opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Linq; |
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31 | using OpenMetaverse; |
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32 | |||
33 | namespace OpenSim.Region.Framework.Scenes |
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34 | { |
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35 | /// <summary> |
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36 | /// Represents a coalescene of scene objects. A coalescence occurs when objects that are not in the same linkset |
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37 | /// are grouped together. |
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38 | /// </summary> |
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39 | public class CoalescedSceneObjects |
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40 | { |
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41 | /// <summary> |
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42 | /// The creator of this coalesence, though not necessarily the objects within it. |
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43 | /// </summary> |
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44 | public UUID CreatorId { get; set; } |
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45 | |||
46 | /// <summary> |
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47 | /// The number of objects in this coalesence |
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48 | /// </summary> |
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49 | public int Count |
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50 | { |
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51 | get |
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52 | { |
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53 | lock (m_memberObjects) |
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54 | return m_memberObjects.Count; |
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55 | } |
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56 | } |
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57 | |||
58 | /// <summary> |
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59 | /// Does this coalesence have any member objects? |
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60 | /// </summary> |
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61 | public bool HasObjects { get { return Count > 0; } } |
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62 | |||
63 | /// <summary> |
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64 | /// Get the objects currently in this coalescence |
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65 | /// </summary> |
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66 | public List<SceneObjectGroup> Objects |
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67 | { |
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68 | get |
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69 | { |
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70 | lock (m_memberObjects) |
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71 | return new List<SceneObjectGroup>(m_memberObjects); |
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72 | } |
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73 | } |
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74 | |||
75 | /// <summary> |
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76 | /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned. |
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77 | /// </summary> |
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78 | public Scene Scene |
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79 | { |
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80 | get |
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81 | { |
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82 | if (!HasObjects) |
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83 | return null; |
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84 | else |
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85 | return Objects[0].Scene; |
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86 | } |
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87 | } |
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88 | |||
89 | /// <summary> |
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90 | /// At this point, we need to preserve the order of objects added to the coalescence, since the first |
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91 | /// one will end up matching the item name when rerezzed. |
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92 | /// </summary> |
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93 | protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>(); |
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94 | |||
95 | public CoalescedSceneObjects(UUID creatorId) |
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96 | { |
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97 | CreatorId = creatorId; |
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98 | } |
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99 | |||
100 | public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId) |
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101 | { |
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102 | foreach (SceneObjectGroup obj in objs) |
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103 | Add(obj); |
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104 | } |
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105 | |||
106 | /// <summary> |
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107 | /// Add an object to the coalescence. |
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108 | /// </summary> |
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109 | /// <param name="obj"></param> |
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110 | /// <param name="offset">The offset of the object within the group</param> |
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111 | public void Add(SceneObjectGroup obj) |
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112 | { |
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113 | lock (m_memberObjects) |
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114 | m_memberObjects.Add(obj); |
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115 | } |
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116 | |||
117 | /// <summary> |
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118 | /// Removes a scene object from the coalescene |
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119 | /// </summary> |
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120 | /// <param name="sceneObjectId"></param> |
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121 | /// <returns>true if the object was there to be removed, false if not.</returns> |
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122 | public bool Remove(SceneObjectGroup obj) |
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123 | { |
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124 | lock (m_memberObjects) |
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125 | return m_memberObjects.Remove(obj); |
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126 | } |
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127 | |||
128 | /// <summary> |
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129 | /// Get the total size of the coalescence (the size required to cover all the objects within it) and the |
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130 | /// offsets of each of those objects. |
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131 | /// </summary> |
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132 | /// <param name="size"></param> |
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133 | /// <returns> |
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134 | /// An array of offsets. The order of objects is the same as returned from the Objects property |
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135 | /// </returns> |
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136 | public Vector3[] GetSizeAndOffsets(out Vector3 size) |
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137 | { |
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138 | float minX, minY, minZ; |
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139 | float maxX, maxY, maxZ; |
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140 | |||
141 | Vector3[] offsets |
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142 | = Scene.GetCombinedBoundingBox( |
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143 | Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ); |
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144 | |||
145 | float sizeX = maxX - minX; |
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146 | float sizeY = maxY - minY; |
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147 | float sizeZ = maxZ - minZ; |
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148 | |||
149 | size = new Vector3(sizeX, sizeY, sizeZ); |
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150 | |||
151 | return offsets; |
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152 | } |
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153 | } |
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154 | } |