opensim – Blame information for rev 1

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