154 lines
5.5 KiB
C#
154 lines
5.5 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.Collections.Generic;
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using System.Linq;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes
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{
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/// <summary>
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/// Represents a coalescene of scene objects. A coalescence occurs when objects that are not in the same linkset
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/// are grouped together.
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/// </summary>
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public class CoalescedSceneObjects
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{
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/// <summary>
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/// The creator of this coalesence, though not necessarily the objects within it.
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/// </summary>
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public UUID CreatorId { get; set; }
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/// <summary>
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/// The number of objects in this coalesence
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/// </summary>
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public int Count
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{
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get
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{
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lock (m_memberObjects)
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return m_memberObjects.Count;
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}
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}
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/// <summary>
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/// Does this coalesence have any member objects?
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/// </summary>
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public bool HasObjects { get { return Count > 0; } }
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/// <summary>
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/// Get the objects currently in this coalescence
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/// </summary>
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public List<SceneObjectGroup> Objects
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{
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get
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{
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lock (m_memberObjects)
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return new List<SceneObjectGroup>(m_memberObjects);
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}
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}
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/// <summary>
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/// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned.
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/// </summary>
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public Scene Scene
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{
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get
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{
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if (!HasObjects)
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return null;
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else
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return Objects[0].Scene;
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}
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}
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/// <summary>
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/// At this point, we need to preserve the order of objects added to the coalescence, since the first
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/// one will end up matching the item name when rerezzed.
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/// </summary>
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protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>();
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public CoalescedSceneObjects(UUID creatorId)
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{
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CreatorId = creatorId;
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}
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public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId)
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{
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foreach (SceneObjectGroup obj in objs)
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Add(obj);
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}
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/// <summary>
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/// Add an object to the coalescence.
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/// </summary>
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/// <param name="obj"></param>
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/// <param name="offset">The offset of the object within the group</param>
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public void Add(SceneObjectGroup obj)
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{
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lock (m_memberObjects)
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m_memberObjects.Add(obj);
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}
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/// <summary>
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/// Removes a scene object from the coalescene
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/// </summary>
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/// <param name="sceneObjectId"></param>
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/// <returns>true if the object was there to be removed, false if not.</returns>
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public bool Remove(SceneObjectGroup obj)
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{
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lock (m_memberObjects)
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return m_memberObjects.Remove(obj);
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}
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/// <summary>
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/// Get the total size of the coalescence (the size required to cover all the objects within it) and the
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/// offsets of each of those objects.
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/// </summary>
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/// <param name="size"></param>
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/// <returns>
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/// An array of offsets. The order of objects is the same as returned from the Objects property
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/// </returns>
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public Vector3[] GetSizeAndOffsets(out Vector3 size)
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{
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float minX, minY, minZ;
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float maxX, maxY, maxZ;
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Vector3[] offsets
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= Scene.GetCombinedBoundingBox(
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Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
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float sizeX = maxX - minX;
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float sizeY = maxY - minY;
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float sizeZ = maxZ - minZ;
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size = new Vector3(sizeX, sizeY, sizeZ);
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return offsets;
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}
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}
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} |