/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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- /*
- * 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 OpenSimulator 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.ComponentModel;
- using System.Collections.Generic;
- using System.Drawing;
- using System.IO;
- using System.Linq;
- using System.Threading;
- using System.Xml;
- using System.Xml.Serialization;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Physics.Manager;
- using OpenSim.Region.Framework.Scenes.Serialization;
- namespace OpenSim.Region.Framework.Scenes
- {
- [Flags]
- public enum scriptEvents
- {
- None = 0,
- attach = 1,
- collision = 16,
- collision_end = 32,
- collision_start = 64,
- control = 128,
- dataserver = 256,
- email = 512,
- http_response = 1024,
- land_collision = 2048,
- land_collision_end = 4096,
- land_collision_start = 8192,
- at_target = 16384,
- at_rot_target = 16777216,
- listen = 32768,
- money = 65536,
- moving_end = 131072,
- moving_start = 262144,
- not_at_rot_target = 524288,
- not_at_target = 1048576,
- remote_data = 8388608,
- run_time_permissions = 268435456,
- state_entry = 1073741824,
- state_exit = 2,
- timer = 4,
- touch = 8,
- touch_end = 536870912,
- touch_start = 2097152,
- object_rez = 4194304
- }
- struct scriptPosTarget
- {
- public Vector3 targetPos;
- public float tolerance;
- public uint handle;
- }
- struct scriptRotTarget
- {
- public Quaternion targetRot;
- public float tolerance;
- public uint handle;
- }
- public delegate void PrimCountTaintedDelegate();
- /// <summary>
- /// A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts
- /// (often known as prims), one of which is considered the root part.
- /// </summary>
- public partial class SceneObjectGroup : EntityBase, ISceneObject
- {
- // Axis selection bitmask used by SetAxisRotation()
- // Just happen to be the same bits used by llSetStatus() and defined in ScriptBaseClass.
- public enum axisSelect : int
- {
- STATUS_ROTATE_X = 0x002,
- STATUS_ROTATE_Y = 0x004,
- STATUS_ROTATE_Z = 0x008,
- }
- // private PrimCountTaintedDelegate handlerPrimCountTainted = null;
- /// <summary>
- /// Signal whether the non-inventory attributes of any prims in the group have changed
- /// since the group's last persistent backup
- /// </summary>
- private bool m_hasGroupChanged = false;
- private long timeFirstChanged;
- private long timeLastChanged;
- /// <summary>
- /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
- /// (the database).
- /// </summary>
- /// <remarks>
- /// Ultimately, this should be managed such that region modules can change it at the end of a set of operations
- /// so that either all changes are preserved or none at all. However, currently, a large amount of internal
- /// code will set this anyway when some object properties are changed.
- /// </remarks>
- public bool HasGroupChanged
- {
- set
- {
- if (value)
- {
- timeLastChanged = DateTime.Now.Ticks;
- if (!m_hasGroupChanged)
- timeFirstChanged = DateTime.Now.Ticks;
- }
- m_hasGroupChanged = value;
-
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId);
- }
- get { return m_hasGroupChanged; }
- }
-
- /// <summary>
- /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
- /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
- /// </summary>
- public bool HasGroupChangedDueToDelink { get; private set; }
- private bool isTimeToPersist()
- {
- if (IsSelected || IsDeleted || IsAttachment)
- return false;
- if (!m_hasGroupChanged)
- return false;
- if (m_scene.ShuttingDown)
- return true;
- long currentTime = DateTime.Now.Ticks;
- if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter)
- return true;
- return false;
- }
- /// <summary>
- /// Is this scene object acting as an attachment?
- /// </summary>
- public bool IsAttachment { get; set; }
- /// <summary>
- /// The avatar to which this scene object is attached.
- /// </summary>
- /// <remarks>
- /// If we're not attached to an avatar then this is UUID.Zero
- /// </remarks>
- public UUID AttachedAvatar { get; set; }
- /// <summary>
- /// Attachment point of this scene object to an avatar.
- /// </summary>
- /// <remarks>
- /// 0 if we're not attached to anything
- /// </remarks>
- public uint AttachmentPoint
- {
- get
- {
- return m_rootPart.Shape.State;
- }
- set
- {
- IsAttachment = value != 0;
- m_rootPart.Shape.State = (byte)value;
- }
- }
- /// <summary>
- /// If this scene object has an attachment point then indicate whether there is a point where
- /// attachments are perceivable by avatars other than the avatar to which this object is attached.
- /// </summary>
- /// <remarks>
- /// HUDs are not perceivable by other avatars.
- /// </remarks>
- public bool HasPrivateAttachmentPoint
- {
- get
- {
- return AttachmentPoint >= (uint)OpenMetaverse.AttachmentPoint.HUDCenter2
- && AttachmentPoint <= (uint)OpenMetaverse.AttachmentPoint.HUDBottomRight;
- }
- }
- public void ClearPartAttachmentData()
- {
- AttachmentPoint = 0;
- // Even though we don't use child part state parameters for attachments any more, we still need to set
- // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if
- // we store them correctly, scene objects that we receive from elsewhere might not.
- foreach (SceneObjectPart part in Parts)
- part.Shape.State = 0;
- }
- /// <summary>
- /// Is this scene object phantom?
- /// </summary>
- /// <remarks>
- /// Updating must currently take place through UpdatePrimFlags()
- /// </remarks>
- public bool IsPhantom
- {
- get { return (RootPart.Flags & PrimFlags.Phantom) != 0; }
- }
- /// <summary>
- /// Does this scene object use physics?
- /// </summary>
- /// <remarks>
- /// Updating must currently take place through UpdatePrimFlags()
- /// </remarks>
- public bool UsesPhysics
- {
- get { return (RootPart.Flags & PrimFlags.Physics) != 0; }
- }
- /// <summary>
- /// Is this scene object temporary?
- /// </summary>
- /// <remarks>
- /// Updating must currently take place through UpdatePrimFlags()
- /// </remarks>
- public bool IsTemporary
- {
- get { return (RootPart.Flags & PrimFlags.TemporaryOnRez) != 0; }
- }
- public bool IsVolumeDetect
- {
- get { return RootPart.VolumeDetectActive; }
- }
- private Vector3 lastPhysGroupPos;
- private Quaternion lastPhysGroupRot;
- private bool m_isBackedUp;
- protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
- protected ulong m_regionHandle;
- protected SceneObjectPart m_rootPart;
- // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
- private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>();
- private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>();
- private bool m_scriptListens_atTarget;
- private bool m_scriptListens_notAtTarget;
- private bool m_scriptListens_atRotTarget;
- private bool m_scriptListens_notAtRotTarget;
- internal Dictionary<UUID, string> m_savedScriptState;
- #region Properties
- /// <summary>
- /// The name of an object grouping is always the same as its root part
- /// </summary>
- public override string Name
- {
- get { return RootPart.Name; }
- set { RootPart.Name = value; }
- }
- public string Description
- {
- get { return RootPart.Description; }
- set { RootPart.Description = 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;
- /// <summary>
- /// Number of prims in this group
- /// </summary>
- public int PrimCount
- {
- get { return m_parts.Count; }
- }
- public Quaternion GroupRotation
- {
- get { return m_rootPart.RotationOffset; }
- }
- public Vector3 GroupScale
- {
- get
- {
- Vector3 minScale = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
- Vector3 maxScale = Vector3.Zero;
- Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
-
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- Vector3 partscale = part.Scale;
- Vector3 partoffset = part.OffsetPosition;
-
- minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
- minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
- minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
-
- maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
- maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
- maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
- }
-
- finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
- finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
- finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
-
- return finalScale;
- }
- }
- public UUID GroupID
- {
- get { return m_rootPart.GroupID; }
- set { m_rootPart.GroupID = value; }
- }
- public SceneObjectPart[] Parts
- {
- get { return m_parts.GetArray(); }
- }
- public bool ContainsPart(UUID partID)
- {
- return m_parts.ContainsKey(partID);
- }
- /// <summary>
- /// Does this group contain the given part?
- /// should be able to remove these methods once we have a entity index in scene
- /// </summary>
- /// <param name="localID"></param>
- /// <returns></returns>
- public bool ContainsPart(uint localID)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- if (parts[i].LocalId == localID)
- return true;
- }
- return false;
- }
- /// <value>
- /// The root part of this scene object
- /// </value>
- public SceneObjectPart RootPart
- {
- get { return m_rootPart; }
- }
- public ulong RegionHandle
- {
- get { return m_regionHandle; }
- set
- {
- m_regionHandle = value;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].RegionHandle = value;
- }
- }
- /// <summary>
- /// Check both the attachment property and the relevant properties of the underlying root part.
- /// </summary>
- /// <remarks>
- /// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
- /// have the IsAttachment property yet checked.
- ///
- /// FIXME: However, this should be fixed so that this property
- /// propertly reflects the underlying status.
- /// </remarks>
- /// <returns></returns>
- public bool IsAttachmentCheckFull()
- {
- return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
- }
-
- /// <summary>
- /// The absolute position of this scene object in the scene
- /// </summary>
- public override Vector3 AbsolutePosition
- {
- get { return m_rootPart.GroupPosition; }
- set
- {
- Vector3 val = value;
- if (Scene != null)
- {
- if (
- // (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E)
- // || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
- // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N)
- // || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
- // Experimental change for better border crossings.
- // The commented out original lines above would, it seems, trigger
- // a border crossing a little early or late depending on which
- // direction the object was moving.
- (Scene.TestBorderCross(val, Cardinals.E)
- || Scene.TestBorderCross(val, Cardinals.W)
- || Scene.TestBorderCross(val, Cardinals.N)
- || Scene.TestBorderCross(val, Cardinals.S))
- && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
- {
- m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
- }
- }
-
- if (RootPart.GetStatusSandbox())
- {
- if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
- {
- RootPart.ScriptSetPhysicsStatus(false);
-
- if (Scene != null)
- Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
- ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
-
- return;
- }
- }
- // Restuff the new GroupPosition into each SOP of the linkset.
- // This has the affect of resetting and tainting the physics actors.
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].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);
- //}
-
- if (Scene != null)
- Scene.EventManager.TriggerParcelPrimCountTainted();
- }
- }
- public override uint LocalId
- {
- get { return m_rootPart.LocalId; }
- set { m_rootPart.LocalId = value; }
- }
- public override UUID UUID
- {
- get { return m_rootPart.UUID; }
- set
- {
- lock (m_parts.SyncRoot)
- {
- m_parts.Remove(m_rootPart.UUID);
- m_rootPart.UUID = value;
- m_parts.Add(value, m_rootPart);
- }
- }
- }
- public UUID LastOwnerID
- {
- get { return m_rootPart.LastOwnerID; }
- set { m_rootPart.LastOwnerID = value; }
- }
- public UUID OwnerID
- {
- get { return m_rootPart.OwnerID; }
- set { m_rootPart.OwnerID = value; }
- }
- public float Damage
- {
- get { return m_rootPart.Damage; }
- set { m_rootPart.Damage = value; }
- }
- public Color Color
- {
- get { return m_rootPart.Color; }
- set { m_rootPart.Color = value; }
- }
- public string Text
- {
- get {
- string returnstr = m_rootPart.Text;
- if (returnstr.Length > 255)
- {
- returnstr = returnstr.Substring(0, 255);
- }
- return returnstr;
- }
- set { m_rootPart.Text = value; }
- }
- protected virtual bool InSceneBackup
- {
- get { return true; }
- }
-
- public bool IsSelected
- {
- get { return m_isSelected; }
- set
- {
- m_isSelected = value;
- // Tell physics engine that group is selected
- PhysicsActor pa = m_rootPart.PhysActor;
- if (pa != null)
- {
- pa.Selected = value;
- // Pass it on to the children.
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart child = parts[i];
- PhysicsActor childPa = child.PhysActor;
- if (childPa != null)
- childPa.Selected = value;
- }
- }
- }
- }
- private SceneObjectPart m_PlaySoundMasterPrim = null;
- public SceneObjectPart PlaySoundMasterPrim
- {
- get { return m_PlaySoundMasterPrim; }
- set { m_PlaySoundMasterPrim = value; }
- }
- private List<SceneObjectPart> m_PlaySoundSlavePrims = new List<SceneObjectPart>();
- public List<SceneObjectPart> PlaySoundSlavePrims
- {
- get { return m_PlaySoundSlavePrims; }
- set { m_PlaySoundSlavePrims = value; }
- }
- private SceneObjectPart m_LoopSoundMasterPrim = null;
- public SceneObjectPart LoopSoundMasterPrim
- {
- get { return m_LoopSoundMasterPrim; }
- set { m_LoopSoundMasterPrim = value; }
- }
- private List<SceneObjectPart> m_LoopSoundSlavePrims = new List<SceneObjectPart>();
- public List<SceneObjectPart> LoopSoundSlavePrims
- {
- get { return m_LoopSoundSlavePrims; }
- set { m_LoopSoundSlavePrims = value; }
- }
- /// <summary>
- /// The UUID for the region this object is in.
- /// </summary>
- public UUID RegionUUID
- {
- get
- {
- if (m_scene != null)
- {
- return m_scene.RegionInfo.RegionID;
- }
- return UUID.Zero;
- }
- }
- /// <summary>
- /// The item ID that this object was rezzed from, if applicable.
- /// </summary>
- /// <remarks>
- /// If not applicable will be UUID.Zero
- /// </remarks>
- public UUID FromItemID { get; set; }
- /// <summary>
- /// Refers to the SceneObjectPart.UUID property of the object that this object was rezzed from, if applicable.
- /// </summary>
- /// <remarks>
- /// If not applicable will be UUID.Zero
- /// </remarks>
- public UUID FromPartID { get; set; }
- /// <summary>
- /// The folder ID that this object was rezzed from, if applicable.
- /// </summary>
- /// <remarks>
- /// If not applicable will be UUID.Zero
- /// </remarks>
- public UUID FromFolderID { get; set; }
- /// <summary>
- /// IDs of all avatars sat on this scene object.
- /// </summary>
- /// <remarks>
- /// We need this so that we can maintain a linkset wide ordering of avatars sat on different parts.
- /// This must be locked before it is read or written.
- /// SceneObjectPart sitting avatar add/remove code also locks on this object to avoid race conditions.
- /// No avatar should appear more than once in this list.
- /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart.
- /// </remarks>
- protected internal List<UUID> m_sittingAvatars = new List<UUID>();
- #endregion
- // ~SceneObjectGroup()
- // {
- // //m_log.DebugFormat("[SCENE OBJECT GROUP]: Destructor called for {0}, local id {1}", Name, LocalId);
- // Console.WriteLine("Destructor called for {0}, local id {1}", Name, LocalId);
- // }
- #region Constructors
- /// <summary>
- /// Constructor
- /// </summary>
- public SceneObjectGroup()
- {
- }
- /// <summary>
- /// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
- /// The original SceneObjectPart will be used rather than a copy, preserving
- /// its existing localID and UUID.
- /// </summary>
- /// <param name='part'>Root part for this scene object.</param>
- public SceneObjectGroup(SceneObjectPart part) : this()
- {
- SetRootPart(part);
- }
- /// <summary>
- /// Constructor. This object is added to the scene later via AttachToScene()
- /// </summary>
- public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
- :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero))
- {
- }
- /// <summary>
- /// Constructor.
- /// </summary>
- public SceneObjectGroup(UUID ownerID, Vector3 pos, PrimitiveBaseShape shape)
- : this(ownerID, pos, Quaternion.Identity, shape)
- {
- }
- public void LoadScriptState(XmlDocument doc)
- {
- XmlNodeList nodes = doc.GetElementsByTagName("SavedScriptState");
- if (nodes.Count > 0)
- {
- if (m_savedScriptState == null)
- m_savedScriptState = new Dictionary<UUID, string>();
- foreach (XmlNode node in nodes)
- {
- if (node.Attributes["UUID"] != null)
- {
- UUID itemid = new UUID(node.Attributes["UUID"].Value);
- if (itemid != UUID.Zero)
- m_savedScriptState[itemid] = node.InnerXml;
- }
- }
- }
- }
- /// <summary>
- /// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
- /// </summary>
- public virtual void AttachToBackup()
- {
- if (InSceneBackup)
- {
- //m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID);
- if (!m_isBackedUp)
- m_scene.EventManager.OnBackup += ProcessBackup;
-
- m_isBackedUp = true;
- }
- }
-
- /// <summary>
- /// Attach this object to a scene. It will also now appear to agents.
- /// </summary>
- /// <param name="scene"></param>
- public void AttachToScene(Scene scene)
- {
- m_scene = scene;
- RegionHandle = m_scene.RegionInfo.RegionHandle;
- if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0)
- m_rootPart.ParentID = 0;
- if (m_rootPart.LocalId == 0)
- m_rootPart.LocalId = m_scene.AllocateLocalId();
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (Object.ReferenceEquals(part, m_rootPart))
- continue;
- if (part.LocalId == 0)
- part.LocalId = m_scene.AllocateLocalId();
- part.ParentID = m_rootPart.LocalId;
- //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
- }
- ApplyPhysics();
- // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
- // for the same object with very different properties. The caller must schedule the update.
- //ScheduleGroupForFullUpdate();
- }
- public EntityIntersection TestIntersection(Ray hRay, bool frontFacesOnly, bool faceCenters)
- {
- // We got a request from the inner_scene to raytrace along the Ray hRay
- // We're going to check all of the prim in this group for intersection with the ray
- // If we get a result, we're going to find the closest result to the origin of the ray
- // and send back the intersection information back to the innerscene.
- EntityIntersection result = new EntityIntersection();
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- // Temporary commented to stop compiler warning
- //Vector3 partPosition =
- // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
- Quaternion parentrotation = GroupRotation;
- // Telling the prim to raytrace.
- //EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
- EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
- // This may need to be updated to the maximum draw distance possible..
- // We might (and probably will) be checking for prim creation from other sims
- // when the camera crosses the border.
- float idist = Constants.RegionSize;
- if (inter.HitTF)
- {
- // We need to find the closest prim to return to the testcaller along the ray
- if (inter.distance < idist)
- {
- result.HitTF = true;
- result.ipoint = inter.ipoint;
- result.obj = part;
- result.normal = inter.normal;
- result.distance = inter.distance;
- }
- }
- }
- return result;
- }
- /// <summary>
- /// Gets a vector representing the size of the bounding box containing all the prims in the group
- /// Treats all prims as rectangular, so no shape (cut etc) is taken into account
- /// offsetHeight is the offset in the Z axis from the centre of the bounding box to the centre of the root prim
- /// </summary>
- /// <returns></returns>
- public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
- {
- maxX = -256f;
- maxY = -256f;
- maxZ = -256f;
- minX = 256f;
- minY = 256f;
- minZ = 8192f;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- Vector3 worldPos = part.GetWorldPosition();
- Vector3 offset = worldPos - AbsolutePosition;
- Quaternion worldRot;
- if (part.ParentID == 0)
- worldRot = part.RotationOffset;
- else
- worldRot = part.GetWorldRotation();
- Vector3 frontTopLeft;
- Vector3 frontTopRight;
- Vector3 frontBottomLeft;
- Vector3 frontBottomRight;
- Vector3 backTopLeft;
- Vector3 backTopRight;
- Vector3 backBottomLeft;
- Vector3 backBottomRight;
- Vector3 orig = Vector3.Zero;
- frontTopLeft.X = orig.X - (part.Scale.X / 2);
- frontTopLeft.Y = orig.Y - (part.Scale.Y / 2);
- frontTopLeft.Z = orig.Z + (part.Scale.Z / 2);
- frontTopRight.X = orig.X - (part.Scale.X / 2);
- frontTopRight.Y = orig.Y + (part.Scale.Y / 2);
- frontTopRight.Z = orig.Z + (part.Scale.Z / 2);
- frontBottomLeft.X = orig.X - (part.Scale.X / 2);
- frontBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
- frontBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
- frontBottomRight.X = orig.X - (part.Scale.X / 2);
- frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
- frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
- backTopLeft.X = orig.X + (part.Scale.X / 2);
- backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
- backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
- backTopRight.X = orig.X + (part.Scale.X / 2);
- backTopRight.Y = orig.Y + (part.Scale.Y / 2);
- backTopRight.Z = orig.Z + (part.Scale.Z / 2);
- backBottomLeft.X = orig.X + (part.Scale.X / 2);
- backBottomLeft.Y = orig.Y - (part.Scale.Y / 2);
- backBottomLeft.Z = orig.Z - (part.Scale.Z / 2);
- backBottomRight.X = orig.X + (part.Scale.X / 2);
- backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
- backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
- frontTopLeft = frontTopLeft * worldRot;
- frontTopRight = frontTopRight * worldRot;
- frontBottomLeft = frontBottomLeft * worldRot;
- frontBottomRight = frontBottomRight * worldRot;
- backBottomLeft = backBottomLeft * worldRot;
- backBottomRight = backBottomRight * worldRot;
- backTopLeft = backTopLeft * worldRot;
- backTopRight = backTopRight * worldRot;
- frontTopLeft += offset;
- frontTopRight += offset;
- frontBottomLeft += offset;
- frontBottomRight += offset;
- backBottomLeft += offset;
- backBottomRight += offset;
- backTopLeft += offset;
- backTopRight += offset;
- if (frontTopRight.X > maxX)
- maxX = frontTopRight.X;
- if (frontTopLeft.X > maxX)
- maxX = frontTopLeft.X;
- if (frontBottomRight.X > maxX)
- maxX = frontBottomRight.X;
- if (frontBottomLeft.X > maxX)
- maxX = frontBottomLeft.X;
- if (backTopRight.X > maxX)
- maxX = backTopRight.X;
- if (backTopLeft.X > maxX)
- maxX = backTopLeft.X;
- if (backBottomRight.X > maxX)
- maxX = backBottomRight.X;
- if (backBottomLeft.X > maxX)
- maxX = backBottomLeft.X;
- if (frontTopRight.X < minX)
- minX = frontTopRight.X;
- if (frontTopLeft.X < minX)
- minX = frontTopLeft.X;
- if (frontBottomRight.X < minX)
- minX = frontBottomRight.X;
- if (frontBottomLeft.X < minX)
- minX = frontBottomLeft.X;
- if (backTopRight.X < minX)
- minX = backTopRight.X;
- if (backTopLeft.X < minX)
- minX = backTopLeft.X;
- if (backBottomRight.X < minX)
- minX = backBottomRight.X;
- if (backBottomLeft.X < minX)
- minX = backBottomLeft.X;
- //
- if (frontTopRight.Y > maxY)
- maxY = frontTopRight.Y;
- if (frontTopLeft.Y > maxY)
- maxY = frontTopLeft.Y;
- if (frontBottomRight.Y > maxY)
- maxY = frontBottomRight.Y;
- if (frontBottomLeft.Y > maxY)
- maxY = frontBottomLeft.Y;
- if (backTopRight.Y > maxY)
- maxY = backTopRight.Y;
- if (backTopLeft.Y > maxY)
- maxY = backTopLeft.Y;
- if (backBottomRight.Y > maxY)
- maxY = backBottomRight.Y;
- if (backBottomLeft.Y > maxY)
- maxY = backBottomLeft.Y;
- if (frontTopRight.Y < minY)
- minY = frontTopRight.Y;
- if (frontTopLeft.Y < minY)
- minY = frontTopLeft.Y;
- if (frontBottomRight.Y < minY)
- minY = frontBottomRight.Y;
- if (frontBottomLeft.Y < minY)
- minY = frontBottomLeft.Y;
- if (backTopRight.Y < minY)
- minY = backTopRight.Y;
- if (backTopLeft.Y < minY)
- minY = backTopLeft.Y;
- if (backBottomRight.Y < minY)
- minY = backBottomRight.Y;
- if (backBottomLeft.Y < minY)
- minY = backBottomLeft.Y;
- //
- if (frontTopRight.Z > maxZ)
- maxZ = frontTopRight.Z;
- if (frontTopLeft.Z > maxZ)
- maxZ = frontTopLeft.Z;
- if (frontBottomRight.Z > maxZ)
- maxZ = frontBottomRight.Z;
- if (frontBottomLeft.Z > maxZ)
- maxZ = frontBottomLeft.Z;
- if (backTopRight.Z > maxZ)
- maxZ = backTopRight.Z;
- if (backTopLeft.Z > maxZ)
- maxZ = backTopLeft.Z;
- if (backBottomRight.Z > maxZ)
- maxZ = backBottomRight.Z;
- if (backBottomLeft.Z > maxZ)
- maxZ = backBottomLeft.Z;
- if (frontTopRight.Z < minZ)
- minZ = frontTopRight.Z;
- if (frontTopLeft.Z < minZ)
- minZ = frontTopLeft.Z;
- if (frontBottomRight.Z < minZ)
- minZ = frontBottomRight.Z;
- if (frontBottomLeft.Z < minZ)
- minZ = frontBottomLeft.Z;
- if (backTopRight.Z < minZ)
- minZ = backTopRight.Z;
- if (backTopLeft.Z < minZ)
- minZ = backTopLeft.Z;
- if (backBottomRight.Z < minZ)
- minZ = backBottomRight.Z;
- if (backBottomLeft.Z < minZ)
- minZ = backBottomLeft.Z;
- }
- }
- public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
- {
- float minX;
- float maxX;
- float minY;
- float maxY;
- float minZ;
- float maxZ;
- GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
- Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
- offsetHeight = 0;
- float lower = (minZ * -1);
- if (lower > maxZ)
- {
- offsetHeight = lower - (boundingBox.Z / 2);
- }
- else if (maxZ > lower)
- {
- offsetHeight = maxZ - (boundingBox.Z / 2);
- offsetHeight *= -1;
- }
- // m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
- return boundingBox;
- }
- #endregion
- public void SaveScriptedState(XmlTextWriter writer)
- {
- XmlDocument doc = new XmlDocument();
- Dictionary<UUID,string> states = new Dictionary<UUID,string>();
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates();
- foreach (KeyValuePair<UUID, string> kvp in pstates)
- states.Add(kvp.Key, kvp.Value);
- }
- if (states.Count > 0)
- {
- // Now generate the necessary XML wrappings
- writer.WriteStartElement(String.Empty, "GroupScriptStates", String.Empty);
- foreach (UUID itemid in states.Keys)
- {
- doc.LoadXml(states[itemid]);
- writer.WriteStartElement(String.Empty, "SavedScriptState", String.Empty);
- writer.WriteAttributeString(String.Empty, "UUID", String.Empty, itemid.ToString());
- writer.WriteRaw(doc.DocumentElement.OuterXml); // Writes ScriptState element
- writer.WriteEndElement(); // End of SavedScriptState
- }
- writer.WriteEndElement(); // End of GroupScriptStates
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="part"></param>
- private void SetPartAsNonRoot(SceneObjectPart part)
- {
- part.ParentID = m_rootPart.LocalId;
- part.ClearUndoState();
- }
- public ushort GetTimeDilation()
- {
- return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
- }
-
- /// <summary>
- /// Set a part to act as the root part for this scene object
- /// </summary>
- /// <param name="part"></param>
- public void SetRootPart(SceneObjectPart part)
- {
- if (part == null)
- throw new ArgumentNullException("Cannot give SceneObjectGroup a null root SceneObjectPart");
- part.SetParent(this);
- m_rootPart = part;
- if (!IsAttachment)
- part.ParentID = 0;
- part.LinkNum = 0;
-
- m_parts.Add(m_rootPart.UUID, m_rootPart);
- }
- /// <summary>
- /// Add a new part to this scene object. The part must already be correctly configured.
- /// </summary>
- /// <param name="part"></param>
- public void AddPart(SceneObjectPart part)
- {
- part.SetParent(this);
- part.LinkNum = m_parts.Add(part.UUID, part);
- if (part.LinkNum == 2)
- RootPart.LinkNum = 1;
- }
- /// <summary>
- /// Make sure that every non root part has the proper parent root part local id
- /// </summary>
- private void UpdateParentIDs()
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part.UUID != m_rootPart.UUID)
- part.ParentID = m_rootPart.LocalId;
- }
- }
- public void RegenerateFullIDs()
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- parts[i].UUID = UUID.Random();
- }
- // justincc: I don't believe this hack is needed any longer, especially since the physics
- // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
- // this method was preventing proper reload of scene objects.
-
- // dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
- // at region startup
-
- // teravus: After this was removed from the linking algorithm, Linked prims no longer collided
- // properly when non-physical if they havn't been moved. This breaks ALL builds.
- // see: http://opensimulator.org/mantis/view.php?id=3108
-
- // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
- // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
- // unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute
- // Position has been set!
-
- public void ResetChildPrimPhysicsPositions()
- {
- // Setting this SOG's absolute position also loops through and sets the positions
- // of the SOP's in this SOG's linkset. This has the side affect of making sure
- // the physics world matches the simulated world.
- AbsolutePosition = AbsolutePosition; // could someone in the know please explain how this works?
- // teravus: AbsolutePosition is NOT a normal property!
- // the code in the getter of AbsolutePosition is significantly different then the code in the setter!
- // jhurliman: Then why is it a property instead of two methods?
- }
- public UUID GetPartsFullID(uint localID)
- {
- SceneObjectPart part = GetPart(localID);
- if (part != null)
- {
- return part.UUID;
- }
- return UUID.Zero;
- }
- public void ObjectGrabHandler(uint localId, Vector3 offsetPos, IClientAPI remoteClient)
- {
- if (m_rootPart.LocalId == localId)
- {
- OnGrabGroup(offsetPos, remoteClient);
- }
- else
- {
- SceneObjectPart part = GetPart(localId);
- OnGrabPart(part, offsetPos, remoteClient);
- }
- }
- public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
- // remoteClient.Name, part.Name, part.LocalId, offsetPos);
- part.StoreUndoState();
- part.OnGrab(offsetPos, remoteClient);
- }
- public virtual void OnGrabGroup(Vector3 offsetPos, IClientAPI remoteClient)
- {
- m_scene.EventManager.TriggerGroupGrab(UUID, offsetPos, remoteClient.AgentId);
- }
- /// <summary>
- /// Delete this group from its scene.
- /// </summary>
- ///
- /// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
- /// up and all avatars receive notification of its removal. Removal of the scene object from database backup
- /// must be handled by the caller.
- ///
- /// <param name="silent">If true then deletion is not broadcast to clients</param>
- public void DeleteGroupFromScene(bool silent)
- {
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- Scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
- {
- if (avatar.ParentID == LocalId)
- avatar.StandUp();
- if (!silent)
- {
- part.ClearUpdateSchedule();
- if (part == m_rootPart)
- {
- if (!IsAttachment
- || AttachedAvatar == avatar.ControllingClient.AgentId
- || !HasPrivateAttachmentPoint)
- avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
- }
- }
- });
- }
- }
- public void AddScriptLPS(int count)
- {
- m_scene.SceneGraph.AddToScriptLPS(count);
- }
- public void AddActiveScriptCount(int count)
- {
- SceneGraph d = m_scene.SceneGraph;
- d.AddActiveScripts(count);
- }
- public void aggregateScriptEvents()
- {
- PrimFlags objectflagupdate = (PrimFlags)RootPart.GetEffectiveObjectFlags();
- scriptEvents aggregateScriptEvents = 0;
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- if (part == null)
- continue;
- if (part != RootPart)
- part.Flags = objectflagupdate;
- aggregateScriptEvents |= part.AggregateScriptEvents;
- }
- m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
- m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
- if (!m_scriptListens_atTarget && !m_scriptListens_notAtTarget)
- {
- lock (m_targets)
- m_targets.Clear();
- m_scene.RemoveGroupTarget(this);
- }
- m_scriptListens_atRotTarget = ((aggregateScriptEvents & scriptEvents.at_rot_target) != 0);
- m_scriptListens_notAtRotTarget = ((aggregateScriptEvents & scriptEvents.not_at_rot_target) != 0);
- if (!m_scriptListens_atRotTarget && !m_scriptListens_notAtRotTarget)
- {
- lock (m_rotTargets)
- m_rotTargets.Clear();
- m_scene.RemoveGroupTarget(this);
- }
- ScheduleGroupForFullUpdate();
- }
- public void SetText(string text, Vector3 color, double alpha)
- {
- Color = Color.FromArgb(0xff - (int) (alpha * 0xff),
- (int) (color.X * 0xff),
- (int) (color.Y * 0xff),
- (int) (color.Z * 0xff));
- Text = text;
- HasGroupChanged = true;
- m_rootPart.ScheduleFullUpdate();
- }
- /// <summary>
- /// Apply physics to this group
- /// </summary>
- public void ApplyPhysics()
- {
- // Apply physics to the root prim
- m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
-
- // Apply physics to child prims
- SceneObjectPart[] parts = m_parts.GetArray();
- if (parts.Length > 1)
- {
- for (int i = 0; i…
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