3652 lines
137 KiB
C#
3652 lines
137 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.ComponentModel;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Xml;
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using System.Xml.Serialization;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using PermissionMask = OpenSim.Framework.PermissionMask;
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namespace OpenSim.Region.Framework.Scenes
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{
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[Flags]
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public enum scriptEvents
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{
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None = 0,
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attach = 1,
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collision = 16,
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collision_end = 32,
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collision_start = 64,
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control = 128,
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dataserver = 256,
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email = 512,
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http_response = 1024,
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land_collision = 2048,
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land_collision_end = 4096,
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land_collision_start = 8192,
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at_target = 16384,
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at_rot_target = 16777216,
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listen = 32768,
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money = 65536,
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moving_end = 131072,
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moving_start = 262144,
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not_at_rot_target = 524288,
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not_at_target = 1048576,
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remote_data = 8388608,
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run_time_permissions = 268435456,
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state_entry = 1073741824,
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state_exit = 2,
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timer = 4,
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touch = 8,
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touch_end = 536870912,
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touch_start = 2097152,
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object_rez = 4194304
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}
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struct scriptPosTarget
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{
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public Vector3 targetPos;
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public float tolerance;
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public uint handle;
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}
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struct scriptRotTarget
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{
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public Quaternion targetRot;
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public float tolerance;
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public uint handle;
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}
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public delegate void PrimCountTaintedDelegate();
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/// <summary>
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/// A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts
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/// (often known as prims), one of which is considered the root part.
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/// </summary>
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public partial class SceneObjectGroup : EntityBase, ISceneObject
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{
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// Axis selection bitmask used by SetAxisRotation()
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// Just happen to be the same bits used by llSetStatus() and defined in ScriptBaseClass.
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public enum axisSelect : int
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{
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STATUS_ROTATE_X = 0x002,
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STATUS_ROTATE_Y = 0x004,
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STATUS_ROTATE_Z = 0x008,
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}
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// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
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/// <summary>
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/// Signal whether the non-inventory attributes of any prims in the group have changed
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/// since the group's last persistent backup
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/// </summary>
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private bool m_hasGroupChanged = false;
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private long timeFirstChanged;
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private long timeLastChanged;
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/// <summary>
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/// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
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/// (the database).
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/// </summary>
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/// <remarks>
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/// Ultimately, this should be managed such that region modules can change it at the end of a set of operations
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/// so that either all changes are preserved or none at all. However, currently, a large amount of internal
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/// code will set this anyway when some object properties are changed.
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/// </remarks>
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public bool HasGroupChanged
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{
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set
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{
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if (value)
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{
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timeLastChanged = DateTime.Now.Ticks;
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if (!m_hasGroupChanged)
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timeFirstChanged = DateTime.Now.Ticks;
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}
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m_hasGroupChanged = value;
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId);
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}
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get { return m_hasGroupChanged; }
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}
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/// <summary>
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/// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
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/// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
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/// </summary>
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public bool HasGroupChangedDueToDelink { get; private set; }
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private bool isTimeToPersist()
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{
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if (IsSelected || IsDeleted || IsAttachment)
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return false;
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if (!m_hasGroupChanged)
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return false;
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if (m_scene.ShuttingDown)
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return true;
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long currentTime = DateTime.Now.Ticks;
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if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter)
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return true;
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return false;
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}
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/// <summary>
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/// Is this scene object acting as an attachment?
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/// </summary>
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public bool IsAttachment { get; set; }
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/// <summary>
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/// The avatar to which this scene object is attached.
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/// </summary>
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/// <remarks>
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/// If we're not attached to an avatar then this is UUID.Zero
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/// </remarks>
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public UUID AttachedAvatar { get; set; }
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/// <summary>
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/// Attachment point of this scene object to an avatar.
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/// </summary>
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/// <remarks>
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/// 0 if we're not attached to anything
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/// </remarks>
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public uint AttachmentPoint
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{
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get
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{
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return m_rootPart.Shape.State;
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}
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set
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{
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IsAttachment = value != 0;
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m_rootPart.Shape.State = (byte)value;
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}
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}
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/// <summary>
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/// If this scene object has an attachment point then indicate whether there is a point where
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/// attachments are perceivable by avatars other than the avatar to which this object is attached.
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/// </summary>
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/// <remarks>
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/// HUDs are not perceivable by other avatars.
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/// </remarks>
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public bool HasPrivateAttachmentPoint
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{
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get
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{
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return AttachmentPoint >= (uint)OpenMetaverse.AttachmentPoint.HUDCenter2
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&& AttachmentPoint <= (uint)OpenMetaverse.AttachmentPoint.HUDBottomRight;
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}
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}
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public void ClearPartAttachmentData()
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{
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AttachmentPoint = 0;
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// Even though we don't use child part state parameters for attachments any more, we still need to set
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// these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if
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// we store them correctly, scene objects that we receive from elsewhere might not.
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foreach (SceneObjectPart part in Parts)
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part.Shape.State = 0;
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}
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/// <summary>
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/// Is this scene object phantom?
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/// </summary>
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/// <remarks>
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/// Updating must currently take place through UpdatePrimFlags()
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/// </remarks>
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public bool IsPhantom
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{
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get { return (RootPart.Flags & PrimFlags.Phantom) != 0; }
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}
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/// <summary>
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/// Does this scene object use physics?
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/// </summary>
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/// <remarks>
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/// Updating must currently take place through UpdatePrimFlags()
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/// </remarks>
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public bool UsesPhysics
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{
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get { return (RootPart.Flags & PrimFlags.Physics) != 0; }
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}
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/// <summary>
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/// Is this scene object temporary?
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/// </summary>
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/// <remarks>
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/// Updating must currently take place through UpdatePrimFlags()
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/// </remarks>
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public bool IsTemporary
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{
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get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; }
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}
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public bool IsVolumeDetect
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{
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get { return RootPart.VolumeDetectActive; }
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}
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private Vector3 lastPhysGroupPos;
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private Quaternion lastPhysGroupRot;
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private bool m_isBackedUp;
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protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
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protected ulong m_regionHandle;
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protected SceneObjectPart m_rootPart;
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// private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
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private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>();
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private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>();
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private bool m_scriptListens_atTarget;
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private bool m_scriptListens_notAtTarget;
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private bool m_scriptListens_atRotTarget;
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private bool m_scriptListens_notAtRotTarget;
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internal Dictionary<UUID, string> m_savedScriptState;
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#region Properties
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/// <summary>
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/// The name of an object grouping is always the same as its root part
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/// </summary>
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public override string Name
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{
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get { return RootPart.Name; }
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set { RootPart.Name = value; }
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}
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public string Description
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{
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get { return RootPart.Description; }
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set { RootPart.Description = value; }
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}
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/// <summary>
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/// Added because the Parcel code seems to use it
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/// but not sure a object should have this
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/// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
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/// think really there should be a list (or whatever) in each scenepresence
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/// saying what prim(s) that user has selected.
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/// </summary>
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protected bool m_isSelected = false;
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/// <summary>
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/// Number of prims in this group
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/// </summary>
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public int PrimCount
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{
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get { return m_parts.Count; }
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}
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public Quaternion GroupRotation
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{
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get { return m_rootPart.RotationOffset; }
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}
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public Vector3 GroupScale
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{
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get
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{
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Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
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Vector3 maxScale = Vector3.Zero;
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Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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Vector3 partscale = part.Scale;
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Vector3 partoffset = part.OffsetPosition;
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minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
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minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
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minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
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maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
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maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
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maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
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}
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finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
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finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
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finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
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return finalScale;
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}
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}
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public UUID GroupID
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{
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get { return m_rootPart.GroupID; }
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set { m_rootPart.GroupID = value; }
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}
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public SceneObjectPart[] Parts
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{
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get { return m_parts.GetArray(); }
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}
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public bool ContainsPart(UUID partID)
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{
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return m_parts.ContainsKey(partID);
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}
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/// <summary>
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/// Does this group contain the given part?
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/// should be able to remove these methods once we have a entity index in scene
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/// </summary>
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/// <param name="localID"></param>
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/// <returns></returns>
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public bool ContainsPart(uint localID)
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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if (parts[i].LocalId == localID)
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return true;
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}
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return false;
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}
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/// <value>
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/// The root part of this scene object
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/// </value>
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public SceneObjectPart RootPart
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{
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get { return m_rootPart; }
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}
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public ulong RegionHandle
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{
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get { return m_regionHandle; }
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set
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{
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m_regionHandle = value;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].RegionHandle = value;
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}
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}
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/// <summary>
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/// Check both the attachment property and the relevant properties of the underlying root part.
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/// </summary>
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/// <remarks>
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/// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
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/// have the IsAttachment property yet checked.
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///
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/// FIXME: However, this should be fixed so that this property
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/// propertly reflects the underlying status.
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/// </remarks>
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/// <returns></returns>
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public bool IsAttachmentCheckFull()
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{
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return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
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}
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/// <summary>
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/// The absolute position of this scene object in the scene
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/// </summary>
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public override Vector3 AbsolutePosition
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{
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get { return m_rootPart.GroupPosition; }
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set
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{
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Vector3 val = value;
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if (Scene != null)
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{
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if (
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// (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E)
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// || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N)
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// || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// Experimental change for better border crossings.
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// The commented out original lines above would, it seems, trigger
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// a border crossing a little early or late depending on which
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// direction the object was moving.
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(Scene.TestBorderCross(val, Cardinals.E)
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|| Scene.TestBorderCross(val, Cardinals.W)
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|| Scene.TestBorderCross(val, Cardinals.N)
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|| Scene.TestBorderCross(val, Cardinals.S))
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&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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{
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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}
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}
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if (RootPart.GetStatusSandbox())
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{
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if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
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{
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RootPart.ScriptSetPhysicsStatus(false);
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if (Scene != null)
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Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
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ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
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return;
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}
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}
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// Restuff the new GroupPosition into each SOP of the linkset.
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// This has the affect of resetting and tainting the physics actors.
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].GroupPosition = val;
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//if (m_rootPart.PhysActor != null)
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//{
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//m_rootPart.PhysActor.Position =
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//new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
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//m_rootPart.GroupPosition.Z);
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//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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//}
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if (Scene != null)
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Scene.EventManager.TriggerParcelPrimCountTainted();
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}
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}
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public override uint LocalId
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{
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get { return m_rootPart.LocalId; }
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set { m_rootPart.LocalId = value; }
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}
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public override UUID UUID
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{
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get { return m_rootPart.UUID; }
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set
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{
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lock (m_parts.SyncRoot)
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{
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m_parts.Remove(m_rootPart.UUID);
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m_rootPart.UUID = value;
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m_parts.Add(value, m_rootPart);
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}
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}
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}
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public UUID LastOwnerID
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{
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get { return m_rootPart.LastOwnerID; }
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set { m_rootPart.LastOwnerID = value; }
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}
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public UUID OwnerID
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{
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get { return m_rootPart.OwnerID; }
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set { m_rootPart.OwnerID = value; }
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}
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public float Damage
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{
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get { return m_rootPart.Damage; }
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set { m_rootPart.Damage = value; }
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}
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public Color Color
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{
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get { return m_rootPart.Color; }
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set { m_rootPart.Color = value; }
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}
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public string Text
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{
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get {
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string returnstr = m_rootPart.Text;
|
|
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
|
|
|
|
PhysicsActor pa = m_rootPart.PhysActor;
|
|
if (pa != null)
|
|
{
|
|
pa.Selected = value;
|
|
|
|
// Pass it on to the children.
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart child = parts[i];
|
|
|
|
PhysicsActor childPa = child.PhysActor;
|
|
if (childPa != null)
|
|
childPa.Selected = value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private SceneObjectPart m_PlaySoundMasterPrim = null;
|
|
public SceneObjectPart PlaySoundMasterPrim
|
|
{
|
|
get { return m_PlaySoundMasterPrim; }
|
|
set { m_PlaySoundMasterPrim = value; }
|
|
}
|
|
|
|
private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
|
|
public List<SceneObjectPart> PlaySoundSlavePrims
|
|
{
|
|
get { return m_PlaySoundSlavePrims; }
|
|
set { m_PlaySoundSlavePrims = value; }
|
|
}
|
|
|
|
private SceneObjectPart m_LoopSoundMasterPrim = null;
|
|
public SceneObjectPart LoopSoundMasterPrim
|
|
{
|
|
get { return m_LoopSoundMasterPrim; }
|
|
set { m_LoopSoundMasterPrim = value; }
|
|
}
|
|
|
|
private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>();
|
|
public List<SceneObjectPart> LoopSoundSlavePrims
|
|
{
|
|
get { return m_LoopSoundSlavePrims; }
|
|
set { m_LoopSoundSlavePrims = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// The UUID for the region this object is in.
|
|
/// </summary>
|
|
public UUID RegionUUID
|
|
{
|
|
get
|
|
{
|
|
if (m_scene != null)
|
|
{
|
|
return m_scene.RegionInfo.RegionID;
|
|
}
|
|
return UUID.Zero;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The item ID that this object was rezzed from, if applicable.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If not applicable will be UUID.Zero
|
|
/// </remarks>
|
|
public UUID FromItemID { get; set; }
|
|
|
|
/// <summary>
|
|
/// Refers to the SceneObjectPart.UUID property of the object that this object was rezzed from, if applicable.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If not applicable will be UUID.Zero
|
|
/// </remarks>
|
|
public UUID FromPartID { get; set; }
|
|
|
|
/// <summary>
|
|
/// The folder ID that this object was rezzed from, if applicable.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If not applicable will be UUID.Zero
|
|
/// </remarks>
|
|
public UUID FromFolderID { get; set; }
|
|
|
|
/// <summary>
|
|
/// IDs of all avatars sat on this scene object.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// We need this so that we can maintain a linkset wide ordering of avatars sat on different parts.
|
|
/// This must be locked before it is read or written.
|
|
/// SceneObjectPart sitting avatar add/remove code also locks on this object to avoid race conditions.
|
|
/// No avatar should appear more than once in this list.
|
|
/// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart.
|
|
/// </remarks>
|
|
protected internal List<UUID> m_sittingAvatars = new List<UUID>();
|
|
|
|
#endregion
|
|
|
|
// ~SceneObjectGroup()
|
|
// {
|
|
// //m_log.DebugFormat("[SCENE OBJECT GROUP]: Destructor called for {0}, local id {1}", Name, LocalId);
|
|
// Console.WriteLine("Destructor called for {0}, local id {1}", Name, LocalId);
|
|
// }
|
|
|
|
#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>
|
|
/// <param name='part'>Root part for this scene object.</param>
|
|
public SceneObjectGroup(SceneObjectPart part) : this()
|
|
{
|
|
SetRootPart(part);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructor. This object is added to the scene later via AttachToScene()
|
|
/// </summary>
|
|
public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
|
|
:this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero))
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Constructor.
|
|
/// </summary>
|
|
public SceneObjectGroup(UUID ownerID, Vector3 pos, PrimitiveBaseShape shape)
|
|
: this(ownerID, pos, Quaternion.Identity, shape)
|
|
{
|
|
}
|
|
|
|
public void LoadScriptState(XmlDocument doc)
|
|
{
|
|
XmlNodeList nodes = doc.GetElementsByTagName("SavedScriptState");
|
|
if (nodes.Count > 0)
|
|
{
|
|
if (m_savedScriptState == null)
|
|
m_savedScriptState = new Dictionary<UUID, string>();
|
|
foreach (XmlNode node in nodes)
|
|
{
|
|
if (node.Attributes["UUID"] != null)
|
|
{
|
|
UUID itemid = new UUID(node.Attributes["UUID"].Value);
|
|
if (itemid != UUID.Zero)
|
|
m_savedScriptState[itemid] = node.InnerXml;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
|
|
/// </summary>
|
|
public virtual 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;
|
|
|
|
if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0)
|
|
m_rootPart.ParentID = 0;
|
|
if (m_rootPart.LocalId == 0)
|
|
m_rootPart.LocalId = m_scene.AllocateLocalId();
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (Object.ReferenceEquals(part, m_rootPart))
|
|
continue;
|
|
|
|
if (part.LocalId == 0)
|
|
part.LocalId = m_scene.AllocateLocalId();
|
|
|
|
part.ParentID = m_rootPart.LocalId;
|
|
//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
|
|
}
|
|
|
|
ApplyPhysics();
|
|
|
|
// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
|
|
// for the same object with very different properties. The caller must schedule the update.
|
|
//ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
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 result = new EntityIntersection();
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
|
|
// 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)
|
|
{
|
|
result.HitTF = true;
|
|
result.ipoint = inter.ipoint;
|
|
result.obj = part;
|
|
result.normal = inter.normal;
|
|
result.distance = inter.distance;
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a vector representing the size of the bounding box containing all the prims in the group
|
|
/// Treats all prims as rectangular, so no shape (cut etc) is taken into account
|
|
/// offsetHeight is the offset in the Z axis from the centre of the bounding box to the centre of the root prim
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
|
|
{
|
|
maxX = -256f;
|
|
maxY = -256f;
|
|
maxZ = -256f;
|
|
minX = 256f;
|
|
minY = 256f;
|
|
minZ = 8192f;
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
|
|
Vector3 worldPos = part.GetWorldPosition();
|
|
Vector3 offset = worldPos - AbsolutePosition;
|
|
Quaternion worldRot;
|
|
if (part.ParentID == 0)
|
|
worldRot = part.RotationOffset;
|
|
else
|
|
worldRot = part.GetWorldRotation();
|
|
|
|
Vector3 frontTopLeft;
|
|
Vector3 frontTopRight;
|
|
Vector3 frontBottomLeft;
|
|
Vector3 frontBottomRight;
|
|
|
|
Vector3 backTopLeft;
|
|
Vector3 backTopRight;
|
|
Vector3 backBottomLeft;
|
|
Vector3 backBottomRight;
|
|
|
|
Vector3 orig = Vector3.Zero;
|
|
|
|
frontTopLeft.X = orig.X - (part.Scale.X / 2);
|
|
frontTopLeft.Y = orig.Y - (part.Scale.Y / 2);
|
|
frontTopLeft.Z = orig.Z + (part.Scale.Z / 2);
|
|
|
|
frontTopRight.X = orig.X - (part.Scale.X / 2);
|
|
frontTopRight.Y = orig.Y + (part.Scale.Y / 2);
|
|
frontTopRight.Z = orig.Z + (part.Scale.Z / 2);
|
|
|
|
frontBottomLeft.X = orig.X - (part.Scale.X / 2);
|
|
frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
|
|
frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
|
|
|
|
frontBottomRight.X = orig.X - (part.Scale.X / 2);
|
|
frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
|
|
frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
|
|
|
|
backTopLeft.X = orig.X + (part.Scale.X / 2);
|
|
backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
|
|
backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
|
|
|
|
backTopRight.X = orig.X + (part.Scale.X / 2);
|
|
backTopRight.Y = orig.Y + (part.Scale.Y / 2);
|
|
backTopRight.Z = orig.Z + (part.Scale.Z / 2);
|
|
|
|
backBottomLeft.X = orig.X + (part.Scale.X / 2);
|
|
backBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
|
|
backBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
|
|
|
|
backBottomRight.X = orig.X + (part.Scale.X / 2);
|
|
backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
|
|
backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
|
|
|
|
frontTopLeft = frontTopLeft * worldRot;
|
|
frontTopRight = frontTopRight * worldRot;
|
|
frontBottomLeft = frontBottomLeft * worldRot;
|
|
frontBottomRight = frontBottomRight * worldRot;
|
|
|
|
backBottomLeft = backBottomLeft * worldRot;
|
|
backBottomRight = backBottomRight * worldRot;
|
|
backTopLeft = backTopLeft * worldRot;
|
|
backTopRight = backTopRight * worldRot;
|
|
|
|
|
|
frontTopLeft += offset;
|
|
frontTopRight += offset;
|
|
frontBottomLeft += offset;
|
|
frontBottomRight += offset;
|
|
|
|
backBottomLeft += offset;
|
|
backBottomRight += offset;
|
|
backTopLeft += offset;
|
|
backTopRight += offset;
|
|
|
|
if (frontTopRight.X > maxX)
|
|
maxX = frontTopRight.X;
|
|
if (frontTopLeft.X > maxX)
|
|
maxX = frontTopLeft.X;
|
|
if (frontBottomRight.X > maxX)
|
|
maxX = frontBottomRight.X;
|
|
if (frontBottomLeft.X > maxX)
|
|
maxX = frontBottomLeft.X;
|
|
|
|
if (backTopRight.X > maxX)
|
|
maxX = backTopRight.X;
|
|
if (backTopLeft.X > maxX)
|
|
maxX = backTopLeft.X;
|
|
if (backBottomRight.X > maxX)
|
|
maxX = backBottomRight.X;
|
|
if (backBottomLeft.X > maxX)
|
|
maxX = backBottomLeft.X;
|
|
|
|
if (frontTopRight.X < minX)
|
|
minX = frontTopRight.X;
|
|
if (frontTopLeft.X < minX)
|
|
minX = frontTopLeft.X;
|
|
if (frontBottomRight.X < minX)
|
|
minX = frontBottomRight.X;
|
|
if (frontBottomLeft.X < minX)
|
|
minX = frontBottomLeft.X;
|
|
|
|
if (backTopRight.X < minX)
|
|
minX = backTopRight.X;
|
|
if (backTopLeft.X < minX)
|
|
minX = backTopLeft.X;
|
|
if (backBottomRight.X < minX)
|
|
minX = backBottomRight.X;
|
|
if (backBottomLeft.X < minX)
|
|
minX = backBottomLeft.X;
|
|
|
|
//
|
|
if (frontTopRight.Y > maxY)
|
|
maxY = frontTopRight.Y;
|
|
if (frontTopLeft.Y > maxY)
|
|
maxY = frontTopLeft.Y;
|
|
if (frontBottomRight.Y > maxY)
|
|
maxY = frontBottomRight.Y;
|
|
if (frontBottomLeft.Y > maxY)
|
|
maxY = frontBottomLeft.Y;
|
|
|
|
if (backTopRight.Y > maxY)
|
|
maxY = backTopRight.Y;
|
|
if (backTopLeft.Y > maxY)
|
|
maxY = backTopLeft.Y;
|
|
if (backBottomRight.Y > maxY)
|
|
maxY = backBottomRight.Y;
|
|
if (backBottomLeft.Y > maxY)
|
|
maxY = backBottomLeft.Y;
|
|
|
|
if (frontTopRight.Y < minY)
|
|
minY = frontTopRight.Y;
|
|
if (frontTopLeft.Y < minY)
|
|
minY = frontTopLeft.Y;
|
|
if (frontBottomRight.Y < minY)
|
|
minY = frontBottomRight.Y;
|
|
if (frontBottomLeft.Y < minY)
|
|
minY = frontBottomLeft.Y;
|
|
|
|
if (backTopRight.Y < minY)
|
|
minY = backTopRight.Y;
|
|
if (backTopLeft.Y < minY)
|
|
minY = backTopLeft.Y;
|
|
if (backBottomRight.Y < minY)
|
|
minY = backBottomRight.Y;
|
|
if (backBottomLeft.Y < minY)
|
|
minY = backBottomLeft.Y;
|
|
|
|
//
|
|
if (frontTopRight.Z > maxZ)
|
|
maxZ = frontTopRight.Z;
|
|
if (frontTopLeft.Z > maxZ)
|
|
maxZ = frontTopLeft.Z;
|
|
if (frontBottomRight.Z > maxZ)
|
|
maxZ = frontBottomRight.Z;
|
|
if (frontBottomLeft.Z > maxZ)
|
|
maxZ = frontBottomLeft.Z;
|
|
|
|
if (backTopRight.Z > maxZ)
|
|
maxZ = backTopRight.Z;
|
|
if (backTopLeft.Z > maxZ)
|
|
maxZ = backTopLeft.Z;
|
|
if (backBottomRight.Z > maxZ)
|
|
maxZ = backBottomRight.Z;
|
|
if (backBottomLeft.Z > maxZ)
|
|
maxZ = backBottomLeft.Z;
|
|
|
|
if (frontTopRight.Z < minZ)
|
|
minZ = frontTopRight.Z;
|
|
if (frontTopLeft.Z < minZ)
|
|
minZ = frontTopLeft.Z;
|
|
if (frontBottomRight.Z < minZ)
|
|
minZ = frontBottomRight.Z;
|
|
if (frontBottomLeft.Z < minZ)
|
|
minZ = frontBottomLeft.Z;
|
|
|
|
if (backTopRight.Z < minZ)
|
|
minZ = backTopRight.Z;
|
|
if (backTopLeft.Z < minZ)
|
|
minZ = backTopLeft.Z;
|
|
if (backBottomRight.Z < minZ)
|
|
minZ = backBottomRight.Z;
|
|
if (backBottomLeft.Z < minZ)
|
|
minZ = backBottomLeft.Z;
|
|
}
|
|
}
|
|
|
|
public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
|
|
{
|
|
float minX;
|
|
float maxX;
|
|
float minY;
|
|
float maxY;
|
|
float minZ;
|
|
float maxZ;
|
|
|
|
GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
|
|
Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
|
|
|
|
offsetHeight = 0;
|
|
float lower = (minZ * -1);
|
|
if (lower > maxZ)
|
|
{
|
|
offsetHeight = lower - (boundingBox.Z / 2);
|
|
|
|
}
|
|
else if (maxZ > lower)
|
|
{
|
|
offsetHeight = maxZ - (boundingBox.Z / 2);
|
|
offsetHeight *= -1;
|
|
}
|
|
|
|
// m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
|
|
return boundingBox;
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void SaveScriptedState(XmlTextWriter writer)
|
|
{
|
|
XmlDocument doc = new XmlDocument();
|
|
Dictionary<UUID,string> states = new Dictionary<UUID,string>();
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates();
|
|
foreach (KeyValuePair<UUID, string> kvp in pstates)
|
|
states.Add(kvp.Key, kvp.Value);
|
|
}
|
|
|
|
if (states.Count > 0)
|
|
{
|
|
// Now generate the necessary XML wrappings
|
|
writer.WriteStartElement(String.Empty, "GroupScriptStates", String.Empty);
|
|
foreach (UUID itemid in states.Keys)
|
|
{
|
|
doc.LoadXml(states[itemid]);
|
|
writer.WriteStartElement(String.Empty, "SavedScriptState", String.Empty);
|
|
writer.WriteAttributeString(String.Empty, "UUID", String.Empty, itemid.ToString());
|
|
writer.WriteRaw(doc.DocumentElement.OuterXml); // Writes ScriptState element
|
|
writer.WriteEndElement(); // End of SavedScriptState
|
|
}
|
|
writer.WriteEndElement(); // End of GroupScriptStates
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
private void SetPartAsNonRoot(SceneObjectPart part)
|
|
{
|
|
part.ParentID = m_rootPart.LocalId;
|
|
part.ClearUndoState();
|
|
}
|
|
|
|
public ushort GetTimeDilation()
|
|
{
|
|
return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set a part to act as the root part for this scene object
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
public void SetRootPart(SceneObjectPart part)
|
|
{
|
|
if (part == null)
|
|
throw new ArgumentNullException("Cannot give SceneObjectGroup a null root SceneObjectPart");
|
|
|
|
part.SetParent(this);
|
|
m_rootPart = part;
|
|
if (!IsAttachment)
|
|
part.ParentID = 0;
|
|
part.LinkNum = 0;
|
|
|
|
m_parts.Add(m_rootPart.UUID, m_rootPart);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a new part to this scene object. The part must already be correctly configured.
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
public void AddPart(SceneObjectPart part)
|
|
{
|
|
part.SetParent(this);
|
|
part.LinkNum = m_parts.Add(part.UUID, part);
|
|
if (part.LinkNum == 2)
|
|
RootPart.LinkNum = 1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make sure that every non root part has the proper parent root part local id
|
|
/// </summary>
|
|
private void UpdateParentIDs()
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (part.UUID != m_rootPart.UUID)
|
|
part.ParentID = m_rootPart.LocalId;
|
|
}
|
|
}
|
|
|
|
public void RegenerateFullIDs()
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
parts[i].UUID = UUID.Random();
|
|
}
|
|
|
|
// 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
|
|
|
|
// teravus: After this was removed from the linking algorithm, Linked prims no longer collided
|
|
// properly when non-physical if they havn't been moved. This breaks ALL builds.
|
|
// see: http://opensimulator.org/mantis/view.php?id=3108
|
|
|
|
// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
|
|
// position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
|
|
// unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute
|
|
// Position has been set!
|
|
|
|
public void ResetChildPrimPhysicsPositions()
|
|
{
|
|
// Setting this SOG's absolute position also loops through and sets the positions
|
|
// of the SOP's in this SOG's linkset. This has the side affect of making sure
|
|
// the physics world matches the simulated world.
|
|
AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works?
|
|
|
|
// teravus: AbsolutePosition is NOT a normal property!
|
|
// the code in the getter of AbsolutePosition is significantly different then the code in the setter!
|
|
// jhurliman: Then why is it a property instead of two methods?
|
|
}
|
|
|
|
public UUID GetPartsFullID(uint localID)
|
|
{
|
|
SceneObjectPart part = GetPart(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 = GetPart(localId);
|
|
OnGrabPart(part, offsetPos, remoteClient);
|
|
}
|
|
}
|
|
|
|
public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
|
|
// remoteClient.Name, part.Name, part.LocalId, offsetPos);
|
|
|
|
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.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
|
|
/// up and all avatars receive notification of its removal. Removal of the scene object from database backup
|
|
/// must be handled by the caller.
|
|
/// </remarks>
|
|
/// <param name="silent">If true then deletion is not broadcast to clients</param>
|
|
public void DeleteGroupFromScene(bool silent)
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
|
|
Scene.ForEachScenePresence(sp =>
|
|
{
|
|
if (!sp.IsChildAgent && sp.ParentID == LocalId)
|
|
sp.StandUp();
|
|
|
|
if (!silent)
|
|
{
|
|
part.ClearUpdateSchedule();
|
|
if (part == m_rootPart)
|
|
{
|
|
if (!IsAttachment
|
|
|| AttachedAvatar == sp.UUID
|
|
|| !HasPrivateAttachmentPoint)
|
|
sp.ControllingClient.SendKillObject(new List<uint> { part.LocalId });
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
public void AddScriptLPS(int count)
|
|
{
|
|
m_scene.SceneGraph.AddToScriptLPS(count);
|
|
}
|
|
|
|
public void AddActiveScriptCount(int count)
|
|
{
|
|
SceneGraph d = m_scene.SceneGraph;
|
|
d.AddActiveScripts(count);
|
|
}
|
|
|
|
public void aggregateScriptEvents()
|
|
{
|
|
PrimFlags objectflagupdate = (PrimFlags)RootPart.GetEffectiveObjectFlags();
|
|
|
|
scriptEvents aggregateScriptEvents = 0;
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (part == null)
|
|
continue;
|
|
if (part != RootPart)
|
|
part.Flags = objectflagupdate;
|
|
aggregateScriptEvents |= part.AggregateScriptEvents;
|
|
}
|
|
|
|
m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
|
|
m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
|
|
|
|
if (!m_scriptListens_atTarget && !m_scriptListens_notAtTarget)
|
|
{
|
|
lock (m_targets)
|
|
m_targets.Clear();
|
|
m_scene.RemoveGroupTarget(this);
|
|
}
|
|
m_scriptListens_atRotTarget = ((aggregateScriptEvents & scriptEvents.at_rot_target) != 0);
|
|
m_scriptListens_notAtRotTarget = ((aggregateScriptEvents & scriptEvents.not_at_rot_target) != 0);
|
|
|
|
if (!m_scriptListens_atRotTarget && !m_scriptListens_notAtRotTarget)
|
|
{
|
|
lock (m_rotTargets)
|
|
m_rotTargets.Clear();
|
|
m_scene.RemoveGroupTarget(this);
|
|
}
|
|
|
|
ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
public 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>
|
|
public void ApplyPhysics()
|
|
{
|
|
// Apply physics to the root prim
|
|
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
|
|
|
|
// Apply physics to child prims
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
if (parts.Length > 1)
|
|
{
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (part.LocalId != m_rootPart.LocalId)
|
|
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
|
|
}
|
|
|
|
// Hack to get the physics scene geometries in the right spot
|
|
ResetChildPrimPhysicsPositions();
|
|
}
|
|
}
|
|
|
|
public void SetOwnerId(UUID userId)
|
|
{
|
|
ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; });
|
|
}
|
|
|
|
public void ForEachPart(Action<SceneObjectPart> whatToDo)
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
whatToDo(parts[i]);
|
|
}
|
|
|
|
#region Events
|
|
|
|
/// <summary>
|
|
/// Processes backup.
|
|
/// </summary>
|
|
/// <param name="datastore"></param>
|
|
public virtual void ProcessBackup(ISimulationDataService datastore, bool forcedBackup)
|
|
{
|
|
if (!m_isBackedUp)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
|
|
return;
|
|
}
|
|
|
|
if (IsDeleted || UUID == UUID.Zero)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[WATER WARS]: Ignoring backup of {0} {1} since object is marked as already deleted", Name, UUID);
|
|
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.
|
|
try
|
|
{
|
|
if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart
|
|
{
|
|
ILandObject parcel = m_scene.LandChannel.GetLandObject(
|
|
m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
|
|
|
|
if (parcel != null && parcel.LandData != null &&
|
|
parcel.LandData.OtherCleanTime != 0)
|
|
{
|
|
if (parcel.LandData.OwnerID != OwnerID &&
|
|
(parcel.LandData.GroupID != GroupID ||
|
|
parcel.LandData.GroupID == UUID.Zero))
|
|
{
|
|
if ((DateTime.UtcNow - RootPart.Rezzed).TotalMinutes >
|
|
parcel.LandData.OtherCleanTime)
|
|
{
|
|
DetachFromBackup();
|
|
m_log.DebugFormat(
|
|
"[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn",
|
|
RootPart.UUID);
|
|
m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn");
|
|
m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero,
|
|
DeRezAction.Return, UUID.Zero);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_scene.UseBackup && HasGroupChanged)
|
|
{
|
|
// don't backup while it's selected or you're asking for changes mid stream.
|
|
if (isTimeToPersist() || forcedBackup)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE]: Storing {0}, {1} in {2}",
|
|
// Name, UUID, m_scene.RegionInfo.RegionName);
|
|
|
|
SceneObjectGroup backup_group = Copy(false);
|
|
backup_group.RootPart.Velocity = RootPart.Velocity;
|
|
backup_group.RootPart.Acceleration = RootPart.Acceleration;
|
|
backup_group.RootPart.AngularVelocity = RootPart.AngularVelocity;
|
|
backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
|
|
HasGroupChanged = false;
|
|
HasGroupChangedDueToDelink = false;
|
|
|
|
m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
|
|
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
|
|
|
|
backup_group.ForEachPart(delegate(SceneObjectPart part)
|
|
{
|
|
part.Inventory.ProcessInventoryBackup(datastore);
|
|
});
|
|
|
|
backup_group = null;
|
|
}
|
|
// else
|
|
// {
|
|
// m_log.DebugFormat(
|
|
// "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}",
|
|
// Name, UUID, IsSelected);
|
|
// }
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}",
|
|
Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Send the parts of this SOG to a single client
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Used when the client initially connects and when client sends RequestPrim packet
|
|
/// </remarks>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendFullUpdateToClient(IClientAPI remoteClient)
|
|
{
|
|
RootPart.SendFullUpdate(remoteClient);
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (part != RootPart)
|
|
part.SendFullUpdate(remoteClient);
|
|
}
|
|
}
|
|
|
|
#region Copying
|
|
|
|
/// <summary>
|
|
/// Duplicates this object, including operations such as physics set up and attaching to the backup event.
|
|
/// </summary>
|
|
/// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
|
|
/// <returns></returns>
|
|
public SceneObjectGroup Copy(bool userExposed)
|
|
{
|
|
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
|
|
dupe.m_isBackedUp = false;
|
|
dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
|
|
|
|
// Warning, The following code related to previousAttachmentStatus is needed so that clones of
|
|
// attachments do not bordercross while they're being duplicated. This is hacktastic!
|
|
// Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
|
|
// unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
|
|
// (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
|
|
// then restore it's attachment state
|
|
|
|
// This is only necessary when userExposed is false!
|
|
|
|
bool previousAttachmentStatus = dupe.IsAttachment;
|
|
|
|
if (!userExposed)
|
|
dupe.IsAttachment = true;
|
|
|
|
dupe.m_sittingAvatars = new List<UUID>();
|
|
|
|
if (!userExposed)
|
|
{
|
|
dupe.IsAttachment = previousAttachmentStatus;
|
|
}
|
|
|
|
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
|
|
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
|
|
|
|
if (userExposed)
|
|
dupe.m_rootPart.TrimPermissions();
|
|
|
|
List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
|
|
|
|
partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
|
|
{
|
|
return p1.LinkNum.CompareTo(p2.LinkNum);
|
|
}
|
|
);
|
|
|
|
foreach (SceneObjectPart part in partList)
|
|
{
|
|
SceneObjectPart newPart;
|
|
if (part.UUID != m_rootPart.UUID)
|
|
{
|
|
newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
|
|
newPart.LinkNum = part.LinkNum;
|
|
}
|
|
else
|
|
{
|
|
newPart = dupe.m_rootPart;
|
|
}
|
|
|
|
// Need to duplicate the physics actor as well
|
|
PhysicsActor originalPartPa = part.PhysActor;
|
|
if (originalPartPa != null && userExposed)
|
|
{
|
|
PrimitiveBaseShape pbs = newPart.Shape;
|
|
|
|
newPart.PhysActor
|
|
= m_scene.PhysicsScene.AddPrimShape(
|
|
string.Format("{0}/{1}", newPart.Name, newPart.UUID),
|
|
pbs,
|
|
newPart.AbsolutePosition,
|
|
newPart.Scale,
|
|
newPart.RotationOffset,
|
|
originalPartPa.IsPhysical,
|
|
newPart.LocalId);
|
|
|
|
newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true);
|
|
}
|
|
}
|
|
|
|
if (userExposed)
|
|
{
|
|
dupe.UpdateParentIDs();
|
|
dupe.HasGroupChanged = true;
|
|
dupe.AttachToBackup();
|
|
|
|
ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
return dupe;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copy the given part as the root part of this scene object.
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
/// <param name="cAgentID"></param>
|
|
/// <param name="cGroupID"></param>
|
|
public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
|
|
{
|
|
SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
|
|
}
|
|
|
|
public void ScriptSetPhysicsStatus(bool usePhysics)
|
|
{
|
|
UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
|
|
}
|
|
|
|
public void ScriptSetTemporaryStatus(bool makeTemporary)
|
|
{
|
|
UpdatePrimFlags(RootPart.LocalId, UsesPhysics, makeTemporary, IsPhantom, IsVolumeDetect);
|
|
}
|
|
|
|
public void ScriptSetPhantomStatus(bool makePhantom)
|
|
{
|
|
UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, makePhantom, IsVolumeDetect);
|
|
}
|
|
|
|
public void ScriptSetVolumeDetect(bool makeVolumeDetect)
|
|
{
|
|
UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, IsPhantom, makeVolumeDetect);
|
|
|
|
/*
|
|
ScriptSetPhantomStatus(false); // What ever it was before, now it's not phantom anymore
|
|
|
|
if (PhysActor != null) // Should always be the case now
|
|
{
|
|
PhysActor.SetVolumeDetect(param);
|
|
}
|
|
if (param != 0)
|
|
AddFlag(PrimFlags.Phantom);
|
|
|
|
ScheduleFullUpdate();
|
|
*/
|
|
}
|
|
|
|
public void applyImpulse(Vector3 impulse)
|
|
{
|
|
if (IsAttachment)
|
|
{
|
|
ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
|
|
if (avatar != null)
|
|
{
|
|
avatar.PushForce(impulse);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PhysicsActor pa = RootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
pa.AddForce(impulse, true);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void applyAngularImpulse(Vector3 impulse)
|
|
{
|
|
PhysicsActor pa = RootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
if (!IsAttachment)
|
|
{
|
|
pa.AddAngularForce(impulse, true);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void setAngularImpulse(Vector3 impulse)
|
|
{
|
|
PhysicsActor pa = RootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
if (!IsAttachment)
|
|
{
|
|
pa.Torque = impulse;
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
}
|
|
}
|
|
|
|
public Vector3 GetTorque()
|
|
{
|
|
PhysicsActor pa = RootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
if (!IsAttachment)
|
|
{
|
|
Vector3 torque = pa.Torque;
|
|
return torque;
|
|
}
|
|
}
|
|
|
|
return Vector3.Zero;
|
|
}
|
|
|
|
public void moveToTarget(Vector3 target, float tau)
|
|
{
|
|
if (IsAttachment)
|
|
{
|
|
ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
|
|
if (avatar != null)
|
|
{
|
|
avatar.MoveToTarget(target, false, false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PhysicsActor pa = RootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
pa.PIDTarget = target;
|
|
pa.PIDTau = tau;
|
|
pa.PIDActive = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void stopMoveToTarget()
|
|
{
|
|
PhysicsActor pa = RootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
pa.PIDActive = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
|
|
/// </summary>
|
|
/// <param name="height">Height to hover. Height of zero disables hover.</param>
|
|
/// <param name="hoverType">Determines what the height is relative to </param>
|
|
/// <param name="tau">Number of seconds over which to reach target</param>
|
|
public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
|
|
{
|
|
PhysicsActor pa = RootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
if (height != 0f)
|
|
{
|
|
pa.PIDHoverHeight = height;
|
|
pa.PIDHoverType = hoverType;
|
|
pa.PIDTau = tau;
|
|
pa.PIDHoverActive = true;
|
|
}
|
|
else
|
|
{
|
|
pa.PIDHoverActive = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the owner of the root part.
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
/// <param name="cAgentID"></param>
|
|
/// <param name="cGroupID"></param>
|
|
public void SetRootPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID)
|
|
{
|
|
part.LastOwnerID = part.OwnerID;
|
|
part.OwnerID = cAgentID;
|
|
part.GroupID = cGroupID;
|
|
|
|
if (part.OwnerID != cAgentID)
|
|
{
|
|
// Apply Next Owner Permissions if we're not bypassing permissions
|
|
if (!m_scene.Permissions.BypassPermissions())
|
|
ApplyNextOwnerPermissions();
|
|
}
|
|
|
|
part.ScheduleFullUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make a copy of the given part.
|
|
/// </summary>
|
|
/// <param name="part"></param>
|
|
/// <param name="cAgentID"></param>
|
|
/// <param name="cGroupID"></param>
|
|
public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
|
|
{
|
|
SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
|
|
AddPart(newPart);
|
|
|
|
SetPartAsNonRoot(newPart);
|
|
return newPart;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reset the UUIDs for all the prims that make up this group.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
public void ResetIDs()
|
|
{
|
|
lock (m_parts.SyncRoot)
|
|
{
|
|
List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.GetArray());
|
|
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(RootPart, RequestFlags);
|
|
|
|
// remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, 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
|
|
|
|
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 (IsDeleted)
|
|
return;
|
|
|
|
// Even temporary objects take part in physics (e.g. temp-on-rez bullets)
|
|
//if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
|
|
// return;
|
|
|
|
// If we somehow got here to updating the SOG and its root part is not scheduled for update,
|
|
// check to see if the physical position or rotation warrant an update.
|
|
if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
|
|
{
|
|
bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
|
|
|
|
if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
|
|
{
|
|
m_rootPart.UpdateFlag = UpdateRequired.TERSE;
|
|
lastPhysGroupPos = AbsolutePosition;
|
|
}
|
|
|
|
if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
|
|
{
|
|
m_rootPart.UpdateFlag = UpdateRequired.TERSE;
|
|
lastPhysGroupRot = GroupRotation;
|
|
}
|
|
}
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (!IsSelected)
|
|
part.UpdateLookAt();
|
|
part.SendScheduledUpdates();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedule a full update for this scene object to all interested viewers.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Ultimately, this should be managed such that region modules can invoke it at the end of a set of operations
|
|
/// so that either all changes are sent at once. However, currently, a large amount of internal
|
|
/// code will set this anyway when some object properties are changed.
|
|
/// </remarks>
|
|
public void ScheduleGroupForFullUpdate()
|
|
{
|
|
// if (IsAttachment)
|
|
// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
|
|
|
|
checkAtTargets();
|
|
RootPart.ScheduleFullUpdate();
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (part != RootPart)
|
|
part.ScheduleFullUpdate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Schedule a terse update for this scene object to all interested viewers.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Ultimately, this should be managed such that region modules can invoke it at the end of a set of operations
|
|
/// so that either all changes are sent at once. However, currently, a large amount of internal
|
|
/// code will set this anyway when some object properties are changed.
|
|
/// </remarks>
|
|
public void ScheduleGroupForTerseUpdate()
|
|
{
|
|
// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID);
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
parts[i].ScheduleTerseUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Immediately send a full update for this scene object.
|
|
/// </summary>
|
|
public void SendGroupFullUpdate()
|
|
{
|
|
if (IsDeleted)
|
|
return;
|
|
|
|
// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
|
|
|
|
RootPart.SendFullUpdateToAllClients();
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (part != RootPart)
|
|
part.SendFullUpdateToAllClients();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Immediately send an update for this scene object's root prim only.
|
|
/// This is for updates regarding the object as a whole, and none of its parts in particular.
|
|
/// Note: this may not be used by opensim (it probably should) but it's used by
|
|
/// external modules.
|
|
/// </summary>
|
|
public void SendGroupRootTerseUpdate()
|
|
{
|
|
if (IsDeleted)
|
|
return;
|
|
|
|
RootPart.SendTerseUpdateToAllClients();
|
|
}
|
|
|
|
public void QueueForUpdateCheck()
|
|
{
|
|
if (m_scene == null) // Need to check here as it's null during object creation
|
|
return;
|
|
|
|
m_scene.SceneGraph.AddToUpdateList(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Immediately send a terse update for this scene object.
|
|
/// </summary>
|
|
public void SendGroupTerseUpdate()
|
|
{
|
|
if (IsDeleted)
|
|
return;
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
parts[i].SendTerseUpdateToAllClients();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send metadata about the root prim (name, description, sale price, permissions, etc.) to a client.
|
|
/// </summary>
|
|
/// <param name="client"></param>
|
|
public void SendPropertiesToClient(IClientAPI client)
|
|
{
|
|
m_rootPart.SendPropertiesToClient(client);
|
|
}
|
|
|
|
#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)
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
if (parts[i].LinkNum == linknum)
|
|
return parts[i];
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a part with a given UUID
|
|
/// </summary>
|
|
/// <param name="primID"></param>
|
|
/// <returns>null if a part with the primID was not found</returns>
|
|
public SceneObjectPart GetPart(UUID primID)
|
|
{
|
|
SceneObjectPart childPart;
|
|
m_parts.TryGetValue(primID, out childPart);
|
|
return childPart;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a part with a given local ID
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <returns>null if a part with the local ID was not found</returns>
|
|
public SceneObjectPart GetPart(uint localID)
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
if (parts[i].LocalId == localID)
|
|
return parts[i];
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Packet Handlers
|
|
|
|
/// <summary>
|
|
/// Link the prims in a given group to this group
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Do not call this method directly - use Scene.LinkObjects() instead to avoid races between threads.
|
|
/// FIXME: There are places where scripts call these methods directly without locking. This is a potential race condition.
|
|
/// </remarks>
|
|
/// <param name="objectGroup">The group of prims which should be linked to this group</param>
|
|
public void LinkToGroup(SceneObjectGroup objectGroup)
|
|
{
|
|
LinkToGroup(objectGroup, false);
|
|
}
|
|
|
|
// Link an existing group to this group.
|
|
// The group being linked need not be a linkset -- it can have just one prim.
|
|
public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
|
|
{
|
|
// 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);
|
|
|
|
// Linking to ourselves is not a valid operation.
|
|
if (objectGroup == this)
|
|
return;
|
|
|
|
// If the configured linkset capacity is greater than zero,
|
|
// and the new linkset would have a prim count higher than this
|
|
// value, do not link it.
|
|
if (m_scene.m_linksetCapacity > 0 &&
|
|
(PrimCount + objectGroup.PrimCount) >
|
|
m_scene.m_linksetCapacity)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[SCENE OBJECT GROUP]: Cannot link group with root" +
|
|
" part {0}, {1} ({2} prims) to group with root part" +
|
|
" {3}, {4} ({5} prims) because the new linkset" +
|
|
" would exceed the configured maximum of {6}",
|
|
objectGroup.RootPart.Name, objectGroup.RootPart.UUID,
|
|
objectGroup.PrimCount, RootPart.Name, RootPart.UUID,
|
|
PrimCount, m_scene.m_linksetCapacity);
|
|
|
|
return;
|
|
}
|
|
|
|
// 'linkPart' == the root of the group being linked into this group
|
|
SceneObjectPart linkPart = objectGroup.m_rootPart;
|
|
|
|
// physics flags from group to be applied to linked parts
|
|
bool grpusephys = UsesPhysics;
|
|
bool grptemporary = IsTemporary;
|
|
|
|
// Remember where the group being linked thought it was
|
|
Vector3 oldGroupPosition = linkPart.GroupPosition;
|
|
Quaternion oldRootRotation = linkPart.RotationOffset;
|
|
|
|
// A linked SOP remembers its location and rotation relative to the root of a group.
|
|
// Convert the root of the group being linked to be relative to the
|
|
// root of the group being linked to.
|
|
// Note: Some of the assignments have complex side effects.
|
|
|
|
// First move the new group's root SOP's position to be relative to ours
|
|
// (radams1: Not sure if the multiple setting of OffsetPosition is required. If not,
|
|
// this code can be reordered to have a more logical flow.)
|
|
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
|
|
// Assign the new parent to the root of the old group
|
|
linkPart.ParentID = m_rootPart.LocalId;
|
|
// Now that it's a child, it's group position is our root position
|
|
linkPart.GroupPosition = AbsolutePosition;
|
|
|
|
Vector3 axPos = linkPart.OffsetPosition;
|
|
// Rotate the linking root SOP's position to be relative to the new root prim
|
|
Quaternion parentRot = m_rootPart.RotationOffset;
|
|
axPos *= Quaternion.Inverse(parentRot);
|
|
linkPart.OffsetPosition = axPos;
|
|
|
|
// Make the linking root SOP's rotation relative to the new root prim
|
|
Quaternion oldRot = linkPart.RotationOffset;
|
|
Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
|
|
linkPart.RotationOffset = newRot;
|
|
|
|
// If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
|
|
// Now that we know this SOG has at least two SOPs in it, the new root
|
|
// SOP becomes the first in the linkset.
|
|
if (m_rootPart.LinkNum == 0)
|
|
m_rootPart.LinkNum = 1;
|
|
|
|
lock (m_parts.SyncRoot)
|
|
{
|
|
// Calculate the new link number for the old root SOP
|
|
int linkNum;
|
|
if (insert)
|
|
{
|
|
linkNum = 2;
|
|
foreach (SceneObjectPart part in Parts)
|
|
{
|
|
if (part.LinkNum > 1)
|
|
part.LinkNum++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
linkNum = PrimCount + 1;
|
|
}
|
|
|
|
// Add the old root SOP as a part in our group's list
|
|
m_parts.Add(linkPart.UUID, linkPart);
|
|
|
|
linkPart.SetParent(this);
|
|
linkPart.CreateSelected = true;
|
|
|
|
// let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
|
|
linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive);
|
|
|
|
// If the added SOP is physical, also tell the physics engine about the link relationship.
|
|
if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
|
|
{
|
|
linkPart.PhysActor.link(m_rootPart.PhysActor);
|
|
this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
|
|
}
|
|
|
|
linkPart.LinkNum = linkNum++;
|
|
|
|
// Get a list of the SOP's in the old group in order of their linknum's.
|
|
SceneObjectPart[] ogParts = objectGroup.Parts;
|
|
Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
|
|
{
|
|
return a.LinkNum - b.LinkNum;
|
|
});
|
|
|
|
// Add each of the SOP's from the old linkset to our linkset
|
|
for (int i = 0; i < ogParts.Length; i++)
|
|
{
|
|
SceneObjectPart part = ogParts[i];
|
|
if (part.UUID != objectGroup.m_rootPart.UUID)
|
|
{
|
|
LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
|
|
|
|
// Update the physics flags for the newly added SOP
|
|
// (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
|
|
part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive);
|
|
|
|
// If the added SOP is physical, also tell the physics engine about the link relationship.
|
|
if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
|
|
{
|
|
part.PhysActor.link(m_rootPart.PhysActor);
|
|
this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
|
|
}
|
|
}
|
|
part.ClearUndoState();
|
|
}
|
|
}
|
|
|
|
// Now that we've aquired all of the old SOG's parts, remove the old SOG from the scene.
|
|
m_scene.UnlinkSceneObject(objectGroup, true);
|
|
objectGroup.IsDeleted = true;
|
|
|
|
objectGroup.m_parts.Clear();
|
|
|
|
// Can't do this yet since backup still makes use of the root part without any synchronization
|
|
// objectGroup.m_rootPart = null;
|
|
|
|
// If linking prims with different permissions, fix them
|
|
AdjustChildPrimPermissions();
|
|
|
|
AttachToBackup();
|
|
|
|
// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
|
|
// position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
|
|
// unmoved prims!
|
|
ResetChildPrimPhysicsPositions();
|
|
|
|
//HasGroupChanged = true;
|
|
//ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delink the given prim from this group. The delinked prim is established as
|
|
/// an independent SceneObjectGroup.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
|
|
/// condition. But currently there is no
|
|
/// alternative method that does take a lonk to delink a single prim.
|
|
/// </remarks>
|
|
/// <param name="partID"></param>
|
|
/// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
|
|
public SceneObjectGroup DelinkFromGroup(uint partID)
|
|
{
|
|
return DelinkFromGroup(partID, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delink the given prim from this group. The delinked prim is established as
|
|
/// an independent SceneObjectGroup.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
|
|
/// condition. But currently there is no
|
|
/// alternative method that does take a lonk to delink a single prim.
|
|
/// </remarks>
|
|
/// <param name="partID"></param>
|
|
/// <param name="sendEvents"></param>
|
|
/// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
|
|
public SceneObjectGroup DelinkFromGroup(uint partID, bool sendEvents)
|
|
{
|
|
SceneObjectPart linkPart = GetPart(partID);
|
|
|
|
if (linkPart != null)
|
|
{
|
|
return DelinkFromGroup(linkPart, sendEvents);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[SCENE OBJECT GROUP]: " +
|
|
"DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
|
|
partID, LocalId, UUID);
|
|
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delink the given prim from this group. The delinked prim is established as
|
|
/// an independent SceneObjectGroup.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
|
|
/// condition. But currently there is no
|
|
/// alternative method that does take a lock to delink a single prim.
|
|
/// </remarks>
|
|
/// <param name="partID"></param>
|
|
/// <param name="sendEvents"></param>
|
|
/// <returns>The object group of the newly delinked prim.</returns>
|
|
public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
|
|
{
|
|
// 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);
|
|
|
|
linkPart.ClearUndoState();
|
|
|
|
Vector3 worldPos = linkPart.GetWorldPosition();
|
|
Quaternion worldRot = linkPart.GetWorldRotation();
|
|
|
|
// Remove the part from this object
|
|
lock (m_parts.SyncRoot)
|
|
{
|
|
m_parts.Remove(linkPart.UUID);
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
|
|
// Rejigger the linknum's of the remaining SOP's to fill any gap
|
|
if (parts.Length == 1 && RootPart != null)
|
|
{
|
|
// Single prim left
|
|
RootPart.LinkNum = 0;
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (part.LinkNum > linkPart.LinkNum)
|
|
part.LinkNum--;
|
|
}
|
|
}
|
|
}
|
|
|
|
linkPart.ParentID = 0;
|
|
linkPart.LinkNum = 0;
|
|
|
|
PhysicsActor linkPartPa = linkPart.PhysActor;
|
|
|
|
// Remove the SOP from the physical scene.
|
|
// If the new SOG is physical, it is re-created later.
|
|
// (There is a problem here in that we have not yet told the physics
|
|
// engine about the delink. Someday, linksets should be made first
|
|
// class objects in the physics engine interface).
|
|
if (linkPartPa != null)
|
|
m_scene.PhysicsScene.RemovePrim(linkPartPa);
|
|
|
|
// We need to reset the child part's position
|
|
// ready for life as a separate object after being a part of another object
|
|
|
|
/* This commented out code seems to recompute what GetWorldPosition already does.
|
|
* Replace with a call to GetWorldPosition (before unlinking)
|
|
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.GroupPosition = worldPos;
|
|
linkPart.OffsetPosition = Vector3.Zero;
|
|
linkPart.RotationOffset = worldRot;
|
|
|
|
// Create a new SOG to go around this unlinked and unattached SOP
|
|
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
|
|
|
|
m_scene.AddNewSceneObject(objectGroup, true);
|
|
|
|
if (sendEvents)
|
|
linkPart.TriggerScriptChangedEvent(Changed.LINK);
|
|
|
|
linkPart.Rezzed = RootPart.Rezzed;
|
|
|
|
// When we delete a group, we currently have to force persist to the database if the object id has changed
|
|
// (since delete works by deleting all rows which have a given object id)
|
|
objectGroup.HasGroupChangedDueToDelink = true;
|
|
|
|
return objectGroup;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stop this object from being persisted over server restarts.
|
|
/// </summary>
|
|
/// <param name="objectGroup"></param>
|
|
public virtual void DetachFromBackup()
|
|
{
|
|
if (m_isBackedUp && Scene != null)
|
|
m_scene.EventManager.OnBackup -= ProcessBackup;
|
|
|
|
m_isBackedUp = false;
|
|
}
|
|
|
|
// This links an SOP from a previous linkset into my linkset.
|
|
// The trick is that the SOP's position and rotation are relative to the old root SOP's
|
|
// so we are passed in the position and rotation of the old linkset so this can
|
|
// unjigger this SOP's position and rotation from the previous linkset and
|
|
// then make them relative to my linkset root.
|
|
private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
|
|
{
|
|
Quaternion parentRot = oldGroupRotation;
|
|
Quaternion oldRot = part.RotationOffset;
|
|
|
|
// Move our position to not be relative to the old parent
|
|
Vector3 axPos = part.OffsetPosition;
|
|
axPos *= parentRot;
|
|
part.OffsetPosition = axPos;
|
|
part.GroupPosition = oldGroupPosition + part.OffsetPosition;
|
|
part.OffsetPosition = Vector3.Zero;
|
|
|
|
// Compution our rotation to be not relative to the old parent
|
|
Quaternion worldRot = parentRot * oldRot;
|
|
part.RotationOffset = worldRot;
|
|
|
|
// Add this SOP to our linkset
|
|
part.SetParent(this);
|
|
part.ParentID = m_rootPart.LocalId;
|
|
m_parts.Add(part.UUID, part);
|
|
|
|
part.LinkNum = linkNum;
|
|
|
|
// Compute the new position of this SOP relative to the group position
|
|
part.OffsetPosition = part.GroupPosition - AbsolutePosition;
|
|
|
|
// (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
|
|
// It would have the affect of setting the physics engine position multiple
|
|
// times. In theory, that is not necessary but I don't have a good linkset
|
|
// test to know that cleaning up this code wouldn't break things.)
|
|
|
|
// Rotate the relative position by the rotation of the group
|
|
Quaternion rootRotation = m_rootPart.RotationOffset;
|
|
Vector3 pos = part.OffsetPosition;
|
|
pos *= Quaternion.Inverse(rootRotation);
|
|
part.OffsetPosition = pos;
|
|
|
|
// Compute the SOP's rotation relative to the rotation of the group.
|
|
parentRot = m_rootPart.RotationOffset;
|
|
oldRot = part.RotationOffset;
|
|
Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
|
|
part.RotationOffset = newRot;
|
|
|
|
// Since this SOP's state has changed, push those changes into the physics engine
|
|
// and the simulator.
|
|
part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect);
|
|
}
|
|
|
|
/// <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))
|
|
{
|
|
PhysicsActor pa = m_rootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
if (pa.IsPhysical)
|
|
{
|
|
if (!m_rootPart.BlockGrab)
|
|
{
|
|
Vector3 llmoveforce = pos - AbsolutePosition;
|
|
Vector3 grabforce = llmoveforce;
|
|
grabforce = (grabforce / 10) * pa.Mass;
|
|
pa.AddForce(grabforce, true);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//NonPhysicalGrabMovement(pos);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//NonPhysicalGrabMovement(pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void NonPhysicalGrabMovement(Vector3 pos)
|
|
{
|
|
AbsolutePosition = pos;
|
|
m_rootPart.SendTerseUpdateToAllClients();
|
|
}
|
|
|
|
/// <summary>
|
|
/// If object is physical, prepare for spinning torques (set flag to save old orientation)
|
|
/// </summary>
|
|
/// <param name="rotation">Rotation. We do the math here to turn it into a torque</param>
|
|
/// <param name="remoteClient"></param>
|
|
public void SpinStart(IClientAPI remoteClient)
|
|
{
|
|
if (m_scene.EventManager.TriggerGroupSpinStart(UUID))
|
|
{
|
|
PhysicsActor pa = m_rootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
if (pa.IsPhysical)
|
|
{
|
|
m_rootPart.IsWaitingForFirstSpinUpdatePacket = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// If object is physical, apply torque to spin it around
|
|
/// </summary>
|
|
/// <param name="rotation">Rotation. We do the math here to turn it into a torque</param>
|
|
/// <param name="remoteClient"></param>
|
|
public void SpinMovement(Quaternion newOrientation, IClientAPI remoteClient)
|
|
{
|
|
// The incoming newOrientation, sent by the client, "seems" to be the
|
|
// desired target orientation. This needs further verification; in particular,
|
|
// one would expect that the initial incoming newOrientation should be
|
|
// fairly close to the original prim's physical orientation,
|
|
// m_rootPart.PhysActor.Orientation. This however does not seem to be the
|
|
// case (might just be an issue with different quaternions representing the
|
|
// same rotation, or it might be a coordinate system issue).
|
|
//
|
|
// Since it's not clear what the relationship is between the PhysActor.Orientation
|
|
// and the incoming orientations sent by the client, we take an alternative approach
|
|
// of calculating the delta rotation between the orientations being sent by the
|
|
// client. (Since a spin is invoked by ctrl+shift+drag in the client, we expect
|
|
// a steady stream of several new orientations coming in from the client.)
|
|
// This ensures that the delta rotations are being calculated from self-consistent
|
|
// pairs of old/new rotations. Given the delta rotation, we apply a torque around
|
|
// the delta rotation axis, scaled by the object mass times an arbitrary scaling
|
|
// factor (to ensure the resulting torque is not "too strong" or "too weak").
|
|
//
|
|
// Ideally we need to calculate (probably iteratively) the exact torque or series
|
|
// of torques needed to arrive exactly at the destination orientation. However, since
|
|
// it is not yet clear how to map the destination orientation (provided by the viewer)
|
|
// into PhysActor orientations (needed by the physics engine), we omit this step.
|
|
// This means that the resulting torque will at least be in the correct direction,
|
|
// but it will result in over-shoot or under-shoot of the target orientation.
|
|
// For the end user, this means that ctrl+shift+drag can be used for relative,
|
|
// but not absolute, adjustments of orientation for physical prims.
|
|
if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation))
|
|
{
|
|
PhysicsActor pa = m_rootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
if (pa.IsPhysical)
|
|
{
|
|
if (m_rootPart.IsWaitingForFirstSpinUpdatePacket)
|
|
{
|
|
// first time initialization of "old" orientation for calculation of delta rotations
|
|
m_rootPart.SpinOldOrientation = newOrientation;
|
|
m_rootPart.IsWaitingForFirstSpinUpdatePacket = false;
|
|
}
|
|
else
|
|
{
|
|
// save and update old orientation
|
|
Quaternion old = m_rootPart.SpinOldOrientation;
|
|
m_rootPart.SpinOldOrientation = newOrientation;
|
|
//m_log.Error("[SCENE OBJECT GROUP]: Old orientation is " + old);
|
|
//m_log.Error("[SCENE OBJECT GROUP]: Incoming new orientation is " + newOrientation);
|
|
|
|
// compute difference between previous old rotation and new incoming rotation
|
|
Quaternion minimalRotationFromQ1ToQ2 = Quaternion.Inverse(old) * newOrientation;
|
|
|
|
float rotationAngle;
|
|
Vector3 rotationAxis;
|
|
minimalRotationFromQ1ToQ2.GetAxisAngle(out rotationAxis, out rotationAngle);
|
|
rotationAxis.Normalize();
|
|
|
|
//m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis);
|
|
Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
|
|
spinforce = (spinforce/8) * pa.Mass; // 8 is an arbitrary torque scaling factor
|
|
pa.AddAngularForce(spinforce,true);
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//NonPhysicalSpinMovement(pos);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//NonPhysicalSpinMovement(pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <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 = GetPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.Name = name;
|
|
}
|
|
}
|
|
|
|
public void SetPartDescription(string des, uint localID)
|
|
{
|
|
SceneObjectPart part = GetPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.Description = des;
|
|
}
|
|
}
|
|
|
|
public void SetPartText(string text, uint localID)
|
|
{
|
|
SceneObjectPart part = GetPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.SetText(text);
|
|
}
|
|
}
|
|
|
|
public void SetPartText(string text, UUID partID)
|
|
{
|
|
SceneObjectPart part = GetPart(partID);
|
|
if (part != null)
|
|
{
|
|
part.SetText(text);
|
|
}
|
|
}
|
|
|
|
public string GetPartName(uint localID)
|
|
{
|
|
SceneObjectPart part = GetPart(localID);
|
|
if (part != null)
|
|
{
|
|
return part.Name;
|
|
}
|
|
return String.Empty;
|
|
}
|
|
|
|
public string GetPartDescription(uint localID)
|
|
{
|
|
SceneObjectPart part = GetPart(localID);
|
|
if (part != null)
|
|
{
|
|
return part.Description;
|
|
}
|
|
return String.Empty;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update prim flags for this group.
|
|
/// </summary>
|
|
/// <param name="localID"></param>
|
|
/// <param name="UsePhysics"></param>
|
|
/// <param name="SetTemporary"></param>
|
|
/// <param name="SetPhantom"></param>
|
|
/// <param name="SetVolumeDetect"></param>
|
|
public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
|
|
{
|
|
SceneObjectPart selectionPart = GetPart(localID);
|
|
|
|
if (SetTemporary && Scene != null)
|
|
{
|
|
DetachFromBackup();
|
|
// Remove from database and parcel prim count
|
|
//
|
|
m_scene.DeleteFromStorage(UUID);
|
|
m_scene.EventManager.TriggerParcelPrimCountTainted();
|
|
}
|
|
|
|
if (selectionPart != null)
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
|
|
if (Scene != null)
|
|
{
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
if (part.Scale.X > m_scene.m_maxPhys ||
|
|
part.Scale.Y > m_scene.m_maxPhys ||
|
|
part.Scale.Z > m_scene.m_maxPhys )
|
|
{
|
|
UsePhysics = false; // Reset physics
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < parts.Length; i++)
|
|
parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
|
|
}
|
|
}
|
|
|
|
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
|
|
{
|
|
SceneObjectPart part = GetPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.UpdateExtraParam(type, inUse, data);
|
|
}
|
|
}
|
|
|
|
/// <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 = GetPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.UpdateTextureEntry(textureEntry);
|
|
}
|
|
}
|
|
|
|
public void AdjustChildPrimPermissions()
|
|
{
|
|
uint newOwnerMask = (uint)(PermissionMask.All | PermissionMask.Export) & 0xfffffff8; // Mask folded bits
|
|
uint foldedPerms = RootPart.OwnerMask & 3;
|
|
|
|
ForEachPart(part =>
|
|
{
|
|
newOwnerMask &= part.BaseMask;
|
|
if (part != RootPart)
|
|
part.ClonePermissions(RootPart);
|
|
});
|
|
|
|
uint lockMask = ~(uint)PermissionMask.Move;
|
|
uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move;
|
|
RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
|
|
RootPart.ScheduleFullUpdate();
|
|
}
|
|
|
|
public void UpdatePermissions(UUID AgentID, byte field, uint localID,
|
|
uint mask, byte addRemTF)
|
|
{
|
|
RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
|
|
|
|
AdjustChildPrimPermissions();
|
|
|
|
HasGroupChanged = true;
|
|
|
|
// Send the group's properties to all clients once all parts are updated
|
|
IClientAPI client;
|
|
if (Scene.TryGetClient(AgentID, out client))
|
|
SendPropertiesToClient(client);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Shape
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="shapeBlock"></param>
|
|
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
|
|
{
|
|
SceneObjectPart part = GetPart(localID);
|
|
if (part != null)
|
|
{
|
|
part.UpdateShape(shapeBlock);
|
|
|
|
PhysicsActor pa = m_rootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Resize
|
|
|
|
/// <summary>
|
|
/// Resize the entire group of prims.
|
|
/// </summary>
|
|
/// <param name="scale"></param>
|
|
public void GroupResize(Vector3 scale)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
|
|
|
|
PhysicsActor pa = m_rootPart.PhysActor;
|
|
|
|
RootPart.StoreUndoState(true);
|
|
|
|
if (Scene != null)
|
|
{
|
|
scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
|
|
scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
|
|
scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
|
|
|
|
if (pa != null && pa.IsPhysical)
|
|
{
|
|
scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
|
|
scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
|
|
scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
|
|
}
|
|
}
|
|
|
|
float x = (scale.X / RootPart.Scale.X);
|
|
float y = (scale.Y / RootPart.Scale.Y);
|
|
float z = (scale.Z / RootPart.Scale.Z);
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
|
|
if (Scene != null & (x > 1.0f || y > 1.0f || z > 1.0f))
|
|
{
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart obPart = parts[i];
|
|
if (obPart.UUID != m_rootPart.UUID)
|
|
{
|
|
// obPart.IgnoreUndoUpdate = true;
|
|
Vector3 oldSize = new Vector3(obPart.Scale);
|
|
|
|
float f = 1.0f;
|
|
float a = 1.0f;
|
|
|
|
if (pa != null && pa.IsPhysical)
|
|
{
|
|
if (oldSize.X * x > Scene.m_maxPhys)
|
|
{
|
|
f = m_scene.m_maxPhys / oldSize.X;
|
|
a = f / x;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
else if (oldSize.X * x < Scene.m_minPhys)
|
|
{
|
|
f = m_scene.m_minPhys / oldSize.X;
|
|
a = f / x;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
|
|
if (oldSize.Y * y > Scene.m_maxPhys)
|
|
{
|
|
f = m_scene.m_maxPhys / oldSize.Y;
|
|
a = f / y;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
else if (oldSize.Y * y < Scene.m_minPhys)
|
|
{
|
|
f = m_scene.m_minPhys / oldSize.Y;
|
|
a = f / y;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
|
|
if (oldSize.Z * z > Scene.m_maxPhys)
|
|
{
|
|
f = m_scene.m_maxPhys / oldSize.Z;
|
|
a = f / z;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
else if (oldSize.Z * z < Scene.m_minPhys)
|
|
{
|
|
f = m_scene.m_minPhys / oldSize.Z;
|
|
a = f / z;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (oldSize.X * x > Scene.m_maxNonphys)
|
|
{
|
|
f = m_scene.m_maxNonphys / oldSize.X;
|
|
a = f / x;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
else if (oldSize.X * x < Scene.m_minNonphys)
|
|
{
|
|
f = m_scene.m_minNonphys / oldSize.X;
|
|
a = f / x;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
|
|
if (oldSize.Y * y > Scene.m_maxNonphys)
|
|
{
|
|
f = m_scene.m_maxNonphys / oldSize.Y;
|
|
a = f / y;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
else if (oldSize.Y * y < Scene.m_minNonphys)
|
|
{
|
|
f = m_scene.m_minNonphys / oldSize.Y;
|
|
a = f / y;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
|
|
if (oldSize.Z * z > Scene.m_maxNonphys)
|
|
{
|
|
f = m_scene.m_maxNonphys / oldSize.Z;
|
|
a = f / z;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
else if (oldSize.Z * z < Scene.m_minNonphys)
|
|
{
|
|
f = m_scene.m_minNonphys / oldSize.Z;
|
|
a = f / z;
|
|
x *= a;
|
|
y *= a;
|
|
z *= a;
|
|
}
|
|
}
|
|
|
|
// obPart.IgnoreUndoUpdate = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector3 prevScale = RootPart.Scale;
|
|
prevScale.X *= x;
|
|
prevScale.Y *= y;
|
|
prevScale.Z *= z;
|
|
|
|
// RootPart.IgnoreUndoUpdate = true;
|
|
RootPart.Resize(prevScale);
|
|
// RootPart.IgnoreUndoUpdate = false;
|
|
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart obPart = parts[i];
|
|
|
|
if (obPart.UUID != m_rootPart.UUID)
|
|
{
|
|
obPart.IgnoreUndoUpdate = true;
|
|
|
|
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);
|
|
|
|
obPart.IgnoreUndoUpdate = false;
|
|
}
|
|
|
|
// obPart.IgnoreUndoUpdate = false;
|
|
// obPart.StoreUndoState();
|
|
}
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Position
|
|
|
|
/// <summary>
|
|
/// Move this scene object
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
public void UpdateGroupPosition(Vector3 pos)
|
|
{
|
|
// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
|
|
|
|
RootPart.StoreUndoState(true);
|
|
|
|
// SceneObjectPart[] parts = m_parts.GetArray();
|
|
// for (int i = 0; i < parts.Length; i++)
|
|
// parts[i].StoreUndoState();
|
|
|
|
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
|
|
{
|
|
if (IsAttachment)
|
|
{
|
|
m_rootPart.AttachedPos = pos;
|
|
}
|
|
|
|
if (RootPart.GetStatusSandbox())
|
|
{
|
|
if (Util.GetDistanceTo(RootPart.StatusSandboxPos, pos) > 10)
|
|
{
|
|
RootPart.ScriptSetPhysicsStatus(false);
|
|
pos = AbsolutePosition;
|
|
Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
|
|
ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
|
|
}
|
|
}
|
|
|
|
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)
|
|
RootPart.ScheduleTerseUpdate();
|
|
}
|
|
|
|
/// <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 = GetPart(localID);
|
|
|
|
// SceneObjectPart[] parts = m_parts.GetArray();
|
|
// for (int i = 0; i < parts.Length; i++)
|
|
// parts[i].StoreUndoState();
|
|
|
|
if (part != null)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
|
|
|
|
part.StoreUndoState(false);
|
|
part.IgnoreUndoUpdate = true;
|
|
|
|
if (part.UUID == m_rootPart.UUID)
|
|
{
|
|
UpdateRootPosition(pos);
|
|
}
|
|
else
|
|
{
|
|
part.UpdateOffSet(pos);
|
|
}
|
|
|
|
HasGroupChanged = true;
|
|
part.IgnoreUndoUpdate = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update just the root prim position in a linkset
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
public void UpdateRootPosition(Vector3 pos)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
|
|
|
|
// SceneObjectPart[] parts = m_parts.GetArray();
|
|
// for (int i = 0; i < parts.Length; i++)
|
|
// parts[i].StoreUndoState();
|
|
|
|
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;
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart obPart = parts[i];
|
|
if (obPart.UUID != m_rootPart.UUID)
|
|
obPart.OffsetPosition = obPart.OffsetPosition + diff;
|
|
}
|
|
|
|
AbsolutePosition = newPos;
|
|
|
|
HasGroupChanged = true;
|
|
ScheduleGroupForTerseUpdate();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Rotation
|
|
|
|
/// <summary>
|
|
/// Update the rotation of the group.
|
|
/// </summary>
|
|
/// <param name="rot"></param>
|
|
public void UpdateGroupRotationR(Quaternion rot)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
|
|
|
|
// SceneObjectPart[] parts = m_parts.GetArray();
|
|
// for (int i = 0; i < parts.Length; i++)
|
|
// parts[i].StoreUndoState();
|
|
|
|
m_rootPart.StoreUndoState(true);
|
|
|
|
m_rootPart.UpdateRotation(rot);
|
|
|
|
PhysicsActor actor = m_rootPart.PhysActor;
|
|
if (actor != null)
|
|
{
|
|
actor.Orientation = m_rootPart.RotationOffset;
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
|
}
|
|
|
|
HasGroupChanged = true;
|
|
ScheduleGroupForTerseUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the position and rotation of a group simultaneously.
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
/// <param name="rot"></param>
|
|
public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
|
|
|
|
// SceneObjectPart[] parts = m_parts.GetArray();
|
|
// for (int i = 0; i < parts.Length; i++)
|
|
// parts[i].StoreUndoState();
|
|
|
|
RootPart.StoreUndoState(true);
|
|
RootPart.IgnoreUndoUpdate = true;
|
|
|
|
m_rootPart.UpdateRotation(rot);
|
|
|
|
PhysicsActor actor = m_rootPart.PhysActor;
|
|
if (actor != null)
|
|
{
|
|
actor.Orientation = m_rootPart.RotationOffset;
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
|
|
}
|
|
|
|
if (IsAttachment)
|
|
{
|
|
m_rootPart.AttachedPos = pos;
|
|
}
|
|
|
|
AbsolutePosition = pos;
|
|
|
|
HasGroupChanged = true;
|
|
ScheduleGroupForTerseUpdate();
|
|
|
|
RootPart.IgnoreUndoUpdate = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the rotation of a single prim within the group.
|
|
/// </summary>
|
|
/// <param name="rot"></param>
|
|
/// <param name="localID"></param>
|
|
public void UpdateSingleRotation(Quaternion rot, uint localID)
|
|
{
|
|
SceneObjectPart part = GetPart(localID);
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
parts[i].StoreUndoState();
|
|
|
|
if (part != null)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
|
|
|
|
if (part.UUID == m_rootPart.UUID)
|
|
{
|
|
UpdateRootRotation(rot);
|
|
}
|
|
else
|
|
{
|
|
part.UpdateRotation(rot);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the position and rotation simultaneously of a single prim within the group.
|
|
/// </summary>
|
|
/// <param name="rot"></param>
|
|
/// <param name="localID"></param>
|
|
public void UpdateSingleRotation(Quaternion rot, Vector3 pos, uint localID)
|
|
{
|
|
SceneObjectPart part = GetPart(localID);
|
|
if (part != null)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
|
|
// part.Name, part.LocalId, rot);
|
|
|
|
part.StoreUndoState();
|
|
part.IgnoreUndoUpdate = true;
|
|
|
|
if (part.UUID == m_rootPart.UUID)
|
|
{
|
|
UpdateRootRotation(rot);
|
|
AbsolutePosition = pos;
|
|
}
|
|
else
|
|
{
|
|
part.UpdateRotation(rot);
|
|
part.OffsetPosition = pos;
|
|
}
|
|
|
|
part.IgnoreUndoUpdate = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the rotation of just the root prim of a linkset.
|
|
/// </summary>
|
|
/// <param name="rot"></param>
|
|
public void UpdateRootRotation(Quaternion rot)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
|
|
// Name, LocalId, rot);
|
|
|
|
Quaternion axRot = rot;
|
|
Quaternion oldParentRot = m_rootPart.RotationOffset;
|
|
|
|
m_rootPart.StoreUndoState();
|
|
m_rootPart.UpdateRotation(rot);
|
|
|
|
PhysicsActor pa = m_rootPart.PhysActor;
|
|
|
|
if (pa != null)
|
|
{
|
|
pa.Orientation = m_rootPart.RotationOffset;
|
|
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
|
|
}
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart prim = parts[i];
|
|
if (prim.UUID != m_rootPart.UUID)
|
|
{
|
|
prim.IgnoreUndoUpdate = true;
|
|
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) * newRot;
|
|
prim.RotationOffset = newRot;
|
|
prim.ScheduleTerseUpdate();
|
|
prim.IgnoreUndoUpdate = false;
|
|
}
|
|
}
|
|
|
|
// for (int i = 0; i < parts.Length; i++)
|
|
// {
|
|
// SceneObjectPart childpart = parts[i];
|
|
// if (childpart != m_rootPart)
|
|
// {
|
|
//// childpart.IgnoreUndoUpdate = false;
|
|
//// childpart.StoreUndoState();
|
|
// }
|
|
// }
|
|
|
|
m_rootPart.ScheduleTerseUpdate();
|
|
|
|
// m_log.DebugFormat(
|
|
// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
|
|
// Name, LocalId, rot);
|
|
}
|
|
|
|
#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;
|
|
|
|
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)
|
|
RootPart.RotationAxis.X = setval;
|
|
if (setY)
|
|
RootPart.RotationAxis.Y = setval;
|
|
if (setZ)
|
|
RootPart.RotationAxis.Z = setval;
|
|
|
|
if (setX || setY || setZ)
|
|
RootPart.SetPhysicsAxisRotation();
|
|
}
|
|
|
|
public int registerRotTargetWaypoint(Quaternion target, float tolerance)
|
|
{
|
|
scriptRotTarget waypoint = new scriptRotTarget();
|
|
waypoint.targetRot = target;
|
|
waypoint.tolerance = tolerance;
|
|
uint handle = m_scene.AllocateLocalId();
|
|
waypoint.handle = handle;
|
|
lock (m_rotTargets)
|
|
{
|
|
m_rotTargets.Add(handle, waypoint);
|
|
}
|
|
m_scene.AddGroupTarget(this);
|
|
return (int)handle;
|
|
}
|
|
|
|
public void unregisterRotTargetWaypoint(int handle)
|
|
{
|
|
lock (m_targets)
|
|
{
|
|
m_rotTargets.Remove((uint)handle);
|
|
if (m_targets.Count == 0)
|
|
m_scene.RemoveGroupTarget(this);
|
|
}
|
|
}
|
|
|
|
public int registerTargetWaypoint(Vector3 target, float tolerance)
|
|
{
|
|
scriptPosTarget waypoint = new scriptPosTarget();
|
|
waypoint.targetPos = target;
|
|
waypoint.tolerance = tolerance;
|
|
uint handle = m_scene.AllocateLocalId();
|
|
waypoint.handle = handle;
|
|
lock (m_targets)
|
|
{
|
|
m_targets.Add(handle, waypoint);
|
|
}
|
|
m_scene.AddGroupTarget(this);
|
|
return (int)handle;
|
|
}
|
|
|
|
public void unregisterTargetWaypoint(int handle)
|
|
{
|
|
lock (m_targets)
|
|
{
|
|
m_targets.Remove((uint)handle);
|
|
if (m_targets.Count == 0)
|
|
m_scene.RemoveGroupTarget(this);
|
|
}
|
|
}
|
|
|
|
public 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)
|
|
{
|
|
at_target = true;
|
|
scriptPosTarget att = new scriptPosTarget();
|
|
att.targetPos = target.targetPos;
|
|
att.tolerance = target.tolerance;
|
|
att.handle = target.handle;
|
|
atTargets.Add(idx, att);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (atTargets.Count > 0)
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
uint[] localids = new uint[parts.Length];
|
|
for (int i = 0; i < parts.Length; i++)
|
|
localids[i] = parts[i].LocalId;
|
|
|
|
for (int ctr = 0; ctr < localids.Length; ctr++)
|
|
{
|
|
foreach (uint target in atTargets.Keys)
|
|
{
|
|
scriptPosTarget att = atTargets[target];
|
|
m_scene.EventManager.TriggerAtTargetEvent(
|
|
localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (m_scriptListens_notAtTarget && !at_target)
|
|
{
|
|
//trigger not_at_target
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
uint[] localids = new uint[parts.Length];
|
|
for (int i = 0; i < parts.Length; i++)
|
|
localids[i] = parts[i].LocalId;
|
|
|
|
for (int ctr = 0; ctr < localids.Length; ctr++)
|
|
{
|
|
m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (m_scriptListens_atRotTarget || m_scriptListens_notAtRotTarget)
|
|
{
|
|
if (m_rotTargets.Count > 0)
|
|
{
|
|
bool at_Rottarget = false;
|
|
Dictionary<uint, scriptRotTarget> atRotTargets = new Dictionary<uint, scriptRotTarget>();
|
|
lock (m_rotTargets)
|
|
{
|
|
foreach (uint idx in m_rotTargets.Keys)
|
|
{
|
|
scriptRotTarget target = m_rotTargets[idx];
|
|
double angle
|
|
= Math.Acos(
|
|
target.targetRot.X * m_rootPart.RotationOffset.X
|
|
+ target.targetRot.Y * m_rootPart.RotationOffset.Y
|
|
+ target.targetRot.Z * m_rootPart.RotationOffset.Z
|
|
+ target.targetRot.W * m_rootPart.RotationOffset.W)
|
|
* 2;
|
|
if (angle < 0) angle = -angle;
|
|
if (angle > Math.PI) angle = (Math.PI * 2 - angle);
|
|
if (angle <= target.tolerance)
|
|
{
|
|
// trigger at_rot_target
|
|
if (m_scriptListens_atRotTarget)
|
|
{
|
|
at_Rottarget = true;
|
|
scriptRotTarget att = new scriptRotTarget();
|
|
att.targetRot = target.targetRot;
|
|
att.tolerance = target.tolerance;
|
|
att.handle = target.handle;
|
|
atRotTargets.Add(idx, att);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (atRotTargets.Count > 0)
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
uint[] localids = new uint[parts.Length];
|
|
for (int i = 0; i < parts.Length; i++)
|
|
localids[i] = parts[i].LocalId;
|
|
|
|
for (int ctr = 0; ctr < localids.Length; ctr++)
|
|
{
|
|
foreach (uint target in atRotTargets.Keys)
|
|
{
|
|
scriptRotTarget att = atRotTargets[target];
|
|
m_scene.EventManager.TriggerAtRotTargetEvent(
|
|
localids[ctr], att.handle, att.targetRot, m_rootPart.RotationOffset);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (m_scriptListens_notAtRotTarget && !at_Rottarget)
|
|
{
|
|
//trigger not_at_target
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
uint[] localids = new uint[parts.Length];
|
|
for (int i = 0; i < parts.Length; i++)
|
|
localids[i] = parts[i].LocalId;
|
|
|
|
for (int ctr = 0; ctr < localids.Length; ctr++)
|
|
{
|
|
m_scene.EventManager.TriggerNotAtRotTargetEvent(localids[ctr]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public float GetMass()
|
|
{
|
|
float retmass = 0f;
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
retmass += parts[i].GetMass();
|
|
|
|
return retmass;
|
|
}
|
|
|
|
/// <summary>
|
|
/// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
|
|
/// the physics engine can use it.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
|
|
/// </remarks>
|
|
/*
|
|
public void CheckSculptAndLoad()
|
|
{
|
|
if (IsDeleted)
|
|
return;
|
|
|
|
if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
|
|
return;
|
|
|
|
// m_log.Debug("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
|
|
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
|
|
for (int i = 0; i < parts.Length; i++)
|
|
parts[i].CheckSculptAndLoad();
|
|
}
|
|
*/
|
|
/// <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)
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
SceneObjectPart part = parts[i];
|
|
part.SetGroup(GroupID, client);
|
|
part.Inventory.ChangeInventoryGroup(GroupID);
|
|
}
|
|
|
|
HasGroupChanged = true;
|
|
|
|
// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
|
|
// for the same object with very different properties. The caller must schedule the update.
|
|
//ScheduleGroupForFullUpdate();
|
|
}
|
|
|
|
public void TriggerScriptChangedEvent(Changed val)
|
|
{
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
parts[i].TriggerScriptChangedEvent(val);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a count of the number of scripts in this groups parts.
|
|
/// </summary>
|
|
public int ScriptCount()
|
|
{
|
|
int count = 0;
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
count += parts[i].Inventory.ScriptCount();
|
|
|
|
return count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// A float the value is a representative execution time in milliseconds of all scripts in the link set.
|
|
/// </summary>
|
|
public float ScriptExecutionTime()
|
|
{
|
|
IScriptModule[] engines = Scene.RequestModuleInterfaces<IScriptModule>();
|
|
|
|
if (engines.Length == 0) // No engine at all
|
|
return 0.0f;
|
|
|
|
float time = 0.0f;
|
|
|
|
// get all the scripts in all parts
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
List<TaskInventoryItem> scripts = new List<TaskInventoryItem>();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
{
|
|
scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL));
|
|
}
|
|
// extract the UUIDs
|
|
List<UUID> ids = new List<UUID>(scripts.Count);
|
|
foreach (TaskInventoryItem script in scripts)
|
|
{
|
|
if (!ids.Contains(script.ItemID))
|
|
{
|
|
ids.Add(script.ItemID);
|
|
}
|
|
}
|
|
// Offer the list of script UUIDs to each engine found and accumulate the time
|
|
foreach (IScriptModule e in engines)
|
|
{
|
|
if (e != null)
|
|
{
|
|
time += e.GetScriptExecutionTime(ids);
|
|
}
|
|
}
|
|
return time;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a count of the number of running scripts in this groups parts.
|
|
/// </summary>
|
|
public int RunningScriptCount()
|
|
{
|
|
int count = 0;
|
|
SceneObjectPart[] parts = m_parts.GetArray();
|
|
for (int i = 0; i < parts.Length; i++)
|
|
count += parts[i].Inventory.RunningScriptCount();
|
|
|
|
return count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a copy of the list of sitting avatars on all prims of this object.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is sorted by the order in which avatars sat down. If an avatar stands up then all avatars that sat
|
|
/// down after it move one place down the list.
|
|
/// </remarks>
|
|
/// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns>
|
|
public List<UUID> GetSittingAvatars()
|
|
{
|
|
lock (m_sittingAvatars)
|
|
return new List<UUID>(m_sittingAvatars);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the number of sitting avatars.
|
|
/// </summary>
|
|
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
|
|
/// <returns></returns>
|
|
public int GetSittingAvatarsCount()
|
|
{
|
|
lock (m_sittingAvatars)
|
|
return m_sittingAvatars.Count;
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
|
|
}
|
|
|
|
#region ISceneObject
|
|
|
|
public virtual ISceneObject CloneForNewScene()
|
|
{
|
|
SceneObjectGroup sog = Copy(false);
|
|
sog.IsDeleted = false;
|
|
return sog;
|
|
}
|
|
|
|
public virtual string ToXml2()
|
|
{
|
|
return SceneObjectSerializer.ToXml2Format(this);
|
|
}
|
|
|
|
public virtual string ExtraToXmlString()
|
|
{
|
|
return "<ExtraFromItemID>" + FromItemID.ToString() + "</ExtraFromItemID>";
|
|
}
|
|
|
|
public virtual void ExtraFromXmlString(string xmlstr)
|
|
{
|
|
string id = xmlstr.Substring(xmlstr.IndexOf("<ExtraFromItemID>"));
|
|
id = xmlstr.Replace("<ExtraFromItemID>", "");
|
|
id = id.Replace("</ExtraFromItemID>", "");
|
|
|
|
UUID uuid = UUID.Zero;
|
|
UUID.TryParse(id, out uuid);
|
|
|
|
FromItemID = uuid;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|