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https://github.com/opensim/opensim.git
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Start of replacing the old SceneObject/Primitive classes with the new versions.
PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.) Also this revision may not work on mono, but that will be fixed soon.
This commit is contained in:
647
OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
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647
OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
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@@ -0,0 +1,647 @@
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using System.Collections.Generic;
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using System.Text;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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// public delegate void PrimCountTaintedDelegate();
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public class SceneObjectGroup : EntityBase
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{
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private Encoding enc = Encoding.ASCII;
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protected SceneObjectPart m_rootPart;
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protected Dictionary<LLUUID, SceneObjectPart> m_parts = new Dictionary<LLUUID, SceneObjectPart>();
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protected ulong m_regionHandle;
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public event PrimCountTaintedDelegate OnPrimCountTainted;
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/// <summary>
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///
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/// </summary>
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public int PrimCount
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{
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get { return 1; }
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}
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/// <summary>
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///
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/// </summary>
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public LLVector3 GroupCentrePoint
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{
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get { return new LLVector3(0, 0, 0); }
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}
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public Dictionary<LLUUID, SceneObjectPart> Children
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{
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get { return this.m_parts; }
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set { m_parts = value; }
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}
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public override LLVector3 Pos
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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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lock (this.m_parts)
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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part.GroupPosition = value;
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}
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}
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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 LLUUID UUID
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{
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get { return m_rootPart.UUID; }
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set { m_rootPart.UUID = value; }
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}
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public LLUUID OwnerID
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{
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get { return m_rootPart.OwnerID; }
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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
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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 at any time.
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/// </summary>
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protected bool m_isSelected = false;
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public bool IsSelected
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{
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get{ return m_isSelected;}
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set { m_isSelected = value; }
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}
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/// <summary>
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///
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/// </summary>
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public SceneObjectGroup()
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{
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}
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/// <summary>
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///
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/// </summary>
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public SceneObjectGroup(byte[] data)
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{
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}
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/// <summary>
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///
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/// </summary>
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public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos, PrimitiveBaseShape shape)
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{
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m_regionHandle = regionHandle;
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m_scene = scene;
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this.Pos = pos;
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LLVector3 rootOffset = new LLVector3(0, 0, 0);
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SceneObjectPart newPart = new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
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this.m_parts.Add(newPart.UUID, newPart);
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this.SetPartAsRoot(newPart);
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}
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#region Copying
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public new SceneObjectGroup Copy()
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{
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SceneObjectGroup dupe = (SceneObjectGroup)this.MemberwiseClone();
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dupe.Pos = new LLVector3(Pos.X, Pos.Y, Pos.Z);
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dupe.m_scene = m_scene;
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dupe.m_regionHandle = this.m_regionHandle;
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dupe.CopyRootPart(this.m_rootPart);
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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if (part.UUID != this.m_rootPart.UUID)
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{
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dupe.CopyPart(part);
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}
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}
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return dupe;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="part"></param>
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public void CopyRootPart(SceneObjectPart part)
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate());
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this.m_parts.Add(newPart.UUID, newPart);
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this.SetPartAsRoot(newPart);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="part"></param>
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public void CopyPart(SceneObjectPart part)
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate());
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this.m_parts.Add(newPart.UUID, newPart);
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this.SetPartAsNonRoot(newPart);
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}
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#endregion
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/// <summary>
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///
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/// </summary>
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public override void Update()
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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part.SendScheduledUpdates();
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}
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}
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/// <summary>
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///
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/// </summary>
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public void ScheduleGroupForFullUpdate()
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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part.ScheduleFullUpdate();
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}
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}
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/// <summary>
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///
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/// </summary>
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public void ScheduleGroupForTerseUpdate()
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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part.ScheduleTerseUpdate();
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}
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}
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/// <summary>
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///
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/// </summary>
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public void SendGroupFullUpdate()
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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part.SendFullUpdateToAllClients();
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}
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}
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/// <summary>
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///
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/// </summary>
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public void SendGroupTerseUpdate()
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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part.SendTerseUpdateToAllClients();
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="objectGroup"></param>
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public void LinkToGroup(SceneObjectGroup objectGroup)
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{
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="primID"></param>
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/// <returns></returns>
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private SceneObjectPart GetChildPrim(LLUUID primID)
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{
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SceneObjectPart childPart = null;
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if (this.m_parts.ContainsKey(primID))
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{
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childPart = this.m_parts[primID];
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}
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return childPart;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <returns></returns>
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private SceneObjectPart GetChildPrim(uint localID)
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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if (part.LocalID == localID)
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{
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return part;
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}
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}
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return null;
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}
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/// <summary>
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/// Does this group contain the child prim
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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="primID"></param>
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/// <returns></returns>
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public bool HasChildPrim(LLUUID primID)
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{
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SceneObjectPart childPart = null;
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if (this.m_parts.ContainsKey(primID))
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{
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childPart = this.m_parts[primID];
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return true;
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}
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return false;
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}
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/// <summary>
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/// Does this group contain the child prim
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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 HasChildPrim(uint localID)
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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if (part.LocalID == localID)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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///
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/// </summary>
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public void TriggerTainted()
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{
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if (OnPrimCountTainted != null)
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{
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this.OnPrimCountTainted();
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="offset"></param>
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/// <param name="pos"></param>
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/// <param name="remoteClient"></param>
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public void GrapMovement(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
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{
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this.Pos = pos;
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this.m_rootPart.SendTerseUpdateToAllClients();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="client"></param>
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public void GetProperites(IClientAPI client)
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{
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ObjectPropertiesPacket proper = new ObjectPropertiesPacket();
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proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[1];
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proper.ObjectData[0] = new ObjectPropertiesPacket.ObjectDataBlock();
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proper.ObjectData[0].ItemID = LLUUID.Zero;
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proper.ObjectData[0].CreationDate = (ulong)this.m_rootPart.CreationDate;
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proper.ObjectData[0].CreatorID = this.m_rootPart.CreatorID;
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proper.ObjectData[0].FolderID = LLUUID.Zero;
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proper.ObjectData[0].FromTaskID = LLUUID.Zero;
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proper.ObjectData[0].GroupID = LLUUID.Zero;
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proper.ObjectData[0].InventorySerial = 0;
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proper.ObjectData[0].LastOwnerID = this.m_rootPart.LastOwnerID;
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proper.ObjectData[0].ObjectID = this.UUID;
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proper.ObjectData[0].OwnerID = this.m_rootPart.OwnerID;
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proper.ObjectData[0].TouchName = enc.GetBytes(this.m_rootPart.TouchName + "\0");
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proper.ObjectData[0].TextureID = new byte[0];
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proper.ObjectData[0].SitName = enc.GetBytes(this.m_rootPart.SitName + "\0");
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proper.ObjectData[0].Name = enc.GetBytes(this.m_rootPart.PartName + "\0");
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proper.ObjectData[0].Description = enc.GetBytes(this.m_rootPart.Description + "\0");
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proper.ObjectData[0].OwnerMask = this.m_rootPart.OwnerMask;
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proper.ObjectData[0].NextOwnerMask = this.m_rootPart.NextOwnerMask;
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proper.ObjectData[0].GroupMask = this.m_rootPart.GroupMask;
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proper.ObjectData[0].EveryoneMask = this.m_rootPart.EveryoneMask;
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proper.ObjectData[0].BaseMask = this.m_rootPart.BaseMask;
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client.OutPacket(proper);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="name"></param>
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public void SetPartName(string name, uint localID)
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{
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SceneObjectPart part = this.GetChildPrim(localID);
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if (part != null)
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{
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part.PartName = name;
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}
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}
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public void SetPartDescription(string des, uint localID)
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{
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SceneObjectPart part = this.GetChildPrim(localID);
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if (part != null)
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{
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part.Description = des;
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="localID"></param>
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public void GetPartInventory(IClientAPI remoteClient, uint localID)
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{
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SceneObjectPart part = this.GetChildPrim(localID);
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if (part != null)
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{
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part.GetInventory(remoteClient, localID);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="type"></param>
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/// <param name="inUse"></param>
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/// <param name="data"></param>
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public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
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{
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SceneObjectPart part = this.GetChildPrim(localID);
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if (part != null)
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{
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part.UpdateExtraParam(type, inUse, data);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="localID"></param>
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/// <param name="textureEntry"></param>
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public void UpdateTextureEntry(uint localID, byte[] textureEntry)
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{
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SceneObjectPart part = this.GetChildPrim(localID);
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if (part != null)
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{
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part.UpdateTextureEntry(textureEntry);
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}
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}
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#region Shape
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/// <summary>
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///
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/// </summary>
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/// <param name="shapeBlock"></param>
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public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
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{
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SceneObjectPart part = this.GetChildPrim(localID);
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if (part != null)
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{
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part.UpdateShape(shapeBlock);
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}
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}
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#endregion
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/// <summary>
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///
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/// </summary>
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/// <param name="scale"></param>
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/// <param name="localID"></param>
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public void Resize(LLVector3 scale, uint localID)
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{
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SceneObjectPart part = this.GetChildPrim(localID);
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if (part != null)
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{
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part.Resize(scale);
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}
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}
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#region Position
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/// <summary>
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///
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/// </summary>
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/// <param name="pos"></param>
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public void UpdateGroupPosition(LLVector3 pos)
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{
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this.Pos = pos;
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}
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||||
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/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="localID"></param>
|
||||
public void UpdateSinglePosition(LLVector3 pos, uint localID)
|
||||
{
|
||||
SceneObjectPart part = this.GetChildPrim(localID);
|
||||
if (part != null)
|
||||
{
|
||||
if (part.UUID == this.m_rootPart.UUID)
|
||||
{
|
||||
this.UpdateRootPosition(pos);
|
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}
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else
|
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{
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part.UpdateOffSet(pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
private void UpdateRootPosition(LLVector3 pos)
|
||||
{
|
||||
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
|
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LLVector3 oldPos = new LLVector3(this.Pos.X + this.m_rootPart.OffsetPosition.X, this.Pos.Y + this.m_rootPart.OffsetPosition.Y, this.Pos.Z + this.m_rootPart.OffsetPosition.Z);
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LLVector3 diff = oldPos - newPos;
|
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Axiom.Math.Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z);
|
||||
Axiom.Math.Quaternion partRotation = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
|
||||
axDiff = partRotation.Inverse() * axDiff;
|
||||
diff.X = axDiff.x;
|
||||
diff.Y = axDiff.y;
|
||||
diff.Z = axDiff.z;
|
||||
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||||
foreach (SceneObjectPart obPart in this.m_parts.Values)
|
||||
{
|
||||
if (obPart.UUID != this.m_rootPart.UUID)
|
||||
{
|
||||
obPart.OffsetPosition = obPart.OffsetPosition + diff;
|
||||
}
|
||||
}
|
||||
this.Pos = newPos;
|
||||
pos.X = newPos.X;
|
||||
pos.Y = newPos.Y;
|
||||
pos.Z = newPos.Z;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Roation
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="rot"></param>
|
||||
public void UpdateGroupRotation(LLQuaternion rot)
|
||||
{
|
||||
this.m_rootPart.UpdateRotation(rot);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="rot"></param>
|
||||
public void UpdateGroupRotation(LLVector3 pos, LLQuaternion rot)
|
||||
{
|
||||
this.m_rootPart.UpdateRotation(rot);
|
||||
this.Pos = pos;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="rot"></param>
|
||||
/// <param name="localID"></param>
|
||||
public void UpdateSingleRotation(LLQuaternion rot, uint localID)
|
||||
{
|
||||
SceneObjectPart part = this.GetChildPrim(localID);
|
||||
if (part != null)
|
||||
{
|
||||
if (part.UUID == this.m_rootPart.UUID)
|
||||
{
|
||||
this.UpdateRootRotation(rot);
|
||||
}
|
||||
else
|
||||
{
|
||||
part.UpdateRotation(rot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="rot"></param>
|
||||
private void UpdateRootRotation(LLQuaternion rot)
|
||||
{
|
||||
this.m_rootPart.UpdateRotation(rot);
|
||||
Axiom.Math.Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z);
|
||||
Axiom.Math.Quaternion oldParentRot = new Quaternion(this.m_rootPart.RotationOffset.W, this.m_rootPart.RotationOffset.X, this.m_rootPart.RotationOffset.Y, this.m_rootPart.RotationOffset.Z);
|
||||
|
||||
foreach (SceneObjectPart prim in this.m_parts.Values)
|
||||
{
|
||||
if (prim.UUID != this.m_rootPart.UUID)
|
||||
{
|
||||
Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
|
||||
axPos = oldParentRot * axPos;
|
||||
axPos = axRot.Inverse() * axPos;
|
||||
prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
|
||||
Axiom.Math.Quaternion primsRot = new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y, prim.RotationOffset.Z);
|
||||
Axiom.Math.Quaternion newRot = oldParentRot * primsRot;
|
||||
newRot = axRot.Inverse() * newRot;
|
||||
prim.RotationOffset = new LLQuaternion(newRot.w, newRot.x, newRot.y, newRot.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
private void SetPartAsRoot(SceneObjectPart part)
|
||||
{
|
||||
this.m_rootPart = part;
|
||||
//this.m_uuid= part.UUID;
|
||||
// this.m_localId = part.LocalID;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
private void SetPartAsNonRoot(SceneObjectPart part)
|
||||
{
|
||||
part.ParentID = this.m_rootPart.LocalID;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<ScenePresence> RequestSceneAvatars()
|
||||
{
|
||||
return m_scene.RequestAvatarList();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="part"></param>
|
||||
internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part)
|
||||
{
|
||||
if( m_rootPart == part )
|
||||
{
|
||||
part.SendFullUpdateToClient( remoteClient, Pos );
|
||||
}
|
||||
else
|
||||
{
|
||||
part.SendFullUpdateToClient( remoteClient );
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="part"></param>
|
||||
internal void SendPartTerseUpdate(IClientAPI remoteClient, SceneObjectPart part)
|
||||
{
|
||||
if (m_rootPart == part)
|
||||
{
|
||||
part.SendTerseUpdateToClient(remoteClient, Pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
part.SendTerseUpdateToClient(remoteClient);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user