761 lines
25 KiB
C#
761 lines
25 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Types;
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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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public delegate void PhysicsCrash();
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public class InnerScene
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{
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#region Events
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public event PhysicsCrash UnRecoverableError;
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#endregion
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#region Fields
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public Dictionary<LLUUID, ScenePresence> ScenePresences;
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public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
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public Dictionary<LLUUID, EntityBase> Entities;
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public BasicQuadTreeNode QuadTree;
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protected RegionInfo m_regInfo;
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protected Scene m_parentScene;
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protected PermissionManager PermissionsMngr;
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internal object m_syncRoot = new object();
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public PhysicsScene _PhyScene;
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#endregion
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public InnerScene(Scene parent, RegionInfo regInfo, PermissionManager permissionsMngr)
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{
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m_parentScene = parent;
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m_regInfo = regInfo;
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PermissionsMngr = permissionsMngr;
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QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, 256, 256);
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QuadTree.Subdivide();
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QuadTree.Subdivide();
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}
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public PhysicsScene PhysicsScene
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{
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get
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{ return _PhyScene; }
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set
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{
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// If we're not doing the initial set
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// Then we've got to remove the previous
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// event handler
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try
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{
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_PhyScene.OnPhysicsCrash -= physicsBasedCrash;
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}
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catch (System.NullReferenceException)
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{
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// This occurs when storing to _PhyScene the first time.
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// Is there a better way to check the event handler before
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// getting here
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// This can be safely ignored. We're setting the first inital
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// there are no event handler's registered.
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}
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_PhyScene = value;
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_PhyScene.OnPhysicsCrash += physicsBasedCrash;
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}
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}
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public void Close()
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{
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ScenePresences.Clear();
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SceneObjects.Clear();
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Entities.Clear();
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}
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#region Update Methods
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internal void UpdatePreparePhysics()
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{
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// If we are using a threaded physics engine
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// grab the latest scene from the engine before
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// trying to process it.
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// PhysX does this (runs in the background).
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if (_PhyScene.IsThreaded)
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{
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_PhyScene.GetResults();
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}
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}
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internal void UpdateEntities()
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{
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List<EntityBase> updateEntities = new List<EntityBase>(Entities.Values);
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foreach (EntityBase entity in updateEntities)
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{
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entity.Update();
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}
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}
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internal void UpdatePhysics(double elapsed)
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{
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lock (m_syncRoot)
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{
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_PhyScene.Simulate((float)elapsed);
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}
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}
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internal void UpdateEntityMovement()
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{
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List<EntityBase> moveEntities = new List<EntityBase>(Entities.Values);
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foreach (EntityBase entity in moveEntities)
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{
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entity.UpdateMovement();
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}
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}
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#endregion
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#region Entity Methods
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public void AddEntityFromStorage(SceneObjectGroup sceneObject)
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{
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sceneObject.RegionHandle = m_regInfo.RegionHandle;
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sceneObject.SetScene(m_parentScene);
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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part.LocalID = m_parentScene.PrimIDAllocate();
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}
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sceneObject.UpdateParentIDs();
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AddEntity(sceneObject);
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}
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public void AddEntity(SceneObjectGroup sceneObject)
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{
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if (!Entities.ContainsKey(sceneObject.UUID))
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{
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// QuadTree.AddObject(sceneObject);
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Entities.Add(sceneObject.UUID, sceneObject);
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}
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}
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public void RemovePrim(uint localID, LLUUID avatar_deleter)
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{
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foreach (EntityBase obj in Entities.Values)
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{
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if (obj is SceneObjectGroup)
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{
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if (((SceneObjectGroup)obj).LocalId == localID)
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{
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m_parentScene.RemoveEntity((SceneObjectGroup)obj);
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return;
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}
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}
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}
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}
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public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarWearable[] wearables, byte[] visualParams)
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{
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ScenePresence newAvatar = null;
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newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, visualParams, wearables);
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newAvatar.IsChildAgent = child;
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if (child)
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{
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MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Creating new child agent.");
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}
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else
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{
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MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Creating new root agent.");
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MainLog.Instance.Verbose("SCENE", m_regInfo.RegionName + ": Adding Physical agent.");
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newAvatar.AddToPhysicalScene();
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}
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lock (Entities)
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{
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if (!Entities.ContainsKey(client.AgentId))
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{
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Entities.Add(client.AgentId, newAvatar);
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}
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else
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{
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Entities[client.AgentId] = newAvatar;
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}
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}
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lock (ScenePresences)
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{
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if (ScenePresences.ContainsKey(client.AgentId))
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{
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ScenePresences[client.AgentId] = newAvatar;
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}
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else
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{
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ScenePresences.Add(client.AgentId, newAvatar);
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}
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}
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return newAvatar;
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}
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#endregion
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#region Get Methods
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/// <summary>
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/// Request a List of all m_scenePresences in this World
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/// </summary>
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/// <returns></returns>
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public List<ScenePresence> GetScenePresences()
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{
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List<ScenePresence> result = new List<ScenePresence>(ScenePresences.Values);
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return result;
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}
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public List<ScenePresence> GetAvatars()
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{
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List<ScenePresence> result =
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GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; });
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return result;
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}
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/// <summary>
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/// Request a filtered list of m_scenePresences in this World
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/// </summary>
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/// <returns></returns>
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public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
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{
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List<ScenePresence> result = new List<ScenePresence>();
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foreach (ScenePresence avatar in ScenePresences.Values)
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{
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if (filter(avatar))
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{
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result.Add(avatar);
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}
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}
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return result;
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}
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/// <summary>
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/// Request a Avatar by UUID
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/// </summary>
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/// <param name="avatarID"></param>
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/// <returns></returns>
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public ScenePresence GetScenePresence(LLUUID avatarID)
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{
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if (ScenePresences.ContainsKey(avatarID))
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{
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return ScenePresences[avatarID];
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}
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return null;
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}
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private SceneObjectGroup GetGroupByPrim(uint localID)
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{
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foreach (EntityBase ent in Entities.Values)
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{
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if (ent is SceneObjectGroup)
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{
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if (((SceneObjectGroup)ent).HasChildPrim(localID))
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return (SceneObjectGroup)ent;
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}
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}
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return null;
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}
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private SceneObjectGroup GetGroupByPrim(LLUUID fullID)
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{
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foreach (EntityBase ent in Entities.Values)
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{
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if (ent is SceneObjectGroup)
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{
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if (((SceneObjectGroup)ent).HasChildPrim(fullID))
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return (SceneObjectGroup)ent;
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}
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}
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return null;
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}
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public EntityIntersection GetClosestIntersectingPrim(Ray hray)
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{
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// Primitive Ray Tracing
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float closestDistance = 280f;
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EntityIntersection returnResult = new EntityIntersection();
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foreach (EntityBase ent in Entities.Values)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup reportingG = (SceneObjectGroup)ent;
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EntityIntersection result = reportingG.TestIntersection(hray);
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if (result.HitTF)
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{
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if (result.distance < closestDistance)
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{
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closestDistance = result.distance;
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returnResult = result;
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}
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}
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}
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}
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return returnResult;
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}
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public SceneObjectPart GetSceneObjectPart(uint localID)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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return group.GetChildPart(localID);
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else
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return null;
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}
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public SceneObjectPart GetSceneObjectPart(LLUUID fullID)
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{
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SceneObjectGroup group = GetGroupByPrim(fullID);
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if (group != null)
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return group.GetChildPart(fullID);
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else
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return null;
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}
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internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
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{
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ScenePresence presence;
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if (ScenePresences.TryGetValue(avatarId, out presence))
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{
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if (!presence.IsChildAgent)
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{
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avatar = presence;
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return true;
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}
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}
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avatar = null;
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return false;
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}
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internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
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{
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foreach (ScenePresence presence in ScenePresences.Values)
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{
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if (!presence.IsChildAgent)
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{
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string name = presence.ControllingClient.FirstName + " " + presence.ControllingClient.LastName;
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if (String.Compare(avatarName, name, true) == 0)
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{
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avatar = presence;
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return true;
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}
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}
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}
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avatar = null;
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return false;
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}
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#endregion
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#region Other Methods
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public void physicsBasedCrash()
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{
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if (UnRecoverableError != null)
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{
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UnRecoverableError();
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}
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}
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public LLUUID ConvertLocalIDToFullID(uint localID)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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return group.GetPartsFullID(localID);
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else
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return LLUUID.Zero;
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}
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public void SendAllSceneObjectsToClient(ScenePresence presence)
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{
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foreach (EntityBase ent in Entities.Values)
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{
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if (ent is SceneObjectGroup)
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{
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// Only send child agents stuff in their draw distance.
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// This will need to be done for every agent once we figure out
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// what we're going to use to store prim that agents already got
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// the initial update for and what we'll use to limit the
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// space we check for new objects on movement.
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if (presence.IsChildAgent)
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{
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//Vector3 avPosition = new Vector3(presence.AbsolutePosition.X,presence.AbsolutePosition.Y,presence.AbsolutePosition.Z);
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//LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
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//Vector3 objPosition = new Vector3(oLoc.X,oLoc.Y,oLoc.Z);
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//float distResult = Vector3Distance(avPosition, objPosition);
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//if (distResult > 512)
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//{
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//int x = 0;
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//}
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//if (distResult < presence.DrawDistance)
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//{
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((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
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//}
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}
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else
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{
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((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
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}
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}
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}
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}
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internal void ForEachClient(Action<IClientAPI> action)
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{
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foreach (ScenePresence presence in ScenePresences.Values)
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{
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action(presence.ControllingClient);
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}
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}
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#endregion
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#region Client Event handlers
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="scale"></param>
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/// <param name="remoteClient"></param>
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public void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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group.Resize(scale, localID);
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}
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/// <summary>
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/// This handles the nifty little tool tip that you get when you drag your mouse over an object
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/// Send to the Object Group to process. We don't know enough to service the request
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="AgentID"></param>
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/// <param name="RequestFlags"></param>
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/// <param name="ObjectID"></param>
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public void RequestObjectPropertiesFamily(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags, LLUUID ObjectID)
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{
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SceneObjectGroup group = GetGroupByPrim(ObjectID);
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if (group != null)
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group.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="rot"></param>
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/// <param name="remoteClient"></param>
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public void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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group.UpdateSingleRotation(rot, localID);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="rot"></param>
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/// <param name="remoteClient"></param>
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public void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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group.UpdateGroupRotation(rot);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="pos"></param>
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/// <param name="rot"></param>
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/// <param name="remoteClient"></param>
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public void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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group.UpdateGroupRotation(pos, rot);
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}
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public void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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group.UpdateSinglePosition(pos, localID);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="pos"></param>
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/// <param name="remoteClient"></param>
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public void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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group.UpdateGroupPosition(pos);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="texture"></param>
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/// <param name="remoteClient"></param>
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public void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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group.UpdateTextureEntry(localID, texture);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="packet"></param>
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/// <param name="remoteClient"></param>
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public void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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group.UpdatePrimFlags(localID, (ushort)packet.Type, true, packet.ToBytes());
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//System.Console.WriteLine("Got primupdate packet: " + packet.UsePhysics.ToString());
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}
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public void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
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{
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if (PermissionsMngr.CanEditObject(remoteClient.AgentId, objectID))
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{
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SceneObjectGroup group = GetGroupByPrim(objectID);
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if (group != null)
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group.GrabMovement(offset, pos, remoteClient);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="primLocalID"></param>
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/// <param name="description"></param>
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public void PrimName(uint primLocalID, string name)
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{
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SceneObjectGroup group = GetGroupByPrim(primLocalID);
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if (group != null)
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group.SetPartName(name, primLocalID);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="primLocalID"></param>
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/// <param name="description"></param>
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public void PrimDescription(uint primLocalID, string description)
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{
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SceneObjectGroup group = GetGroupByPrim(primLocalID);
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if (group != null)
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group.SetPartDescription(description, primLocalID);
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}
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public void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
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{
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SceneObjectGroup group = GetGroupByPrim(primLocalID);
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if (this.m_parentScene.PermissionsMngr.CanEditObject(agentID, group.GetPartsFullID(primLocalID)))
|
|
{
|
|
if (group != null)
|
|
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 (this.m_parentScene.PermissionsMngr.CanEditObject(agentID, group.GetPartsFullID(primLocalID)))
|
|
{
|
|
if (group != null)
|
|
group.UpdateShape(shapeBlock, primLocalID);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="parentPrim"></param>
|
|
/// <param name="childPrims"></param>
|
|
public void LinkObjects(uint parentPrim, List<uint> childPrims)
|
|
{
|
|
SceneObjectGroup parenPrim = null;
|
|
foreach (EntityBase ent in Entities.Values)
|
|
{
|
|
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 Entities.Values)
|
|
{
|
|
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)
|
|
{
|
|
//OpenSim.Framework.Console.MainLog.Instance.Verbose("DelinkObjects()");
|
|
|
|
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>();
|
|
foreach (EntityBase ent in Entities.Values)
|
|
{
|
|
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
|
|
{
|
|
OpenSim.Framework.Console.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)
|
|
{
|
|
SceneObjectGroup originPrim = null;
|
|
foreach (EntityBase ent in Entities.Values)
|
|
{
|
|
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;
|
|
Entities.Add(copy.UUID, copy);
|
|
|
|
copy.ScheduleGroupForFullUpdate();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MainLog.Instance.Warn("client", "Attempted to duplicate nonexistant prim");
|
|
}
|
|
|
|
}
|
|
public float Vector3Distance(Vector3 v1, Vector3 v2)
|
|
{
|
|
// Calculates the distance between two Vector3s
|
|
// 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
|
|
}
|
|
}
|
|
|
|
|