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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.Collections.Generic;
- using System.Drawing;
- using System.IO;
- using System.Reflection;
- using System.Runtime.Serialization;
- using System.Security.Permissions;
- using System.Xml;
- using System.Xml.Serialization;
- using log4net;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using OpenMetaverse.StructuredData;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes.Scripting;
- using OpenSim.Region.Framework.Scenes.Serialization;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- namespace OpenSim.Region.Framework.Scenes
- {
- #region Enumerations
- [Flags]
- public enum Changed : uint
- {
- INVENTORY = 1,
- COLOR = 2,
- SHAPE = 4,
- SCALE = 8,
- TEXTURE = 16,
- LINK = 32,
- ALLOWED_DROP = 64,
- OWNER = 128,
- REGION = 256,
- TELEPORT = 512,
- REGION_RESTART = 1024,
- MEDIA = 2048,
- ANIMATION = 16384,
- POSITION = 32768
- }
- // I don't really know where to put this except here.
- // Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants
- [Flags]
- public enum ExtraParamType
- {
- Something1 = 1,
- Something2 = 2,
- Something3 = 4,
- Something4 = 8,
- Flexible = 16,
- Light = 32,
- Sculpt = 48,
- Something5 = 64,
- Something6 = 128
- }
- [Flags]
- public enum TextureAnimFlags : byte
- {
- NONE = 0x00,
- ANIM_ON = 0x01,
- LOOP = 0x02,
- REVERSE = 0x04,
- PING_PONG = 0x08,
- SMOOTH = 0x10,
- ROTATE = 0x20,
- SCALE = 0x40
- }
- public enum PrimType : int
- {
- BOX = 0,
- CYLINDER = 1,
- PRISM = 2,
- SPHERE = 3,
- TORUS = 4,
- TUBE = 5,
- RING = 6,
- SCULPT = 7
- }
- public enum UpdateRequired : byte
- {
- NONE = 0,
- TERSE = 1,
- FULL = 2
- }
- #endregion Enumerations
- public class SceneObjectPart : ISceneEntity
- {
- /// <value>
- /// Denote all sides of the prim
- /// </value>
- public const int ALL_SIDES = -1;
- private const scriptEvents PhysicsNeededSubsEvents = (
- scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
- scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
- );
- private const scriptEvents PhyscicsPhantonSubsEvents = (
- scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
- );
- private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
- scriptEvents.collision_start | scriptEvents.collision_end
- );
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Dynamic attributes can be created and deleted as required.
- /// </summary>
- public DAMap DynAttrs { get; set; }
- private DOMap m_dynObjs;
- /// <summary>
- /// Dynamic objects that can be created and deleted as required.
- /// </summary>
- public DOMap DynObjs
- {
- get
- {
- if (m_dynObjs == null)
- m_dynObjs = new DOMap();
- return m_dynObjs;
- }
- set
- {
- m_dynObjs = value;
- }
- }
- /// <value>
- /// Is this a root part?
- /// </value>
- /// <remarks>
- /// This will return true even if the whole object is attached to an avatar.
- /// </remarks>
- public bool IsRoot
- {
- get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
- }
- /// <summary>
- /// Is an explicit sit target set for this part?
- /// </summary>
- public bool IsSitTargetSet
- {
- get
- {
- return
- !(SitTargetPosition == Vector3.Zero
- && (SitTargetOrientation == Quaternion.Identity // Valid Zero Rotation quaternion
- || (SitTargetOrientation.W == 0f && SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f ))); // Invalid Quaternion
- }
- }
- #region Fields
- public bool AllowedDrop;
- public bool DIE_AT_EDGE;
- public bool RETURN_AT_EDGE;
- public bool BlockGrab { get; set; }
- public bool StatusSandbox;
- public Vector3 StatusSandboxPos;
- [XmlIgnore]
- public int[] PayPrice = {-2,-2,-2,-2,-2};
- [XmlIgnore]
- /// <summary>
- /// The representation of this part in the physics scene.
- /// </summary>
- /// <remarks>
- /// If you use this property more than once in a section of code then you must take a reference and use that.
- /// If another thread is simultaneously turning physics off on this part then this refernece could become
- /// null at any time.
- /// </remarks>
- public PhysicsActor PhysActor { get; set; }
- //Xantor 20080528 Sound stuff:
- // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
- // Not a big problem as long as the script that sets it remains in the prim on startup.
- // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
- public UUID Sound;
- public byte SoundFlags;
- public double SoundGain;
- public double SoundRadius;
- /// <summary>
- /// Should sounds played from this prim be queued?
- /// </summary>
- /// <remarks>
- /// This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting.
- /// </remarks>
- public bool SoundQueueing { get; set; }
- [XmlIgnore]
- public Quaternion AttachRotation = Quaternion.Identity;
- [XmlIgnore]
- public int STATUS_ROTATE_X; // this should not be used
- [XmlIgnore]
- public int STATUS_ROTATE_Y; // this should not be used
- [XmlIgnore]
- public int STATUS_ROTATE_Z; // this should not be used
- private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
- /// <value>
- /// The UUID of the user inventory item from which this object was rezzed if this is a root part.
- /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
- /// </value>
- private UUID m_fromUserInventoryItemID;
- public UUID FromUserInventoryItemID
- {
- get { return m_fromUserInventoryItemID; }
- set { m_fromUserInventoryItemID = value; }
- }
- public scriptEvents AggregateScriptEvents;
- public Vector3 AttachedPos
- {
- get;
- set;
- }
- // rotation locks on local X,Y and or Z axis bit flags
- // bits are as in llSetStatus defined in SceneObjectGroup.axisSelect enum
- // but reversed logic: bit cleared means free to rotate
- public byte RotationAxisLocks = 0;
- // WRONG flag in libOmvPrimFlags
- private const uint primFlagVolumeDetect = (uint)PrimFlags.JointLP2P;
- public bool VolumeDetectActive
- {
- get
- {
- return (Flags & (PrimFlags)primFlagVolumeDetect) != 0;
- }
- set
- {
- if(value)
- Flags |= (PrimFlags)primFlagVolumeDetect;
- else
- Flags &= (PrimFlags)(~primFlagVolumeDetect);
- }
- }
- public bool IsWaitingForFirstSpinUpdatePacket;
- public Quaternion SpinOldOrientation = Quaternion.Identity;
- protected bool m_APIDActive = false;
- protected Quaternion m_APIDTarget = Quaternion.Identity;
- protected float m_APIDDamp = 0;
- protected float m_APIDStrength = 0;
- /// <summary>
- /// This part's inventory
- /// </summary>
- public IEntityInventory Inventory
- {
- get { return m_inventory; }
- }
- protected SceneObjectPartInventory m_inventory;
- public bool Undoing;
- public bool IgnoreUndoUpdate = false;
- public PrimFlags LocalFlags;
- private float m_damage = -1.0f;
- private byte[] m_TextureAnimation;
- private byte m_clickAction;
- private Color m_color = Color.Black;
- private List<uint> m_lastColliders = new List<uint>();
- private bool m_lastLandCollide;
- private int m_linkNum;
- private int m_scriptAccessPin;
- private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
- private string m_sitName = String.Empty;
- private Quaternion m_sitTargetOrientation = Quaternion.Identity;
- private Vector3 m_sitTargetPosition;
- private string m_sitAnimation = "SIT";
- private bool m_occupied; // KF if any av is sitting on this prim
- private string m_text = String.Empty;
- private string m_touchName = String.Empty;
- private UndoRedoState m_UndoRedo = null;
- private object m_UndoLock = new object();
- private bool m_passTouches = false;
- private bool m_passCollisions = false;
- protected Vector3 m_acceleration;
- protected Vector3 m_angularVelocity;
- //unkown if this will be kept, added as a way of removing the group position from the group class
- protected Vector3 m_groupPosition;
- protected uint m_localId;
- protected Material m_material = OpenMetaverse.Material.Wood;
- protected string m_name;
- protected Vector3 m_offsetPosition;
- protected SceneObjectGroup m_parentGroup;
- protected byte[] m_particleSystem = Utils.EmptyBytes;
- protected ulong m_regionHandle;
- protected Quaternion m_rotationOffset = Quaternion.Identity;
- protected PrimitiveBaseShape m_shape;
- protected UUID m_uuid;
- protected Vector3 m_velocity;
- protected Vector3 m_lastPosition;
- protected Quaternion m_lastRotation;
- protected Vector3 m_lastVelocity;
- protected Vector3 m_lastAcceleration; // acceleration is a derived var with high noise
- protected Vector3 m_lastAngularVelocity;
- protected double m_lastUpdateSentTime;
- protected float m_buoyancy = 0.0f;
- protected Vector3 m_force;
- protected Vector3 m_torque;
- protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
- protected float m_density = 1000.0f; // in kg/m^3
- protected float m_gravitymod = 1.0f;
- protected float m_friction = 0.6f; // wood
- protected float m_bounce = 0.5f; // wood
- protected bool m_isSelected = false;
- /// <summary>
- /// Stores media texture data
- /// </summary>
- protected string m_mediaUrl;
- // TODO: Those have to be changed into persistent properties at some later point,
- // or sit-camera on vehicles will break on sim-crossing.
- private Vector3 m_cameraEyeOffset;
- private Vector3 m_cameraAtOffset;
- private bool m_forceMouselook;
- // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
- private sbyte m_collisionSoundType = 0;
- private UUID m_collisionSound;
- private float m_collisionSoundVolume;
- private int LastColSoundSentTime;
- private SOPVehicle m_vehicleParams = null;
- private PhysicsInertiaData m_physicsInertia;
- public KeyframeMotion KeyframeMotion
- {
- get; set;
- }
- #endregion Fields
- // ~SceneObjectPart()
- // {
- // Console.WriteLine(
- // "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
- // Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Destructor called for {0}, local id {1}, parent {2} {3}",
- // Name, LocalId, ParentGroup.Name, ParentGroup.LocalId);
- // }
- #region Constructors
- /// <summary>
- /// No arg constructor called by region restore db code
- /// </summary>
- public SceneObjectPart()
- {
- m_TextureAnimation = Utils.EmptyBytes;
- m_particleSystem = Utils.EmptyBytes;
- Rezzed = DateTime.UtcNow;
- Description = String.Empty;
- DynAttrs = new DAMap();
- // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
- // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
- // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
- m_inventory = new SceneObjectPartInventory(this);
- LastColSoundSentTime = Util.EnvironmentTickCount();
- }
- /// <summary>
- /// Create a completely new SceneObjectPart (prim). This will need to be added separately to a SceneObjectGroup
- /// </summary>
- /// <param name="ownerID"></param>
- /// <param name="shape"></param>
- /// <param name="position"></param>
- /// <param name="rotationOffset"></param>
- /// <param name="offsetPosition"></param>
- public SceneObjectPart(
- UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
- Quaternion rotationOffset, Vector3 offsetPosition) : this()
- {
- m_name = "Object";
- CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
- RezzerID = LastOwnerID = CreatorID = OwnerID = ownerID;
- UUID = UUID.Random();
- Shape = shape;
- OwnershipCost = 0;
- ObjectSaleType = 0;
- SalePrice = 0;
- Category = 0;
- GroupPosition = groupPosition;
- OffsetPosition = offsetPosition;
- RotationOffset = rotationOffset;
- Velocity = Vector3.Zero;
- AngularVelocity = Vector3.Zero;
- Acceleration = Vector3.Zero;
- APIDActive = false;
- Flags = 0;
- CreateSelected = true;
- TrimPermissions();
- AggregateInnerPerms();
- }
- #endregion Constructors
- #region XML Schema
- private UUID _rezzerID;
- private UUID _lastOwnerID;
- private UUID _ownerID;
- private UUID _groupID;
- private int _ownershipCost;
- private byte _objectSaleType;
- private int _salePrice;
- private uint _category;
- private Int32 _creationDate;
- private uint _parentID = 0;
- private uint _baseMask = (uint)(PermissionMask.All | PermissionMask.Export);
- private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export);
- private uint _groupMask = (uint)PermissionMask.None;
- private uint _everyoneMask = (uint)PermissionMask.None;
- private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Transfer);
- private PrimFlags _flags = PrimFlags.None;
- private DateTime m_expires;
- private DateTime m_rezzed;
- private bool m_createSelected = false;
- private UUID _creatorID;
- public UUID CreatorID
- {
- get { return _creatorID; }
- set { _creatorID = value; }
- }
- private string m_creatorData = string.Empty;
- /// <summary>
- /// Data about the creator in the form home_url;name
- /// </summary>
- public string CreatorData
- {
- get { return m_creatorData; }
- set { m_creatorData = value; }
- }
- /// <summary>
- /// Used by the DB layer to retrieve / store the entire user identification.
- /// The identification can either be a simple UUID or a string of the form
- /// uuid[;home_url[;name]]
- /// </summary>
- public string CreatorIdentification
- {
- get
- {
- if (!string.IsNullOrEmpty(CreatorData))
- return CreatorID.ToString() + ';' + CreatorData;
- else
- return CreatorID.ToString();
- }
- set
- {
- CreatorData = string.Empty;
- if ((value == null) || (value != null && value == string.Empty))
- return;
- // value is uuid or uuid;homeuri;firstname lastname
- string[] parts = value.Split(';');
- if (parts.Length > 0)
- {
- UUID uuid = UUID.Zero;
- UUID.TryParse(parts[0], out uuid);
- CreatorID = uuid;
- if (parts.Length > 1)
- {
- CreatorData = parts[1];
- if (!CreatorData.EndsWith("/"))
- CreatorData += "/";
- if (parts.Length > 2)
- CreatorData += ';' + parts[2];
- else
- CreatorData += ";Unknown User";
- }
- }
- }
- }
- /// <summary>
- /// A relic from when we we thought that prims contained folder objects. In
- /// reality, prim == folder
- /// Exposing this is not particularly good, but it's one of the least evils at the moment to see
- /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
- /// </summary>
- public UUID FolderID
- {
- get { return UUID; }
- set { } // Don't allow assignment, or legacy prims wil b0rk - but we need the setter for legacy serialization.
- }
- /// <value>
- /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
- /// </value>
- public uint InventorySerial
- {
- get { return m_inventory.Serial; }
- set { m_inventory.Serial = value; }
- }
- /// <value>
- /// Get the inventory list
- /// </value>
- public TaskInventoryDictionary TaskInventory
- {
- get {
- return m_inventory.Items;
- }
- set {
- m_inventory.Items = value;
- }
- }
- /// <summary>
- /// This is idential to the Flags property, except that the returned value is uint rather than PrimFlags
- /// </summary>
- [Obsolete("Use Flags property instead")]
- public uint ObjectFlags
- {
- get { return (uint)Flags; }
- set { Flags = (PrimFlags)value; }
- }
- public UUID UUID
- {
- get { return m_uuid; }
- set
- {
- m_uuid = value;
- // This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part
- if (Inventory != null)
- Inventory.ResetObjectID();
- }
- }
- public uint LocalId
- {
- get { return m_localId; }
- set
- {
- m_localId = value;
- // m_log.DebugFormat("[SCENE OBJECT PART]: Set part {0} to local id {1}", Name, m_localId);
- }
- }
- public virtual string Name
- {
- get { return m_name; }
- set
- {
- m_name = value;
- if(ParentGroup != null)
- ParentGroup.InvalidatePartsLinkMaps();
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.SOPName = value;
- }
- }
- [XmlIgnore]
- public bool PassTouches
- {
- get { return m_passTouches; }
- set
- {
- m_passTouches = value;
- if (ParentGroup != null)
- ParentGroup.HasGroupChanged = true;
- }
- }
- public bool PassCollisions
- {
- get { return m_passCollisions; }
- set
- {
- m_passCollisions = value;
- if (ParentGroup != null)
- ParentGroup.HasGroupChanged = true;
- }
- }
- public bool IsSelected
- {
- get { return m_isSelected; }
- set
- {
- m_isSelected = value;
- if (ParentGroup != null)
- ParentGroup.PartSelectChanged(value);
- }
- }
- public Dictionary<int, string> CollisionFilter
- {
- get { return m_CollisionFilter; }
- set
- {
- m_CollisionFilter = value;
- }
- }
- protected bool APIDActive
- {
- get { return m_APIDActive; }
- set { m_APIDActive = value; }
- }
- protected Quaternion APIDTarget
- {
- get { return m_APIDTarget; }
- set { m_APIDTarget = value; }
- }
- protected float APIDDamp
- {
- get { return m_APIDDamp; }
- set { m_APIDDamp = value; }
- }
- protected float APIDStrength
- {
- get { return m_APIDStrength; }
- set { m_APIDStrength = value; }
- }
- public ulong RegionHandle
- {
- get { return m_regionHandle; }
- set { m_regionHandle = value; }
- }
- public int ScriptAccessPin
- {
- get { return m_scriptAccessPin; }
- set { m_scriptAccessPin = (int)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; }
- }
- public Byte[] TextureAnimation
- {
- get { return m_TextureAnimation; }
- set { m_TextureAnimation = value; }
- }
- public Byte[] ParticleSystem
- {
- get { return m_particleSystem; }
- set { m_particleSystem = value; }
- }
- public DateTime Expires
- {
- get { return m_expires; }
- set { m_expires = value; }
- }
- public DateTime Rezzed
- {
- get { return m_rezzed; }
- set { m_rezzed = value; }
- }
- public float Damage
- {
- get { return m_damage; }
- set { m_damage = value; }
- }
- public void setGroupPosition(Vector3 pos)
- {
- m_groupPosition = pos;
- }
- /// <summary>
- /// The position of the entire group that this prim belongs to.
- /// </summary>
- ///
- public Vector3 GroupPosition
- {
- get
- {
- // If this is a linkset, we don't want the physics engine mucking up our group position here.
- PhysicsActor actor = PhysActor;
- if (_parentID == 0)
- {
- if (actor != null)
- m_groupPosition = actor.Position;
- return m_groupPosition;
- }
- // If I'm an attachment, my position is reported as the position of who I'm attached to
- if (ParentGroup.IsAttachment)
- {
- ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
- if (sp != null)
- return sp.AbsolutePosition;
- }
- // use root prim's group position. Physics may have updated it
- if (ParentGroup.RootPart != this)
- m_groupPosition = ParentGroup.RootPart.GroupPosition;
- return m_groupPosition;
- }
- set
- {
- m_groupPosition = value;
- PhysicsActor actor = PhysActor;
- if (actor != null && ParentGroup.Scene.PhysicsScene != null)
- {
- try
- {
- // Root prim actually goes at Position
- if (_parentID == 0)
- {
- actor.Position = value;
- }
- else
- {
- // The physics engine always sees all objects (root or linked) in world coordinates.
- actor.Position = GetWorldPosition();
- actor.Orientation = GetWorldRotation();
- }
- // Tell the physics engines that this prim changed.
- if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
- }
- }
- }
- }
- public void setOffsetPosition(Vector3 pos)
- {
- m_offsetPosition = pos;
- }
- public Vector3 OffsetPosition
- {
- get { return m_offsetPosition; }
- set
- {
- Vector3 oldpos = m_offsetPosition;
- m_offsetPosition = value;
- if (ParentGroup != null && !ParentGroup.IsDeleted)
- {
- if((oldpos - m_offsetPosition).LengthSquared() > 1.0f)
- ParentGroup.InvalidBoundsRadius();
- PhysicsActor actor = PhysActor;
- if (_parentID != 0 && actor != null)
- {
- actor.Position = GetWorldPosition();
- actor.Orientation = GetWorldRotation();
- // Tell the physics engines that this prim changed.
- if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
- }
- if (!m_parentGroup.m_dupeInProgress)
- {
- List<ScenePresence> avs = ParentGroup.GetSittingAvatars();
- foreach (ScenePresence av in avs)
- {
- if (av.ParentID == m_localId)
- {
- Vector3 offset = (m_offsetPosition - oldpos);
- av.AbsolutePosition += offset;
- // av.SendAvatarDataToAllAgents();
- av.SendTerseUpdateToAllClients();
- }
- }
- }
- }
- TriggerScriptChangedEvent(Changed.POSITION);
- }
- }
- public Vector3 RelativePosition
- {
- get
- {
- if (IsRoot)
- {
- if (ParentGroup.IsAttachment)
- return AttachedPos;
- else
- return AbsolutePosition;
- }
- else
- {
- return OffsetPosition;
- }
- }
- }
- public void setRotationOffset(Quaternion q)
- {
- m_rotationOffset = q;
- }
- public Quaternion RotationOffset
- {
- get
- {
- // We don't want the physics engine mucking up the rotations in a linkset
- PhysicsActor actor = PhysActor;
- // If this is a root of a linkset, the real rotation is what the physics engine thinks.
- // If not a root prim, the offset rotation is computed by SOG and is relative to the root.
- if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
- m_rotationOffset = actor.Orientation;
- return m_rotationOffset;
- }
- set
- {
- // StoreUndoState();
- m_rotationOffset = value;
- PhysicsActor actor = PhysActor;
- if (actor != null)
- {
- try
- {
- // Root prim gets value directly
- if (_parentID == 0)
- {
- actor.Orientation = value;
- //m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
- }
- else
- {
- // Child prim we have to calculate it's world rotationwel
- Quaternion resultingrotation = GetWorldRotation();
- actor.Orientation = resultingrotation;
- //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
- }
- if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
- //}
- }
- catch (Exception ex)
- {
- m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
- }
- }
- // float roll, pitch, yaw = 0;
- // m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
- //
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Set euler {0} for RotationOffset on {1} {2}",
- // new Vector3(roll, pitch, yaw), Name, LocalId);
- }
- }
- /// <summary></summary>
- public Vector3 Velocity
- {
- get
- {
- PhysicsActor actor = PhysActor;
- if (actor != null)
- {
- if (actor.IsPhysical)
- {
- m_velocity = actor.Velocity;
- }
- }
- return m_velocity;
- }
- set
- {
- if (Util.IsNanOrInfinity(value))
- m_velocity = Vector3.Zero;
- else
- m_velocity = value;
- PhysicsActor actor = PhysActor;
- if (actor != null)
- {
- if (actor.IsPhysical)
- {
- actor.Velocity = m_velocity;
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
- }
- }
- }
- }
- /// <summary>Update angular velocity and schedule terse update.</summary>
- public void UpdateAngularVelocity(Vector3 avel)
- {
- AngularVelocity = avel;
- ScheduleTerseUpdate();
- ParentGroup.HasGroupChanged = true;
- }
- /// <summary>Get or set angular velocity. Does not schedule update.</summary>
- public Vector3 AngularVelocity
- {
- get
- {
- PhysicsActor actor = PhysActor;
- if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
- {
- m_angularVelocity = actor.RotationalVelocity;
- }
- return m_angularVelocity;
- }
- set
- {
- if (Util.IsNanOrInfinity(value))
- m_angularVelocity = Vector3.Zero;
- else
- m_angularVelocity = value;
- PhysicsActor actor = PhysActor;
- if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
- {
- actor.RotationalVelocity = m_angularVelocity;
- }
- }
- }
- /// <summary></summary>
- public Vector3 Acceleration
- {
- get
- {
- PhysicsActor actor = PhysActor;
- if (actor != null)
- {
- m_acceleration = actor.Acceleration;
- }
- return m_acceleration;
- }
- set
- {
- if (Util.IsNanOrInfinity(value))
- m_acceleration = Vector3.Zero;
- else
- m_acceleration = value;
- PhysicsActor actor = PhysActor;
- if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
- {
- actor.Acceleration = m_acceleration;
- }
- }
- }
- public string Description { get; set; }
- /// <value>
- /// Text color.
- /// </value>
- public Color Color
- {
- get { return m_color; }
- set { m_color = value; }
- }
- public string Text
- {
- get
- {
- if (m_text.Length > 256) // yes > 254
- return m_text.Substring(0, 256);
- return m_text;
- }
- set { m_text = value; }
- }
- public string SitName
- {
- get { return m_sitName; }
- set { m_sitName = value; }
- }
- public string TouchName
- {
- get { return m_touchName; }
- set { m_touchName = value; }
- }
- public int LinkNum
- {
- get { return m_linkNum; }
- set
- {
- // if (ParentGroup != null)
- // {
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Setting linknum of {0}@{1} to {2} from {3}",
- // Name, AbsolutePosition, value, m_linkNum);
- // Util.PrintCallStack();
- // }
- m_linkNum = value;
- }
- }
- public byte ClickAction
- {
- get { return m_clickAction; }
- set
- {
- m_clickAction = value;
- }
- }
- public PrimitiveBaseShape Shape
- {
- get { return m_shape; }
- set
- {
- m_shape = value;
- }
- }
- /// <summary>
- /// Change the scale of this part.
- /// </summary>
- public Vector3 Scale
- {
- get { return m_shape.Scale; }
- set
- {
- if (m_shape != null)
- {
- Vector3 oldscale = m_shape.Scale;
- m_shape.Scale = value;
- if (ParentGroup != null && ((value - oldscale).LengthSquared() >1.0f))
- ParentGroup.InvalidBoundsRadius();
- PhysicsActor actor = PhysActor;
- if (actor != null)
- {
- if (ParentGroup.Scene != null)
- {
- if (ParentGroup.Scene.PhysicsScene != null)
- {
- actor.Size = m_shape.Scale;
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
- }
- }
- }
- }
- TriggerScriptChangedEvent(Changed.SCALE);
- }
- }
- public float maxSimpleArea()
- {
- float a,b;
- float sx = m_shape.Scale.X;
- float sy = m_shape.Scale.Y;
- float sz = m_shape.Scale.Z;
- if( sx > sy)
- {
- a = sx;
- if(sy > sz)
- b = sy;
- else
- b = sz;
- }
- else
- {
- a = sy;
- if(sx > sz)
- b = sx;
- else
- b = sz;
- }
- return a * b;
- }
- public UpdateRequired UpdateFlag { get; set; }
- private object UpdateFlagLock = new object();
- /// <summary>
- /// Used for media on a prim.
- /// </summary>
- /// Do not change this value directly - always do it through an IMoapModule.
- public string MediaUrl
- {
- get
- {
- return m_mediaUrl;
- }
- set
- {
- m_mediaUrl = value;
- if (ParentGroup != null)
- ParentGroup.HasGroupChanged = true;
- }
- }
- public bool CreateSelected
- {
- get { return m_createSelected; }
- set
- {
- // m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID);
- m_createSelected = value;
- }
- }
- #endregion
- //---------------
- #region Public Properties with only Get
- public Vector3 AbsolutePosition
- {
- get
- {
- if (_parentID == 0)
- return GroupPosition;
- return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
- }
- }
- public SceneObjectGroup ParentGroup
- {
- get { return m_parentGroup; }
- private set { m_parentGroup = value; }
- }
- public scriptEvents ScriptEvents
- {
- get { return AggregateScriptEvents; }
- }
- public Quaternion SitTargetOrientation
- {
- get { return m_sitTargetOrientation; }
- set
- {
- m_sitTargetOrientation = value;
- // m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target orientation {0} for {1} {2}", m_sitTargetOrientation, Name, LocalId);
- }
- }
- public Vector3 SitTargetPosition
- {
- get { return m_sitTargetPosition; }
- set
- {
- m_sitTargetPosition = value;
- // m_log.DebugFormat("[SCENE OBJECT PART]: Set sit target position to {0} for {1} {2}", m_sitTargetPosition, Name, LocalId);
- }
- }
- // This sort of sucks, but I'm adding these in to make some of
- // the mappings more consistant.
- public Vector3 SitTargetPositionLL
- {
- get { return m_sitTargetPosition; }
- set { m_sitTargetPosition = value; }
- }
- public Quaternion SitTargetOrientationLL
- {
- get { return m_sitTargetOrientation; }
- set { m_sitTargetOrientation = value; }
- }
- public bool Stopped
- {
- get {
- double threshold = 0.02;
- return (Math.Abs(Velocity.X) < threshold &&
- Math.Abs(Velocity.Y) < threshold &&
- Math.Abs(Velocity.Z) < threshold &&
- Math.Abs(AngularVelocity.X) < threshold &&
- Math.Abs(AngularVelocity.Y) < threshold &&
- Math.Abs(AngularVelocity.Z) < threshold);
- }
- }
- /// <summary>
- /// The parent ID of this part.
- /// </summary>
- /// <remarks>
- /// If this is a root part which is not attached to an avatar then the value will be 0.
- /// If this is a root part which is attached to an avatar then the value is the local id of that avatar.
- /// If this is a child part then the value is the local ID of the root part.
- /// </remarks>
- public uint ParentID
- {
- get { return _parentID; }
- set { _parentID = value; }
- }
- public int CreationDate
- {
- get { return _creationDate; }
- set { _creationDate = value; }
- }
- public uint Category
- {
- get { return _category; }
- set { _category = value; }
- }
- public int SalePrice
- {
- get { return _salePrice; }
- set { _salePrice = value; }
- }
- public byte ObjectSaleType
- {
- get { return _objectSaleType; }
- set { _objectSaleType = value; }
- }
- public int OwnershipCost
- {
- get { return _ownershipCost; }
- set { _ownershipCost = value; }
- }
- public UUID GroupID
- {
- get { return _groupID; }
- set { _groupID = value; }
- }
- public UUID OwnerID
- {
- get { return _ownerID; }
- set { _ownerID = value; }
- }
- public UUID LastOwnerID
- {
- get { return _lastOwnerID; }
- set {
- _lastOwnerID = value; }
- }
- public UUID RezzerID
- {
- get { return _rezzerID; }
- set { _rezzerID = value; }
- }
- public uint BaseMask
- {
- get { return _baseMask; }
- set { _baseMask = value; }
- }
- public uint OwnerMask
- {
- get { return _ownerMask; }
- set { _ownerMask = value; }
- }
- public uint GroupMask
- {
- get { return _groupMask; }
- set { _groupMask = value; }
- }
- public uint EveryoneMask
- {
- get { return _everyoneMask; }
- set { _everyoneMask = value; }
- }
- public uint NextOwnerMask
- {
- get { return _nextOwnerMask; }
- set { _nextOwnerMask = value; }
- }
- /// <summary>
- /// Property flags. See OpenMetaverse.PrimFlags
- /// </summary>
- /// <remarks>
- /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
- /// </remarks>
- public PrimFlags Flags
- {
- get { return _flags; }
- set
- {
- // m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value);
- _flags = value;
- }
- }
- [XmlIgnore]
- public bool IsOccupied // KF If an av is sittingon this prim
- {
- get { return m_occupied; }
- set { m_occupied = value; }
- }
- /// <summary>
- /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
- /// </summary>
- public UUID SitTargetAvatar { get; set; }
- /// <summary>
- /// IDs of all avatars sat on this part.
- /// </summary>
- /// <remarks>
- /// We need to track this so that we can stop sat upon prims from being attached.
- /// </remarks>
- /// <value>
- /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
- /// </value>
- private HashSet<ScenePresence> m_sittingAvatars;
- public virtual UUID RegionID
- {
- get
- {
- if (ParentGroup.Scene != null)
- return ParentGroup.Scene.RegionInfo.RegionID;
- else
- return UUID.Zero;
- }
- set {} // read only
- }
- private UUID _parentUUID = UUID.Zero;
- public UUID ParentUUID
- {
- get
- {
- if (ParentGroup != null)
- _parentUUID = ParentGroup.UUID;
- return _parentUUID;
- }
- set { _parentUUID = value; }
- }
- public string SitAnimation
- {
- get { return m_sitAnimation; }
- set { m_sitAnimation = value; }
- }
- public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
- // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
- // runtime thing.. do not persist
- [XmlIgnore]
- public sbyte CollisionSoundType
- {
- get
- {
- return m_collisionSoundType;
- }
- set
- {
- m_collisionSoundType = value;
- if (value == -1)
- m_collisionSound = invalidCollisionSoundUUID;
- else if (value == 0)
- m_collisionSound = UUID.Zero;
- }
- }
- public UUID CollisionSound
- {
- get { return m_collisionSound; }
- set
- {
- m_collisionSound = value;
- if (value == invalidCollisionSoundUUID)
- m_collisionSoundType = -1;
- else if (value == UUID.Zero)
- m_collisionSoundType = 0;
- else
- m_collisionSoundType = 1;
- }
- }
- public float CollisionSoundVolume
- {
- get { return m_collisionSoundVolume; }
- set { m_collisionSoundVolume = value; }
- }
- public float Buoyancy
- {
- get
- {
- if (ParentGroup.RootPart == this)
- return m_buoyancy;
- return ParentGroup.RootPart.Buoyancy;
- }
- set
- {
- if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
- {
- ParentGroup.RootPart.Buoyancy = value;
- return;
- }
- m_buoyancy = value;
- if (PhysActor != null)
- PhysActor.Buoyancy = value;
- }
- }
- public Vector3 Force
- {
- get
- {
- if (ParentGroup.RootPart == this)
- return m_force;
- return ParentGroup.RootPart.Force;
- }
- set
- {
- if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
- {
- ParentGroup.RootPart.Force = value;
- return;
- }
- m_force = value;
- if (PhysActor != null)
- PhysActor.Force = value;
- }
- }
- public Vector3 Torque
- {
- get
- {
- if (ParentGroup.RootPart == this)
- return m_torque;
- return ParentGroup.RootPart.Torque;
- }
- set
- {
- if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
- {
- ParentGroup.RootPart.Torque = value;
- return;
- }
- m_torque = value;
- if (PhysActor != null)
- PhysActor.Torque = value;
- }
- }
- public byte Material
- {
- get { return (byte)m_material; }
- set
- {
- if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
- {
- bool update = false;
- if (m_material != (Material)value)
- {
- update = true;
- m_material = (Material)value;
- }
- if (m_friction != SOPMaterialData.friction(m_material))
- {
- update = true;
- m_friction = SOPMaterialData.friction(m_material);
- }
- if (m_bounce != SOPMaterialData.bounce(m_material))
- {
- update = true;
- m_bounce = SOPMaterialData.bounce(m_material);
- }
- if (update)
- {
- if (PhysActor != null)
- {
- PhysActor.SetMaterial((int)value);
- }
- if(ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- }
- }
- }
- }
- // not a propriety to move to methods place later
- private bool HasMesh()
- {
- if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
- return true;
- return false;
- }
- // not a propriety to move to methods place later
- public byte DefaultPhysicsShapeType()
- {
- byte type;
- if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
- type = (byte)PhysShapeType.convex;
- else
- type = (byte)PhysShapeType.prim;
- return type;
- }
- [XmlIgnore]
- public bool UsesComplexCost
- {
- get
- {
- byte pst = PhysicsShapeType;
- if(pst == (byte) PhysShapeType.none || HasMesh())
- return true;
- return false;
- }
- }
- [XmlIgnore]
- public float PhysicsCost
- {
- get
- {
- if(PhysicsShapeType == (byte)PhysShapeType.none)
- return 0;
- float cost = 0.1f;
- if (PhysActor != null)
- cost = PhysActor.PhysicsCost;
- else
- cost = 0.1f;
- if ((Flags & PrimFlags.Physics) != 0)
- cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
- return cost;
- }
- }
- [XmlIgnore]
- public float StreamingCost
- {
- get
- {
- float cost;
- if (PhysActor != null)
- cost = PhysActor.StreamCost;
- else
- cost = 1.0f;
- return 1.0f;
- }
- }
- [XmlIgnore]
- public float SimulationCost
- {
- get
- {
- // ignoring scripts. Don't like considering them for this
- if((Flags & PrimFlags.Physics) != 0)
- return 1.0f;
- return 0.5f;
- }
- }
- public byte PhysicsShapeType
- {
- get
- {
- // if (PhysActor != null)
- // m_physicsShapeType = PhysActor.PhysicsShapeType;
- return m_physicsShapeType;
- }
- set
- {
- byte oldv = m_physicsShapeType;
- if (value >= 0 && value <= (byte)PhysShapeType.convex)
- {
- if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
- m_physicsShapeType = DefaultPhysicsShapeType();
- else
- m_physicsShapeType = value;
- }
- else
- m_physicsShapeType = DefaultPhysicsShapeType();
- if (m_physicsShapeType != oldv && ParentGroup != null)
- {
- if (m_physicsShapeType == (byte)PhysShapeType.none)
- {
- if (PhysActor != null)
- {
- ParentGroup.Scene.RemovePhysicalPrim(1);
- RemoveFromPhysics();
- // Stop();
- }
- }
- else if (PhysActor == null)
- {
- if(oldv == (byte)PhysShapeType.none)
- {
- ApplyPhysics((uint)Flags, VolumeDetectActive, false);
- UpdatePhysicsSubscribedEvents();
- }
- }
- else
- PhysActor.PhysicsShapeType = m_physicsShapeType;
- ParentGroup.HasGroupChanged = true;
- }
- }
- }
- public float Density // in kg/m^3
- {
- get { return m_density; }
- set
- {
- if (value >=1 && value <= 22587.0)
- {
- m_density = value;
- if (ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.Density = m_density;
- }
- }
- }
- public float GravityModifier
- {
- get { return m_gravitymod; }
- set
- {
- if( value >= -1 && value <=28.0f)
- {
- m_gravitymod = value;
- if (ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.GravModifier = m_gravitymod;
- }
- }
- }
- public float Friction
- {
- get { return m_friction; }
- set
- {
- if (value >= 0 && value <= 255.0f)
- {
- m_friction = value;
- if (ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.Friction = m_friction;
- }
- }
- }
- public float Restitution
- {
- get { return m_bounce; }
- set
- {
- if (value >= 0 && value <= 1.0f)
- {
- m_bounce = value;
- if (ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.Restitution = m_bounce;
- }
- }
- }
- #endregion Public Properties with only Get
- private uint ApplyMask(uint val, bool set, uint mask)
- {
- if (set)
- {
- return val |= mask;
- }
- else
- {
- return val &= ~mask;
- }
- }
- /// <summary>
- /// Clear all pending updates of parts to clients
- /// </summary>
- public void ClearUpdateSchedule()
- {
- lock(UpdateFlagLock)
- UpdateFlag = UpdateRequired.NONE;
- }
- /// <summary>
- /// Send this part's properties (name, description, inventory serial, base mask, etc.) to a client
- /// </summary>
- /// <param name="client"></param>
- public void SendPropertiesToClient(IClientAPI client)
- {
- client.SendObjectPropertiesReply(this);
- }
- // TODO: unused:
- // private void handleTimerAccounting(uint localID, double interval)
- // {
- // if (localID == LocalId)
- // {
- // float sec = (float)interval;
- // if (m_parentGroup != null)
- // {
- // if (sec == 0)
- // {
- // if (m_parentGroup.scriptScore + 0.001f >= float.MaxValue - 0.001)
- // m_parentGroup.scriptScore = 0;
- //
- // m_parentGroup.scriptScore += 0.001f;
- // return;
- // }
- //
- // if (m_parentGroup.scriptScore + (0.001f / sec) >= float.MaxValue - (0.001f / sec))
- // m_parentGroup.scriptScore = 0;
- // m_parentGroup.scriptScore += (0.001f / sec);
- // }
- // }
- // }
- #region Public Methods
- public void ResetExpire()
- {
- Expires = DateTime.UtcNow + new TimeSpan(600000000);
- }
- public void AddFlag(PrimFlags flag)
- {
- // PrimFlags prevflag = Flags;
- if ((Flags & flag) == 0)
- {
- //m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString());
- Flags |= flag;
- if (flag == PrimFlags.TemporaryOnRez)
- ResetExpire();
- }
- // m_log.Debug("Aprev: " + prevflag.ToString() + " curr: " + Flags.ToString());
- }
- public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
- {
- m_particleSystem = pSystem.GetBytes();
- }
- public void RemoveParticleSystem()
- {
- m_particleSystem = new byte[0];
- }
- public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)
- {
- byte[] data;
- if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF)
- {
- data = Utils.EmptyBytes;
- }
- else
- {
- data = new byte[16];
- int pos = 0;
- // The flags don't like conversion from uint to byte, so we have to do
- // it the crappy way. See the above function :(
- data[pos] = ConvertScriptUintToByte((uint)pTexAnim.Flags); pos++;
- data[pos] = (byte)pTexAnim.Face; pos++;
- data[pos] = (byte)pTexAnim.SizeX; pos++;
- data[pos] = (byte)pTexAnim.SizeY; pos++;
- Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
- Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
- Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
- }
- m_TextureAnimation = data;
- }
- public void AdjustSoundGain(double volume)
- {
- if (volume > 1)
- volume = 1;
- if (volume < 0)
- volume = 0;
- ParentGroup.Scene.ForEachRootClient(delegate(IClientAPI client)
- {
- client.SendAttachedSoundGainChange(UUID, (float)volume);
- });
- }
- /// <summary>
- /// hook to the physics scene to apply impulse
- /// This is sent up to the group, which then finds the root prim
- /// and applies the force on the root prim of the group
- /// </summary>
- /// <param name="impulsei">Vector force</param>
- /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
- public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF)
- {
- Vector3 impulse = impulsei;
- if (localGlobalTF)
- {
- Quaternion grot = GetWorldRotation();
- Quaternion AXgrot = grot;
- Vector3 AXimpulsei = impulsei;
- Vector3 newimpulse = AXimpulsei * AXgrot;
- impulse = newimpulse;
- }
- if (ParentGroup != null)
- {
- ParentGroup.applyImpulse(impulse);
- }
- }
- // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
- public void SetVelocity(Vector3 pVel, bool localGlobalTF)
- {
- if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
- return;
- if (ParentGroup.IsAttachment)
- return; // don't work on attachments (for now ??)
- SceneObjectPart root = ParentGroup.RootPart;
- if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
- return;
- PhysicsActor pa = root.PhysActor;
- if (pa == null || !pa.IsPhysical)
- return;
- if (localGlobalTF)
- {
- pVel = pVel * GetWorldRotation();
- }
- ParentGroup.Velocity = pVel;
- }
- // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
- public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
- {
- if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
- return;
- if (ParentGroup.IsAttachment)
- return; // don't work on attachments (for now ??)
- SceneObjectPart root = ParentGroup.RootPart;
- if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
- return;
- PhysicsActor pa = root.PhysActor;
- if (pa == null || !pa.IsPhysical)
- return;
- if (localGlobalTF)
- {
- pAngVel = pAngVel * GetWorldRotation();
- }
- root.AngularVelocity = pAngVel;
- }
- /// <summary>
- /// hook to the physics scene to apply angular impulse
- /// This is sent up to the group, which then finds the root prim
- /// and applies the force on the root prim of the group
- /// </summary>
- /// <param name="impulsei">Vector force</param>
- /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
- public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF)
- {
- if (ParentGroup == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
- return;
- Vector3 impulse = impulsei;
- if (localGlobalTF)
- {
- Quaternion grot = GetWorldRotation();
- Quaternion AXgrot = grot;
- Vector3 AXimpulsei = impulsei;
- Vector3 newimpulse = AXimpulsei * AXgrot;
- impulse = newimpulse;
- }
- ParentGroup.ApplyAngularImpulse(impulse);
- }
- /// <summary>
- /// hook to the physics scene to apply angular impulse
- /// This is sent up to the group, which then finds the root prim
- /// and applies the force on the root prim of the group
- /// </summary>
- /// <param name="impulsei">Vector force</param>
- /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
- // this is actualy Set Torque.. keeping naming so not to edit lslapi also
- public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
- {
- Vector3 torque = torquei;
- if (localGlobalTF)
- {
- torque *= GetWorldRotation();
- }
- Torque = torque;
- }
- /// <summary>
- /// Apply physics to this part.
- /// </summary>
- /// <param name="rootObjectFlags"></param>
- /// <param name="VolumeDetectActive"></param>
- /// <param name="building"></param>
- public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
- {
- VolumeDetectActive = _VolumeDetectActive;
- if (!ParentGroup.Scene.CollidablePrims)
- return;
- if (PhysicsShapeType == (byte)PhysShapeType.none)
- return;
- bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
- bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
- if (_VolumeDetectActive)
- isPhantom = true;
- if (IsJoint())
- {
- DoPhysicsPropertyUpdate(isPhysical, true);
- }
- else
- {
- if ((!isPhantom || isPhysical || _VolumeDetectActive)
- && !ParentGroup.IsAttachmentCheckFull()
- && !(Shape.PathCurve == (byte)Extrusion.Flexible))
- {
- AddToPhysics(isPhysical, isPhantom, building, isPhysical);
- UpdatePhysicsSubscribedEvents(); // not sure if appliable here
- }
- else
- {
- PhysActor = null; // just to be sure
- RemFlag(PrimFlags.CameraDecoupled);
- }
- }
- }
- public byte ConvertScriptUintToByte(uint indata)
- {
- byte outdata = (byte)TextureAnimFlags.NONE;
- if ((indata & 1) != 0) outdata |= (byte)TextureAnimFlags.ANIM_ON;
- if ((indata & 2) != 0) outdata |= (byte)TextureAnimFlags.LOOP;
- if ((indata & 4) != 0) outdata |= (byte)TextureAnimFlags.REVERSE;
- if ((indata & 8) != 0) outdata |= (byte)TextureAnimFlags.PING_PONG;
- if ((indata & 16) != 0) outdata |= (byte)TextureAnimFlags.SMOOTH;
- if ((indata & 32) != 0) outdata |= (byte)TextureAnimFlags.ROTATE;
- if ((indata & 64) != 0) outdata |= (byte)TextureAnimFlags.SCALE;
- return outdata;
- }
- /// <summary>
- /// Duplicates this part.
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="AgentID"></param>
- /// <param name="GroupID"></param>
- /// <param name="linkNum"></param>
- /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
- /// <returns></returns>
- public SceneObjectPart Copy(uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
- {
- // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up
- // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator
- // but not between regions on different simulators). Really, all copying should be done explicitly.
- SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone();
- dupe.m_shape = m_shape.Copy();
- dupe.m_regionHandle = m_regionHandle;
- if (userExposed)
- dupe.UUID = UUID.Random();
- dupe.PhysActor = null;
- dupe.OwnerID = AgentID;
- dupe.GroupID = GroupID;
- dupe.GroupPosition = GroupPosition;
- dupe.OffsetPosition = OffsetPosition;
- dupe.RotationOffset = RotationOffset;
- dupe.Velocity = Velocity;
- dupe.Acceleration = Acceleration;
- dupe.AngularVelocity = AngularVelocity;
- dupe.Flags = Flags;
- dupe.OwnershipCost = OwnershipCost;
- dupe.ObjectSaleType = ObjectSaleType;
- dupe.SalePrice = SalePrice;
- dupe.Category = Category;
- dupe.m_rezzed = m_rezzed;
- dupe.m_UndoRedo = null;
- dupe.m_isSelected = false;
- dupe.IgnoreUndoUpdate = false;
- dupe.Undoing = false;
- dupe.m_inventory = new SceneObjectPartInventory(dupe);
- dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
- if (userExposed)
- {
- dupe.ResetIDs(linkNum);
- dupe.m_inventory.HasInventoryChanged = true;
- }
- else
- {
- dupe.m_inventory.HasInventoryChanged = m_inventory.HasInventoryChanged;
- }
- // Move afterwards ResetIDs as it clears the localID
- dupe.LocalId = plocalID;
- // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
- if(OwnerID != GroupID)
- dupe.LastOwnerID = OwnerID;
- else
- dupe.LastOwnerID = LastOwnerID; // redundant ?
- dupe.RezzerID = RezzerID;
- byte[] extraP = new byte[Shape.ExtraParams.Length];
- Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
- dupe.Shape.ExtraParams = extraP;
- dupe.m_sittingAvatars = new HashSet<ScenePresence>();
- dupe.SitTargetAvatar = UUID.Zero;
- // safeguard actual copy is done in sog.copy
- dupe.KeyframeMotion = null;
- dupe.PayPrice = (int[])PayPrice.Clone();
- dupe.DynAttrs.CopyFrom(DynAttrs);
- if (userExposed)
- {
- bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
- dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
- }
- if (dupe.PhysActor != null)
- dupe.PhysActor.LocalID = plocalID;
- ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
- // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
- return dupe;
- }
- /// <summary>
- /// Do a physics property update for a NINJA joint.
- /// </summary>
- /// <param name="UsePhysics"></param>
- /// <param name="isNew"></param>
- protected void DoPhysicsPropertyUpdateForNinjaJoint(bool UsePhysics, bool isNew)
- {
- if (UsePhysics)
- {
- // by turning a joint proxy object physical, we cause creation of a joint in the ODE scene.
- // note that, as a special case, joints have no bodies or geoms in the physics scene, even though they are physical.
- PhysicsJointType jointType;
- if (IsHingeJoint())
- {
- jointType = PhysicsJointType.Hinge;
- }
- else if (IsBallJoint())
- {
- jointType = PhysicsJointType.Ball;
- }
- else
- {
- jointType = PhysicsJointType.Ball;
- }
- List<string> bodyNames = new List<string>();
- string RawParams = Description;
- string[] jointParams = RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
- string trackedBodyName = null;
- if (jointParams.Length >= 2)
- {
- for (int iBodyName = 0; iBodyName < 2; iBodyName++)
- {
- string bodyName = jointParams[iBodyName];
- bodyNames.Add(bodyName);
- if (bodyName != "NULL")
- {
- if (trackedBodyName == null)
- {
- trackedBodyName = bodyName;
- }
- }
- }
- }
- SceneObjectPart trackedBody = ParentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
- Quaternion localRotation = Quaternion.Identity;
- if (trackedBody != null)
- {
- localRotation = Quaternion.Inverse(trackedBody.RotationOffset) * this.RotationOffset;
- }
- else
- {
- // error, output it below
- }
- PhysicsJoint joint;
- joint = ParentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
- AbsolutePosition,
- this.RotationOffset,
- Description,
- bodyNames,
- trackedBodyName,
- localRotation);
- if (trackedBody == null)
- {
- ParentGroup.Scene.jointErrorMessage(joint, "warning: tracked body name not found! joint location will not be updated properly. joint: " + Name);
- }
- }
- else
- {
- if (isNew)
- {
- // if the joint proxy is new, and it is not physical, do nothing. There is no joint in ODE to
- // delete, and if we try to delete it, due to asynchronous processing, the deletion request
- // will get processed later at an indeterminate time, which could cancel a later-arriving
- // joint creation request.
- }
- else
- {
- // here we turn off the joint object, so remove the joint from the physics scene
- ParentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
- // make sure client isn't interpolating the joint proxy object
- Stop();
- }
- }
- }
- /// <summary>
- /// Do a physics propery update for this part.
- /// now also updates phantom and volume detector
- /// </summary>
- /// <param name="UsePhysics"></param>
- /// <param name="isNew"></param>
- public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
- {
- if (ParentGroup.Scene == null)
- return;
- if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
- return;
- if (IsJoint())
- {
- DoPhysicsPropertyUpdateForNinjaJoint(UsePhysics, isNew);
- }
- else
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- {
- if (UsePhysics != pa.IsPhysical || isNew)
- {
- if (pa.IsPhysical) // implies UsePhysics==false for this block
- {
- if (!isNew) // implies UsePhysics==false for this block
- {
- ParentGroup.Scene.RemovePhysicalPrim(1);
- Velocity = new Vector3(0, 0, 0);
- Acceleration = new Vector3(0, 0, 0);
- AngularVelocity = new Vector3(0, 0, 0);
- APIDActive = false;
- if (pa.Phantom && !VolumeDetectActive)
- {
- RemoveFromPhysics();
- return;
- }
- pa.IsPhysical = UsePhysics;
- pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
- pa.OnOutOfBounds -= PhysicsOutOfBounds;
- pa.delink();
- if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
- {
- // destroy all joints connected to this now deactivated body
- ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
- }
- }
- }
- if (pa.IsPhysical != UsePhysics)
- pa.IsPhysical = UsePhysics;
- if (UsePhysics)
- {
- if (ParentGroup.RootPart.KeyframeMotion != null)
- ParentGroup.RootPart.KeyframeMotion.Stop();
- ParentGroup.RootPart.KeyframeMotion = null;
- ParentGroup.Scene.AddPhysicalPrim(1);
- PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
- PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
- if (_parentID != 0 && _parentID != LocalId)
- {
- PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
- if (parentPa != null)
- {
- pa.link(parentPa);
- }
- }
- }
- }
- bool phan = ((Flags & PrimFlags.Phantom) != 0);
- if (pa.Phantom != phan)
- pa.Phantom = phan;
- // some engines dont' have this check still
- // if (VolumeDetectActive != pa.IsVolumeDtc)
- {
- if (VolumeDetectActive)
- pa.SetVolumeDetect(1);
- else
- pa.SetVolumeDetect(0);
- }
- // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
- // mesh data.
- // if (Shape.SculptEntry)
- // CheckSculptAndLoad();
- // else
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- }
- }
- /// <summary>
- /// Restore this part from the serialized xml representation.
- /// </summary>
- /// <param name="xmlReader"></param>
- /// <returns></returns>
- public static SceneObjectPart FromXml(XmlReader xmlReader)
- {
- SceneObjectPart part = SceneObjectSerializer.Xml2ToSOP(xmlReader);
- // for tempOnRez objects, we have to fix the Expire date.
- if ((part.Flags & PrimFlags.TemporaryOnRez) != 0)
- part.ResetExpire();
- return part;
- }
- public bool GetDieAtEdge()
- {
- if (ParentGroup.IsDeleted)
- return false;
- return ParentGroup.RootPart.DIE_AT_EDGE;
- }
- public bool GetReturnAtEdge()
- {
- if (ParentGroup.IsDeleted)
- return false;
- return ParentGroup.RootPart.RETURN_AT_EDGE;
- }
- public void SetReturnAtEdge(bool p)
- {
- if (ParentGroup.IsDeleted)
- return;
- ParentGroup.RootPart.RETURN_AT_EDGE = p;
- }
- public void SetStatusSandbox(bool p)
- {
- if (ParentGroup.IsDeleted)
- return;
- StatusSandboxPos = ParentGroup.RootPart.AbsolutePosition;
- ParentGroup.RootPart.StatusSandbox = p;
- }
- public bool GetStatusSandbox()
- {
- if (ParentGroup.IsDeleted)
- return false;
- return ParentGroup.RootPart.StatusSandbox;
- }
- public int GetAxisRotation(int axis)
- {
- if (!ParentGroup.IsDeleted)
- return ParentGroup.GetAxisRotation(axis);
- return 0;
- }
- public double GetDistanceTo(Vector3 a, Vector3 b)
- {
- float dx = a.X - b.X;
- float dy = a.Y - b.Y;
- float dz = a.Z - b.Z;
- return Math.Sqrt(dx * dx + dy * dy + dz * dz);
- }
- public uint GetEffectiveObjectFlags()
- {
- // Commenting this section of code out since it doesn't actually do anything, as enums are handled by
- // value rather than reference
- // PrimFlags f = _flags;
- // if (m_parentGroup == null || m_parentGroup.RootPart == this)
- // f &= ~(PrimFlags.Touch | PrimFlags.Money);
- return (uint)Flags | (uint)LocalFlags;
- }
- // some of this lines need be moved to other place later
- // effective permitions considering only this part inventory contents perms
- public uint AggregatedInnerOwnerPerms {get; private set; }
- public uint AggregatedInnerGroupPerms {get; private set; }
- public uint AggregatedInnerEveryonePerms {get; private set; }
- private object InnerPermsLock = new object();
- public void AggregateInnerPerms()
- {
- // assuming child prims permissions masks are irrelevant on a linkset
- // root part is handle at SOG since its masks are the sog masks
- const uint mask = (uint)PermissionMask.AllEffective;
- uint owner = mask;
- uint group = mask;
- uint everyone = mask;
- lock(InnerPermsLock) // do we really need this?
- {
- if(Inventory != null)
- Inventory.AggregateInnerPerms(ref owner, ref group, ref everyone);
-
- AggregatedInnerOwnerPerms = owner & mask;
- AggregatedInnerGroupPerms = group & mask;
- AggregatedInnerEveryonePerms = everyone & mask;
- }
- if(ParentGroup != null)
- ParentGroup.InvalidateEffectivePerms();
- }
- // same as above but called during group Effective Permission validation
- public void AggregatedInnerPermsForGroup()
- {
- // assuming child prims permissions masks are irrelevant on a linkset
- // root part is handle at SOG since its masks are the sog masks
- const uint mask = (uint)PermissionMask.AllEffective;
- uint owner = mask;
- uint group = mask;
- uint everyone = mask;
- lock(InnerPermsLock) // do we really need this?
- {
- if(Inventory != null)
- Inventory.AggregateInnerPerms(ref owner, ref group, ref everyone);
-
- AggregatedInnerOwnerPerms = owner & mask;
- AggregatedInnerGroupPerms = group & mask;
- AggregatedInnerEveryonePerms = everyone & mask;
- }
- }
- public Vector3 GetGeometricCenter()
- {
- // this is not real geometric center but a average of positions relative to root prim acording to
- // http://wiki.secondlife.com/wiki/llGetGeometricCenter
- // ignoring tortured prims details since sl also seems to ignore
- // so no real use in doing it on physics
- if (ParentGroup.IsDeleted)
- return new Vector3(0, 0, 0);
- return ParentGroup.GetGeometricCenter();
- }
- public float GetMass()
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- return pa.Mass;
- else
- return 0;
- }
- public Vector3 GetCenterOfMass()
- {
- if (ParentGroup.RootPart == this)
- {
- if (ParentGroup.IsDeleted)
- return AbsolutePosition;
- return ParentGroup.GetCenterOfMass();
- }
- PhysicsActor pa = PhysActor;
- if (pa != null)
- {
- Vector3 tmp = pa.CenterOfMass;
- return tmp;
- }
- else
- return AbsolutePosition;
- }
- public Vector3 GetPartCenterOfMass()
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- {
- Vector3 tmp = pa.CenterOfMass;
- return tmp;
- }
- else
- return AbsolutePosition;
- }
- public Vector3 GetForce()
- {
- return Force;
- }
- /// <summary>
- /// Method for a prim to get it's world position from the group.
- /// </summary>
- /// <remarks>
- /// Remember, the Group Position simply gives the position of the group itself
- /// </remarks>
- /// <returns>A Linked Child Prim objects position in world</returns>
- public Vector3 GetWorldPosition()
- {
- Vector3 ret;
- if (_parentID == 0)
- // if a root SOP, my position is what it is
- ret = GroupPosition;
- else
- {
- // If a child SOP, my position is relative to the root SOP so take
- // my info and add the root's position and rotation to
- // get my world position.
- Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
- Vector3 translationOffsetPosition = OffsetPosition * parentRot;
- ret = ParentGroup.AbsolutePosition + translationOffsetPosition;
- }
- return ret;
- }
- /// <summary>
- /// Gets the rotation of this prim offset by the group rotation
- /// </summary>
- /// <returns></returns>
- public Quaternion GetWorldRotation()
- {
- Quaternion newRot;
- if (this.LinkNum == 0 || this.LinkNum == 1)
- {
- newRot = RotationOffset;
- }
- else
- {
- // A child SOP's rotation is relative to the root SOP's rotation.
- // Combine them to get my absolute rotation.
- Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
- Quaternion oldRot = RotationOffset;
- newRot = parentRot * oldRot;
- }
- return newRot;
- }
- public void MoveToTarget(Vector3 target, float tau)
- {
- if (tau > 0)
- {
- ParentGroup.MoveToTarget(target, tau);
- }
- else
- {
- StopMoveToTarget();
- }
- }
- /// <summary>
- /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
- /// </summary>
- /// <param name="height">Height to hover. Height of zero disables hover.</param>
- /// <param name="hoverType">Determines what the height is relative to </param>
- /// <param name="tau">Number of seconds over which to reach target</param>
- public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
- {
- ParentGroup.SetHoverHeight(height, hoverType, tau);
- }
- public void StopHover()
- {
- ParentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
- }
- public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient)
- {
- }
- public bool CollisionFilteredOut(UUID objectID, string objectName)
- {
- if(CollisionFilter.Count == 0)
- return false;
- if (CollisionFilter.ContainsValue(objectID.ToString()) ||
- CollisionFilter.ContainsValue(objectID.ToString() + objectName) ||
- CollisionFilter.ContainsValue(UUID.Zero.ToString() + objectName))
- {
- if (CollisionFilter.ContainsKey(1))
- return false;
- return true;
- }
- if (CollisionFilter.ContainsKey(1))
- return true;
- return false;
- }
- private DetectedObject CreateDetObject(SceneObjectPart obj)
- {
- DetectedObject detobj = new DetectedObject();
- detobj.keyUUID = obj.UUID;
- detobj.nameStr = obj.Name;
- detobj.ownerUUID = obj.OwnerID;
- detobj.posVector = obj.AbsolutePosition;
- detobj.rotQuat = obj.GetWorldRotation();
- detobj.velVector = obj.Velocity;
- detobj.colliderType = 0;
- detobj.groupUUID = obj.GroupID;
- detobj.linkNumber = LinkNum;
- return detobj;
- }
- private DetectedObject CreateDetObject(ScenePresence av)
- {
- DetectedObject detobj = new DetectedObject();
- detobj.keyUUID = av.UUID;
- detobj.nameStr = av.ControllingClient.Name;
- detobj.ownerUUID = av.UUID;
- detobj.posVector = av.AbsolutePosition;
- detobj.rotQuat = av.Rotation;
- detobj.velVector = av.Velocity;
- detobj.colliderType = av.IsNPC ? 0x20 : 0x1; // OpenSim\Region\ScriptEngine\Shared\Helpers.cs
- if(av.IsSatOnObject)
- detobj.colliderType |= 0x4; //passive
- else if(detobj.velVector != Vector3.Zero)
- detobj.colliderType |= 0x2; //active
- detobj.groupUUID = av.ControllingClient.ActiveGroupId;
- detobj.linkNumber = LinkNum;
- return detobj;
- }
- private DetectedObject CreateDetObjectForGround()
- {
- DetectedObject detobj = new DetectedObject();
- detobj.keyUUID = UUID.Zero;
- detobj.nameStr = "";
- detobj.ownerUUID = UUID.Zero;
- detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
- detobj.rotQuat = Quaternion.Identity;
- detobj.velVector = Vector3.Zero;
- detobj.colliderType = 0;
- detobj.groupUUID = UUID.Zero;
- detobj.linkNumber = LinkNum; // pass my link number not sure needed.. but no harm
- return detobj;
- }
- private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
- {
- ColliderArgs colliderArgs = new ColliderArgs();
- List<DetectedObject> colliding = new List<DetectedObject>();
- Scene parentScene = ParentGroup.Scene;
- foreach (uint localId in colliders)
- {
- if (localId == 0)
- continue;
- SceneObjectPart obj = parentScene.GetSceneObjectPart(localId);
- if (obj != null)
- {
- if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
- colliding.Add(CreateDetObject(obj));
- }
- else
- {
- ScenePresence av = parentScene.GetScenePresence(localId);
- if (av != null && (!av.IsChildAgent))
- {
- if (!dest.CollisionFilteredOut(av.UUID, av.Name))
- colliding.Add(CreateDetObject(av));
- }
- }
- }
- colliderArgs.Colliders = colliding;
- return colliderArgs;
- }
- private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
- private void SendCollisionEvent(scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
- {
- bool sendToRoot = false;
- ColliderArgs CollidingMessage;
- if (colliders.Count > 0)
- {
- if ((ScriptEvents & ev) != 0)
- {
- CollidingMessage = CreateColliderArgs(this, colliders);
- if (CollidingMessage.Colliders.Count > 0)
- notify(LocalId, CollidingMessage);
- if (PassCollisions)
- sendToRoot = true;
- }
- else
- {
- if ((ParentGroup.RootPart.ScriptEvents & ev) != 0)
- sendToRoot = true;
- }
- if (sendToRoot && ParentGroup.RootPart != this)
- {
- CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders);
- if (CollidingMessage.Colliders.Count > 0)
- notify(ParentGroup.RootPart.LocalId, CollidingMessage);
- }
- }
- }
- private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
- {
- bool sendToRoot = true;
- ColliderArgs LandCollidingMessage = new ColliderArgs();
- List<DetectedObject> colliding = new List<DetectedObject>();
- colliding.Add(CreateDetObjectForGround());
- LandCollidingMessage.Colliders = colliding;
- if (Inventory.ContainsScripts())
- {
- if (!PassCollisions)
- sendToRoot = false;
- }
- if ((ScriptEvents & ev) != 0)
- notify(LocalId, LandCollidingMessage);
- if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
- {
- notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
- }
- }
- public void PhysicsCollision(EventArgs e)
- {
- if (ParentGroup.Scene == null || ParentGroup.IsDeleted || ParentGroup.inTransit)
- return;
- // this a thread from physics ( heartbeat )
- bool thisHitLand = false;
- bool startLand = false;
- bool endedLand = false;
- CollisionEventUpdate a = (CollisionEventUpdate)e;
- Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
- List<uint> thisHitColliders = new List<uint>();
- List<uint> endedColliders = new List<uint>();
- List<uint> startedColliders = new List<uint>();
- if (collissionswith.Count == 0)
- {
- if (m_lastColliders.Count == 0 && !m_lastLandCollide)
- return; // nothing to do
- endedLand = m_lastLandCollide;
- m_lastLandCollide = false;
- foreach (uint localID in m_lastColliders)
- {
- endedColliders.Add(localID);
- }
- m_lastColliders.Clear();
- }
- else
- {
- List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
- // calculate things that started colliding this time
- // and build up list of colliders this time
- if (!VolumeDetectActive && CollisionSoundType >= 0)
- {
- CollisionForSoundInfo soundinfo;
- ContactPoint curcontact;
- foreach (uint id in collissionswith.Keys)
- {
- if(id == 0)
- {
- thisHitLand = true;
- if (!m_lastLandCollide)
- {
- startLand = true;
- curcontact = collissionswith[id];
- if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
- {
- soundinfo = new CollisionForSoundInfo();
- soundinfo.colliderID = id;
- soundinfo.position = curcontact.Position;
- soundinfo.relativeVel = curcontact.RelativeSpeed;
- soundinfolist.Add(soundinfo);
- }
- }
- }
- else
- {
- thisHitColliders.Add(id);
- if (!m_lastColliders.Contains(id))
- {
- startedColliders.Add(id);
- curcontact = collissionswith[id];
- if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
- {
- soundinfo = new CollisionForSoundInfo();
- soundinfo.colliderID = id;
- soundinfo.position = curcontact.Position;
- soundinfo.relativeVel = curcontact.RelativeSpeed;
- soundinfolist.Add(soundinfo);
- }
- }
- }
- }
- }
- else
- {
- foreach (uint id in collissionswith.Keys)
- {
- if(id == 0)
- {
- thisHitLand = true;
- if (!m_lastLandCollide)
- startLand = true;
- }
- else
- {
- thisHitColliders.Add(id);
- if (!m_lastColliders.Contains(id))
- startedColliders.Add(id);
- }
- }
- }
- // calculate things that ended colliding
- foreach (uint localID in m_lastColliders)
- {
- if (!thisHitColliders.Contains(localID))
- endedColliders.Add(localID);
- }
- //add the items that started colliding this time to the last colliders list.
- foreach (uint localID in startedColliders)
- m_lastColliders.Add(localID);
- // remove things that ended colliding from the last colliders list
- foreach (uint localID in endedColliders)
- m_lastColliders.Remove(localID);
- if(m_lastLandCollide && !thisHitLand)
- endedLand = true;
- m_lastLandCollide = thisHitLand;
- // play sounds.
- if (soundinfolist.Count > 0)
- CollisionSounds.PartCollisionSound(this, soundinfolist);
- }
-
- EventManager eventmanager = ParentGroup.Scene.EventManager;
- SendCollisionEvent(scriptEvents.collision_start, startedColliders, eventmanager.TriggerScriptCollidingStart);
- if (!VolumeDetectActive)
- SendCollisionEvent(scriptEvents.collision , m_lastColliders , eventmanager.TriggerScriptColliding);
- SendCollisionEvent(scriptEvents.collision_end , endedColliders , eventmanager.TriggerScriptCollidingEnd);
- if (!VolumeDetectActive)
- {
- if (startLand)
- SendLandCollisionEvent(scriptEvents.land_collision_start, eventmanager.TriggerScriptLandCollidingStart);
- if (m_lastLandCollide)
- SendLandCollisionEvent(scriptEvents.land_collision, eventmanager.TriggerScriptLandColliding);
- if (endedLand)
- SendLandCollisionEvent(scriptEvents.land_collision_end, eventmanager.TriggerScriptLandCollidingEnd);
- }
- }
- // The Collision sounds code calls this
- public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
- {
- if (soundID == UUID.Zero)
- return;
- ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
- if (soundModule == null)
- return;
- if (volume > 1)
- volume = 1;
- if (volume < 0)
- volume = 0;
- int now = Util.EnvironmentTickCount();
- if(Util.EnvironmentTickCountSubtract(now, LastColSoundSentTime) < 200)
- return;
- LastColSoundSentTime = now;
- UUID ownerID = OwnerID;
- UUID objectID = ParentGroup.RootPart.UUID;
- UUID parentID = ParentGroup.UUID;
- ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
- soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
- }
- public void PhysicsOutOfBounds(Vector3 pos)
- {
- // Note: This is only being called on the root prim at this time.
- m_log.ErrorFormat(
- "[SCENE OBJECT PART]: Physical object {0}, localID {1} went out of bounds at {2} in {3}. Stopping at {4} and making non-physical.",
- Name, LocalId, pos, ParentGroup.Scene.Name, AbsolutePosition);
- RemFlag(PrimFlags.Physics);
- DoPhysicsPropertyUpdate(false, true);
- }
- public void PhysicsRequestingTerseUpdate()
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- {
- Vector3 newpos = pa.Position;
- if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos))
- {
- // Setting position outside current region will start region crossing
- ParentGroup.AbsolutePosition = newpos;
- return;
- }
- //ParentGroup.RootPart.m_groupPosition = newpos;
- }
- /*
- if (pa != null && _parentID != 0 && ParentGroup != null)
- {
- // Special case where a child object is requesting property updates.
- // This happens when linksets are modified to use flexible links rather than
- // the default links.
- // The simulator code presumes that child parts are only modified by scripts
- // so the logic for changing position/rotation/etc does not take into
- // account the physical object actually moving.
- // This code updates the offset position and rotation of the child and then
- // lets the update code push the update to the viewer.
- // Since physics engines do not normally generate this event for linkset children,
- // this code will not be active unless you have a specially configured
- // physics engine.
- Quaternion invRootRotation = Quaternion.Normalize(Quaternion.Inverse(ParentGroup.RootPart.RotationOffset));
- m_offsetPosition = pa.Position - m_groupPosition;
- RotationOffset = pa.Orientation * invRootRotation;
- // m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}",
- // "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset);
- }
- */
- ScheduleTerseUpdate();
- }
- public void RemFlag(PrimFlags flag)
- {
- // PrimFlags prevflag = Flags;
- if ((Flags & flag) != 0)
- {
- //m_log.Debug("Removing flag: " + ((PrimFlags)flag).ToString());
- Flags &= ~flag;
- }
- //m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
- //ScheduleFullUpdate();
- }
- public void RemoveScriptEvents(UUID scriptid)
- {
- lock (m_scriptEvents)
- {
- if (m_scriptEvents.ContainsKey(scriptid))
- {
- scriptEvents oldparts = scriptEvents.None;
- oldparts = (scriptEvents) m_scriptEvents[scriptid];
- // remove values from aggregated script events
- AggregateScriptEvents &= ~oldparts;
- m_scriptEvents.Remove(scriptid);
- aggregateScriptEvents();
- }
- }
- }
- /// <summary>
- /// Reset UUIDs for this part. This involves generate this part's own UUID and
- /// generating new UUIDs for all the items in the inventory.
- /// </summary>
- /// <param name="linkNum">Link number for the part</param>
- public void ResetIDs(int linkNum)
- {
- UUID = UUID.Random();
- LinkNum = linkNum;
- LocalId = 0;
- Inventory.ResetInventoryIDs();
- }
- /// <summary>
- /// Set the scale of this part.
- /// </summary>
- /// <remarks>
- /// Unlike the scale property, this checks the new size against scene limits and schedules a full property
- /// update to viewers.
- /// </remarks>
- /// <param name="scale"></param>
- public void Resize(Vector3 scale)
- {
- PhysicsActor pa = PhysActor;
- if (ParentGroup.Scene != null)
- {
- float minsize = ParentGroup.Scene.m_minNonphys;
- float maxsize = ParentGroup.Scene.m_maxNonphys;
- if (pa != null && pa.IsPhysical)
- {
- minsize = ParentGroup.Scene.m_minPhys;
- maxsize = ParentGroup.Scene.m_maxPhys;
- }
- scale.X = Util.Clamp(scale.X, minsize, maxsize);
- scale.Y = Util.Clamp(scale.Y, minsize, maxsize);
- scale.Z = Util.Clamp(scale.Z, minsize, maxsize);
- }
- // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
- Scale = scale;
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- public void RotLookAt(Quaternion target, float strength, float damping)
- {
- if(ParentGroup.IsDeleted)
- return;
- // for now we only handle physics case
- if(!ParentGroup.UsesPhysics || ParentGroup.IsAttachment)
- return;
- // physical is SOG
- if(ParentGroup.RootPart != this)
- {
- ParentGroup.RotLookAt(target, strength, damping);
- return;
- }
- APIDDamp = damping;
- APIDStrength = strength;
- APIDTarget = target;
- if (APIDStrength <= 0)
- {
- m_log.WarnFormat("[SceneObjectPart] Invalid rotation strength {0}",APIDStrength);
- return;
- }
- APIDActive = true;
- // Necessary to get the lookat deltas applied
- ParentGroup.QueueForUpdateCheck();
- }
- public void StartLookAt(Quaternion target, float strength, float damping)
- {
- if(ParentGroup.IsDeleted)
- return;
- // non physical is done on LSL
- if(ParentGroup.IsAttachment || !ParentGroup.UsesPhysics)
- return;
- // physical is SOG
- if(ParentGroup.RootPart != this)
- ParentGroup.RotLookAt(target, strength, damping);
- else
- RotLookAt(target,strength,damping);
- }
- public void StopLookAt()
- {
- if(ParentGroup.IsDeleted)
- return;
- if(ParentGroup.RootPart != this && ParentGroup.UsesPhysics)
- ParentGroup.StopLookAt();
- // just in case do this always
- if(APIDActive)
- AngularVelocity = Vector3.Zero;
- APIDActive = false;
- }
- /// <summary>
- /// Schedules this prim for a full update
- /// </summary>
- public void ScheduleFullUpdate()
- {
- // m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
- if (ParentGroup == null)
- return;
- if (ParentGroup.Scene == null)
- return;
- if(ParentGroup.Scene.GetNumberOfClients() == 0)
- return;
- ParentGroup.QueueForUpdateCheck(); // just in case
- lock(UpdateFlagLock)
- {
- if(UpdateFlag != UpdateRequired.FULL)
- {
- UpdateFlag = UpdateRequired.FULL;
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
- // UUID, Name, TimeStampFull);
- }
- }
- ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
- }
- /// <summary>
- /// Schedule a terse update for this prim. Terse updates only send position,
- /// rotation, velocity and rotational velocity information. WRONG!!!!
- /// </summary>
- public void ScheduleTerseUpdate()
- {
- if (ParentGroup == null)
- return;
- if (ParentGroup.Scene == null)
- return;
- ParentGroup.HasGroupChanged = true;
- if(ParentGroup.Scene.GetNumberOfClients() == 0)
- return;
- // This was pulled from SceneViewer. Attachments always receive full updates.
- // This is needed because otherwise if only the root prim changes position, then
- // it looks as if the entire object has moved (including the other prims).
- if (ParentGroup.IsAttachment)
- {
- ScheduleFullUpdate();
- return;
- }
- ParentGroup.QueueForUpdateCheck();
- lock(UpdateFlagLock)
- {
- if (UpdateFlag == UpdateRequired.NONE)
- {
- UpdateFlag = UpdateRequired.TERSE;
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1}",
- // UUID, Name);
- }
- }
- ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
- }
- public void ScriptSetPhysicsStatus(bool UsePhysics)
- {
- ParentGroup.ScriptSetPhysicsStatus(UsePhysics);
- }
- /// <summary>
- /// Send a full update to the client for the given part
- /// </summary>
- /// <param name="remoteClient"></param>
- protected internal void SendFullUpdate(IClientAPI remoteClient)
- {
- if (ParentGroup == null)
- return;
- // m_log.DebugFormat(
- // "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
- if (ParentGroup.IsAttachment)
- {
- ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
- if (sp != null)
- {
- sp.SendAttachmentUpdate(this, UpdateRequired.FULL);
- }
- }
- else
- {
- SendFullUpdateToClient(remoteClient);
- }
- }
- /// <summary>
- /// Send a full update for this part to all clients.
- /// </summary>
- public void SendFullUpdateToAllClientsInternal()
- {
- if (ParentGroup == null)
- return;
- // Update the "last" values
- lock(UpdateFlagLock)
- {
- m_lastPosition = AbsolutePosition;
- m_lastRotation = RotationOffset;
- m_lastVelocity = Velocity;
- m_lastAcceleration = Acceleration;
- m_lastAngularVelocity = AngularVelocity;
- m_lastUpdateSentTime = Util.GetTimeStampMS();
- }
- ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
- {
- SendFullUpdate(avatar.ControllingClient);
- });
- }
- public void SendFullUpdateToAllClients()
- {
- if (ParentGroup == null)
- return;
- // Update the "last" values
- lock(UpdateFlagLock)
- {
- m_lastPosition = AbsolutePosition;
- m_lastRotation = RotationOffset;
- m_lastVelocity = Velocity;
- m_lastAcceleration = Acceleration;
- m_lastAngularVelocity = AngularVelocity;
- m_lastUpdateSentTime = Util.GetTimeStampMS();
- }
- if (ParentGroup.IsAttachment)
- {
- ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
- if (sp != null)
- {
- sp.SendAttachmentUpdate(this, UpdateRequired.FULL);
- }
- }
- else
- {
- ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
- {
- SendFullUpdate(avatar.ControllingClient);
- });
- }
- }
- /// <summary>
- /// Sends a full update to the client
- /// </summary>
- /// <param name="remoteClient"></param>
- public void SendFullUpdateToClient(IClientAPI remoteClient)
- {
- if (ParentGroup == null || ParentGroup.IsDeleted)
- return;
- if (ParentGroup.IsAttachment
- && ParentGroup.AttachedAvatar != remoteClient.AgentId
- && ParentGroup.HasPrivateAttachmentPoint)
- return;
- if (remoteClient.AgentId == OwnerID)
- {
- if ((Flags & PrimFlags.CreateSelected) != 0)
- Flags &= ~PrimFlags.CreateSelected;
- }
- //bool isattachment = IsAttachment;
- //if (LocalId != ParentGroup.RootPart.LocalId)
- //isattachment = ParentGroup.RootPart.IsAttachment;
- remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
- ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
- }
- private const float ROTATION_TOLERANCE = 0.01f;
- private const float VELOCITY_TOLERANCE = 0.1f;
- private const float ANGVELOCITY_TOLERANCE = 0.005f;
- private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
- private const double TIME_MS_TOLERANCE = 200.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
-
- /// <summary>
- /// Tell all the prims which have had updates scheduled
- /// </summary>
- public void SendScheduledUpdates(double now)
- {
- bool sendterse = false;
- bool sendfull = false;
- lock(UpdateFlagLock)
- {
- switch (UpdateFlag)
- {
- case UpdateRequired.NONE:
- break;
- case UpdateRequired.TERSE:
- sendterse = true;
- Vector3 curvel = Velocity;
- Vector3 curacc = Acceleration;
- Vector3 angvel = AngularVelocity;
- while(true) // just to avoid ugly goto
- {
- double elapsed = now - m_lastUpdateSentTime;
- if (elapsed > TIME_MS_TOLERANCE)
- break;
- if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
- Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
- Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
- break;
-
- if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
- Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
- Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
- break;
-
- float vx = Math.Abs(curvel.X);
- if(vx > 128.0)
- break;
- float vy = Math.Abs(curvel.Y);
- if(vy > 128.0)
- break;
- float vz = Math.Abs(curvel.Z);
- if(vz > 128.0)
- break;
- if (
- vx < VELOCITY_TOLERANCE &&
- vy < VELOCITY_TOLERANCE &&
- vz < VELOCITY_TOLERANCE
- )
- {
- if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
- break;
-
- if (vx < 1e-4 &&
- vy < 1e-4 &&
- vz < 1e-4 &&
- (
- Math.Abs(m_lastVelocity.X) > 1e-4 ||
- Math.Abs(m_lastVelocity.Y) > 1e-4 ||
- Math.Abs(m_lastVelocity.Z) > 1e-4
- ))
- break;
- }
- if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > ANGVELOCITY_TOLERANCE ||
- Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > ANGVELOCITY_TOLERANCE ||
- Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > ANGVELOCITY_TOLERANCE)
- break;
- // viewer interpolators have a limit of 64rad/s
- float ax = Math.Abs(angvel.X);
- if(ax > 64.0)
- break;
- float ay = Math.Abs(angvel.Y);
- if(ay > 64.0)
- break;
- float az = Math.Abs(angvel.Z);
- if(az > 64.0)
- break;
- if (
- ax < ANGVELOCITY_TOLERANCE &&
- ay < ANGVELOCITY_TOLERANCE &&
- az < ANGVELOCITY_TOLERANCE &&
- !RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
- )
- break;
- sendterse = false;
- break;
- }
- if(sendterse)
- {
- // Update the "last" values
- m_lastPosition = AbsolutePosition;
- m_lastRotation = RotationOffset;
- m_lastVelocity = curvel;
- m_lastAcceleration = curacc;
- m_lastAngularVelocity = angvel;
- m_lastUpdateSentTime = now;
- ClearUpdateSchedule();
- }
- break;
- case UpdateRequired.FULL:
- m_lastPosition = AbsolutePosition;
- m_lastRotation = RotationOffset;
- m_lastVelocity = Velocity;
- m_lastAcceleration = Acceleration;
- m_lastAngularVelocity = AngularVelocity;
- m_lastUpdateSentTime = now;
- ClearUpdateSchedule();
- sendfull = true;
- break;
- }
- }
- if(sendterse)
- {
- ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
- {
- SendTerseUpdateToClient(client);
- });
- }
- else if(sendfull)
- {
- ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
- {
- SendFullUpdate(avatar.ControllingClient);
- });
- }
- }
- /// <summary>
- /// Send a terse update to all clients
- /// </summary>
- public void SendTerseUpdateToAllClientsInternal()
- {
- if (ParentGroup == null || ParentGroup.Scene == null)
- return;
- lock(UpdateFlagLock)
- {
- if(UpdateFlag != UpdateRequired.NONE)
- return;
- // Update the "last" values
- m_lastPosition = AbsolutePosition;
- m_lastRotation = RotationOffset;
- m_lastVelocity = Velocity;
- m_lastAcceleration = Acceleration;
- m_lastAngularVelocity = AngularVelocity;
- m_lastUpdateSentTime = Util.GetTimeStampMS();
- }
- ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
- {
- SendTerseUpdateToClient(client);
- });
- }
- public void SendTerseUpdateToAllClients()
- {
- if (ParentGroup == null || ParentGroup.Scene == null)
- return;
- lock(UpdateFlagLock)
- {
- if(UpdateFlag != UpdateRequired.NONE)
- return;
- // Update the "last" values
- m_lastPosition = AbsolutePosition;
- m_lastRotation = RotationOffset;
- m_lastVelocity = Velocity;
- m_lastAcceleration = Acceleration;
- m_lastAngularVelocity = AngularVelocity;
- m_lastUpdateSentTime = Util.GetTimeStampMS();
- }
- if (ParentGroup.IsAttachment)
- {
- ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
- if (sp != null)
- {
- sp.SendAttachmentUpdate(this, UpdateRequired.TERSE);
- }
- }
- else
- {
- ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
- {
- SendTerseUpdateToClient(client);
- });
- }
- }
- public void SetAxisRotation(int axis, int rotate)
- {
- ParentGroup.SetAxisRotation(axis, rotate);
- //Cannot use ScriptBaseClass constants as no referance to it currently.
- if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0)
- STATUS_ROTATE_X = rotate;
- if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0)
- STATUS_ROTATE_Y = rotate;
- if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0)
- STATUS_ROTATE_Z = rotate;
- }
- public void SetBuoyancy(float fvalue)
- {
- Buoyancy = fvalue;
- /*
- if (PhysActor != null)
- {
- PhysActor.Buoyancy = fvalue;
- }
- */
- }
- public void SetDieAtEdge(bool p)
- {
- if (ParentGroup.IsDeleted)
- return;
- ParentGroup.RootPart.DIE_AT_EDGE = p;
- }
- public void SetFloatOnWater(int floatYN)
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.FloatOnWater = (floatYN == 1);
- }
- public void SetForce(Vector3 force)
- {
- Force = force;
- }
- public PhysicsInertiaData PhysicsInertia
- {
- get
- {
- return m_physicsInertia;
- }
- set
- {
- m_physicsInertia = value;
- }
- }
- public SOPVehicle VehicleParams
- {
- get
- {
- return m_vehicleParams;
- }
- set
- {
- m_vehicleParams = value;
- }
- }
- public int VehicleType
- {
- get
- {
- if (m_vehicleParams == null)
- return (int)Vehicle.TYPE_NONE;
- else
- return (int)m_vehicleParams.Type;
- }
- set
- {
- SetVehicleType(value);
- }
- }
- public void SetVehicleType(int type)
- {
- m_vehicleParams = null;
- if (type == (int)Vehicle.TYPE_NONE)
- {
- if (_parentID ==0 && PhysActor != null)
- PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
- return;
- }
- m_vehicleParams = new SOPVehicle();
- m_vehicleParams.ProcessTypeChange((Vehicle)type);
- {
- if (_parentID ==0 && PhysActor != null)
- PhysActor.VehicleType = type;
- return;
- }
- }
- public void SetVehicleFlags(int param, bool remove)
- {
- if (m_vehicleParams == null)
- return;
- m_vehicleParams.ProcessVehicleFlags(param, remove);
- if (_parentID == 0 && PhysActor != null)
- {
- PhysActor.VehicleFlags(param, remove);
- }
- }
- public void SetVehicleFloatParam(int param, float value)
- {
- if (m_vehicleParams == null)
- return;
- m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
- if (_parentID == 0 && PhysActor != null)
- {
- PhysActor.VehicleFloatParam(param, value);
- }
- }
- public void SetVehicleVectorParam(int param, Vector3 value)
- {
- if (m_vehicleParams == null)
- return;
- m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
- if (_parentID == 0 && PhysActor != null)
- {
- PhysActor.VehicleVectorParam(param, value);
- }
- }
- public void SetVehicleRotationParam(int param, Quaternion rotation)
- {
- if (m_vehicleParams == null)
- return;
- m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
- if (_parentID == 0 && PhysActor != null)
- {
- PhysActor.VehicleRotationParam(param, rotation);
- }
- }
- /// <summary>
- /// Set the color & alpha of prim faces
- /// </summary>
- /// <param name="face"></param>
- /// <param name="color"></param>
- /// <param name="alpha"></param>
- public void SetFaceColorAlpha(int face, Vector3 color, double ?alpha)
- {
- Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
- float clippedAlpha = alpha.HasValue ?
- Util.Clip((float)alpha.Value, 0.0f, 1.0f) : 0;
- // The only way to get a deep copy/ If we don't do this, we can
- // never detect color changes further down.
- Byte[] buf = Shape.Textures.GetBytes();
- Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
- Color4 texcolor;
- int nsides = GetNumberOfSides();
- if (face >= 0 && face < nsides)
- {
- texcolor = tex.CreateFace((uint)face).RGBA;
- texcolor.R = clippedColor.X;
- texcolor.G = clippedColor.Y;
- texcolor.B = clippedColor.Z;
- if (alpha.HasValue)
- {
- texcolor.A = clippedAlpha;
- }
- tex.FaceTextures[face].RGBA = texcolor;
- UpdateTextureEntry(tex.GetBytes());
- return;
- }
- else if (face == ALL_SIDES)
- {
- for (uint i = 0; i < nsides; i++)
- {
- if (tex.FaceTextures[i] != null)
- {
- texcolor = tex.FaceTextures[i].RGBA;
- texcolor.R = clippedColor.X;
- texcolor.G = clippedColor.Y;
- texcolor.B = clippedColor.Z;
- if (alpha.HasValue)
- {
- texcolor.A = clippedAlpha;
- }
- tex.FaceTextures[i].RGBA = texcolor;
- }
- texcolor = tex.DefaultTexture.RGBA;
- texcolor.R = clippedColor.X;
- texcolor.G = clippedColor.Y;
- texcolor.B = clippedColor.Z;
- if (alpha.HasValue)
- {
- texcolor.A = clippedAlpha;
- }
- tex.DefaultTexture.RGBA = texcolor;
- }
- UpdateTextureEntry(tex.GetBytes());
- return;
- }
- }
- /// <summary>
- /// Get the number of sides that this part has.
- /// </summary>
- /// <returns></returns>
- public int GetNumberOfSides()
- {
- int ret = 0;
- bool hasCut;
- bool hasHollow;
- bool hasDimple;
- bool hasProfileCut;
- if(Shape.SculptEntry)
- {
- if (Shape.SculptType != (byte)SculptType.Mesh)
- return 1; // sculp
- //hack to detect new upload with faces data enconded on pbs
- if ((Shape.ProfileCurve & 0xf0) != (byte)HollowShape.Triangle)
- // old broken upload TODO
- return 8;
- }
- PrimType primType = GetPrimType(true);
- HasCutHollowDimpleProfileCut(primType, Shape, out hasCut, out hasHollow, out hasDimple, out hasProfileCut);
- switch (primType)
- {
- case PrimType.BOX:
- ret = 6;
- if (hasCut) ret += 2;
- if (hasHollow) ret += 1;
- break;
- case PrimType.CYLINDER:
- ret = 3;
- if (hasCut) ret += 2;
- if (hasHollow) ret += 1;
- break;
- case PrimType.PRISM:
- ret = 5;
- if (hasCut) ret += 2;
- if (hasHollow) ret += 1;
- break;
- case PrimType.SPHERE:
- ret = 1;
- if (hasCut) ret += 2;
- if (hasDimple) ret += 2;
- if (hasHollow) ret += 1;
- break;
- case PrimType.TORUS:
- ret = 1;
- if (hasCut) ret += 2;
- if (hasProfileCut) ret += 2;
- if (hasHollow) ret += 1;
- break;
- case PrimType.TUBE:
- ret = 4;
- if (hasCut) ret += 2;
- if (hasProfileCut) ret += 2;
- if (hasHollow) ret += 1;
- break;
- case PrimType.RING:
- ret = 3;
- if (hasCut) ret += 2;
- if (hasProfileCut) ret += 2;
- if (hasHollow) ret += 1;
- break;
- }
- return ret;
- }
- /// <summary>
- /// Tell us what type this prim is
- /// </summary>
- /// <param name="primShape"></param>
- /// <returns></returns>
- public PrimType GetPrimType(bool ignoreSculpt = false)
- {
- if (Shape.SculptEntry && !ignoreSculpt)
- return PrimType.SCULPT;
- if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
- {
- if (Shape.PathCurve == (byte)Extrusion.Straight)
- return PrimType.BOX;
- else if (Shape.PathCurve == (byte)Extrusion.Curve1)
- return PrimType.TUBE;
- }
- else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
- {
- if (Shape.PathCurve == (byte)Extrusion.Straight || Shape.PathCurve == (byte)Extrusion.Flexible)
- return PrimType.CYLINDER;
- // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
- else if (Shape.PathCurve == (byte)Extrusion.Curve1)
- return PrimType.TORUS;
- }
- else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
- {
- if (Shape.PathCurve == (byte)Extrusion.Curve1 || Shape.PathCurve == (byte)Extrusion.Curve2)
- return PrimType.SPHERE;
- }
- else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
- {
- if (Shape.PathCurve == (byte)Extrusion.Straight || Shape.PathCurve == (byte)Extrusion.Flexible)
- return PrimType.PRISM;
- else if (Shape.PathCurve == (byte)Extrusion.Curve1)
- return PrimType.RING;
- }
- return PrimType.BOX;
- }
- /// <summary>
- /// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
- /// </summary>
- /// <param name="primType"></param>
- /// <param name="shape"></param>
- /// <param name="hasCut"></param>
- /// <param name="hasHollow"></param>
- /// <param name="hasDimple"></param>
- /// <param name="hasProfileCut"></param>
- protected static void HasCutHollowDimpleProfileCut(PrimType primType, PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow,
- out bool hasDimple, out bool hasProfileCut)
- {
- if (primType == PrimType.BOX
- ||
- primType == PrimType.CYLINDER
- ||
- primType == PrimType.PRISM)
- hasCut = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0);
- else
- hasCut = (shape.PathBegin > 0) || (shape.PathEnd > 0);
- hasHollow = shape.ProfileHollow > 0;
- hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
- hasProfileCut = hasDimple; // is it the same thing?
- }
- public void SetGroup(UUID groupID, IClientAPI client)
- {
- // Scene.AddNewPrims() calls with client == null so can't use this.
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Setting group for {0} to {1} for {2}",
- // Name, groupID, OwnerID);
- GroupID = groupID;
- // if (client != null)
- // SendPropertiesToClient(client);
- UpdateFlag = UpdateRequired.FULL;
- }
- /// <summary>
- /// Set the parent group of this prim.
- /// </summary>
- public void SetParent(SceneObjectGroup parent)
- {
- ParentGroup = parent;
- }
- // Use this for attachments! LocalID should be avatar's localid
- public void SetParentLocalId(uint localID)
- {
- ParentID = localID;
- }
- public void SetPhysicsAxisRotation()
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- {
- pa.LockAngularMotion(RotationAxisLocks);
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- }
- /// <summary>
- /// Set the events that this part will pass on to listeners.
- /// </summary>
- /// <param name="scriptid"></param>
- /// <param name="events"></param>
- public void SetScriptEvents(UUID scriptid, int events)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Set script events for script with id {0} on {1}/{2} to {3} in {4}",
- // scriptid, Name, ParentGroup.Name, events, ParentGroup.Scene.Name);
- // scriptEvents oldparts;
- lock (m_scriptEvents)
- {
- if (m_scriptEvents.ContainsKey(scriptid))
- {
- // oldparts = m_scriptEvents[scriptid];
- // remove values from aggregated script events
- if (m_scriptEvents[scriptid] == (scriptEvents) events)
- return;
- m_scriptEvents[scriptid] = (scriptEvents) events;
- }
- else
- {
- m_scriptEvents.Add(scriptid, (scriptEvents) events);
- }
- }
- aggregateScriptEvents();
- }
- /// <summary>
- /// Set the text displayed for this part.
- /// </summary>
- /// <param name="text"></param>
- public void SetText(string text)
- {
- Text = text;
- if (ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- }
- /// <summary>
- /// Set the text displayed for this part.
- /// </summary>
- /// <param name="text"></param>
- /// <param name="color"></param>
- /// <param name="alpha"></param>
- public void SetText(string text, Vector3 color, double alpha)
- {
- Color = Color.FromArgb((int) (alpha*0xff),
- (int) (color.X*0xff),
- (int) (color.Y*0xff),
- (int) (color.Z*0xff));
- SetText(text);
- }
- public void StopMoveToTarget()
- {
- ParentGroup.StopMoveToTarget();
- }
- public void StoreUndoState(ObjectChangeType change)
- {
- lock (m_UndoLock)
- {
- if (m_UndoRedo == null)
- m_UndoRedo = new UndoRedoState(5);
- if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
- {
- m_UndoRedo.StoreUndo(this, change);
- }
- }
- }
- /// <summary>
- /// Return number of undos on the stack. Here temporarily pending a refactor.
- /// </summary>
- public int UndoCount
- {
- get
- {
- if (m_UndoRedo == null)
- return 0;
- return m_UndoRedo.Count;
- }
- }
- public void Undo()
- {
- lock (m_UndoLock)
- {
- if (m_UndoRedo == null || Undoing || ParentGroup == null)
- return;
- Undoing = true;
- m_UndoRedo.Undo(this);
- Undoing = false;
- }
- }
- public void Redo()
- {
- lock (m_UndoLock)
- {
- if (m_UndoRedo == null || Undoing || ParentGroup == null)
- return;
- Undoing = true;
- m_UndoRedo.Redo(this);
- Undoing = false;
- }
- }
- public void ClearUndoState()
- {
- lock (m_UndoLock)
- {
- if (m_UndoRedo == null || Undoing)
- return;
- m_UndoRedo.Clear();
- }
- }
- public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
- {
- // In this case we're using a rectangular prism, which has 6 faces and therefore 6 planes
- // This breaks down into the ray---> plane equation.
- // TODO: Change to take shape into account
- Vector3[] vertexes = new Vector3[8];
- // float[] distance = new float[6];
- Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
- Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
- Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
- Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
- Vector3[] normals = new Vector3[6]; // Normal for Facei
- Vector3[] AAfacenormals = new Vector3[6]; // Axis Aligned face normals
- AAfacenormals[0] = new Vector3(1, 0, 0);
- AAfacenormals[1] = new Vector3(0, 1, 0);
- AAfacenormals[2] = new Vector3(-1, 0, 0);
- AAfacenormals[3] = new Vector3(0, -1, 0);
- AAfacenormals[4] = new Vector3(0, 0, 1);
- AAfacenormals[5] = new Vector3(0, 0, -1);
- Vector3 AmBa = new Vector3(0, 0, 0); // Vertex A - Vertex B
- Vector3 AmBb = new Vector3(0, 0, 0); // Vertex B - Vertex C
- Vector3 cross = new Vector3();
- Vector3 pos = GetWorldPosition();
- Quaternion rot = GetWorldRotation();
- // Variables prefixed with AX are Axiom.Math copies of the LL variety.
- Quaternion AXrot = rot;
- AXrot.Normalize();
- Vector3 AXpos = pos;
- // tScale is the offset to derive the vertex based on the scale.
- // it's different for each vertex because we've got to rotate it
- // to get the world position of the vertex to produce the Oriented Bounding Box
- Vector3 tScale = Vector3.Zero;
- Vector3 AXscale = new Vector3(m_shape.Scale.X * 0.5f, m_shape.Scale.Y * 0.5f, m_shape.Scale.Z * 0.5f);
- //Vector3 pScale = (AXscale) - (AXrot.Inverse() * (AXscale));
- //Vector3 nScale = (AXscale * -1) - (AXrot.Inverse() * (AXscale * -1));
- // rScale is the rotated offset to find a vertex based on the scale and the world rotation.
- Vector3 rScale = new Vector3();
- // Get Vertexes for Faces Stick them into ABCD for each Face
- // Form: Face<vertex>[face] that corresponds to the below diagram
- #region ABCD Face Vertex Map Comment Diagram
- // A _________ B
- // | |
- // | 4 top |
- // |_________|
- // C D
- // A _________ B
- // | Back |
- // | 3 |
- // |_________|
- // C D
- // A _________ B B _________ A
- // | Left | | Right |
- // | 0 | | 2 |
- // |_________| |_________|
- // C D D C
- // A _________ B
- // | Front |
- // | 1 |
- // |_________|
- // C D
- // C _________ D
- // | |
- // | 5 bot |
- // |_________|
- // A B
- #endregion
- #region Plane Decomposition of Oriented Bounding Box
- tScale = new Vector3(AXscale.X, -AXscale.Y, AXscale.Z);
- rScale = tScale * AXrot;
- vertexes[0] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
- // vertexes[0].X = pos.X + vertexes[0].X;
- //vertexes[0].Y = pos.Y + vertexes[0].Y;
- //vertexes[0].Z = pos.Z + vertexes[0].Z;
- FaceA[0] = vertexes[0];
- FaceB[3] = vertexes[0];
- FaceA[4] = vertexes[0];
- tScale = AXscale;
- rScale = tScale * AXrot;
- vertexes[1] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
- // vertexes[1].X = pos.X + vertexes[1].X;
- // vertexes[1].Y = pos.Y + vertexes[1].Y;
- //vertexes[1].Z = pos.Z + vertexes[1].Z;
- FaceB[0] = vertexes[1];
- FaceA[1] = vertexes[1];
- FaceC[4] = vertexes[1];
- tScale = new Vector3(AXscale.X, -AXscale.Y, -AXscale.Z);
- rScale = tScale * AXrot;
- vertexes[2] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
- //vertexes[2].X = pos.X + vertexes[2].X;
- //vertexes[2].Y = pos.Y + vertexes[2].Y;
- //vertexes[2].Z = pos.Z + vertexes[2].Z;
- FaceC[0] = vertexes[2];
- FaceD[3] = vertexes[2];
- FaceC[5] = vertexes[2];
- tScale = new Vector3(AXscale.X, AXscale.Y, -AXscale.Z);
- rScale = tScale * AXrot;
- vertexes[3] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
- //vertexes[3].X = pos.X + vertexes[3].X;
- // vertexes[3].Y = pos.Y + vertexes[3].Y;
- // vertexes[3].Z = pos.Z + vertexes[3].Z;
- FaceD[0] = vertexes[3];
- FaceC[1] = vertexes[3];
- FaceA[5] = vertexes[3];
- tScale = new Vector3(-AXscale.X, AXscale.Y, AXscale.Z);
- rScale = tScale * AXrot;
- vertexes[4] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
- // vertexes[4].X = pos.X + vertexes[4].X;
- // vertexes[4].Y = pos.Y + vertexes[4].Y;
- // vertexes[4].Z = pos.Z + vertexes[4].Z;
- FaceB[1] = vertexes[4];
- FaceA[2] = vertexes[4];
- FaceD[4] = vertexes[4];
- tScale = new Vector3(-AXscale.X, AXscale.Y, -AXscale.Z);
- rScale = tScale * AXrot;
- vertexes[5] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
- // vertexes[5].X = pos.X + vertexes[5].X;
- // vertexes[5].Y = pos.Y + vertexes[5].Y;
- // vertexes[5].Z = pos.Z + vertexes[5].Z;
- FaceD[1] = vertexes[5];
- FaceC[2] = vertexes[5];
- FaceB[5] = vertexes[5];
- tScale = new Vector3(-AXscale.X, -AXscale.Y, AXscale.Z);
- rScale = tScale * AXrot;
- vertexes[6] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
- // vertexes[6].X = pos.X + vertexes[6].X;
- // vertexes[6].Y = pos.Y + vertexes[6].Y;
- // vertexes[6].Z = pos.Z + vertexes[6].Z;
- FaceB[2] = vertexes[6];
- FaceA[3] = vertexes[6];
- FaceB[4] = vertexes[6];
- tScale = new Vector3(-AXscale.X, -AXscale.Y, -AXscale.Z);
- rScale = tScale * AXrot;
- vertexes[7] = (new Vector3((pos.X + rScale.X), (pos.Y + rScale.Y), (pos.Z + rScale.Z)));
- // vertexes[7].X = pos.X + vertexes[7].X;
- // vertexes[7].Y = pos.Y + vertexes[7].Y;
- // vertexes[7].Z = pos.Z + vertexes[7].Z;
- FaceD[2] = vertexes[7];
- FaceC[3] = vertexes[7];
- FaceD[5] = vertexes[7];
- #endregion
- // Get our plane normals
- for (int i = 0; i < 6; i++)
- {
- //m_log.Info("[FACECALCULATION]: FaceA[" + i + "]=" + FaceA[i] + " FaceB[" + i + "]=" + FaceB[i] + " FaceC[" + i + "]=" + FaceC[i] + " FaceD[" + i + "]=" + FaceD[i]);
- // Our Plane direction
- AmBa = FaceA[i] - FaceB[i];
- AmBb = FaceB[i] - FaceC[i];
- cross = Vector3.Cross(AmBb, AmBa);
- // normalize the cross product to get the normal.
- normals[i] = cross / cross.Length();
- //m_log.Info("[NORMALS]: normals[ " + i + "]" + normals[i].ToString());
- //distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
- }
- EntityIntersection result = new EntityIntersection();
- result.distance = 1024;
- float c = 0;
- float a = 0;
- float d = 0;
- Vector3 q = new Vector3();
- #region OBB Version 2 Experiment
- //float fmin = 999999;
- //float fmax = -999999;
- //float s = 0;
- //for (int i=0;i<6;i++)
- //{
- //s = iray.Direction.Dot(normals[i]);
- //d = normals[i].Dot(FaceB[i]);
- //if (s == 0)
- //{
- //if (iray.Origin.Dot(normals[i]) > d)
- //{
- //return result;
- //}
- // else
- //{
- //continue;
- //}
- //}
- //a = (d - iray.Origin.Dot(normals[i])) / s;
- //if (iray.Direction.Dot(normals[i]) < 0)
- //{
- //if (a > fmax)
- //{
- //if (a > fmin)
- //{
- //return result;
- //}
- //fmax = a;
- //}
- //}
- //else
- //{
- //if (a < fmin)
- //{
- //if (a < 0 || a < fmax)
- //{
- //return result;
- //}
- //fmin = a;
- //}
- //}
- //}
- //if (fmax > 0)
- // a= fmax;
- //else
- // a=fmin;
- //q = iray.Origin + a * iray.Direction;
- #endregion
- // Loop over faces (6 of them)
- for (int i = 0; i < 6; i++)
- {
- AmBa = FaceA[i] - FaceB[i];
- AmBb = FaceB[i] - FaceC[i];
- d = Vector3.Dot(normals[i], FaceB[i]);
- //if (faceCenters)
- //{
- // c = normals[i].Dot(normals[i]);
- //}
- //else
- //{
- c = Vector3.Dot(iray.Direction, normals[i]);
- //}
- if (c == 0)
- continue;
- a = (d - Vector3.Dot(iray.Origin, normals[i])) / c;
- if (a < 0)
- continue;
- // If the normal is pointing outside the object
- if (Vector3.Dot(iray.Direction, normals[i]) < 0 || !frontFacesOnly)
- {
- //if (faceCenters)
- //{ //(FaceA[i] + FaceB[i] + FaceC[1] + FaceD[i]) / 4f;
- // q = iray.Origin + a * normals[i];
- //}
- //else
- //{
- q = iray.Origin + iray.Direction * a;
- //}
- float distance2 = (float)GetDistanceTo(q, AXpos);
- // Is this the closest hit to the object's origin?
- //if (faceCenters)
- //{
- // distance2 = (float)GetDistanceTo(q, iray.Origin);
- //}
- if (distance2 < result.distance)
- {
- result.distance = distance2;
- result.HitTF = true;
- result.ipoint = q;
- result.face = i;
- //m_log.Info("[FACE]:" + i.ToString());
- //m_log.Info("[POINT]: " + q.ToString());
- //m_log.Info("[DIST]: " + distance2.ToString());
- if (faceCenters)
- {
- result.normal = AAfacenormals[i] * AXrot;
- Vector3 scaleComponent = AAfacenormals[i];
- float ScaleOffset = 0.5f;
- if (scaleComponent.X != 0) ScaleOffset = AXscale.X;
- if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
- if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
- ScaleOffset = Math.Abs(ScaleOffset);
- Vector3 offset = result.normal * ScaleOffset;
- result.ipoint = AXpos + offset;
- ///pos = (intersectionpoint + offset);
- }
- else
- {
- result.normal = normals[i];
- }
- result.AAfaceNormal = AAfacenormals[i];
- }
- }
- }
- return result;
- }
- /// <summary>
- /// Serialize this part to xml.
- /// </summary>
- /// <param name="xmlWriter"></param>
- public void ToXml(XmlTextWriter xmlWriter)
- {
- SceneObjectSerializer.SOPToXml2(xmlWriter, this, new Dictionary<string, object>());
- }
- public void TriggerScriptChangedEvent(Changed val)
- {
- if (ParentGroup != null && ParentGroup.Scene != null)
- ParentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val);
- }
- public void TrimPermissions()
- {
- BaseMask &= (uint)(PermissionMask.All | PermissionMask.Export);
- OwnerMask &= (uint)(PermissionMask.All | PermissionMask.Export);
- GroupMask &= (uint)PermissionMask.All;
- EveryoneMask &= (uint)(PermissionMask.All | PermissionMask.Export);
- NextOwnerMask &= (uint)PermissionMask.All;
- }
- public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
- {
- m_shape.ReadInUpdateExtraParam(type, inUse, data);
- if (ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- }
- public void UpdateGroupPosition(Vector3 newPos)
- {
- Vector3 oldPos = GroupPosition;
- if ((newPos.X != oldPos.X) ||
- (newPos.Y != oldPos.Y) ||
- (newPos.Z != oldPos.Z))
- {
- GroupPosition = newPos;
- ScheduleTerseUpdate();
- }
- }
- /// <summary>
- /// Update this part's offset position.
- /// </summary>
- /// <param name="pos"></param>
- public void UpdateOffSet(Vector3 newPos)
- {
- Vector3 oldPos = OffsetPosition;
- if ((newPos.X != oldPos.X) ||
- (newPos.Y != oldPos.Y) ||
- (newPos.Z != oldPos.Z))
- {
- if (ParentGroup.RootPart.GetStatusSandbox())
- {
- if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10)
- {
- ParentGroup.RootPart.ScriptSetPhysicsStatus(false);
- newPos = OffsetPosition;
- ParentGroup.Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
- ChatTypeEnum.DebugChannel, 0x7FFFFFFF, ParentGroup.RootPart.AbsolutePosition, Name, UUID, false);
- }
- }
- OffsetPosition = newPos;
- ScheduleTerseUpdate();
- }
- }
- /// <summary>
- /// Update permissions on the SOP. Should only be called from SOG.UpdatePermissions because the SOG
- /// will handle the client notifications once all of its parts are updated.
- /// </summary>
- /// <param name="AgentID"></param>
- /// <param name="field"></param>
- /// <param name="localID"></param>
- /// <param name="mask"></param>
- /// <param name="addRemTF"></param>
- public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
- {
- bool set = addRemTF == 1;
- bool god = ParentGroup.Scene.Permissions.IsGod(AgentID);
- uint baseMask = BaseMask;
- if (god)
- baseMask = 0x7ffffff0;
- bool canChange = (AgentID == OwnerID) || god;
- if(!canChange)
- canChange = ParentGroup.Scene.Permissions.CanEditObjectPermissions(ParentGroup, AgentID);
- if (canChange)
- {
- switch (field)
- {
- case 1:
- if (god)
- {
- BaseMask = ApplyMask(BaseMask, set, mask);
- Inventory.ApplyGodPermissions(BaseMask);
- }
- break;
- case 2:
- OwnerMask = ApplyMask(OwnerMask, set, mask) &
- baseMask;
- break;
- case 4:
- GroupMask = ApplyMask(GroupMask, set, mask) &
- baseMask;
- break;
- case 8:
- // Trying to set export permissions - extra checks
- if (set && (mask & (uint)PermissionMask.Export) != 0)
- {
- if ((OwnerMask & (uint)PermissionMask.Export) == 0 || (BaseMask & (uint)PermissionMask.Export) == 0 || (NextOwnerMask & (uint)PermissionMask.All) != (uint)PermissionMask.All)
- mask &= ~(uint)PermissionMask.Export;
- }
- EveryoneMask = ApplyMask(EveryoneMask, set, mask) &
- baseMask;
- break;
- case 16:
- // Force full perm if export
- if ((EveryoneMask & (uint)PermissionMask.Export) != 0)
- {
- NextOwnerMask = (uint)PermissionMask.All;
- break;
- }
- NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
- baseMask;
- // Prevent the client from creating no copy, no transfer
- // objects
- if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
- NextOwnerMask |= (uint)PermissionMask.Transfer;
- NextOwnerMask |= (uint)PermissionMask.Move;
- break;
- }
- AggregateInnerPerms();
- SendFullUpdateToAllClients();
- }
- }
- public void ClonePermissions(SceneObjectPart source)
- {
- uint prevOwnerMask = OwnerMask;
- uint prevGroupMask = GroupMask;
- uint prevEveryoneMask = EveryoneMask;
- uint prevNextOwnerMask = NextOwnerMask;
- OwnerMask = source.OwnerMask & BaseMask;
- GroupMask = source.GroupMask & BaseMask;
- EveryoneMask = source.EveryoneMask & BaseMask;
- NextOwnerMask = source.NextOwnerMask & BaseMask;
- AggregateInnerPerms();
- if (OwnerMask != prevOwnerMask ||
- GroupMask != prevGroupMask ||
- EveryoneMask != prevEveryoneMask ||
- NextOwnerMask != prevNextOwnerMask)
- SendFullUpdateToAllClients();
- }
- public bool IsHingeJoint()
- {
- // For now, we use the NINJA naming scheme for identifying joints.
- // In the future, we can support other joint specification schemes such as a
- // custom checkbox in the viewer GUI.
- if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
- {
- string hingeString = "hingejoint";
- return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
- }
- else
- {
- return false;
- }
- }
- public bool IsBallJoint()
- {
- // For now, we use the NINJA naming scheme for identifying joints.
- // In the future, we can support other joint specification schemes such as a
- // custom checkbox in the viewer GUI.
- if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
- {
- string ballString = "balljoint";
- return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
- }
- else
- {
- return false;
- }
- }
- public bool IsJoint()
- {
- // For now, we use the NINJA naming scheme for identifying joints.
- // In the future, we can support other joint specification schemes such as a
- // custom checkbox in the viewer GUI.
- if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
- {
- return IsHingeJoint() || IsBallJoint();
- }
- else
- {
- return false;
- }
- }
- public void UpdateExtraPhysics(ExtraPhysicsData physdata)
- {
- if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
- return;
- byte newtype = (byte)physdata.PhysShapeType;
- if (PhysicsShapeType != newtype)
- PhysicsShapeType = newtype;
- if(Density != physdata.Density)
- Density = physdata.Density;
- if(GravityModifier != physdata.GravitationModifier)
- GravityModifier = physdata.GravitationModifier;
- if(Friction != physdata.Friction)
- Friction = physdata.Friction;
- if(Restitution != physdata.Bounce)
- Restitution = physdata.Bounce;
- }
- /// <summary>
- /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
- /// </summary>
- /// <param name="UsePhysics"></param>
- /// <param name="SetTemporary"></param>
- /// <param name="SetPhantom"></param>
- /// <param name="SetVD"></param>
- public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
- {
- bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
- bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
- bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
- bool wasVD = VolumeDetectActive;
- if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
- return;
- VolumeDetectActive = SetVD;
- // volume detector implies phantom we need to decouple this mess
- if (SetVD)
- SetPhantom = true;
- else if(wasVD)
- SetPhantom = false;
- if (UsePhysics)
- AddFlag(PrimFlags.Physics);
- else
- RemFlag(PrimFlags.Physics);
- if (SetPhantom)
- AddFlag(PrimFlags.Phantom);
- else
- RemFlag(PrimFlags.Phantom);
- if (SetTemporary)
- AddFlag(PrimFlags.TemporaryOnRez);
- else
- RemFlag(PrimFlags.TemporaryOnRez);
- if (ParentGroup.Scene == null)
- return;
- PhysicsActor pa = PhysActor;
- if (pa != null && building && pa.Building != building)
- pa.Building = building;
- if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
- || (Shape.PathCurve == (byte)Extrusion.Flexible))
- {
- if (pa != null)
- {
- if(wasUsingPhysics)
- ParentGroup.Scene.RemovePhysicalPrim(1);
- RemoveFromPhysics();
- }
- Stop();
- }
- else
- {
- if (ParentGroup.Scene.CollidablePrims)
- {
- if (pa == null)
- {
- AddToPhysics(UsePhysics, SetPhantom, building, false);
- pa = PhysActor;
- if (pa != null)
- {
- pa.SetMaterial(Material);
- DoPhysicsPropertyUpdate(UsePhysics, true);
- }
- }
- else // it already has a physical representation
- {
- DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
- if(UsePhysics && !SetPhantom && m_localId == ParentGroup.RootPart.LocalId &&
- m_vehicleParams != null && m_vehicleParams.CameraDecoupled)
- AddFlag(PrimFlags.CameraDecoupled);
- else
- RemFlag(PrimFlags.CameraDecoupled);
- if (pa.Building != building)
- pa.Building = building;
- }
- UpdatePhysicsSubscribedEvents();
- }
- }
- // and last in case we have a new actor and not building
- if (ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
- }
- /// <summary>
- /// Adds this part to the physics scene.
- /// and sets the PhysActor property
- /// </summary>
- /// <param name="isPhysical">Add this prim as physical.</param>
- /// <param name="isPhantom">Add this prim as phantom.</param>
- /// <param name="building">tells physics to delay full construction of object</param>
- /// <param name="applyDynamics">applies velocities, force and torque</param>
- private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
- {
- PhysicsActor pa;
- Vector3 velocity = Velocity;
- Vector3 rotationalVelocity = AngularVelocity;;
- try
- {
- pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
- string.Format("{0}/{1}", Name, UUID),
- Shape,
- AbsolutePosition,
- Scale,
- GetWorldRotation(),
- isPhysical,
- isPhantom,
- PhysicsShapeType,
- m_localId);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
- pa = null;
- }
- if (pa != null)
- {
- pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
- pa.SetMaterial(Material);
- pa.Density = Density;
- pa.GravModifier = GravityModifier;
- pa.Friction = Friction;
- pa.Restitution = Restitution;
- pa.Buoyancy = Buoyancy;
- if(LocalId == ParentGroup.RootPart.LocalId)
- {
- pa.LockAngularMotion(RotationAxisLocks);
- }
- if (VolumeDetectActive) // change if not the default only
- pa.SetVolumeDetect(1);
-
- bool isroot = (m_localId == ParentGroup.RootPart.LocalId);
- if(isroot && m_physicsInertia != null)
- pa.SetInertiaData(m_physicsInertia);
- if (isroot && m_vehicleParams != null )
- {
- m_vehicleParams.SetVehicle(pa);
- if(isPhysical && !isPhantom && m_vehicleParams.CameraDecoupled)
- AddFlag(PrimFlags.CameraDecoupled);
- else
- RemFlag(PrimFlags.CameraDecoupled);
- }
- else
- RemFlag(PrimFlags.CameraDecoupled);
- // we are going to tell rest of code about physics so better have this here
- PhysActor = pa;
- // DoPhysicsPropertyUpdate(isPhysical, true);
- // lets expand it here just with what it really needs to do
- if (isPhysical)
- {
- if (ParentGroup.RootPart.KeyframeMotion != null)
- ParentGroup.RootPart.KeyframeMotion.Stop();
- ParentGroup.RootPart.KeyframeMotion = null;
- ParentGroup.Scene.AddPhysicalPrim(1);
- pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
- pa.OnOutOfBounds += PhysicsOutOfBounds;
- if (_parentID != 0 && _parentID != LocalId)
- {
- PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
- if (parentPa != null)
- {
- pa.link(parentPa);
- }
- }
- }
- if (applyDynamics && LocalId == ParentGroup.RootPart.LocalId)
- // do independent of isphysical so parameters get setted (at least some)
- {
- Velocity = velocity;
- AngularVelocity = rotationalVelocity;
- // if not vehicle and root part apply force and torque
- if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE))
- {
- pa.Force = Force;
- pa.Torque = Torque;
- }
- }
- // if (Shape.SculptEntry)
- // CheckSculptAndLoad();
- // else
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
- if (!building)
- pa.Building = false;
- }
- PhysActor = pa;
- ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
- }
- /// <summary>
- /// This removes the part from the physics scene.
- /// </summary>
- /// <remarks>
- /// This isn't the same as turning off physical, since even without being physical the prim has a physics
- /// representation for collision detection.
- /// </remarks>
- public void RemoveFromPhysics()
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- {
- pa.OnCollisionUpdate -= PhysicsCollision;
- pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
- pa.OnOutOfBounds -= PhysicsOutOfBounds;
- ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
- ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
- }
- RemFlag(PrimFlags.CameraDecoupled);
- PhysActor = null;
- }
- /// <summary>
- /// This updates the part's rotation and sends out an update to clients if necessary.
- /// </summary>
- /// <param name="rot"></param>
- public void UpdateRotation(Quaternion rot)
- {
- if (rot != RotationOffset)
- {
- RotationOffset = rot;
- if (ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleTerseUpdate();
- }
- }
- }
- /// <summary>
- /// Update the shape of this part.
- /// </summary>
- /// <param name="shapeBlock"></param>
- public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
- {
- m_shape.PathBegin = shapeBlock.PathBegin;
- m_shape.PathEnd = shapeBlock.PathEnd;
- m_shape.PathScaleX = shapeBlock.PathScaleX;
- m_shape.PathScaleY = shapeBlock.PathScaleY;
- m_shape.PathShearX = shapeBlock.PathShearX;
- m_shape.PathShearY = shapeBlock.PathShearY;
- m_shape.PathSkew = shapeBlock.PathSkew;
- m_shape.ProfileBegin = shapeBlock.ProfileBegin;
- m_shape.ProfileEnd = shapeBlock.ProfileEnd;
- m_shape.PathCurve = shapeBlock.PathCurve;
- m_shape.ProfileCurve = shapeBlock.ProfileCurve;
- m_shape.ProfileHollow = shapeBlock.ProfileHollow;
- m_shape.PathRadiusOffset = shapeBlock.PathRadiusOffset;
- m_shape.PathRevolutions = shapeBlock.PathRevolutions;
- m_shape.PathTaperX = shapeBlock.PathTaperX;
- m_shape.PathTaperY = shapeBlock.PathTaperY;
- m_shape.PathTwist = shapeBlock.PathTwist;
- m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
- PhysicsActor pa = PhysActor;
- if (pa != null)
- {
- pa.Shape = m_shape;
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- // This is what makes vehicle trailers work
- // A script in a child prim re-issues
- // llSetPrimitiveParams(PRIM_TYPE) every few seconds. That
- // prevents autoreturn. This is not well known. It also works
- // in SL.
- //
- if (ParentGroup.RootPart != this)
- ParentGroup.RootPart.Rezzed = DateTime.UtcNow;
- ParentGroup.HasGroupChanged = true;
- TriggerScriptChangedEvent(Changed.SHAPE);
- ScheduleFullUpdate();
- }
- public void UpdateSlice(float begin, float end)
- {
- if (end < begin)
- {
- float temp = begin;
- begin = end;
- end = temp;
- }
- end = Math.Min(1f, Math.Max(0f, end));
- begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f);
- if (begin < 0.02f && end < 0.02f)
- {
- begin = 0f;
- end = 0.02f;
- }
- ushort uBegin = (ushort)(50000.0 * begin);
- ushort uEnd = (ushort)(50000.0 * (1f - end));
- bool updatePossiblyNeeded = false;
- PrimType primType = GetPrimType();
- if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING)
- {
- if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd)
- {
- m_shape.ProfileBegin = uBegin;
- m_shape.ProfileEnd = uEnd;
- updatePossiblyNeeded = true;
- }
- }
- else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd)
- {
- m_shape.PathBegin = uBegin;
- m_shape.PathEnd = uEnd;
- updatePossiblyNeeded = true;
- }
- if (updatePossiblyNeeded && ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- }
- if (updatePossiblyNeeded && PhysActor != null)
- {
- PhysActor.Shape = m_shape;
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- if (updatePossiblyNeeded)
- {
- ScheduleFullUpdate();
- }
- }
- /// <summary>
- /// Update the texture entry for this part.
- /// </summary>
- /// <param name="serializedTextureEntry"></param>
- public void UpdateTextureEntry(byte[] serializedTextureEntry)
- {
- UpdateTextureEntry(new Primitive.TextureEntry(serializedTextureEntry, 0, serializedTextureEntry.Length));
- }
- /// <summary>
- /// Update the texture entry for this part.
- /// </summary>
- /// <param name="newTex"></param>
- public void UpdateTextureEntry(Primitive.TextureEntry newTex)
- {
- Primitive.TextureEntry oldTex = Shape.Textures;
- Changed changeFlags = 0;
- Primitive.TextureEntryFace defaultNewFace = newTex.DefaultTexture;
- Primitive.TextureEntryFace defaultOldFace = oldTex.DefaultTexture;
- // On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all
- // other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point.
- if (defaultNewFace == null)
- {
- defaultNewFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
- newTex.DefaultTexture = defaultNewFace;
- }
- if (defaultOldFace == null)
- {
- defaultOldFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
- oldTex.DefaultTexture = defaultOldFace;
- }
- // Materials capable viewers can send a ObjectImage packet
- // when nothing in TE has changed. MaterialID should be updated
- // by the RenderMaterials CAP handler, so updating it here may cause a
- // race condtion. Therefore, if no non-materials TE fields have changed,
- // we should ignore any changes and not update Shape.TextureEntry
- bool otherFieldsChanged = false;
- int nsides = GetNumberOfSides();
- for (int i = 0 ; i < nsides; i++)
- {
- Primitive.TextureEntryFace newFace = defaultNewFace;
- Primitive.TextureEntryFace oldFace = defaultOldFace;
- if (oldTex.FaceTextures[i] != null)
- oldFace = oldTex.FaceTextures[i];
- if (newTex.FaceTextures[i] != null)
- newFace = newTex.FaceTextures[i];
- if (oldFace.TextureID != newFace.TextureID)
- changeFlags |= Changed.TEXTURE;
- Color4 oldRGBA = oldFace.RGBA;
- Color4 newRGBA = newFace.RGBA;
- if (oldRGBA.R != newRGBA.R ||
- oldRGBA.G != newRGBA.G ||
- oldRGBA.B != newRGBA.B ||
- oldRGBA.A != newRGBA.A)
- changeFlags |= Changed.COLOR;
- // Max change, skip the rest of testing
- if (changeFlags == (Changed.TEXTURE | Changed.COLOR))
- break;
- if (!otherFieldsChanged)
- {
- if (oldFace.Bump != newFace.Bump) otherFieldsChanged = true;
- if (oldFace.Fullbright != newFace.Fullbright) otherFieldsChanged = true;
- if (oldFace.Glow != newFace.Glow) otherFieldsChanged = true;
- if (oldFace.MediaFlags != newFace.MediaFlags) otherFieldsChanged = true;
- if (oldFace.OffsetU != newFace.OffsetU) otherFieldsChanged = true;
- if (oldFace.OffsetV != newFace.OffsetV) otherFieldsChanged = true;
- if (oldFace.RepeatU != newFace.RepeatU) otherFieldsChanged = true;
- if (oldFace.RepeatV != newFace.RepeatV) otherFieldsChanged = true;
- if (oldFace.Rotation != newFace.Rotation) otherFieldsChanged = true;
- if (oldFace.Shiny != newFace.Shiny) otherFieldsChanged = true;
- if (oldFace.TexMapType != newFace.TexMapType) otherFieldsChanged = true;
- if(otherFieldsChanged)
- changeFlags |= Changed.TEXTURE;
- }
- }
- if (changeFlags == 0)
- return;
- m_shape.TextureEntry = newTex.GetBytes();
- TriggerScriptChangedEvent(changeFlags);
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- internal void UpdatePhysicsSubscribedEvents()
- {
- PhysicsActor pa = PhysActor;
- if (pa == null)
- return;
- pa.OnCollisionUpdate -= PhysicsCollision;
- bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
- scriptEvents CombinedEvents = AggregateScriptEvents;
- // merge with root part
- if (ParentGroup != null && ParentGroup.RootPart != null)
- CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
- // submit to this part case
- if (VolumeDetectActive)
- CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
- else if ((Flags & PrimFlags.Phantom) != 0)
- CombinedEvents &= PhyscicsPhantonSubsEvents;
- else
- CombinedEvents &= PhysicsNeededSubsEvents;
- if (hassound || CombinedEvents != 0)
- {
- // subscribe to physics updates.
- pa.OnCollisionUpdate += PhysicsCollision;
- pa.SubscribeEvents(50); // 20 reports per second
- }
- else
- {
- pa.UnSubscribeEvents();
- }
- }
- public void aggregateScriptEvents()
- {
- if (ParentGroup == null || ParentGroup.RootPart == null)
- return;
- AggregateScriptEvents = 0;
- // Aggregate script events
- lock (m_scriptEvents)
- {
- foreach (scriptEvents s in m_scriptEvents.Values)
- {
- AggregateScriptEvents |= s;
- }
- }
- uint objectflagupdate = 0;
- if (
- ((AggregateScriptEvents & scriptEvents.touch) != 0) ||
- ((AggregateScriptEvents & scriptEvents.touch_end) != 0) ||
- ((AggregateScriptEvents & scriptEvents.touch_start) != 0)
- )
- {
- objectflagupdate |= (uint) PrimFlags.Touch;
- }
- if ((AggregateScriptEvents & scriptEvents.money) != 0)
- {
- objectflagupdate |= (uint) PrimFlags.Money;
- }
- if (AllowedDrop)
- {
- objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
- }
- LocalFlags = (PrimFlags)objectflagupdate;
- if (ParentGroup != null && ParentGroup.RootPart == this)
- {
- ParentGroup.aggregateScriptEvents();
- }
- else
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Scheduling part {0} {1} for full update in aggregateScriptEvents()", Name, LocalId);
- UpdatePhysicsSubscribedEvents();
- ScheduleFullUpdate();
- }
- }
- public void SetCameraAtOffset(Vector3 v)
- {
- m_cameraAtOffset = v;
- }
- public void SetCameraEyeOffset(Vector3 v)
- {
- m_cameraEyeOffset = v;
- }
- public void SetForceMouselook(bool force)
- {
- m_forceMouselook = force;
- }
- public Vector3 GetCameraAtOffset()
- {
- return m_cameraAtOffset;
- }
- public Vector3 GetCameraEyeOffset()
- {
- return m_cameraEyeOffset;
- }
- public bool GetForceMouselook()
- {
- return m_forceMouselook;
- }
- public override string ToString()
- {
- return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
- }
- #endregion Public Methods
- public void SendTerseUpdateToClient(IClientAPI remoteClient)
- {
- if (ParentGroup.IsDeleted)
- return;
- if (ParentGroup.IsAttachment
- && (ParentGroup.RootPart != this
- || ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint))
- return;
- // Causes this thread to dig into the Client Thread Data.
- // Remember your locking here!
- remoteClient.SendEntityUpdate(
- this,
- PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
- | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
- ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
- }
- public void AddScriptLPS(int count)
- {
- ParentGroup.AddScriptLPS(count);
- }
- /// <summary>
- /// Sets a prim's owner and permissions when it's rezzed.
- /// </summary>
- /// <param name="item">The inventory item from which the item was rezzed</param>
- /// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
- /// <param name="scene">The scene the prim is being rezzed into</param>
- public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
- {
- if ((OwnerID != item.Owner) || ((item.CurrentPermissions & (uint)PermissionMask.Slam) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
- {
- if (scene.Permissions.PropagatePermissions())
- {
- if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
- {
- // Apply the item's permissions to the object
- //LogPermissions("Before applying item permissions");
- if (userInventory)
- {
- EveryoneMask = item.EveryOnePermissions;
- NextOwnerMask = item.NextPermissions;
- }
- else
- {
- if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
- EveryoneMask = item.EveryOnePermissions;
- if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
- NextOwnerMask = item.NextPermissions;
- if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
- GroupMask = item.GroupPermissions;
- }
- //LogPermissions("After applying item permissions");
- }
- }
- GroupMask = 0; // DO NOT propagate here
- }
- if (OwnerID != item.Owner)
- {
- if(OwnerID != GroupID)
- LastOwnerID = OwnerID;
- OwnerID = item.Owner;
- Inventory.ChangeInventoryOwner(item.Owner);
- if (scene.Permissions.PropagatePermissions())
- ApplyNextOwnerPermissions();
- }
- }
- /// <summary>
- /// Logs the prim's permissions. Useful when debugging permission problems.
- /// </summary>
- /// <param name="message"></param>
- private void LogPermissions(String message)
- {
- PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
- }
- public void ApplyNextOwnerPermissions()
- {
- // Export needs to be preserved in the base and everyone
- // mask, but removed in the owner mask as a next owner
- // can never change the export status
- BaseMask &= (NextOwnerMask | (uint)PermissionMask.Export);
- OwnerMask &= NextOwnerMask;
- EveryoneMask &= (NextOwnerMask | (uint)PermissionMask.Export);
- GroupMask = 0; // Giving an object zaps group permissions
- Inventory.ApplyNextOwnerPermissions();
- AggregateInnerPerms();
- }
- public void UpdateLookAt()
- {
- try
- {
- if (APIDActive)
- {
- PhysicsActor pa = ParentGroup.RootPart.PhysActor;
- if (pa == null || !pa.IsPhysical || APIDStrength < 0.04)
- {
- StopLookAt();
- return;
- }
- Quaternion currRot = GetWorldRotation();
- currRot.Normalize();
- // difference between current orientation and desired orientation
- Quaternion dR = currRot / APIDTarget;
- // find axis and angle of rotation to rotate to desired orientation
- Vector3 axis = Vector3.UnitX;
- float angle;
- dR.GetAxisAngle(out axis, out angle);
- axis = axis * currRot;
- // clamp strength to avoid overshoot
- float strength = 1.0f / APIDStrength;
- if (strength > 1.0) strength = 1.0f;
- // set angular velocity to rotate to desired orientation
- // with velocity proportional to strength and angle
- AngularVelocity = axis * angle * strength * (float)Math.PI;
- // This ensures that we'll check this object on the next iteration
- ParentGroup.QueueForUpdateCheck();
- }
- }
- catch (Exception ex)
- {
- m_log.Error("[Physics] " + ex);
- }
- }
- public Color4 GetTextColor()
- {
- Color color = Color;
- return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
- }
- public void ResetOwnerChangeFlag()
- {
- List<UUID> inv = Inventory.GetInventoryList();
- foreach (UUID itemID in inv)
- {
- TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
- item.OwnerChanged = false;
- Inventory.UpdateInventoryItem(item, false, false);
- }
- AggregateInnerPerms();
- }
- /// <summary>
- /// Record an avatar sitting on this part.
- /// </summary>
- /// <remarks>This is called for all the sitting avatars whether there is a sit target set or not.</remarks>
- /// <returns>
- /// true if the avatar was not already recorded, false otherwise.
- /// </returns>
- /// <param name='avatarId'></param>
- protected internal bool AddSittingAvatar(ScenePresence sp)
- {
- lock (ParentGroup.m_sittingAvatars)
- {
- if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
- SitTargetAvatar = sp.UUID;
- if (m_sittingAvatars == null)
- m_sittingAvatars = new HashSet<ScenePresence>();
- if (m_sittingAvatars.Add(sp))
- {
- if(!ParentGroup.m_sittingAvatars.Contains(sp))
- ParentGroup.m_sittingAvatars.Add(sp);
- return true;
- }
- return false;
- }
- }
- /// <summary>
- /// Remove an avatar recorded as sitting on this part.
- /// </summary>
- /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
- /// <returns>
- /// true if the avatar was present and removed, false if it was not present.
- /// </returns>
- /// <param name='avatarId'></param>
- protected internal bool RemoveSittingAvatar(ScenePresence sp)
- {
- lock (ParentGroup.m_sittingAvatars)
- {
- if (SitTargetAvatar == sp.UUID)
- SitTargetAvatar = UUID.Zero;
- if (m_sittingAvatars == null)
- return false;
- if (m_sittingAvatars.Remove(sp))
- {
- if (m_sittingAvatars.Count == 0)
- m_sittingAvatars = null;
- ParentGroup.m_sittingAvatars.Remove(sp);
- return true;
- }
- return false;
- }
- }
- /// <summary>
- /// Get a copy of the list of sitting avatars.
- /// </summary>
- /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
- /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
- public HashSet<ScenePresence> GetSittingAvatars()
- {
- lock (ParentGroup.m_sittingAvatars)
- {
- if (m_sittingAvatars == null)
- return null;
- else
- return new HashSet<ScenePresence>(m_sittingAvatars);
- }
- }
- /// <summary>
- /// Gets the number of sitting avatars.
- /// </summary>
- /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
- /// <returns></returns>
- public int GetSittingAvatarsCount()
- {
- lock (ParentGroup.m_sittingAvatars)
- {
- if (m_sittingAvatars == null)
- return 0;
- else
- return m_sittingAvatars.Count;
- }
- }
- public void Stop()
- {
- Velocity = Vector3.Zero;
- AngularVelocity = Vector3.Zero;
- Acceleration = Vector3.Zero;
- APIDActive = false;
- }
- // handle osVolumeDetect
- public void ScriptSetVolumeDetect(bool makeVolumeDetect)
- {
- if(_parentID == 0)
- {
- // if root prim do it via SOG
- ParentGroup.ScriptSetVolumeDetect(makeVolumeDetect);
- return;
- }
- bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
- bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
- bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
- if(PhysActor != null)
- PhysActor.Building = true;
- UpdatePrimFlags(wasUsingPhysics,wasTemporary,wasPhantom,makeVolumeDetect,false);
- }
- }
- }
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