Files
opensim/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
Teravus Ovares 27508c1ad8 * Added Support within the ODEPlugin for Selected. Which means that;
* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it.  This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
2008-02-23 11:42:55 +00:00

1795 lines
61 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Text;
using System.Xml;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
public delegate void PrimCountTaintedDelegate();
public partial class SceneObjectGroup : EntityBase
{
private Encoding enc = Encoding.ASCII;
protected SceneObjectPart m_rootPart;
protected Dictionary<LLUUID, SceneObjectPart> m_parts = new Dictionary<LLUUID, SceneObjectPart>();
protected ulong m_regionHandle;
public event PrimCountTaintedDelegate OnPrimCountTainted;
private PrimCountTaintedDelegate handler001 = null;
/// <summary>
/// Signal whether the non-inventory attributes of any prims in the group have changed
/// since the group's last persistent backup
/// </summary>
public bool HasGroupChanged = false;
private LLVector3 lastPhysGroupPos;
private LLQuaternion lastPhysGroupRot;
#region Properties
/// <summary>
///
/// </summary>
public int PrimCount
{
get { return m_parts.Count; }
}
public LLQuaternion GroupRotation
{
get { return m_rootPart.RotationOffset; }
}
public LLUUID GroupID
{
get { return m_rootPart.GroupID; }
set { m_rootPart.GroupID = value; }
}
/// <summary>
///
/// </summary>
public LLVector3 GroupCentrePoint
{
get { return new LLVector3(0, 0, 0); }
}
public Dictionary<LLUUID, SceneObjectPart> Children
{
get { return m_parts; }
set { m_parts = value; }
}
public SceneObjectPart RootPart
{
get { return m_rootPart; }
set { m_rootPart = value; }
}
public ulong RegionHandle
{
get { return m_regionHandle; }
set
{
m_regionHandle = value;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.RegionHandle = m_regionHandle;
}
}
}
}
public override LLVector3 AbsolutePosition
{
get { return m_rootPart.GroupPosition; }
set
{
LLVector3 val = value;
if (val.X > 257f || val.X < -1f || val.Y > 257f || val.Y < -1f)
{
m_scene.CrossPrimGroupIntoNewRegion(val, this);
}
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.GroupPosition = val;
}
}
//if (m_rootPart.PhysActor != null)
//{
//m_rootPart.PhysActor.Position =
//new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
//m_rootPart.GroupPosition.Z);
//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
//}
}
}
public override uint LocalId
{
get { return m_rootPart.LocalID; }
set { m_rootPart.LocalID = value; }
}
public override LLUUID UUID
{
get { return m_rootPart.UUID; }
set { m_rootPart.UUID = value; }
}
public LLUUID OwnerID
{
get { return m_rootPart.OwnerID; }
set { m_rootPart.OwnerID = value; }
}
public Color Color
{
get { return m_rootPart.Color; }
set { m_rootPart.Color = value; }
}
public string Text
{
get { return m_rootPart.Text; }
set { m_rootPart.Text = value; }
}
/// <summary>
/// Added because the Parcel code seems to use it
/// but not sure a object should have this
/// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
/// think really there should be a list (or whatever) in each scenepresence
/// saying what prim(s) that user has selected.
/// </summary>
protected bool m_isSelected = false;
protected virtual bool InSceneBackup
{
get { return true; }
}
public bool IsSelected
{
get { return m_isSelected; }
set {
m_isSelected = value;
// Tell physics engine that group is selected
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Selected = value;
// Pass it on to the children.
foreach (SceneObjectPart child in Children.Values)
{
if (child.PhysActor != null)
{
child.PhysActor.Selected = value;
}
}
}
}
}
// The UUID for the Region this Object is in.
public LLUUID RegionUUID
{
get
{
if (m_scene != null)
{
return m_scene.RegionInfo.RegionID;
}
return LLUUID.Zero;
}
}
#endregion
#region Constructors
/// <summary>
///
/// </summary>
public SceneObjectGroup()
{
}
/// <summary>
/// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
/// The original SceneObjectPart will be used rather than a copy, preserving
/// its existing localID and UUID.
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
{
m_scene = scene;
part.SetParent(this);
part.ParentID = 0;
part.LinkNum = 0;
m_parts.Add(part.UUID, part);
SetPartAsRoot(part);
RegionHandle = regionHandle;
AttachToBackup();
ApplyPhysics(scene.m_physicalPrim);
ScheduleGroupForFullUpdate();
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, string xmlData)
{
m_scene = scene;
m_regionHandle = regionHandle;
StringReader sr = new StringReader(xmlData);
XmlTextReader reader = new XmlTextReader(sr);
reader.Read();
reader.ReadStartElement("SceneObjectGroup");
reader.ReadStartElement("RootPart");
m_rootPart = SceneObjectPart.FromXml(reader);
AddPart(m_rootPart);
reader.ReadEndElement();
while (reader.Read())
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (reader.Name == "Part")
{
reader.Read();
SceneObjectPart part = SceneObjectPart.FromXml(reader);
part.LocalID = m_scene.PrimIDAllocate();
AddPart(part);
part.RegionHandle = m_regionHandle;
part.TrimPermissions();
}
break;
case XmlNodeType.EndElement:
break;
}
}
reader.Close();
sr.Close();
m_rootPart.LocalID = m_scene.PrimIDAllocate();
m_rootPart.ParentID = 0;
m_rootPart.RegionHandle = m_regionHandle;
UpdateParentIDs();
AttachToBackup();
ApplyPhysics(scene.m_physicalPrim);
ScheduleGroupForFullUpdate();
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(string xmlData)
{
StringReader sr = new StringReader(xmlData);
XmlTextReader reader = new XmlTextReader(sr);
reader.Read();
reader.ReadStartElement("SceneObjectGroup");
m_rootPart = SceneObjectPart.FromXml(reader);
m_rootPart.SetParent(this);
m_parts.Add(m_rootPart.UUID, m_rootPart);
m_rootPart.ParentID = 0;
m_rootPart.LinkNum = 0;
reader.Read();
bool more = true;
while (more)
{
switch (reader.NodeType)
{
case XmlNodeType.Element:
if (reader.Name == "SceneObjectPart")
{
SceneObjectPart Part = SceneObjectPart.FromXml(reader);
AddPart(Part);
}
else
{
Console.WriteLine("found unexpected element: " + reader.Name);
reader.Read();
}
break;
case XmlNodeType.EndElement:
reader.Read();
break;
}
more = !reader.EOF;
}
reader.Close();
sr.Close();
UpdateParentIDs();
}
private void AttachToBackup()
{
if (InSceneBackup)
{
m_scene.EventManager.OnBackup += ProcessBackup;
}
}
public EntityIntersection TestIntersection(Ray hRay)
{
// We got a request from the inner_scene to raytrace along the Ray hRay
// We're going to check all of the prim in this group for intersection with the ray
// If we get a result, we're going to find the closest result to the origin of the ray
// and send back the intersection information back to the innerscene.
EntityIntersection returnresult = new EntityIntersection();
foreach (SceneObjectPart part in m_parts.Values)
{
// Temporary commented to stop compiler warning
//Vector3 partPosition =
// new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
Quaternion parentrotation =
new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
// Telling the prim to raytrace.
EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
// 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 = (float)Constants.RegionSize;
if (inter.HitTF)
{
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
{
idist = inter.distance;
returnresult.HitTF = true;
returnresult.ipoint = inter.ipoint;
returnresult.obj = part;
returnresult.normal = inter.normal;
returnresult.distance = inter.distance;
}
}
}
return returnresult;
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
LLQuaternion rot, PrimitiveBaseShape shape)
{
m_regionHandle = regionHandle;
m_scene = scene;
// this.Pos = pos;
LLVector3 rootOffset = new LLVector3(0, 0, 0);
SceneObjectPart newPart =
new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rot, rootOffset);
newPart.LinkNum = m_parts.Count;
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
AttachToBackup();
//ApplyPhysics(scene.m_physicalPrim);
}
/// <summary>
///
/// </summary>
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
PrimitiveBaseShape shape)
: this(scene, regionHandle, ownerID, localID, pos, LLQuaternion.Identity, shape)
{
}
#endregion
public string ToXmlString()
{
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
ToXml(writer);
}
return sw.ToString();
}
}
public void ToXml(XmlTextWriter writer)
{
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
writer.WriteStartElement(String.Empty, "RootPart", String.Empty);
m_rootPart.ToXml(writer);
writer.WriteEndElement();
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UUID != m_rootPart.UUID)
{
writer.WriteStartElement(String.Empty, "Part", String.Empty);
part.ToXml(writer);
writer.WriteEndElement();
}
}
writer.WriteEndElement();
writer.WriteEndElement();
}
public string ToXmlString2()
{
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
ToXml2(writer);
}
return sw.ToString();
}
}
public void ToXml2(XmlTextWriter writer)
{
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
m_rootPart.ToXml(writer);
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UUID != m_rootPart.UUID)
{
part.ToXml(writer);
}
}
writer.WriteEndElement();
writer.WriteEndElement();
}
#region Copying
/// <summary>
///
/// </summary>
/// <returns></returns>
public SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID)
{
SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone();
dupe.m_parts = new Dictionary<LLUUID, SceneObjectPart>();
dupe.m_parts.Clear();
//dupe.OwnerID = AgentID;
//dupe.GroupID = GroupID;
dupe.AbsolutePosition = new LLVector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
dupe.m_scene = m_scene;
dupe.m_regionHandle = m_regionHandle;
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID);
dupe.m_rootPart.TrimPermissions();
/// may need to create a new Physics actor.
if (dupe.RootPart.PhysActor != null)
{
PrimitiveBaseShape pbs = dupe.RootPart.Shape;
dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
dupe.RootPart.Name,
pbs,
new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y,
dupe.RootPart.AbsolutePosition.Z),
new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),
new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
dupe.RootPart.PhysActor.IsPhysical);
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
// Now we've made a copy that replaces this one, we need to
// switch the owner to the person who did the copying
// Second Life copies an object and duplicates the first one in it's place
// So, we have to make a copy of this one, set it in it's place then set the owner on this one
SetRootPartOwner(m_rootPart, cAgentID, cGroupID);
m_rootPart.ScheduleFullUpdate();
List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values);
foreach (SceneObjectPart part in partList)
{
if (part.UUID != m_rootPart.UUID)
{
dupe.CopyPart(part, OwnerID, GroupID);
SetPartOwner(part, cAgentID, cGroupID);
part.ScheduleFullUpdate();
}
}
dupe.UpdateParentIDs();
dupe.AttachToBackup();
ScheduleGroupForFullUpdate();
return dupe;
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void CopyRootPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
newPart.SetParent(this);
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
}
public void applyImpulse(PhysicsVector impulse)
{
// We check if rootpart is null here because scripts don't delete if you delete the host.
// This means that unfortunately, we can pass a null physics actor to Simulate!
// Make sure we don't do that!
SceneObjectPart rootpart = m_rootPart;
if (rootpart != null)
{
if (rootpart.PhysActor != null)
{
rootpart.PhysActor.AddForce(impulse);
m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
}
}
}
public void SetRootPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID 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.PermissionsMngr.BypassPermissions)
m_rootPart.ApplyNextOwnerPermissions();
}
part.ScheduleFullUpdate();
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void CopyPart(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
newPart.SetParent(this);
m_parts.Add(newPart.UUID, newPart);
SetPartAsNonRoot(newPart);
}
/// <summary>
/// Reset the LLUUIDs for all the prims that make up this group.
///
/// This is called by methods which want to add a new group to an existing scene, in order
/// to ensure that there are no clashes with groups already present.
/// </summary>
public void ResetIDs()
{
List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
m_parts.Clear();
foreach (SceneObjectPart part in partsList)
{
part.ResetIDs(m_parts.Count);
m_parts.Add(part.UUID, part);
}
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags)
{
//RootPart.ServiceObjectPropertiesFamilyRequest(remoteClient, AgentID, RequestFlags);
ObjectPropertiesFamilyPacket objPropFamilyPack = (ObjectPropertiesFamilyPacket) PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
// TODO: don't create new blocks if recycling an old packet
ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = new ObjectPropertiesFamilyPacket.ObjectDataBlock();
objPropDB.RequestFlags = RequestFlags;
objPropDB.ObjectID = RootPart.UUID;
objPropDB.OwnerID = RootPart.ObjectOwner;
objPropDB.GroupID = RootPart.GroupID;
objPropDB.BaseMask = RootPart.BaseMask;
objPropDB.OwnerMask = RootPart.OwnerMask;
objPropDB.GroupMask = RootPart.GroupMask;
objPropDB.EveryoneMask = RootPart.EveryoneMask;
objPropDB.NextOwnerMask = RootPart.NextOwnerMask;
// TODO: More properties are needed in SceneObjectPart!
objPropDB.OwnershipCost = RootPart.OwnershipCost;
objPropDB.SaleType = RootPart.ObjectSaleType;
objPropDB.SalePrice = RootPart.SalePrice;
objPropDB.Category = RootPart.Category;
objPropDB.LastOwnerID = RootPart.CreatorID;
objPropDB.Name = Helpers.StringToField(RootPart.Name);
objPropDB.Description = Helpers.StringToField(RootPart.Description);
objPropFamilyPack.ObjectData = objPropDB;
remoteClient.OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task);
}
public void SetPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
part.OwnerID = cAgentID;
part.GroupID = cGroupID;
}
#endregion
#region Scheduling
/// <summary>
///
/// </summary>
public override void Update()
{
if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupPos = AbsolutePosition;
}
if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupRot = GroupRotation;
}
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendScheduledUpdates();
}
}
public void ScheduleFullUpdateToAvatar(ScenePresence presence)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.AddFullUpdateToAvatar(presence);
}
}
public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.AddTerseUpdateToAvatar(presence);
}
}
/// <summary>
///
/// </summary>
public void ScheduleGroupForFullUpdate()
{
HasGroupChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
{
part.ScheduleFullUpdate();
}
}
/// <summary>
///
/// </summary>
public void ScheduleGroupForTerseUpdate()
{
HasGroupChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
{
part.ScheduleTerseUpdate();
}
}
/// <summary>
///
/// </summary>
public void SendGroupFullUpdate()
{
HasGroupChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendFullUpdateToAllClients();
}
}
public void QueueForUpdateCheck()
{
m_scene.m_innerScene.AddToUpdateList(this);
}
/// <summary>
///
/// </summary>
public void SendGroupTerseUpdate()
{
HasGroupChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendTerseUpdateToAllClients();
}
}
#endregion
#region SceneGroupPart Methods
/// <summary>
/// Get the child part by LinkNum
/// </summary>
/// <param name="linknum"></param>
/// <returns>null if no child part with that linknum or child part</returns>
public SceneObjectPart GetLinkNumPart(int linknum)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.LinkNum == linknum)
{
return part;
}
}
return null;
}
/// <summary>
/// Get a child part with a given UUID
/// </summary>
/// <param name="primID"></param>
/// <returns>null if a child part with the primID was not found</returns>
public SceneObjectPart GetChildPart(LLUUID primID)
{
SceneObjectPart childPart = null;
if (m_parts.ContainsKey(primID))
{
childPart = m_parts[primID];
}
return childPart;
}
/// <summary>
/// Get a child part with a given local ID
/// </summary>
/// <param name="localID"></param>
/// <returns>null if a child part with the local ID was not found</returns>
public SceneObjectPart GetChildPart(uint localID)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.LocalID == localID)
{
return part;
}
}
return null;
}
/// <summary>
/// Does this group contain the child prim
/// should be able to remove these methods once we have a entity index in scene
/// </summary>
/// <param name="primID"></param>
/// <returns></returns>
public bool HasChildPrim(LLUUID primID)
{
if (m_parts.ContainsKey(primID))
{
return true;
}
return false;
}
/// <summary>
/// Does this group contain the child prim
/// should be able to remove these methods once we have a entity index in scene
/// </summary>
/// <param name="localID"></param>
/// <returns></returns>
public bool HasChildPrim(uint localID)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.LocalID == localID)
{
return true;
}
}
return false;
}
#endregion
#region Packet Handlers
/// <summary>
/// Link the prims in a given group to this group
/// </summary>
/// <param name="objectGroup">The group of prims which should be linked to this group</param>
public void LinkToGroup(SceneObjectGroup objectGroup)
{
SceneObjectPart linkPart = objectGroup.m_rootPart;
Vector3 oldGroupPosition =
new Vector3(linkPart.GroupPosition.X, linkPart.GroupPosition.Y, linkPart.GroupPosition.Z);
Quaternion oldRootRotation =
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
linkPart.RotationOffset.Z);
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
linkPart.GroupPosition = AbsolutePosition;
Vector3 axPos = new Vector3(linkPart.OffsetPosition.X, linkPart.OffsetPosition.Y, linkPart.OffsetPosition.Z);
Quaternion parentRot =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
axPos = parentRot.Inverse()*axPos;
linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Quaternion oldRot =
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
linkPart.RotationOffset.Z);
Quaternion newRot = parentRot.Inverse()*oldRot;
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
linkPart.ParentID = m_rootPart.LocalID;
linkPart.LinkNum = m_parts.Count;
m_parts.Add(linkPart.UUID, linkPart);
linkPart.SetParent(this);
//if (linkPart.PhysActor != null)
//{
// m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
//linkPart.PhysActor = null;
//}
//TODO: rest of parts
foreach (SceneObjectPart part in objectGroup.Children.Values)
{
if (part.UUID != objectGroup.m_rootPart.UUID)
{
LinkNonRootPart(part, oldGroupPosition, oldRootRotation);
}
}
DetachFromBackup(objectGroup);
m_scene.DeleteEntity(objectGroup.UUID);
objectGroup.DeleteParts();
AbsolutePosition = AbsolutePosition;
ScheduleGroupForFullUpdate();
}
/// <summary>
/// Delink the given prim from this group. The delinked prim is established as
/// an independent SceneObjectGroup.
/// </summary>
/// <param name="partID"></param>
public void DelinkFromGroup(uint partID)
{
SceneObjectPart linkPart = GetChildPart(partID);
if (null != linkPart)
{
LLQuaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
m_parts.Remove(linkPart.UUID);
linkPart.ParentID = 0;
if (linkPart.PhysActor != null)
{
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
}
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
Quaternion parentRot
= new Quaternion(
m_rootPart.RotationOffset.W,
m_rootPart.RotationOffset.X,
m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
Vector3 axPos
= new Vector3(
linkPart.OffsetPosition.X,
linkPart.OffsetPosition.Y,
linkPart.OffsetPosition.Z);
axPos = parentRot*axPos;
linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new LLVector3(0, 0, 0);
linkPart.RotationOffset = worldRot;
// This chunk is probably unnecesary now - delete later on
/*
Quaternion oldRot
= new Quaternion(
linkPart.RotationOffset.W,
linkPart.RotationOffset.X,
linkPart.RotationOffset.Y,
linkPart.RotationOffset.Z);
Quaternion newRot = parentRot*oldRot;
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
*/
// Add physics information back to delinked part if appropriate
// XXX This is messy and should be refactorable with the similar section in
// SceneObjectPart.UpdatePrimFlags()
//if (m_rootPart.PhysActor != null)
//{
//linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
//linkPart.Name,
//linkPart.Shape,
//new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
//linkPart.AbsolutePosition.Z),
//new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
//new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
//linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
//m_rootPart.PhysActor.IsPhysical);
//m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
//}
SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
m_scene.AddEntity(objectGroup);
ScheduleGroupForFullUpdate();
}
else
{
m_log.InfoFormat("[SCENE]: " +
"DelinkFromGroup(): Child prim local id {0} not found in object with root prim id {1}",
partID, LocalId);
}
}
private void DetachFromBackup(SceneObjectGroup objectGroup)
{
m_scene.EventManager.OnBackup -= objectGroup.ProcessBackup;
}
private void LinkNonRootPart(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation)
{
part.SetParent(this);
part.ParentID = m_rootPart.LocalID;
part.LinkNum = m_parts.Count;
m_parts.Add(part.UUID, part);
Vector3 axiomOldPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
axiomOldPos = oldGroupRotation*axiomOldPos;
axiomOldPos += oldGroupPosition;
LLVector3 oldAbsolutePosition = new LLVector3(axiomOldPos.x, axiomOldPos.y, axiomOldPos.z);
part.OffsetPosition = oldAbsolutePosition - AbsolutePosition;
Quaternion axiomRootRotation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
Vector3 axiomPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
axiomPos = axiomRootRotation.Inverse()*axiomPos;
part.OffsetPosition = new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z);
Quaternion axiomPartRotation =
new Quaternion(part.RotationOffset.W, part.RotationOffset.X, part.RotationOffset.Y,
part.RotationOffset.Z);
axiomPartRotation = oldGroupRotation*axiomPartRotation;
axiomPartRotation = axiomRootRotation.Inverse()*axiomPartRotation;
part.RotationOffset =
new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
}
/// <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(LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
{
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
if (m_rootPart.PhysActor != null)
{
if (m_rootPart.PhysActor.IsPhysical)
{
LLVector3 llmoveforce = pos - AbsolutePosition;
PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z);
grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
m_rootPart.PhysActor.AddForce(grabforce);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
else
{
NonPhysicalGrabMovement(pos);
}
}
else
{
NonPhysicalGrabMovement(pos);
}
}
}
public void NonPhysicalGrabMovement(LLVector3 pos)
{
AbsolutePosition = pos;
m_rootPart.SendTerseUpdateToAllClients();
}
/// <summary>
///
/// </summary>
/// <param name="client"></param>
public void GetProperties(IClientAPI client)
{
ObjectPropertiesPacket proper = (ObjectPropertiesPacket) PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
// TODO: don't create new blocks if recycling an old packet
proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[1];
proper.ObjectData[0] = new ObjectPropertiesPacket.ObjectDataBlock();
proper.ObjectData[0].ItemID = LLUUID.Zero;
proper.ObjectData[0].CreationDate = (ulong) m_rootPart.CreationDate;
proper.ObjectData[0].CreatorID = m_rootPart.CreatorID;
proper.ObjectData[0].FolderID = LLUUID.Zero;
proper.ObjectData[0].FromTaskID = LLUUID.Zero;
proper.ObjectData[0].GroupID = LLUUID.Zero;
proper.ObjectData[0].InventorySerial = (short) m_rootPart.InventorySerial;
proper.ObjectData[0].LastOwnerID = m_rootPart.LastOwnerID;
proper.ObjectData[0].ObjectID = UUID;
proper.ObjectData[0].OwnerID = m_rootPart.OwnerID;
proper.ObjectData[0].TouchName = Helpers.StringToField(m_rootPart.TouchName);
proper.ObjectData[0].TextureID = new byte[0];
proper.ObjectData[0].SitName = Helpers.StringToField(m_rootPart.SitName);
proper.ObjectData[0].Name = Helpers.StringToField(m_rootPart.Name);
proper.ObjectData[0].Description = Helpers.StringToField(m_rootPart.Description);
proper.ObjectData[0].OwnerMask = m_rootPart.OwnerMask;
proper.ObjectData[0].NextOwnerMask = m_rootPart.NextOwnerMask;
proper.ObjectData[0].GroupMask = m_rootPart.GroupMask;
proper.ObjectData[0].EveryoneMask = m_rootPart.EveryoneMask;
proper.ObjectData[0].BaseMask = m_rootPart.BaseMask;
client.OutPacket(proper, ThrottleOutPacketType.Task);
}
/// <summary>
/// Set the name of a prim
/// </summary>
/// <param name="name"></param>
/// <param name="localID"></param>
public void SetPartName(string name, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.Name = name;
}
}
public void SetPartDescription(string des, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.Description = des;
}
}
public void SetPartText(string text, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.Text = text;
}
}
public void SetPartText(string text, LLUUID partID)
{
SceneObjectPart part = GetChildPart(partID);
if (part != null)
{
part.Text = text;
}
}
public string GetPartName(uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
return part.Name;
}
return String.Empty;
}
public string GetPartDescription(uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
return part.Description;
}
return String.Empty;
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="type"></param>
/// <param name="inUse"></param>
/// <param name="data"></param>
///
public void UpdatePrimFlags(uint localID, ushort type, bool inUse, byte[] data)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
// If we have children
if (m_parts.Count > 1)
{
foreach (SceneObjectPart parts in m_parts.Values)
{
parts.UpdatePrimFlags(type, inUse, data);
}
}
else
{
part.UpdatePrimFlags(type, inUse, data);
}
}
}
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.UpdateExtraParam(type, inUse, data);
}
}
public SceneObjectPart[] GetParts()
{
int numParts = Children.Count;
SceneObjectPart[] partArray = new SceneObjectPart[numParts];
Children.Values.CopyTo(partArray, 0);
return partArray;
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="textureEntry"></param>
public void UpdateTextureEntry(uint localID, byte[] textureEntry)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.UpdateTextureEntry(textureEntry);
}
}
public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
SceneObjectPart updatePart = GetChildPart(localID);
updatePart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
}
#endregion
#region Shape
/// <summary>
///
/// </summary>
/// <param name="shapeBlock"></param>
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.UpdateShape(shapeBlock);
if (part.PhysActor != null)
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
}
#endregion
#region Resize
/// <summary>
///
/// </summary>
/// <param name="scale"></param>
/// <param name="localID"></param>
public void Resize(LLVector3 scale, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.Resize(scale);
if (part.PhysActor != null)
{
part.PhysActor.Size =
new PhysicsVector(scale.X, scale.Y, scale.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
if (part.UUID != m_rootPart.UUID)
ScheduleGroupForFullUpdate();
//if (part.UUID == m_rootPart.UUID)
//{
//if (m_rootPart.PhysActor != null)
//{
//m_rootPart.PhysActor.Size =
//new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
//}
//}
}
}
#endregion
#region Position
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void UpdateGroupPosition(LLVector3 pos)
{
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
AbsolutePosition = pos;
}
//we need to do a terse update even if the move wasn't allowed
// so that the position is reset in the client (the object snaps back)
ScheduleGroupForTerseUpdate();
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
/// <param name="localID"></param>
public void UpdateSinglePosition(LLVector3 pos, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
if (part.UUID == m_rootPart.UUID)
{
UpdateRootPosition(pos);
}
else
{
part.UpdateOffSet(pos);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
private void UpdateRootPosition(LLVector3 pos)
{
LLVector3 newPos = new LLVector3(pos.X, pos.Y, pos.Z);
LLVector3 oldPos =
new LLVector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
AbsolutePosition.Y + m_rootPart.OffsetPosition.Y,
AbsolutePosition.Z + m_rootPart.OffsetPosition.Z);
LLVector3 diff = oldPos - newPos;
Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z);
Quaternion partRotation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
axDiff = partRotation.Inverse()*axDiff;
diff.X = axDiff.x;
diff.Y = axDiff.y;
diff.Z = axDiff.z;
foreach (SceneObjectPart obPart in m_parts.Values)
{
if (obPart.UUID != m_rootPart.UUID)
{
obPart.OffsetPosition = obPart.OffsetPosition + diff;
}
}
AbsolutePosition = newPos;
ScheduleGroupForTerseUpdate();
}
public void OffsetForNewRegion(LLVector3 offset)
{
m_rootPart.GroupPosition = offset;
}
#endregion
#region Rotation
/// <summary>
///
/// </summary>
/// <param name="rot"></param>
public void UpdateGroupRotation(LLQuaternion rot)
{
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
ScheduleGroupForTerseUpdate();
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
/// <param name="rot"></param>
public void UpdateGroupRotation(LLVector3 pos, LLQuaternion rot)
{
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
AbsolutePosition = pos;
ScheduleGroupForTerseUpdate();
}
/// <summary>
///
/// </summary>
/// <param name="rot"></param>
/// <param name="localID"></param>
public void UpdateSingleRotation(LLQuaternion rot, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
if (part.UUID == m_rootPart.UUID)
{
UpdateRootRotation(rot);
}
else
{
part.UpdateRotation(rot);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="rot"></param>
private void UpdateRootRotation(LLQuaternion rot)
{
Quaternion axRot = new Quaternion(rot.W, rot.X, rot.Y, rot.Z);
Quaternion oldParentRot =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
{
m_rootPart.PhysActor.Orientation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
foreach (SceneObjectPart prim in m_parts.Values)
{
if (prim.UUID != 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);
Quaternion primsRot =
new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y,
prim.RotationOffset.Z);
Quaternion newRot = oldParentRot*primsRot;
newRot = axRot.Inverse()*newRot;
prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
prim.ScheduleTerseUpdate();
}
}
m_rootPart.ScheduleTerseUpdate();
}
#endregion
/// <summary>
///
/// </summary>
/// <param name="part"></param>
private void SetPartAsRoot(SceneObjectPart part)
{
m_rootPart = part;
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
private void SetPartAsNonRoot(SceneObjectPart part)
{
part.ParentID = m_rootPart.LocalID;
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public List<ScenePresence> GetScenePresences()
{
return m_scene.GetScenePresences();
}
#region Events
/// <summary>
///
/// </summary>
public void TriggerTainted()
{
handler001 = OnPrimCountTainted;
if (handler001 != null)
{
handler001();
}
}
/// <summary>
/// Processes backup
/// </summary>
/// <param name="datastore"></param>
public void ProcessBackup(IRegionDataStore datastore)
{
if (HasGroupChanged)
{
datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
HasGroupChanged = false;
}
ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
}
#endregion
#region Client Updating
public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientFlags)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
SendPartFullUpdate(remoteClient, part, clientFlags);
}
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="part"></param>
internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
{
if (m_rootPart.UUID == part.UUID)
{
part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
}
else
{
part.SendFullUpdateToClient(remoteClient, clientFlags);
}
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="part"></param>
internal void SendPartTerseUpdate(IClientAPI remoteClient, SceneObjectPart part)
{
if (m_rootPart.UUID == part.UUID)
{
part.SendTerseUpdateToClient(remoteClient, AbsolutePosition);
}
else
{
part.SendTerseUpdateToClient(remoteClient);
}
}
#endregion
public override void UpdateMovement()
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.UpdateMovement();
}
}
public float GetTimeDilation()
{
return m_scene.TimeDilation;
}
/// <summary>
/// Added as a way for the storage provider to reset the scene,
/// most likely a better way to do this sort of thing but for now...
/// </summary>
/// <param name="scene"></param>
public void SetScene(Scene scene)
{
m_scene = scene;
AttachToBackup();
}
/// <summary>
///
/// </summary>
/// <param name="part"></param>
public void AddPart(SceneObjectPart part)
{
part.SetParent(this);
part.LinkNum = m_parts.Count;
m_parts.Add(part.UUID, part);
}
/// <summary>
///
/// </summary>
public void UpdateParentIDs()
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UUID != m_rootPart.UUID)
{
part.ParentID = m_rootPart.LocalID;
}
}
}
public void RegenerateFullIDs()
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.UUID = LLUUID.Random();
}
}
public void ResetChildPrimPhysicsPositions()
{
AbsolutePosition = AbsolutePosition;
HasGroupChanged = false;
}
public LLUUID GetPartsFullID(uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
return part.UUID;
}
return null;
}
public void UpdateText(string text)
{
m_rootPart.Text = text;
m_rootPart.ScheduleTerseUpdate();
}
public void ObjectGrabHandler(uint localId, LLVector3 offsetPos, IClientAPI remoteClient)
{
if (m_rootPart.LocalID == localId)
{
OnGrabGroup(offsetPos, remoteClient);
}
else
{
SceneObjectPart part = GetChildPart(localId);
OnGrabPart(part, offsetPos, remoteClient);
}
}
public virtual void OnGrabPart(SceneObjectPart part, LLVector3 offsetPos, IClientAPI remoteClient)
{
part.OnGrab(offsetPos, remoteClient);
}
public virtual void OnGrabGroup(LLVector3 offsetPos, IClientAPI remoteClient)
{
m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId);
}
public void DeleteGroup()
{
DetachFromBackup(this);
foreach (SceneObjectPart part in m_parts.Values)
{
List<ScenePresence> avatars = GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
if (avatars[i].ParentID == LocalId)
{
avatars[i].StandUp();
}
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalID);
}
}
}
public void DeleteParts()
{
m_rootPart = null;
m_parts.Clear();
}
public void AddScriptLPS(int count)
{
InnerScene d = m_scene.m_innerScene;
d.AddToScriptLPS(count);
}
public void AddActiveScriptCount(int count)
{
InnerScene d = m_scene.m_innerScene;
d.AddActiveScripts(count);
}
public override void SetText(string text, Vector3 color, double alpha)
{
Color = Color.FromArgb(0xff - (int) (alpha*0xff),
(int) (color.x*0xff),
(int) (color.y*0xff),
(int) (color.z*0xff));
Text = text;
}
public void ApplyPhysics(bool m_physicalPrim)
{
if (m_parts.Count > 1)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
// Hack to get the physics scene geometries in the right spot
ResetChildPrimPhysicsPositions();
}
}
}
else
{
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
}
}
public void SetOwnerId(LLUUID userId)
{
ForEachPart(delegate(SceneObjectPart part)
{ part.OwnerID = userId; });
}
public void ForEachPart(Action<SceneObjectPart> whatToDo)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
whatToDo(part);
}
}
}
}
}