962 lines
31 KiB
C#
962 lines
31 KiB
C#
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSim Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*
|
|
*/
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using Axiom.Math;
|
|
using libsecondlife;
|
|
using libsecondlife.Packets;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Framework.Console;
|
|
using OpenSim.Region.Environment.Types;
|
|
using OpenSim.Region.Physics.Manager;
|
|
|
|
namespace OpenSim.Region.Environment.Scenes
|
|
{
|
|
public delegate void PhysicsCrash();
|
|
|
|
public class InnerScene
|
|
{
|
|
#region Events
|
|
|
|
public event PhysicsCrash UnRecoverableError;
|
|
|
|
#endregion
|
|
|
|
#region Fields
|
|
|
|
public Dictionary<LLUUID, ScenePresence> ScenePresences;
|
|
public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
|
|
public Dictionary<LLUUID, EntityBase> Entities;
|
|
|
|
public BasicQuadTreeNode QuadTree;
|
|
|
|
protected RegionInfo m_regInfo;
|
|
protected Scene m_parentScene;
|
|
protected PermissionManager PermissionsMngr;
|
|
protected int m_numRootAgents = 0;
|
|
protected int m_numPrim = 0;
|
|
protected int m_numChildAgents = 0;
|
|
protected int m_physicalPrim = 0;
|
|
|
|
internal object m_syncRoot = new object();
|
|
|
|
public PhysicsScene _PhyScene;
|
|
|
|
#endregion
|
|
|
|
public InnerScene(Scene parent, RegionInfo regInfo, PermissionManager permissionsMngr)
|
|
{
|
|
m_parentScene = parent;
|
|
m_regInfo = regInfo;
|
|
PermissionsMngr = permissionsMngr;
|
|
QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, 256, 256);
|
|
QuadTree.Subdivide();
|
|
QuadTree.Subdivide();
|
|
}
|
|
|
|
public PhysicsScene PhysicsScene
|
|
{
|
|
get { return _PhyScene; }
|
|
set
|
|
{
|
|
// If we're not doing the initial set
|
|
// Then we've got to remove the previous
|
|
// event handler
|
|
try
|
|
{
|
|
_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
|
|
}
|
|
catch (NullReferenceException)
|
|
{
|
|
// This occurs when storing to _PhyScene the first time.
|
|
// Is there a better way to check the event handler before
|
|
// getting here
|
|
// This can be safely ignored. We're setting the first inital
|
|
// there are no event handler's registered.
|
|
}
|
|
|
|
_PhyScene = value;
|
|
|
|
_PhyScene.OnPhysicsCrash += physicsBasedCrash;
|
|
}
|
|
}
|
|
|
|
public void Close()
|
|
{
|
|
ScenePresences.Clear();
|
|
SceneObjects.Clear();
|
|
Entities.Clear();
|
|
}
|
|
|
|
#region Update Methods
|
|
|
|
internal void UpdatePreparePhysics()
|
|
{
|
|
// If we are using a threaded physics engine
|
|
// grab the latest scene from the engine before
|
|
// trying to process it.
|
|
|
|
// PhysX does this (runs in the background).
|
|
|
|
if (_PhyScene.IsThreaded)
|
|
{
|
|
_PhyScene.GetResults();
|
|
}
|
|
}
|
|
|
|
internal void UpdateEntities()
|
|
{
|
|
List<EntityBase> updateEntities = GetEntities();
|
|
|
|
foreach (EntityBase entity in updateEntities)
|
|
{
|
|
entity.Update();
|
|
}
|
|
}
|
|
|
|
internal float UpdatePhysics(double elapsed)
|
|
{
|
|
lock (m_syncRoot)
|
|
{
|
|
return _PhyScene.Simulate((float) elapsed);
|
|
}
|
|
}
|
|
|
|
internal void UpdateEntityMovement()
|
|
{
|
|
List<EntityBase> moveEntities = GetEntities();
|
|
|
|
foreach (EntityBase entity in moveEntities)
|
|
{
|
|
entity.UpdateMovement();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Entity Methods
|
|
|
|
public void AddEntityFromStorage(SceneObjectGroup sceneObject)
|
|
{
|
|
sceneObject.RegionHandle = m_regInfo.RegionHandle;
|
|
sceneObject.SetScene(m_parentScene);
|
|
foreach (SceneObjectPart part in sceneObject.Children.Values)
|
|
{
|
|
part.LocalID = m_parentScene.PrimIDAllocate();
|
|
}
|
|
sceneObject.UpdateParentIDs();
|
|
AddEntity(sceneObject);
|
|
}
|
|
|
|
public void AddEntity(SceneObjectGroup sceneObject)
|
|
{
|
|
if (!Entities.ContainsKey(sceneObject.UUID))
|
|
{
|
|
// QuadTree.AddObject(sceneObject);
|
|
lock (Entities)
|
|
{
|
|
Entities.Add(sceneObject.UUID, sceneObject);
|
|
}
|
|
m_numPrim++;
|
|
}
|
|
}
|
|
|
|
public void AddPhysicalPrim(int number)
|
|
{
|
|
m_physicalPrim++;
|
|
}
|
|
|
|
public void RemovePhysicalPrim(int number)
|
|
{
|
|
m_physicalPrim--;
|
|
}
|
|
|
|
public void RemovePrim(uint localID, LLUUID avatar_deleter)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase obj in EntityList)
|
|
{
|
|
if (obj is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup) obj).LocalId == localID)
|
|
{
|
|
m_parentScene.RemoveEntity((SceneObjectGroup) obj);
|
|
m_numPrim--;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance)
|
|
{
|
|
ScenePresence newAvatar = null;
|
|
|
|
newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
|
|
newAvatar.IsChildAgent = child;
|
|
|
|
if (child)
|
|
{
|
|
m_numChildAgents++;
|
|
MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Creating new child agent.");
|
|
}
|
|
else
|
|
{
|
|
m_numRootAgents++;
|
|
MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Creating new root agent.");
|
|
MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Adding Physical agent.");
|
|
|
|
newAvatar.AddToPhysicalScene();
|
|
}
|
|
|
|
lock (Entities)
|
|
{
|
|
if (!Entities.ContainsKey(client.AgentId))
|
|
{
|
|
Entities.Add(client.AgentId, newAvatar);
|
|
}
|
|
else
|
|
{
|
|
Entities[client.AgentId] = newAvatar;
|
|
}
|
|
}
|
|
lock (ScenePresences)
|
|
{
|
|
if (ScenePresences.ContainsKey(client.AgentId))
|
|
{
|
|
ScenePresences[client.AgentId] = newAvatar;
|
|
}
|
|
else
|
|
{
|
|
ScenePresences.Add(client.AgentId, newAvatar);
|
|
}
|
|
}
|
|
|
|
return newAvatar;
|
|
}
|
|
|
|
public void SwapRootChildAgent(bool direction_RC_CR_T_F)
|
|
{
|
|
if (direction_RC_CR_T_F)
|
|
{
|
|
m_numRootAgents--;
|
|
m_numChildAgents++;
|
|
}
|
|
else
|
|
{
|
|
m_numChildAgents--;
|
|
m_numRootAgents++;
|
|
}
|
|
}
|
|
|
|
public void removeUserCount(bool TypeRCTF)
|
|
{
|
|
if (TypeRCTF)
|
|
{
|
|
m_numRootAgents--;
|
|
}
|
|
else
|
|
{
|
|
m_numChildAgents--;
|
|
}
|
|
}
|
|
|
|
public void RemoveAPrimCount()
|
|
{
|
|
m_numPrim--;
|
|
}
|
|
|
|
public void AddAPrimCount()
|
|
{
|
|
m_numPrim++;
|
|
}
|
|
|
|
public int GetChildAgentCount()
|
|
{
|
|
return m_numChildAgents;
|
|
}
|
|
|
|
public int GetRootAgentCount()
|
|
{
|
|
return m_numRootAgents;
|
|
}
|
|
|
|
public int GetTotalObjects()
|
|
{
|
|
return m_numPrim;
|
|
}
|
|
|
|
public int GetActiveObjects()
|
|
{
|
|
return m_physicalPrim;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Get Methods
|
|
|
|
/// <summary>
|
|
/// Request a List of all m_scenePresences in this World
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public List<ScenePresence> GetScenePresences()
|
|
{
|
|
List<ScenePresence> result;
|
|
|
|
lock (ScenePresences)
|
|
{
|
|
result = new List<ScenePresence>(ScenePresences.Values);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public List<ScenePresence> GetAvatars()
|
|
{
|
|
List<ScenePresence> result =
|
|
GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; });
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a filtered list of m_scenePresences in this World
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
|
|
{
|
|
List<ScenePresence> result = new List<ScenePresence>();
|
|
List<ScenePresence> ScenePresencesList = GetScenePresences();
|
|
|
|
foreach (ScenePresence avatar in ScenePresencesList)
|
|
{
|
|
if (filter(avatar))
|
|
{
|
|
result.Add(avatar);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a Avatar by UUID
|
|
/// </summary>
|
|
/// <param name="avatarID"></param>
|
|
/// <returns></returns>
|
|
public ScenePresence GetScenePresence(LLUUID avatarID)
|
|
{
|
|
if (ScenePresences.ContainsKey(avatarID))
|
|
{
|
|
return ScenePresences[avatarID];
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private SceneObjectGroup GetGroupByPrim(uint localID)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup) ent).HasChildPrim(localID))
|
|
return (SceneObjectGroup) ent;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private SceneObjectGroup GetGroupByPrim(LLUUID fullID)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup) ent).HasChildPrim(fullID))
|
|
return (SceneObjectGroup) ent;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public EntityIntersection GetClosestIntersectingPrim(Ray hray)
|
|
{
|
|
// Primitive Ray Tracing
|
|
float closestDistance = 280f;
|
|
EntityIntersection returnResult = new EntityIntersection();
|
|
foreach (EntityBase ent in Entities.Values)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
SceneObjectGroup reportingG = (SceneObjectGroup) ent;
|
|
EntityIntersection result = reportingG.TestIntersection(hray);
|
|
if (result.HitTF)
|
|
{
|
|
if (result.distance < closestDistance)
|
|
{
|
|
closestDistance = result.distance;
|
|
returnResult = result;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return returnResult;
|
|
}
|
|
|
|
public SceneObjectPart GetSceneObjectPart(uint localID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
return group.GetChildPart(localID);
|
|
else
|
|
return null;
|
|
}
|
|
|
|
public SceneObjectPart GetSceneObjectPart(LLUUID fullID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(fullID);
|
|
if (group != null)
|
|
return group.GetChildPart(fullID);
|
|
else
|
|
return null;
|
|
}
|
|
|
|
internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
|
|
{
|
|
ScenePresence presence;
|
|
if (ScenePresences.TryGetValue(avatarId, out presence))
|
|
{
|
|
if (!presence.IsChildAgent)
|
|
{
|
|
avatar = presence;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
avatar = null;
|
|
return false;
|
|
}
|
|
|
|
internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
|
|
{
|
|
foreach (ScenePresence presence in ScenePresences.Values)
|
|
{
|
|
if (!presence.IsChildAgent)
|
|
{
|
|
string name = presence.ControllingClient.FirstName + " " + presence.ControllingClient.LastName;
|
|
|
|
if (String.Compare(avatarName, name, true) == 0)
|
|
{
|
|
avatar = presence;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
avatar = null;
|
|
return false;
|
|
}
|
|
|
|
public List<EntityBase> GetEntities()
|
|
{
|
|
List<EntityBase> result;
|
|
|
|
lock (Entities)
|
|
{
|
|
result = new List<EntityBase>(Entities.Values);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Other Methods
|
|
|
|
public void physicsBasedCrash()
|
|
{
|
|
if (UnRecoverableError != null)
|
|
{
|
|
UnRecoverableError();
|
|
}
|
|
}
|
|
|
|
public LLUUID ConvertLocalIDToFullID(uint localID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
return group.GetPartsFullID(localID);
|
|
else
|
|
return LLUUID.Zero;
|
|
}
|
|
|
|
public void SendAllSceneObjectsToClient(ScenePresence presence)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
// Only send child agents stuff in their draw distance.
|
|
// This will need to be done for every agent once we figure out
|
|
// what we're going to use to store prim that agents already got
|
|
// the initial update for and what we'll use to limit the
|
|
// space we check for new objects on movement.
|
|
|
|
if (presence.IsChildAgent)
|
|
{
|
|
//Vector3 avPosition = new Vector3(presence.AbsolutePosition.X,presence.AbsolutePosition.Y,presence.AbsolutePosition.Z);
|
|
//LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
|
|
//Vector3 objPosition = new Vector3(oLoc.X,oLoc.Y,oLoc.Z);
|
|
//float distResult = Vector3Distance(avPosition, objPosition);
|
|
//if (distResult > 512)
|
|
//{
|
|
//int x = 0;
|
|
//}
|
|
//if (distResult < presence.DrawDistance)
|
|
//{
|
|
((SceneObjectGroup) ent).ScheduleFullUpdateToAvatar(presence);
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
((SceneObjectGroup) ent).ScheduleFullUpdateToAvatar(presence);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void ForEachClient(Action<IClientAPI> action)
|
|
{
|
|
foreach (ScenePresence presence in ScenePresences.Values)
|
|
{
|
|
action(presence.ControllingClient);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Client Event handlers
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="scale"></param>
|
|
/// <param name="remoteClient"></param>
|
|
public void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.Resize(scale, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This handles the nifty little tool tip that you get when you drag your mouse over an object
|
|
/// Send to the Object Group to process. We don't know enough to service the request
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="AgentID"></param>
|
|
/// <param name="RequestFlags"></param>
|
|
/// <param name="ObjectID"></param>
|
|
public void RequestObjectPropertiesFamily(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags,
|
|
LLUUID ObjectID)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(ObjectID);
|
|
if (group != null)
|
|
group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="rot"></param>
|
|
/// <param name="remoteClient"></param>
|
|
public void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.UpdateSingleRotation(rot, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="rot"></param>
|
|
/// <param name="remoteClient"></param>
|
|
public void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.UpdateGroupRotation(rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="pos"></param>
|
|
/// <param name="rot"></param>
|
|
/// <param name="remoteClient"></param>
|
|
public void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.UpdateGroupRotation(pos, rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.UpdateSinglePosition(pos, localID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="pos"></param>
|
|
/// <param name="remoteClient"></param>
|
|
public void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.UpdateGroupPosition(pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="texture"></param>
|
|
/// <param name="remoteClient"></param>
|
|
public void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.UpdateTextureEntry(localID, texture);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="packet"></param>
|
|
/// <param name="remoteClient"></param>
|
|
public void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(localID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObject(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.UpdatePrimFlags(localID, (ushort) packet.Type, true, packet.ToBytes());
|
|
}
|
|
}
|
|
}
|
|
|
|
public void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(objectID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObjectPosition(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.GrabMovement(offset, pos, remoteClient);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="primLocalID"></param>
|
|
/// <param name="description"></param>
|
|
public void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObject(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.SetPartName(name, primLocalID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="primLocalID"></param>
|
|
/// <param name="description"></param>
|
|
public void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObject(remoteClient.AgentId, group.UUID))
|
|
{
|
|
group.SetPartDescription(description.Replace("\0",""), primLocalID);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObject(agentID, group.UUID))
|
|
{
|
|
group.UpdateExtraParam(primLocalID, type, inUse, data);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="primLocalID"></param>
|
|
/// <param name="shapeBlock"></param>
|
|
public void UpdatePrimShape(LLUUID agentID, uint primLocalID, ObjectShapePacket.ObjectDataBlock shapeBlock)
|
|
{
|
|
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
|
if (group != null)
|
|
{
|
|
if (PermissionsMngr.CanEditObjectPosition(agentID, group.GetPartsFullID(primLocalID)))
|
|
{
|
|
group.UpdateShape(shapeBlock, primLocalID);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="parentPrim"></param>
|
|
/// <param name="childPrims"></param>
|
|
public void LinkObjects(uint parentPrim, List<uint> childPrims)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
SceneObjectGroup parenPrim = null;
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup) ent).LocalId == parentPrim)
|
|
{
|
|
parenPrim = (SceneObjectGroup) ent;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
List<SceneObjectGroup> children = new List<SceneObjectGroup>();
|
|
if (parenPrim != null)
|
|
{
|
|
for (int i = 0; i < childPrims.Count; i++)
|
|
{
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup) ent).LocalId == childPrims[i])
|
|
{
|
|
children.Add((SceneObjectGroup) ent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (SceneObjectGroup sceneObj in children)
|
|
{
|
|
parenPrim.LinkToGroup(sceneObj);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delink a linkset
|
|
/// </summary>
|
|
/// <param name="prims"></param>
|
|
public void DelinkObjects(List<uint> primIds)
|
|
{
|
|
SceneObjectGroup parenPrim = null;
|
|
|
|
// Need a list of the SceneObjectGroup local ids
|
|
// XXX I'm anticipating that building this dictionary once is more efficient than
|
|
// repeated scanning of the Entity.Values for a large number of primIds. However, it might
|
|
// be more efficient yet to keep this dictionary permanently on hand.
|
|
|
|
Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();
|
|
List<EntityBase> EntitieList = GetEntities();
|
|
foreach (EntityBase ent in EntitieList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
SceneObjectGroup obj = (SceneObjectGroup) ent;
|
|
sceneObjects.Add(obj.LocalId, obj);
|
|
}
|
|
}
|
|
|
|
// Find the root prim among the prim ids we've been given
|
|
for (int i = 0; i < primIds.Count; i++)
|
|
{
|
|
if (sceneObjects.ContainsKey(primIds[i]))
|
|
{
|
|
parenPrim = sceneObjects[primIds[i]];
|
|
primIds.RemoveAt(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (parenPrim != null)
|
|
{
|
|
foreach (uint childPrimId in primIds)
|
|
{
|
|
parenPrim.DelinkFromGroup(childPrimId);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MainLog.Instance.Verbose("SCENE",
|
|
"DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
|
|
primIds);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="originalPrim"></param>
|
|
/// <param name="offset"></param>
|
|
/// <param name="flags"></param>
|
|
public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
|
|
{
|
|
List<EntityBase> EntityList = GetEntities();
|
|
|
|
SceneObjectGroup originPrim = null;
|
|
foreach (EntityBase ent in EntityList)
|
|
{
|
|
if (ent is SceneObjectGroup)
|
|
{
|
|
if (((SceneObjectGroup) ent).LocalId == originalPrim)
|
|
{
|
|
originPrim = (SceneObjectGroup) ent;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (originPrim != null)
|
|
{
|
|
if (PermissionsMngr.CanCopyObject(AgentID, originPrim.UUID))
|
|
{
|
|
SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID);
|
|
copy.AbsolutePosition = copy.AbsolutePosition + offset;
|
|
lock (Entities)
|
|
{
|
|
Entities.Add(copy.UUID, copy);
|
|
}
|
|
m_numPrim++;
|
|
copy.ScheduleGroupForFullUpdate();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MainLog.Instance.Warn("client", "Attempted to duplicate nonexistant prim");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the distance between two Vector3s
|
|
/// </summary>
|
|
/// <param name="v1"></param>
|
|
/// <param name="v2"></param>
|
|
/// <returns></returns>
|
|
public float Vector3Distance(Vector3 v1, Vector3 v2)
|
|
{
|
|
// We don't really need the double floating point precision...
|
|
// so casting it to a single
|
|
|
|
return
|
|
(float)
|
|
Math.Sqrt((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + (v1.z - v2.z)*(v1.z - v2.z));
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|