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

2843 lines
97 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Xml;
using System.Xml.Serialization;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
[Flags]
public enum scriptEvents
{
None = 0,
attach = 1,
collision = 16,
collision_end = 32,
collision_start = 64,
control = 128,
dataserver = 256,
email = 512,
http_response = 1024,
land_collision = 2048,
land_collision_end = 4096,
land_collision_start = 8192,
at_target = 16384,
listen = 32768,
money = 65536,
moving_end = 131072,
moving_start = 262144,
not_at_rot_target = 524288,
not_at_target = 1048576,
remote_data = 8388608,
run_time_permissions = 268435456,
state_entry = 1073741824,
state_exit = 2,
timer = 4,
touch = 8,
touch_end = 536870912,
touch_start = 2097152,
object_rez = 4194304
}
struct scriptPosTarget
{
public Vector3 targetPos;
public float tolerance;
}
public delegate void PrimCountTaintedDelegate();
/// <summary>
/// A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts
/// (often known as prims), one of which is considered the root part.
/// </summary>
public partial class SceneObjectGroup : EntityBase
{
// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
/// <summary>
/// Signal whether the non-inventory attributes of any prims in the group have changed
/// since the group's last persistent backup
/// </summary>
public bool HasGroupChanged = false;
/// <value>
/// Is this scene object acting as an attachment?
///
/// We return false if the group has already been deleted.
///
/// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I
/// presume either all or no parts in a linkset can be part of an attachment (in which
/// case the value would get proprogated down into all the descendent parts).
/// </value>
public bool IsAttachment
{
get
{
if (!IsDeleted)
return m_rootPart.IsAttachment;
return false;
}
}
public float scriptScore = 0f;
private Vector3 lastPhysGroupPos;
private Quaternion lastPhysGroupRot;
private bool m_isBackedUp = false;
/// <summary>
/// The constituent parts of this group
/// </summary>
protected Dictionary<UUID, SceneObjectPart> m_parts = new Dictionary<UUID, SceneObjectPart>();
protected ulong m_regionHandle;
protected SceneObjectPart m_rootPart;
// private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>();
private bool m_scriptListens_atTarget = false;
private bool m_scriptListens_notAtTarget = false;
#region Properties
/// <summary>
/// The name of an object grouping is always the same as its root part
/// </summary>
public override string Name
{
get {
if (RootPart == null)
return "";
return RootPart.Name;
}
set { RootPart.Name = value; }
}
/// <summary>
/// Added because the Parcel code seems to use it
/// but not sure a object should have this
/// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
/// think really there should be a list (or whatever) in each scenepresence
/// saying what prim(s) that user has selected.
/// </summary>
protected bool m_isSelected = false;
/// <summary>
/// Number of prims in this group
/// </summary>
public int PrimCount
{
get { return m_parts.Count; }
}
public Quaternion GroupRotation
{
get { return m_rootPart.RotationOffset; }
}
public UUID GroupID
{
get { return m_rootPart.GroupID; }
set { m_rootPart.GroupID = value; }
}
public Dictionary<UUID, SceneObjectPart> Children
{
get { return m_parts; }
set { m_parts = value; }
}
public SceneObjectPart RootPart
{
get { return m_rootPart; }
set { m_rootPart = value; }
}
public ulong RegionHandle
{
get { return m_regionHandle; }
set
{
m_regionHandle = value;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.RegionHandle = m_regionHandle;
}
}
}
}
/// <summary>
/// The absolute position of this scene object in the scene
/// </summary>
public override Vector3 AbsolutePosition
{
get
{
if (m_rootPart == null)
{
throw new NullReferenceException(
string.Format("[SCENE OBJECT GROUP]: Object {0} has no root part.", m_uuid));
}
return m_rootPart.GroupPosition;
}
set
{
Vector3 val = value;
if ((val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f) && !IsAttachment)
{
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
}
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.GroupPosition = val;
}
}
//if (m_rootPart.PhysActor != null)
//{
//m_rootPart.PhysActor.Position =
//new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
//m_rootPart.GroupPosition.Z);
//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
//}
}
}
public override uint LocalId
{
get
{
if (m_rootPart == null)
{
m_log.Error("[SCENE OBJECT GROUP]: Unable to find the rootpart for a LocalId Request!");
return 0;
}
return m_rootPart.LocalId;
}
set { m_rootPart.LocalId = value; }
}
public override UUID UUID
{
get {
if (m_rootPart == null)
{
m_log.Error("Got a null rootpart while requesting UUID. Called from: ", new Exception());
return UUID.Zero;
}
else return m_rootPart.UUID;
}
set { m_rootPart.UUID = value; }
}
public UUID OwnerID
{
get
{
if (m_rootPart == null)
return UUID.Zero;
return m_rootPart.OwnerID;
}
set { m_rootPart.OwnerID = value; }
}
public Color Color
{
get { return m_rootPart.Color; }
set { m_rootPart.Color = value; }
}
public string Text
{
get {
string returnstr = m_rootPart.Text;
if (returnstr.Length > 255)
{
returnstr = returnstr.Substring(0, 255);
}
return returnstr;
}
set { m_rootPart.Text = value; }
}
protected virtual bool InSceneBackup
{
get { return true; }
}
public bool IsSelected
{
get { return m_isSelected; }
set
{
m_isSelected = value;
// Tell physics engine that group is selected
if (m_rootPart != null && m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Selected = value;
// Pass it on to the children.
foreach (SceneObjectPart child in Children.Values)
{
if (child.PhysActor != null)
{
child.PhysActor.Selected = value;
}
}
}
}
}
// The UUID for the Region this Object is in.
public UUID RegionUUID
{
get
{
if (m_scene != null)
{
return m_scene.RegionInfo.RegionID;
}
return UUID.Zero;
}
}
#endregion
#region Constructors
/// <summary>
/// Constructor
/// </summary>
public SceneObjectGroup()
{
}
/// <summary>
/// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
/// The original SceneObjectPart will be used rather than a copy, preserving
/// its existing localID and UUID.
/// </summary>
public SceneObjectGroup(SceneObjectPart part)
{
part.SetParent(this);
part.ParentID = 0;
part.LinkNum = 0;
m_parts.Add(part.UUID, part);
SetPartAsRoot(part);
}
/// <summary>
/// Create an object using serialized data in OpenSim's original xml format.
/// </summary>
/// <param name="xmlData"></param>
/// <param name="isOriginalXmlFormat">
/// This parameter only exists to separate the two different xml constructors. In the future, versions should
/// be specified within the xml itself.
/// </param>
public SceneObjectGroup(string xmlData, bool isOriginalXmlFormat)
{
if (!isOriginalXmlFormat)
throw new Exception("This constructor must specify the xml is in OpenSim's original format");
// libomv.types changes UUID to Guid
xmlData = xmlData.Replace("<UUID>", "<Guid>");
xmlData = xmlData.Replace("</UUID>", "</Guid>");
// Handle Nested <UUID><UUID> property
xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
StringReader sr = new StringReader(xmlData);
XmlTextReader reader = new XmlTextReader(sr);
try
{
reader.Read();
reader.ReadStartElement("SceneObjectGroup");
reader.ReadStartElement("RootPart");
m_rootPart = SceneObjectPart.FromXml(reader);
int linkNum = m_rootPart.LinkNum;
AddPart(m_rootPart);
m_rootPart.LinkNum = linkNum;
reader.ReadEndElement();
while (reader.Read())
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (reader.Name == "Part")
{
reader.Read();
SceneObjectPart part = SceneObjectPart.FromXml(reader);
linkNum = part.LinkNum;
AddPart(part);
part.LinkNum = linkNum;
part.TrimPermissions();
part.StoreUndoState();
}
break;
case XmlNodeType.EndElement:
break;
}
}
}
catch (XmlException)
{
m_log.ErrorFormat("[SCENE OBJECT GROUP]: Deserialization of following xml failed, {0}", xmlData);
// Let's see if carrying on does anything for us
}
reader.Close();
sr.Close();
}
/// <summary>
/// Create an object using serialized data in OpenSim's xml2 format.
/// </summary>
public SceneObjectGroup(string xmlData)
{
// libomv.types changes UUID to Guid
xmlData = xmlData.Replace("<UUID>", "<Guid>");
xmlData = xmlData.Replace("</UUID>", "</Guid>");
// Handle Nested <UUID><UUID> property
xmlData = xmlData.Replace("<Guid><Guid>", "<UUID><Guid>");
xmlData = xmlData.Replace("</Guid></Guid>", "</Guid></UUID>");
StringReader sr = new StringReader(xmlData);
XmlTextReader reader = new XmlTextReader(sr);
reader.Read();
reader.ReadStartElement("SceneObjectGroup");
m_rootPart = SceneObjectPart.FromXml(reader);
m_rootPart.SetParent(this);
m_parts.Add(m_rootPart.UUID, m_rootPart);
m_rootPart.ParentID = 0;
m_rootPart.LinkNum = 0;
reader.Read();
bool more = true;
while (more)
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (reader.Name == "SceneObjectPart")
{
SceneObjectPart Part = SceneObjectPart.FromXml(reader);
if (m_rootPart.LinkNum == 0)
m_rootPart.LinkNum++;
AddPart(Part);
Part.LinkNum = m_parts.Count;
Part.StoreUndoState();
}
else
{
Console.WriteLine("found unexpected element: " + reader.Name);
reader.Read();
}
break;
case XmlNodeType.EndElement:
reader.Read();
break;
}
more = !reader.EOF;
}
reader.Close();
sr.Close();
}
/// <summary>
/// Constructor. This object is added to the scene later via AttachToScene()
/// </summary>
public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
{
Vector3 rootOffset = new Vector3(0, 0, 0);
SceneObjectPart newPart = new SceneObjectPart(this, ownerID, shape, pos, rot, rootOffset);
newPart.LinkNum = 0;
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
}
/// <summary>
/// Constructor.
/// </summary>
public SceneObjectGroup(UUID ownerID, Vector3 pos, PrimitiveBaseShape shape)
: this(ownerID, pos, Quaternion.Identity, shape)
{
}
public void SetFromAssetID(UUID AssetId)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.FromAssetID = AssetId;
}
}
}
public UUID GetFromAssetID()
{
if (m_rootPart != null)
{
return m_rootPart.FromAssetID;
}
return UUID.Zero;
}
/// <summary>
/// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
/// </summary>
public void AttachToBackup()
{
if (InSceneBackup)
{
//m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID);
if (!m_isBackedUp)
m_scene.EventManager.OnBackup += ProcessBackup;
m_isBackedUp = true;
}
}
/// <summary>
/// Attach this object to a scene. It will also now appear to agents.
/// </summary>
/// <param name="scene"></param>
public void AttachToScene(Scene scene)
{
m_scene = scene;
RegionHandle = m_scene.RegionInfo.RegionHandle;
m_rootPart.ParentID = 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;
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>
///
/// </summary>
/// <param name="part"></param>
private void SetPartAsRoot(SceneObjectPart part)
{
m_rootPart = part;
}
/// <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);
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;
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>
/// Add a new part to this scene object
/// </summary>
/// <param name="part"></param>
public void AddPart(SceneObjectPart part)
{
lock (m_parts)
{
part.SetParent(this);
try
{
m_parts.Add(part.UUID, part);
}
catch (Exception e)
{
m_log.Error("Failed to add scene object part", e);
}
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.
// FIXME: This is a poor temporary solution, since it still leaves plenty of scope for race
// conditions where a user deletes an entity while it is being stored. Really, the update
// code needs a redesign.
m_isDeleted = true;
DetachFromBackup();
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
// part.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);
}
}
}
m_rootPart = null;
m_parts.Clear();
}
}
public void FakeDeleteGroup()
{
// If there are any updates queued for this object when the 'fake' delete happens, then make sure
// that they don't happen, otherwise the deleted objects will reappear
m_isDeleted = true;
DetachFromBackup();
foreach (SceneObjectPart part in m_parts.Values)
{
List<ScenePresence> avatars = Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
if (avatars[i].ParentID == LocalId)
{
avatars[i].StandUp();
}
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;
InnerScene d = m_scene.m_innerScene;
d.AddToScriptLPS(count);
}
public void AddActiveScriptCount(int count)
{
InnerScene d = m_scene.m_innerScene;
d.AddActiveScripts(count);
}
public void 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 (RootPart == null || UUID == UUID.Zero)
{
// DetachFromBackup();
return;
}
try
{
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)
{
m_log.InfoFormat("[SCENE] Returning object {0} due to parcel auto return", RootPart.UUID.ToString());
m_scene.AddReturn(OwnerID, Name, AbsolutePosition);
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 (!(IsSelected || IsDeleted || IsAttachment))
{
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;
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
HasGroupChanged = false;
backup_group.ForEachPart(delegate(SceneObjectPart part) { part.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.ExternalChecks.ExternalChecksGenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part != RootPart)
SendPartFullUpdate(remoteClient, part, m_scene.ExternalChecks.ExternalChecksGenerateClientFlags(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);
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);
foreach (SceneObjectPart part in partList)
{
if (part.UUID != m_rootPart.UUID)
{
dupe.CopyPart(part, OwnerID, GroupID, userExposed);
if (userExposed)
{
SetPartOwner(part, cAgentID, cGroupID);
part.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)
{
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);
}
SetPartAsRoot(newPart);
}
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;
}
}
}
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.ExternalChecks.ExternalChecksBypassPermissions())
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 void 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);
}
/// <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)
{
//if (IsAttachment)
//{
//foreach (SceneObjectPart part in m_parts.Values)
//{
//part.SendScheduledUpdates();
//}
//return;
//}
if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
{
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))
{
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()
{
RootPart.SendFullUpdateToAllClients();
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part != RootPart)
part.SendFullUpdateToAllClients();
}
}
}
public void QueueForUpdateCheck()
{
m_scene.m_innerScene.AddToUpdateList(this);
}
/// <summary>
/// Immediately send a terse update for this scene object.
/// </summary>
public void SendGroupTerseUpdate()
{
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)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.LocalId == localID)
{
return part;
}
}
}
return null;
}
/// <summary>
/// Does this group contain the child prim
/// should be able to remove these methods once we have a entity index in scene
/// </summary>
/// <param name="primID"></param>
/// <returns></returns>
public bool HasChildPrim(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)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.LocalId == localID)
{
return true;
}
}
}
return false;
}
#endregion
#region Packet Handlers
/// <summary>
/// Link the prims in a given group to this group
/// </summary>
/// <param name="objectGroup">The group of prims which should be linked to this group</param>
public void LinkToGroup(SceneObjectGroup objectGroup)
{
if (objectGroup.RootPart.UpdateFlag > 0)
{
// I've never actually seen this happen, though I think it's theoretically possible
m_log.WarnFormat(
"[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking",
objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
return;
}
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
SceneObjectPart linkPart = objectGroup.m_rootPart;
Vector3 oldGroupPosition = 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.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 (RootPart != null)
{
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);
}
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);
}
}
}
}