the camera crosses the border.
|
|
float idist = Constants.RegionSize;
|
|
|
|
|
|
if (inter.HitTF)
|
|
{
|
|
// We need to find the closest prim to return to the testcaller along the ray
|
|
if (inter.distance < idist)
|
|
{
|
|
returnresult.HitTF = true;
|
|
returnresult.ipoint = inter.ipoint;
|
|
returnresult.obj = part;
|
|
returnresult.normal = inter.normal;
|
|
returnresult.distance = inter.distance;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return returnresult;
|
|
}
|
|
|
|
#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);
|
|
|
|
lock (m_parts)
|
|
{
|
|
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);
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part.UUID != m_rootPart.UUID)
|
|
{
|
|
part.ToXml(writer);
|
|
}
|
|
}
|
|
}
|
|
|
|
writer.WriteEndElement();
|
|
writer.WriteEndElement();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attach this scene object to the given avatar.
|
|
/// </summary>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="attachmentpoint"></param>
|
|
/// <param name="AttachOffset"></param>
|
|
public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
|
|
{
|
|
ScenePresence avatar = m_scene.GetScenePresence(agentID);
|
|
if (avatar != null)
|
|
{
|
|
// don't attach attachments to child agents
|
|
if (avatar.IsChildAgent) return;
|
|
|
|
DetachFromBackup();
|
|
|
|
// Remove from database and parcel prim count
|
|
//
|
|
m_scene.DeleteFromStorage(UUID);
|
|
m_scene.EventManager.TriggerParcelPrimCountTainted();
|
|
|
|
m_rootPart.AttachedAvatar = agentID;
|
|
|
|
if (m_rootPart.PhysActor != null)
|
|
{
|
|
m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
|
|
m_rootPart.PhysActor = null;
|
|
}
|
|
|
|
AbsolutePosition = AttachOffset;
|
|
m_rootPart.AttachedPos = AttachOffset;
|
|
m_rootPart.IsAttachment = true;
|
|
|
|
m_rootPart.SetParentLocalId(avatar.LocalId);
|
|
SetAttachmentPoint(Convert.ToByte(attachmentpoint));
|
|
|
|
avatar.AddAttachment(this);
|
|
|
|
if (!silent)
|
|
{
|
|
// Killing it here will cause the client to deselect it
|
|
// It then reappears on the avatar, deselected
|
|
// through the full update below
|
|
//
|
|
if (IsSelected)
|
|
{
|
|
m_scene.SendKillObject(m_rootPart.LocalId);
|
|
}
|
|
|
|
IsSelected = false; // fudge....
|
|
ScheduleGroupForFullUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
public byte GetAttachmentPoint()
|
|
{
|
|
if (m_rootPart != null)
|
|
{
|
|
return m_rootPart.Shape.State;
|
|
}
|
|
return (byte)0;
|
|
}
|
|
|
|
public void ClearPartAttachmentData()
|
|
{
|
|
SetAttachmentPoint((Byte)0);
|
|
}
|
|
|
|
public void DetachToGround()
|
|
{
|
|
ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar);
|
|
if (avatar == null)
|
|
return;
|
|
|
|
avatar.RemoveAttachment(this);
|
|
|
|
Vector3 detachedpos = new Vector3(127f,127f,127f);
|
|
if (avatar == null)
|
|
return;
|
|
|
|
detachedpos = avatar.AbsolutePosition;
|
|
|
|
AbsolutePosition = detachedpos;
|
|
m_rootPart.AttachedAvatar = UUID.Zero;
|
|
m_rootPart.SetParentLocalId(0);
|
|
SetAttachmentPoint((byte)0);
|
|
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
|
|
HasGroupChanged = true;
|
|
RootPart.Rezzed = DateTime.Now;
|
|
RootPart.RemFlag(PrimFlags.TemporaryOnRez);
|
|
AttachToBackup();
|
|
m_scene.EventManager.TriggerParcelPrimCountTainted();
|
|
m_rootPart.ScheduleFullUpdate();
|
|
m_rootPart.ClearUndoState();
|
|
}
|
|
|
|
public void DetachToInventoryPrep()
|
|
{
|
|
ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar);
|
|
//Vector3 detachedpos = new Vector3(127f, 127f, 127f);
|
|
if (avatar != null)
|
|
{
|
|
//detachedpos = avatar.AbsolutePosition;
|
|
avatar.RemoveAttachment(this);
|
|
}
|
|
|
|
m_rootPart.AttachedAvatar = UUID.Zero;
|
|
m_rootPart.SetParentLocalId(0);
|
|
//m_rootPart.SetAttachmentPoint((byte)0);
|
|
m_rootPart.IsAttachment = false;
|
|
AbsolutePosition = m_rootPart.AttachedPos;
|
|
//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
|
|
//AttachToBackup();
|
|
//m_rootPart.ScheduleFullUpdate();
|
|
|
|
}
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
private void SetPartAsNonRoot(SceneObjectPart part)
|
|
{
|
|
part.ParentID = m_rootPart.LocalId;
|
|
part.ClearUndoState();
|
|
}
|
|
|
|
public override void UpdateMovement()
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.UpdateMovement();
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set a part to act as the root part for this scene object
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
public void SetRootPart(SceneObjectPart part)
|
|
{
|
|
part.SetParent(this);
|
|
part.ParentID = 0;
|
|
part.LinkNum = 0;
|
|
m_rootPart = part;
|
|
|
|
// No locking required since the SOG should not be in the scene yet - one can't change root parts after
|
|
// the scene object has been attached to the scene
|
|
m_parts.Add(m_rootPart.UUID, m_rootPart);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a new part to this scene object. The part must already be correctly configured.
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
public void AddPart(SceneObjectPart part)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
part.SetParent(this);
|
|
m_parts.Add(part.UUID, part);
|
|
|
|
part.LinkNum = m_parts.Count;
|
|
|
|
if (part.LinkNum == 2 && RootPart != null)
|
|
RootPart.LinkNum = 1;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make sure that every non root part has the proper parent root part local id
|
|
/// </summary>
|
|
private void UpdateParentIDs()
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part.UUID != m_rootPart.UUID)
|
|
{
|
|
part.ParentID = m_rootPart.LocalId;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void RegenerateFullIDs()
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.UUID = UUID.Random();
|
|
|
|
}
|
|
}
|
|
}
|
|
// helper provided for parts.
|
|
public int GetSceneMaxUndo()
|
|
{
|
|
if (m_scene != null)
|
|
return m_scene.MaxUndoCount;
|
|
return 5;
|
|
}
|
|
|
|
// justincc: I don't believe this hack is needed any longer, especially since the physics
|
|
// parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
|
|
// this method was preventing proper reload of scene objects.
|
|
// dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
|
|
// at region startup
|
|
public void ResetChildPrimPhysicsPositions()
|
|
{
|
|
AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works?
|
|
}
|
|
|
|
public UUID GetPartsFullID(uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
return part.UUID;
|
|
}
|
|
return UUID.Zero;
|
|
}
|
|
|
|
public void ObjectGrabHandler(uint localId, Vector3 offsetPos, IClientAPI remoteClient)
|
|
{
|
|
if (m_rootPart.LocalId == localId)
|
|
{
|
|
OnGrabGroup(offsetPos, remoteClient);
|
|
}
|
|
else
|
|
{
|
|
SceneObjectPart part = GetChildPart(localId);
|
|
OnGrabPart(part, offsetPos, remoteClient);
|
|
|
|
}
|
|
}
|
|
|
|
public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
|
|
{
|
|
part.StoreUndoState();
|
|
part.OnGrab(offsetPos, remoteClient);
|
|
|
|
}
|
|
|
|
public virtual void OnGrabGroup(Vector3 offsetPos, IClientAPI remoteClient)
|
|
{
|
|
m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delete this group from its scene and tell all the scene presences about that deletion.
|
|
/// </summary>
|
|
public void DeleteGroup(bool silent)
|
|
{
|
|
// We need to keep track of this state in case this group is still queued for backup.
|
|
m_isDeleted = true;
|
|
|
|
DetachFromBackup();
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
// part.Inventory.RemoveScriptInstances();
|
|
|
|
List<ScenePresence> avatars = Scene.GetScenePresences();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
if (avatars[i].ParentID == LocalId)
|
|
{
|
|
avatars[i].StandUp();
|
|
}
|
|
|
|
if (!silent)
|
|
{
|
|
if (m_rootPart != null && part == m_rootPart)
|
|
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void AddScriptLPS(int count)
|
|
{
|
|
if (scriptScore + count >= float.MaxValue - count)
|
|
scriptScore = 0;
|
|
|
|
scriptScore += (float)count;
|
|
SceneGraph d = m_scene.m_sceneGraph;
|
|
d.AddToScriptLPS(count);
|
|
}
|
|
|
|
public void AddActiveScriptCount(int count)
|
|
{
|
|
SceneGraph d = m_scene.m_sceneGraph;
|
|
d.AddActiveScripts(count);
|
|
}
|
|
|
|
public void aggregateScriptEvents()
|
|
{
|
|
uint objectflagupdate=(uint)RootPart.GetEffectiveObjectFlags();
|
|
|
|
scriptEvents aggregateScriptEvents=0;
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part == null)
|
|
continue;
|
|
if (part != RootPart)
|
|
part.ObjectFlags = objectflagupdate;
|
|
aggregateScriptEvents |= part.AggregateScriptEvents;
|
|
}
|
|
}
|
|
|
|
if ((aggregateScriptEvents & scriptEvents.at_target) != 0)
|
|
{
|
|
m_scriptListens_atTarget = true;
|
|
}
|
|
else
|
|
{
|
|
m_scriptListens_atTarget = false;
|
|
}
|
|
|
|
if ((aggregateScriptEvents & scriptEvents.not_at_target) != 0)
|
|
{
|
|
m_scriptListens_notAtTarget = true;
|
|
}
|
|
else
|
|
{
|
|
m_scriptListens_notAtTarget = false;
|
|
}
|
|
|
|
if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
|
|
{
|
|
}
|
|
else
|
|
{
|
|
lock (m_targets)
|
|
m_targets.Clear();
|
|
}
|
|
|
|
ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
public override void SetText(string text, Vector3 color, double alpha)
|
|
{
|
|
Color = Color.FromArgb(0xff - (int) (alpha * 0xff),
|
|
(int) (color.X * 0xff),
|
|
(int) (color.Y * 0xff),
|
|
(int) (color.Z * 0xff));
|
|
Text = text;
|
|
|
|
HasGroupChanged = true;
|
|
m_rootPart.ScheduleFullUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Apply physics to this group
|
|
/// </summary>
|
|
/// <param name="m_physicalPrim"></param>
|
|
public void ApplyPhysics(bool m_physicalPrim)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
if (m_parts.Count > 1)
|
|
{
|
|
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_physicalPrim);
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part.LocalId != m_rootPart.LocalId)
|
|
{
|
|
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_physicalPrim);
|
|
}
|
|
}
|
|
|
|
// Hack to get the physics scene geometries in the right spot
|
|
ResetChildPrimPhysicsPositions();
|
|
}
|
|
else
|
|
{
|
|
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_physicalPrim);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetOwnerId(UUID userId)
|
|
{
|
|
ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; });
|
|
}
|
|
|
|
public void ForEachPart(Action<SceneObjectPart> whatToDo)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
whatToDo(part);
|
|
}
|
|
}
|
|
}
|
|
|
|
#region Events
|
|
|
|
/// <summary>
|
|
/// Processes backup.
|
|
/// </summary>
|
|
/// <param name="datastore"></param>
|
|
public void ProcessBackup(IRegionDataStore datastore)
|
|
{
|
|
if (!m_isBackedUp)
|
|
return;
|
|
|
|
// Since this is the top of the section of call stack for backing up a particular scene object, don't let
|
|
// any exception propogate upwards.
|
|
|
|
if (IsDeleted || UUID == UUID.Zero)
|
|
{
|
|
// DetachFromBackup();
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart
|
|
{
|
|
ILandObject parcel = m_scene.LandChannel.GetLandObject(
|
|
m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
|
|
|
|
if (parcel != null && parcel.landData != null &&
|
|
parcel.landData.OtherCleanTime != 0)
|
|
{
|
|
if (parcel.landData.OwnerID != OwnerID &&
|
|
(parcel.landData.GroupID != GroupID ||
|
|
parcel.landData.GroupID == UUID.Zero))
|
|
{
|
|
if ((DateTime.Now - RootPart.Rezzed).TotalMinutes >
|
|
parcel.landData.OtherCleanTime)
|
|
{
|
|
DetachFromBackup();
|
|
m_log.InfoFormat("[SCENE] Returning object {0} due to parcel auto return", RootPart.UUID.ToString());
|
|
m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return");
|
|
m_scene.DeRezObject(null, RootPart.LocalId,
|
|
RootPart.GroupID, 9, UUID.Zero);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (HasGroupChanged)
|
|
{
|
|
// don't backup while it's selected or you're asking for changes mid stream.
|
|
if (isTimeToPersist())
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE]: Storing {0}, {1} in {2}",
|
|
Name, UUID, m_scene.RegionInfo.RegionName);
|
|
|
|
SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false);
|
|
backup_group.RootPart.Velocity = RootPart.Velocity;
|
|
backup_group.RootPart.Acceleration = RootPart.Acceleration;
|
|
backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity;
|
|
backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
|
|
HasGroupChanged = false;
|
|
|
|
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
|
|
|
|
backup_group.ForEachPart(delegate(SceneObjectPart part) { part.Inventory.ProcessInventoryBackup(datastore); });
|
|
|
|
backup_group = null;
|
|
}
|
|
// else
|
|
// {
|
|
// m_log.DebugFormat(
|
|
// "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}",
|
|
// Name, UUID, IsSelected);
|
|
// }
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}\n\t{4}",
|
|
Name, UUID, m_scene.RegionInfo.RegionName, e, e.StackTrace);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Client Updating
|
|
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient)
|
|
{
|
|
SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part != RootPart)
|
|
SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a full update to the client for the given part
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="part"></param>
|
|
internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
|
|
{
|
|
if (m_rootPart != null && m_rootPart.UUID == part.UUID)
|
|
{
|
|
if (IsAttachment)
|
|
{
|
|
part.SendFullUpdateToClient(remoteClient, m_rootPart.AttachedPos, clientFlags);
|
|
}
|
|
else
|
|
{
|
|
part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
part.SendFullUpdateToClient(remoteClient, clientFlags);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Copying
|
|
|
|
/// <summary>
|
|
/// Duplicates this object, including operations such as physics set up and attaching to the backup event.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public SceneObjectGroup Copy(UUID cAgentID, UUID cGroupID, bool userExposed)
|
|
{
|
|
SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone();
|
|
dupe.m_isBackedUp = false;
|
|
dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
|
|
dupe.m_parts.Clear();
|
|
//dupe.OwnerID = AgentID;
|
|
//dupe.GroupID = GroupID;
|
|
dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
|
|
dupe.m_scene = m_scene;
|
|
dupe.m_regionHandle = m_regionHandle;
|
|
|
|
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
|
|
|
|
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
|
|
|
|
if (userExposed)
|
|
dupe.m_rootPart.TrimPermissions();
|
|
|
|
/// may need to create a new Physics actor.
|
|
if (dupe.RootPart.PhysActor != null && userExposed)
|
|
{
|
|
PrimitiveBaseShape pbs = dupe.RootPart.Shape;
|
|
|
|
dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
|
|
dupe.RootPart.Name,
|
|
pbs,
|
|
new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y, dupe.RootPart.AbsolutePosition.Z),
|
|
new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),
|
|
dupe.RootPart.RotationOffset,
|
|
dupe.RootPart.PhysActor.IsPhysical);
|
|
|
|
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
|
|
if (userExposed)
|
|
{
|
|
SetRootPartOwner(m_rootPart, cAgentID, cGroupID);
|
|
m_rootPart.ScheduleFullUpdate();
|
|
}
|
|
|
|
List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values);
|
|
partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
|
|
{
|
|
return p1.LinkNum.CompareTo(p2.LinkNum);
|
|
}
|
|
);
|
|
|
|
foreach (SceneObjectPart part in partList)
|
|
{
|
|
if (part.UUID != m_rootPart.UUID)
|
|
{
|
|
SceneObjectPart newPart =
|
|
dupe.CopyPart(part, OwnerID, GroupID, userExposed);
|
|
|
|
newPart.LinkNum = part.LinkNum;
|
|
|
|
if (userExposed)
|
|
{
|
|
SetPartOwner(newPart, cAgentID, cGroupID);
|
|
newPart.ScheduleFullUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (userExposed)
|
|
{
|
|
dupe.UpdateParentIDs();
|
|
dupe.HasGroupChanged = true;
|
|
dupe.AttachToBackup();
|
|
|
|
ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
return dupe;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
/// <param name="cAgentID"></param>
|
|
/// <param name="cGroupID"></param>
|
|
public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
|
|
{
|
|
SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed));
|
|
}
|
|
|
|
public void ScriptSetPhysicsStatus(bool UsePhysics)
|
|
{
|
|
bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0);
|
|
bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);
|
|
UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, IsPhantom);
|
|
}
|
|
|
|
public void ScriptSetTemporaryStatus(bool TemporaryStatus)
|
|
{
|
|
bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
|
|
bool IsPhantom = ((RootPart.Flags & PrimFlags.Phantom) != 0);
|
|
UpdatePrimFlags(RootPart.LocalId, UsePhysics, TemporaryStatus, IsPhantom);
|
|
}
|
|
|
|
public void ScriptSetPhantomStatus(bool PhantomStatus)
|
|
{
|
|
bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
|
|
bool IsTemporary = ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0);
|
|
UpdatePrimFlags(RootPart.LocalId, UsePhysics, IsTemporary, PhantomStatus);
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (IsAttachment)
|
|
{
|
|
ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
|
|
if (avatar != null)
|
|
{
|
|
avatar.PushForce(impulse);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rootpart.PhysActor.AddForce(impulse,true);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void moveToTarget(Vector3 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)
|
|
{
|
|
if (rootpart.PhysActor != null)
|
|
{
|
|
rootpart.PhysActor.PIDActive = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the owner of the root part.
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
/// <param name="cAgentID"></param>
|
|
/// <param name="cGroupID"></param>
|
|
public void SetRootPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID)
|
|
{
|
|
part.LastOwnerID = part.OwnerID;
|
|
part.OwnerID = cAgentID;
|
|
part.GroupID = cGroupID;
|
|
|
|
if (part.OwnerID != cAgentID)
|
|
{
|
|
// Apply Next Owner Permissions if we're not bypassing permissions
|
|
if (!m_scene.Permissions.BypassPermissions())
|
|
ApplyNextOwnerPermissions();
|
|
}
|
|
|
|
part.ScheduleFullUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make a copy of the given part.
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
/// <param name="cAgentID"></param>
|
|
/// <param name="cGroupID"></param>
|
|
public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
|
|
{
|
|
SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
|
|
newPart.SetParent(this);
|
|
|
|
lock (m_parts)
|
|
{
|
|
m_parts.Add(newPart.UUID, newPart);
|
|
}
|
|
|
|
SetPartAsNonRoot(newPart);
|
|
|
|
return newPart;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reset the UUIDs 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(part.LinkNum); // Don't change link nums
|
|
m_parts.Add(part.UUID, part);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags)
|
|
{
|
|
|
|
remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.ObjectOwner, RootPart.GroupID, RootPart.BaseMask,
|
|
RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
|
|
RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
|
|
RootPart.CreatorID, RootPart.Name, RootPart.Description);
|
|
}
|
|
|
|
public void SetPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID)
|
|
{
|
|
part.OwnerID = cAgentID;
|
|
part.GroupID = cGroupID;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Scheduling
|
|
|
|
public override void Update()
|
|
{
|
|
// Check that the group was not deleted before the scheduled update
|
|
// FIXME: This is merely a temporary measure to reduce the incidence of failure when
|
|
// an object has been deleted from a scene before update was processed.
|
|
// A more fundamental overhaul of the update mechanism is required to eliminate all
|
|
// the race conditions.
|
|
if (m_isDeleted)
|
|
return;
|
|
|
|
// This is what happens when an orphanced link set child prim's
|
|
// group was queued when it was linked
|
|
//
|
|
if (m_rootPart == null)
|
|
return;
|
|
|
|
lock (m_parts)
|
|
{
|
|
bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
|
|
|
|
//if (IsAttachment)
|
|
//{
|
|
//foreach (SceneObjectPart part in m_parts.Values)
|
|
//{
|
|
//part.SendScheduledUpdates();
|
|
//}
|
|
//return;
|
|
//}
|
|
|
|
if ((Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02) && UsePhysics)
|
|
{
|
|
m_rootPart.UpdateFlag = 1;
|
|
lastPhysGroupPos = AbsolutePosition;
|
|
}
|
|
//foreach (SceneObjectPart part in m_parts.Values)
|
|
//{
|
|
//if (part.UpdateFlag == 0) part.UpdateFlag = 1;
|
|
//}
|
|
|
|
checkAtTargets();
|
|
|
|
if (((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
|
|
|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
|
|
|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
|
|
|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
|
|
&& UsePhysics)
|
|
{
|
|
m_rootPart.UpdateFlag = 1;
|
|
|
|
lastPhysGroupRot = GroupRotation;
|
|
}
|
|
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.SendScheduledUpdates();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ScheduleFullUpdateToAvatar(ScenePresence presence)
|
|
{
|
|
RootPart.AddFullUpdateToAvatar(presence);
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part != RootPart)
|
|
part.AddFullUpdateToAvatar(presence);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.AddTerseUpdateToAvatar(presence);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedule a full update for this scene object
|
|
/// </summary>
|
|
public void ScheduleGroupForFullUpdate()
|
|
{
|
|
checkAtTargets();
|
|
RootPart.ScheduleFullUpdate();
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part != RootPart)
|
|
part.ScheduleFullUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedule a terse update for this scene object
|
|
/// </summary>
|
|
public void ScheduleGroupForTerseUpdate()
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.ScheduleTerseUpdate();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Immediately send a full update for this scene object.
|
|
/// </summary>
|
|
public void SendGroupFullUpdate()
|
|
{
|
|
if (IsDeleted)
|
|
return;
|
|
|
|
RootPart.SendFullUpdateToAllClients();
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part != RootPart)
|
|
part.SendFullUpdateToAllClients();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void QueueForUpdateCheck()
|
|
{
|
|
if (m_scene == null) // Need to check here as it's null during object creation
|
|
return;
|
|
m_scene.m_sceneGraph.AddToUpdateList(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Immediately send a terse update for this scene object.
|
|
/// </summary>
|
|
public void SendGroupTerseUpdate()
|
|
{
|
|
if (IsDeleted)
|
|
return;
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.SendTerseUpdateToAllClients();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region SceneGroupPart Methods
|
|
|
|
/// <summary>
|
|
/// Get the child part by LinkNum
|
|
/// </summary>
|
|
/// <param name="linknum"></param>
|
|
/// <returns>null if no child part with that linknum or child part</returns>
|
|
public SceneObjectPart GetLinkNumPart(int linknum)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part.LinkNum == linknum)
|
|
{
|
|
return part;
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a child part with a given UUID
|
|
/// </summary>
|
|
/// <param name="primID"></param>
|
|
/// <returns>null if a child part with the primID was not found</returns>
|
|
public SceneObjectPart GetChildPart(UUID primID)
|
|
{
|
|
SceneObjectPart childPart = null;
|
|
if (m_parts.ContainsKey(primID))
|
|
{
|
|
childPart = m_parts[primID];
|
|
}
|
|
return childPart;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a child part with a given local ID
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns>null if a child part with the local ID was not found</returns>
|
|
public SceneObjectPart GetChildPart(uint localID)
|
|
{
|
|
//m_log.DebugFormat("Entered looking for {0}", localID);
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
//m_log.DebugFormat("Found {0}", part.LocalId);
|
|
if (part.LocalId == localID)
|
|
{
|
|
return part;
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does this group contain the child prim
|
|
/// should be able to remove these methods once we have a entity index in scene
|
|
/// </summary>
|
|
/// <param name="primID"></param>
|
|
/// <returns></returns>
|
|
public bool HasChildPrim(UUID primID)
|
|
{
|
|
if (m_parts.ContainsKey(primID))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does this group contain the child prim
|
|
/// should be able to remove these methods once we have a entity index in scene
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns></returns>
|
|
public bool HasChildPrim(uint localID)
|
|
{
|
|
//m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
//m_log.DebugFormat("Found {0}", part.LocalId);
|
|
if (part.LocalId == localID)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 = linkPart.GroupPosition;
|
|
Quaternion oldRootRotation = linkPart.RotationOffset;
|
|
|
|
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
|
|
linkPart.GroupPosition = AbsolutePosition;
|
|
Vector3 axPos = linkPart.OffsetPosition;
|
|
|
|
Quaternion parentRot = m_rootPart.RotationOffset;
|
|
axPos *= Quaternion.Inverse(parentRot);
|
|
|
|
linkPart.OffsetPosition = axPos;
|
|
Quaternion oldRot = linkPart.RotationOffset;
|
|
Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
|
|
linkPart.RotationOffset = newRot;
|
|
|
|
linkPart.ParentID = m_rootPart.LocalId;
|
|
if (m_rootPart.LinkNum == 0)
|
|
m_rootPart.LinkNum = 1;
|
|
|
|
lock (m_parts)
|
|
{
|
|
m_parts.Add(linkPart.UUID, linkPart);
|
|
|
|
// Insert in terms of link numbers, the new links
|
|
// before the current ones (with the exception of
|
|
// the root prim. Shuffle the old ones up
|
|
foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
|
|
{
|
|
if (kvp.Value.LinkNum != 1)
|
|
{
|
|
// Don't update root prim link number
|
|
kvp.Value.LinkNum += objectGroup.PrimCount;
|
|
}
|
|
}
|
|
|
|
linkPart.LinkNum = 2;
|
|
|
|
linkPart.SetParent(this);
|
|
linkPart.AddFlag(PrimFlags.CreateSelected);
|
|
|
|
//if (linkPart.PhysActor != null)
|
|
//{
|
|
// m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
|
|
|
|
//linkPart.PhysActor = null;
|
|
//}
|
|
|
|
//TODO: rest of parts
|
|
int linkNum = 3;
|
|
foreach (SceneObjectPart part in objectGroup.Children.Values)
|
|
{
|
|
if (part.UUID != objectGroup.m_rootPart.UUID)
|
|
{
|
|
LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
|
|
}
|
|
part.ClearUndoState();
|
|
}
|
|
}
|
|
|
|
m_scene.UnlinkSceneObject(objectGroup.UUID, true);
|
|
// objectGroup.Children.Clear();
|
|
// objectGroup.m_rootPart = null;
|
|
|
|
// TODO Deleting the original group object 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.DeleteGroup();
|
|
|
|
AttachToBackup();
|
|
HasGroupChanged = true;
|
|
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)
|
|
{
|
|
DelinkFromGroup(partID, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delink the given prim from this group. The delinked prim is established as
|
|
/// an independent SceneObjectGroup.
|
|
/// </summary>
|
|
/// <param name="partID"></param>
|
|
/// <param name="sendEvents"></param>
|
|
public void DelinkFromGroup(uint partID, bool sendEvents)
|
|
{
|
|
SceneObjectPart linkPart = GetChildPart(partID);
|
|
|
|
if (null != linkPart)
|
|
{
|
|
linkPart.ClearUndoState();
|
|
// 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);
|
|
|
|
Quaternion worldRot = linkPart.GetWorldRotation();
|
|
|
|
// Remove the part from this object
|
|
lock (m_parts)
|
|
{
|
|
m_parts.Remove(linkPart.UUID);
|
|
}
|
|
|
|
if (m_parts.Count == 1 && RootPart != null) //Single prim is left
|
|
RootPart.LinkNum = 0;
|
|
else
|
|
{
|
|
foreach (SceneObjectPart p in m_parts.Values)
|
|
{
|
|
if (p.LinkNum > linkPart.LinkNum)
|
|
p.LinkNum--;
|
|
}
|
|
}
|
|
|
|
linkPart.ParentID = 0;
|
|
linkPart.LinkNum = 0;
|
|
|
|
if (linkPart.PhysActor != null)
|
|
{
|
|
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
|
|
}
|
|
|
|
// We need to reset the child part's position
|
|
// ready for life as a separate object after being a part of another object
|
|
Quaternion parentRot = m_rootPart.RotationOffset;
|
|
|
|
Vector3 axPos = linkPart.OffsetPosition;
|
|
|
|
axPos *= parentRot;
|
|
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
|
|
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
|
|
linkPart.OffsetPosition = new Vector3(0, 0, 0);
|
|
|
|
linkPart.RotationOffset = worldRot;
|
|
|
|
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
|
|
|
|
m_scene.AddNewSceneObject(objectGroup, true);
|
|
|
|
if (sendEvents)
|
|
linkPart.TriggerScriptChangedEvent(Changed.LINK);
|
|
|
|
linkPart.Rezzed = RootPart.Rezzed;
|
|
|
|
HasGroupChanged = true;
|
|
ScheduleGroupForFullUpdate();
|
|
}
|
|
else
|
|
{
|
|
m_log.InfoFormat("[SCENE OBJECT GROUP]: " +
|
|
"DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
|
|
partID, LocalId, UUID);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stop this object from being persisted over server restarts.
|
|
/// </summary>
|
|
/// <param name="objectGroup"></param>
|
|
public void DetachFromBackup()
|
|
{
|
|
if (m_isBackedUp)
|
|
m_scene.EventManager.OnBackup -= ProcessBackup;
|
|
|
|
m_isBackedUp = false;
|
|
}
|
|
|
|
private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
|
|
{
|
|
part.SetParent(this);
|
|
part.ParentID = m_rootPart.LocalId;
|
|
|
|
// Caller locks m_parts for us
|
|
m_parts.Add(part.UUID, part);
|
|
|
|
part.LinkNum = linkNum;
|
|
|
|
Vector3 oldPos = part.OffsetPosition;
|
|
oldPos *= oldGroupRotation;
|
|
oldPos += oldGroupPosition;
|
|
Vector3 oldAbsolutePosition = oldPos;
|
|
part.OffsetPosition = oldAbsolutePosition - AbsolutePosition;
|
|
|
|
Quaternion rootRotation = m_rootPart.RotationOffset;
|
|
|
|
Vector3 pos = part.OffsetPosition;
|
|
pos *= Quaternion.Inverse(rootRotation);
|
|
part.OffsetPosition = pos;
|
|
|
|
Quaternion partRotation = part.RotationOffset;
|
|
|
|
partRotation *= oldGroupRotation;
|
|
partRotation *= Quaternion.Inverse(rootRotation);
|
|
part.RotationOffset = partRotation;
|
|
}
|
|
|
|
/// <summary>
|
|
/// If object is physical, apply force to move it around
|
|
/// If object is not physical, just put it at the resulting location
|
|
/// </summary>
|
|
/// <param name="offset">Always seems to be 0,0,0, so ignoring</param>
|
|
/// <param name="pos">New position. We do the math here to turn it into a force</param>
|
|
/// <param name="remoteClient"></param>
|
|
public void GrabMovement(Vector3 offset, Vector3 pos, IClientAPI remoteClient)
|
|
{
|
|
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
|
|
{
|
|
if (m_rootPart.PhysActor != null)
|
|
{
|
|
if (m_rootPart.PhysActor.IsPhysical)
|
|
{
|
|
Vector3 llmoveforce = pos - AbsolutePosition;
|
|
PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z);
|
|
grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
|
|
m_rootPart.PhysActor.AddForce(grabforce,true);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
|
}
|
|
else
|
|
{
|
|
//NonPhysicalGrabMovement(pos);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//NonPhysicalGrabMovement(pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void NonPhysicalGrabMovement(Vector3 pos)
|
|
{
|
|
AbsolutePosition = pos;
|
|
m_rootPart.SendTerseUpdateToAllClients();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return metadata about a prim (name, description, sale price, etc.)
|
|
/// </summary>
|
|
/// <param name="client"></param>
|
|
public void GetProperties(IClientAPI client)
|
|
{
|
|
m_rootPart.GetProperties(client);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the name of a prim
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <param name="localID"></param>
|
|
public void SetPartName(string name, uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.Name = name;
|
|
}
|
|
}
|
|
|
|
public void SetPartDescription(string des, uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.Description = des;
|
|
}
|
|
}
|
|
|
|
public void SetPartText(string text, uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.SetText(text);
|
|
}
|
|
}
|
|
|
|
public void SetPartText(string text, UUID 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>
|
|
/// Update prim flags for this group.
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="type"></param>
|
|
/// <param name="inUse"></param>
|
|
/// <param name="data"></param>
|
|
public void UpdatePrimFlags(uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom)
|
|
{
|
|
SceneObjectPart selectionPart = GetChildPart(localID);
|
|
|
|
if (IsTemporary)
|
|
{
|
|
DetachFromBackup();
|
|
// Remove from database and parcel prim count
|
|
//
|
|
m_scene.DeleteFromStorage(UUID);
|
|
m_scene.EventManager.TriggerParcelPrimCountTainted();
|
|
}
|
|
|
|
if (selectionPart != null)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
|
|
{
|
|
UsePhysics = false; // Reset physics
|
|
break;
|
|
}
|
|
}
|
|
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.UpdateExtraParam(type, inUse, data);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the parts of this scene object
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public SceneObjectPart[] GetParts()
|
|
{
|
|
int numParts = Children.Count;
|
|
SceneObjectPart[] partArray = new SceneObjectPart[numParts];
|
|
Children.Values.CopyTo(partArray, 0);
|
|
return partArray;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the texture entry for this part
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="textureEntry"></param>
|
|
public void UpdateTextureEntry(uint localID, byte[] textureEntry)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.UpdateTextureEntry(textureEntry);
|
|
}
|
|
}
|
|
|
|
public void UpdatePermissions(UUID AgentID, byte field, uint localID,
|
|
uint mask, byte addRemTF)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
part.UpdatePermissions(AgentID, field, localID, mask,
|
|
addRemTF);
|
|
|
|
HasGroupChanged = true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Shape
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="shapeBlock"></param>
|
|
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.UpdateShape(shapeBlock);
|
|
|
|
if (part.PhysActor != null)
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Resize
|
|
|
|
/// <summary>
|
|
/// Resize the given part
|
|
/// </summary>
|
|
/// <param name="scale"></param>
|
|
/// <param name="localID"></param>
|
|
public void Resize(Vector3 scale, uint localID)
|
|
{
|
|
if (scale.X > m_scene.m_maxNonphys)
|
|
scale.X = m_scene.m_maxNonphys;
|
|
if (scale.Y > m_scene.m_maxNonphys)
|
|
scale.Y = m_scene.m_maxNonphys;
|
|
if (scale.Z > m_scene.m_maxNonphys)
|
|
scale.Z = m_scene.m_maxNonphys;
|
|
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.Resize(scale);
|
|
if (part.PhysActor != null)
|
|
{
|
|
if (part.PhysActor.IsPhysical)
|
|
{
|
|
if (scale.X > m_scene.m_maxPhys)
|
|
scale.X = m_scene.m_maxPhys;
|
|
if (scale.Y > m_scene.m_maxPhys)
|
|
scale.Y = m_scene.m_maxPhys;
|
|
if (scale.Z > m_scene.m_maxPhys)
|
|
scale.Z = m_scene.m_maxPhys;
|
|
}
|
|
part.PhysActor.Size =
|
|
new PhysicsVector(scale.X, scale.Y, scale.Z);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
|
}
|
|
//if (part.UUID != m_rootPart.UUID)
|
|
|
|
HasGroupChanged = true;
|
|
ScheduleGroupForFullUpdate();
|
|
|
|
//if (part.UUID == m_rootPart.UUID)
|
|
//{
|
|
//if (m_rootPart.PhysActor != null)
|
|
//{
|
|
//m_rootPart.PhysActor.Size =
|
|
//new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
|
|
//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
|
//}
|
|
//}
|
|
}
|
|
}
|
|
|
|
public void GroupResize(Vector3 scale, uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
if (part != null)
|
|
{
|
|
if (scale.X > m_scene.m_maxNonphys)
|
|
scale.X = m_scene.m_maxNonphys;
|
|
if (scale.Y > m_scene.m_maxNonphys)
|
|
scale.Y = m_scene.m_maxNonphys;
|
|
if (scale.Z > m_scene.m_maxNonphys)
|
|
scale.Z = m_scene.m_maxNonphys;
|
|
if (part.PhysActor != null && part.PhysActor.IsPhysical)
|
|
{
|
|
if (scale.X > m_scene.m_maxPhys)
|
|
scale.X = m_scene.m_maxPhys;
|
|
if (scale.Y > m_scene.m_maxPhys)
|
|
scale.Y = m_scene.m_maxPhys;
|
|
if (scale.Z > m_scene.m_maxPhys)
|
|
scale.Z = m_scene.m_maxPhys;
|
|
}
|
|
float x = (scale.X / part.Scale.X);
|
|
float y = (scale.Y / part.Scale.Y);
|
|
float z = (scale.Z / part.Scale.Z);
|
|
|
|
lock (m_parts)
|
|
{
|
|
if (x > 1.0f || y > 1.0f || z > 1.0f)
|
|
{
|
|
foreach (SceneObjectPart obPart in m_parts.Values)
|
|
{
|
|
if (obPart.UUID != m_rootPart.UUID)
|
|
{
|
|
Vector3 oldSize = new Vector3(obPart.Scale);
|
|
|
|
float f = 1.0f;
|
|
float a = 1.0f;
|
|
|
|
if (part.PhysActor != null && part.PhysActor.IsPhysical)
|
|
{
|
|
if (oldSize.X*x > m_scene.m_maxPhys)
|
|
{
|
|
f = m_scene.m_maxPhys / oldSize.X;
|
|
a = f / x;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
if (oldSize.Y*y > m_scene.m_maxPhys)
|
|
{
|
|
f = m_scene.m_maxPhys / oldSize.Y;
|
|
a = f / y;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
if (oldSize.Z*z > m_scene.m_maxPhys)
|
|
{
|
|
f = m_scene.m_maxPhys / oldSize.Z;
|
|
a = f / z;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (oldSize.X*x > m_scene.m_maxNonphys)
|
|
{
|
|
f = m_scene.m_maxNonphys / oldSize.X;
|
|
a = f / x;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
if (oldSize.Y*y > m_scene.m_maxNonphys)
|
|
{
|
|
f = m_scene.m_maxNonphys / oldSize.Y;
|
|
a = f / y;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
if (oldSize.Z*z > m_scene.m_maxNonphys)
|
|
{
|
|
f = m_scene.m_maxNonphys / oldSize.Z;
|
|
a = f / z;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector3 prevScale = part.Scale;
|
|
prevScale.X *= x;
|
|
prevScale.Y *= y;
|
|
prevScale.Z *= z;
|
|
part.Resize(prevScale);
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart obPart in m_parts.Values)
|
|
{
|
|
if (obPart.UUID != m_rootPart.UUID)
|
|
{
|
|
Vector3 currentpos = new Vector3(obPart.OffsetPosition);
|
|
currentpos.X *= x;
|
|
currentpos.Y *= y;
|
|
currentpos.Z *= z;
|
|
Vector3 newSize = new Vector3(obPart.Scale);
|
|
newSize.X *= x;
|
|
newSize.Y *= y;
|
|
newSize.Z *= z;
|
|
obPart.Resize(newSize);
|
|
obPart.UpdateOffSet(currentpos);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (part.PhysActor != null)
|
|
{
|
|
part.PhysActor.Size =
|
|
new PhysicsVector(prevScale.X, prevScale.Y, prevScale.Z);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
|
}
|
|
|
|
HasGroupChanged = true;
|
|
ScheduleGroupForTerseUpdate();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Position
|
|
|
|
/// <summary>
|
|
/// Move this scene object
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
public void UpdateGroupPosition(Vector3 pos)
|
|
{
|
|
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
|
|
{
|
|
if (IsAttachment)
|
|
{
|
|
m_rootPart.AttachedPos = pos;
|
|
}
|
|
|
|
AbsolutePosition = pos;
|
|
|
|
HasGroupChanged = true;
|
|
}
|
|
|
|
//we need to do a terse update even if the move wasn't allowed
|
|
// so that the position is reset in the client (the object snaps back)
|
|
ScheduleGroupForTerseUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the position of a single part of this scene object
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
/// <param name="localID"></param>
|
|
public void UpdateSinglePosition(Vector3 pos, uint localID)
|
|
{
|
|
SceneObjectPart part = GetChildPart(localID);
|
|
|
|
if (part != null)
|
|
{
|
|
if (part.UUID == m_rootPart.UUID)
|
|
{
|
|
UpdateRootPosition(pos);
|
|
}
|
|
else
|
|
{
|
|
part.UpdateOffSet(pos);
|
|
}
|
|
|
|
HasGroupChanged = true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
private void UpdateRootPosition(Vector3 pos)
|
|
{
|
|
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
|
|
Vector3 oldPos =
|
|
new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
|
|
AbsolutePosition.Y + m_rootPart.OffsetPosition.Y,
|
|
AbsolutePosition.Z + m_rootPart.OffsetPosition.Z);
|
|
Vector3 diff = oldPos - newPos;
|
|
Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z);
|
|
Quaternion partRotation = m_rootPart.RotationOffset;
|
|
axDiff *= Quaternion.Inverse(partRotation);
|
|
diff = axDiff;
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart obPart in m_parts.Values)
|
|
{
|
|
if (obPart.UUID != m_rootPart.UUID)
|
|
{
|
|
obPart.OffsetPosition = obPart.OffsetPosition + diff;
|
|
}
|
|
}
|
|
}
|
|
|
|
AbsolutePosition = newPos;
|
|
|
|
HasGroupChanged = true;
|
|
ScheduleGroupForTerseUpdate();
|
|
}
|
|
|
|
public void OffsetForNewRegion(Vector3 offset)
|
|
{
|
|
m_rootPart.GroupPosition = offset;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Rotation
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="rot"></param>
|
|
public void UpdateGroupRotation(Quaternion rot)
|
|
{
|
|
m_rootPart.UpdateRotation(rot);
|
|
if (m_rootPart.PhysActor != null)
|
|
{
|
|
m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
|
}
|
|
|
|
HasGroupChanged = true;
|
|
ScheduleGroupForTerseUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
/// <param name="rot"></param>
|
|
public void UpdateGroupRotation(Vector3 pos, Quaternion rot)
|
|
{
|
|
m_rootPart.UpdateRotation(rot);
|
|
if (m_rootPart.PhysActor != null)
|
|
{
|
|
m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
|
}
|
|
AbsolutePosition = pos;
|
|
|
|
HasGroupChanged = true;
|
|
ScheduleGroupForTerseUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="rot"></param>
|
|
/// <param name="localID"></param>
|
|
public void UpdateSingleRotation(Quaternion 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(Quaternion rot)
|
|
{
|
|
Quaternion axRot = rot;
|
|
Quaternion oldParentRot = m_rootPart.RotationOffset;
|
|
|
|
m_rootPart.UpdateRotation(rot);
|
|
if (m_rootPart.PhysActor != null)
|
|
{
|
|
m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
|
}
|
|
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart prim in m_parts.Values)
|
|
{
|
|
if (prim.UUID != m_rootPart.UUID)
|
|
{
|
|
Vector3 axPos = prim.OffsetPosition;
|
|
axPos *= oldParentRot;
|
|
axPos *= Quaternion.Inverse(axRot);
|
|
prim.OffsetPosition = axPos;
|
|
Quaternion primsRot = prim.RotationOffset;
|
|
Quaternion newRot = oldParentRot * primsRot;
|
|
newRot *= Quaternion.Inverse(axRot);
|
|
prim.RotationOffset = newRot;
|
|
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.RotationAxis.X = setval;
|
|
if (setY)
|
|
m_rootPart.RotationAxis.Y = setval;
|
|
if (setZ)
|
|
m_rootPart.RotationAxis.Z = setval;
|
|
|
|
if (setX || setY || setZ)
|
|
{
|
|
m_rootPart.SetPhysicsAxisRotation();
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
public int registerTargetWaypoint(Vector3 target, float tolerance)
|
|
{
|
|
scriptPosTarget waypoint = new scriptPosTarget();
|
|
waypoint.targetPos = target;
|
|
waypoint.tolerance = tolerance;
|
|
uint handle = m_scene.AllocateLocalId();
|
|
lock (m_targets)
|
|
{
|
|
m_targets.Add(handle, waypoint);
|
|
}
|
|
return (int)handle;
|
|
}
|
|
|
|
public void unregisterTargetWaypoint(int handle)
|
|
{
|
|
lock (m_targets)
|
|
{
|
|
if (m_targets.ContainsKey((uint)handle))
|
|
m_targets.Remove((uint)handle);
|
|
}
|
|
}
|
|
|
|
private void checkAtTargets()
|
|
{
|
|
if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
|
|
{
|
|
if (m_targets.Count > 0)
|
|
{
|
|
bool at_target = false;
|
|
//Vector3 targetPos;
|
|
//uint targetHandle;
|
|
Dictionary<uint, scriptPosTarget> atTargets = new Dictionary<uint, scriptPosTarget>();
|
|
lock (m_targets)
|
|
{
|
|
foreach (uint idx in m_targets.Keys)
|
|
{
|
|
scriptPosTarget target = m_targets[idx];
|
|
if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
|
|
{
|
|
// trigger at_target
|
|
if (m_scriptListens_atTarget)
|
|
{
|
|
// Reusing att.tolerance to hold the index of the target in the targets dictionary
|
|
// to avoid deadlocking the sim.
|
|
at_target = true;
|
|
scriptPosTarget att = new scriptPosTarget();
|
|
att.targetPos = target.targetPos;
|
|
att.tolerance = (float)idx;
|
|
atTargets.Add(idx, att);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (atTargets.Count > 0)
|
|
{
|
|
uint[] localids = new uint[0];
|
|
lock (m_parts)
|
|
{
|
|
localids = new uint[m_parts.Count];
|
|
int cntr = 0;
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
localids[cntr] = part.LocalId;
|
|
cntr++;
|
|
}
|
|
}
|
|
for (int ctr = 0; ctr < localids.Length; ctr++)
|
|
{
|
|
foreach (uint target in atTargets.Keys)
|
|
{
|
|
scriptPosTarget att = atTargets[target];
|
|
// Reusing att.tolerance to hold the index of the target in the targets dictionary
|
|
// to avoid deadlocking the sim.
|
|
m_scene.TriggerAtTargetEvent(localids[ctr], (uint)att.tolerance, att.targetPos, m_rootPart.GroupPosition);
|
|
|
|
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
if (m_scriptListens_notAtTarget && !at_target)
|
|
{
|
|
//trigger not_at_target
|
|
uint[] localids = new uint[0];
|
|
lock (m_parts)
|
|
{
|
|
localids = new uint[m_parts.Count];
|
|
int cntr = 0;
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
localids[cntr] = part.LocalId;
|
|
cntr++;
|
|
}
|
|
}
|
|
for (int ctr = 0; ctr < localids.Length; ctr++)
|
|
{
|
|
m_scene.TriggerNotAtTargetEvent(localids[ctr]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public float GetMass()
|
|
{
|
|
float retmass = 0f;
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
retmass += part.GetMass();
|
|
}
|
|
}
|
|
return retmass;
|
|
}
|
|
|
|
public void CheckSculptAndLoad()
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
if (!IsDeleted)
|
|
{
|
|
if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == 0)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
if (part.Shape.SculptEntry && part.Shape.SculptTexture != UUID.Zero)
|
|
{
|
|
m_scene.AssetCache.GetAsset(part.Shape.SculptTexture, part.SculptTextureCallback, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the user group to which this scene object belongs.
|
|
/// </summary>
|
|
/// <param name="GroupID"></param>
|
|
/// <param name="client"></param>
|
|
public void SetGroup(UUID GroupID, IClientAPI client)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
{
|
|
part.SetGroup(GroupID, client);
|
|
part.Inventory.ChangeInventoryGroup(GroupID);
|
|
}
|
|
|
|
HasGroupChanged = true;
|
|
}
|
|
|
|
ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
public void TriggerScriptChangedEvent(Changed val)
|
|
{
|
|
foreach (SceneObjectPart part in Children.Values)
|
|
{
|
|
part.TriggerScriptChangedEvent(val);
|
|
}
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
|
|
}
|
|
|
|
public void SetAttachmentPoint(byte point)
|
|
{
|
|
lock (m_parts)
|
|
{
|
|
foreach (SceneObjectPart part in m_parts.Values)
|
|
part.SetAttachmentPoint(point);
|
|
}
|
|
}
|
|
}
|
|
}
|