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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 OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes.Scripting;
- using OpenSim.Region.Framework.Scenes.Serialization;
- using OpenSim.Region.Physics.Manager;
- 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
- }
- // 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 : IScriptHost, ISceneEntity
- {
- /// <value>
- /// Denote all sides of the prim
- /// </value>
- public const int ALL_SIDES = -1;
-
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <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 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.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 1f && SitTargetOrientation.W == 0f // W-Z Mapping was invalid at one point
- || SitTargetOrientation.X == 0f && SitTargetOrientation.Y == 0f && SitTargetOrientation.Z == 0f && SitTargetOrientation.W == 0f)); // Invalid Quaternion
- }
- }
- #region Fields
- public bool AllowedDrop;
-
- public bool DIE_AT_EDGE;
-
- public bool RETURN_AT_EDGE;
-
- public bool BlockGrab;
- 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;
- public uint TimeStampFull;
- public uint TimeStampLastActivity; // Will be used for AutoReturn
- public uint TimeStampTerse;
- public int STATUS_ROTATE_X;
- public int STATUS_ROTATE_Y;
- public int STATUS_ROTATE_Z;
- 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;
- public Vector3 RotationAxis = Vector3.One;
- public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
- // Certainly this must be a persistant setting finally
- public bool IsWaitingForFirstSpinUpdatePacket;
- public Quaternion SpinOldOrientation = Quaternion.Identity;
- protected int m_APIDIterations = 0;
- 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 readonly List<uint> m_lastColliders = new List<uint>();
- 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 string m_text = String.Empty;
- private string m_touchName = String.Empty;
- private readonly List<UndoState> m_undo = new List<UndoState>(5);
- private readonly List<UndoState> m_redo = new List<UndoState>(5);
- 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;
- protected Vector3 m_lastAngularVelocity;
- protected int m_lastTerseSent;
-
- /// <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;
- // TODO: Collision sound should have default.
- private UUID m_collisionSound;
- private float m_collisionSoundVolume;
- #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;
- // 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);
- }
- /// <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 = "Primitive";
- CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
- 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;
- Flags = 0;
- CreateSelected = true;
- TrimPermissions();
- }
- #endregion Constructors
- #region XML Schema
- 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;
- private uint _ownerMask = (uint)PermissionMask.All;
- private uint _groupMask = (uint)PermissionMask.None;
- private uint _everyoneMask = (uint)PermissionMask.None;
- private uint _nextOwnerMask = (uint)PermissionMask.All;
- 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 (CreatorData != null && CreatorData != string.Empty)
- return CreatorID.ToString() + ';' + CreatorData;
- else
- return CreatorID.ToString();
- }
- set
- {
- if ((value == null) || (value != null && value == string.Empty))
- {
- CreatorData = string.Empty;
- return;
- }
- if (!value.Contains(";")) // plain UUID
- {
- UUID uuid = UUID.Zero;
- UUID.TryParse(value, out uuid);
- CreatorID = uuid;
- }
- else // <uuid>[;<endpoint>[;name]]
- {
- string name = "Unknown User";
- string[] parts = value.Split(';');
- if (parts.Length >= 1)
- {
- UUID uuid = UUID.Zero;
- UUID.TryParse(parts[0], out uuid);
- CreatorID = uuid;
- }
- if (parts.Length >= 2)
- CreatorData = parts[1];
- if (parts.Length >= 3)
- name = parts[2];
- CreatorData += ';' + name;
-
- }
- }
- }
- /// <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>
- /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
- /// </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;
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.SOPName = value;
- }
- }
- public byte Material
- {
- get { return (byte) m_material; }
- set
- {
- m_material = (Material)value;
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.SetMaterial((int)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 Dictionary<int, string> CollisionFilter
- {
- get { return m_CollisionFilter; }
- set
- {
- m_CollisionFilter = 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; }
- }
- /// <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 physical and the root prim of a linkset, the position of the group is what physics thinks.
- if (actor != null && ParentID == 0)
- m_groupPosition = actor.Position;
- // 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;
- }
- return m_groupPosition;
- }
- set
- {
- m_groupPosition = value;
- PhysicsActor actor = PhysActor;
- if (actor != 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.
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
- }
- }
-
- // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
- if (SitTargetAvatar != UUID.Zero)
- {
- ScenePresence avatar;
- if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
- {
- avatar.ParentPosition = GetWorldPosition();
- }
- }
- }
- }
- public Vector3 OffsetPosition
- {
- get { return m_offsetPosition; }
- set
- {
- // StoreUndoState();
- m_offsetPosition = value;
- if (ParentGroup != null && !ParentGroup.IsDeleted)
- {
- 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.AddPhysicsActorTaint(actor);
- }
- }
- }
- }
- public Vector3 RelativePosition
- {
- get
- {
- if (IsRoot)
- {
- if (ParentGroup.IsAttachment)
- return AttachedPos;
- else
- return AbsolutePosition;
- }
- else
- {
- return OffsetPosition;
- }
- }
- }
- 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)
- {
- if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
- || actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
- {
- m_rotationOffset = actor.Orientation;
- }
- }
- // float roll, pitch, yaw = 0;
- // m_rotationOffset.GetEulerAngles(out roll, out pitch, out yaw);
- //
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Got euler {0} for RotationOffset on {1} {2}",
- // new Vector3(roll, pitch, yaw), Name, LocalId);
- 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.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
- {
- m_velocity = value;
- PhysicsActor actor = PhysActor;
- if (actor != null)
- {
- if (actor.IsPhysical)
- {
- actor.Velocity = value;
- 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)
- {
- m_angularVelocity = actor.RotationalVelocity;
- }
- return m_angularVelocity;
- }
- set { m_angularVelocity = value; }
- }
- /// <summary></summary>
- public Vector3 Acceleration
- {
- get { return m_acceleration; }
- set { m_acceleration = value; }
- }
- 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 > 255)
- return m_text.Substring(0, 254);
- 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)
- {
- StoreUndoState();
- m_shape.Scale = value;
- PhysicsActor actor = PhysActor;
- if (actor != null)
- {
- if (ParentGroup.Scene != null)
- {
- if (ParentGroup.Scene.PhysicsScene != null)
- {
- actor.Size = m_shape.Scale;
- // if (Shape.SculptEntry)
- // CheckSculptAndLoad();
- // else
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
- }
- }
- }
- }
- TriggerScriptChangedEvent(Changed.SCALE);
- }
- }
- public UpdateRequired UpdateFlag { get; set; }
-
- /// <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 (ParentGroup.IsAttachment)
- return GroupPosition;
- return m_offsetPosition + m_groupPosition;
- }
- }
- 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 new Vector3(m_sitTargetPosition.X, m_sitTargetPosition.Y,m_sitTargetPosition.Z); }
- set { m_sitTargetPosition = value; }
- }
- public Quaternion SitTargetOrientationLL
- {
- get
- {
- return new Quaternion(
- m_sitTargetOrientation.X,
- m_sitTargetOrientation.Y,
- m_sitTargetOrientation.Z,
- m_sitTargetOrientation.W
- );
- }
- set { m_sitTargetOrientation = new Quaternion(value.X, value.Y, value.Z, value.W); }
- }
- 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 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;
- }
- }
- /// <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 start on this object 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<UUID> 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 CollisionSound
- {
- get { return m_collisionSound; }
- set
- {
- m_collisionSound = value;
- aggregateScriptEvents();
- }
- }
- public float CollisionSoundVolume
- {
- get { return m_collisionSoundVolume; }
- set { m_collisionSoundVolume = value; }
- }
- #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()
- {
- 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.Now + 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 = 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);
- }
- }
- /// <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)
- {
- 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>
- public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
- {
- Vector3 impulse = impulsei;
- if (localGlobalTF)
- {
- Quaternion grot = GetWorldRotation();
- Quaternion AXgrot = grot;
- Vector3 AXimpulsei = impulsei;
- Vector3 newimpulse = AXimpulsei * AXgrot;
- impulse = newimpulse;
- }
- ParentGroup.setAngularImpulse(impulse);
- }
- /// <summary>
- /// Apply physics to this part.
- /// </summary>
- /// <param name="rootObjectFlags"></param>
- /// <param name="VolumeDetectActive"></param>
- public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
- {
- if (!ParentGroup.Scene.CollidablePrims)
- return;
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
- // Name, LocalId, UUID, m_physicalPrim);
- bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
- bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
- if (IsJoint())
- {
- DoPhysicsPropertyUpdate(isPhysical, true);
- }
- else
- {
- // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored
- if (VolumeDetectActive)
- isPhantom = false;
- // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
- // or flexible
- if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
- {
- // Added clarification.. since A rigid body is an object that you can kick around, etc.
- bool rigidBody = isPhysical && !isPhantom;
- PhysicsActor pa = AddToPhysics(rigidBody);
- if (pa != null)
- pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
- }
- }
- }
- 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 localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
- {
- 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_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 = localID;
- // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
- dupe.LastOwnerID = OwnerID;
- byte[] extraP = new byte[Shape.ExtraParams.Length];
- Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
- dupe.Shape.ExtraParams = extraP;
- if (userExposed)
- {
- /*
- if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != UUID.Zero)
- {
- ParentGroup.Scene.AssetService.Get(
- dupe.m_shape.SculptTexture.ToString(), dupe, dupe.AssetReceived);
- }
- */
- bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
- dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
- }
-
- ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
- // m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
-
- return dupe;
- }
- /// <summary>
- /// Called back by asynchronous asset fetch.
- /// </summary>
- /// <param name="id">ID of asset received</param>
- /// <param name="sender">Register</param>
- /// <param name="asset"></param>
- /*
- protected void AssetReceived(string id, Object sender, AssetBase asset)
- {
- if (asset != null)
- SculptTextureCallback(asset);
- else
- m_log.WarnFormat(
- "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
- Name, UUID, id);
- }
- */
- /// <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
- Velocity = Vector3.Zero;
- AngularVelocity = Vector3.Zero;
- Acceleration = Vector3.Zero;
- }
- }
- }
- /// <summary>
- /// Do a physics propery update for this part.
- /// </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)
- ParentGroup.Scene.RemovePhysicalPrim(1);
- pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
- pa.OnOutOfBounds -= PhysicsOutOfBounds;
- pa.delink();
- if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
- {
- // destroy all joints connected to this now deactivated body
- ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
- }
- // stop client-side interpolation of all joint proxy objects that have just been deleted
- // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback,
- // which stops client-side interpolation of deactivated joint proxy objects.
- }
- if (!UsePhysics && !isNew)
- {
- // reset velocity to 0 on physics switch-off. Without that, the client thinks the
- // prim still has velocity and continues to interpolate its position along the old
- // velocity-vector.
- Velocity = new Vector3(0, 0, 0);
- Acceleration = new Vector3(0, 0, 0);
- AngularVelocity = new Vector3(0, 0, 0);
- //RotationalVelocity = new Vector3(0, 0, 0);
- }
- pa.IsPhysical = UsePhysics;
- // If we're not what we're supposed to be in the physics scene, recreate ourselves.
- //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
- /// that's not wholesome. Had to make Scene public
- //PhysActor = null;
- if ((Flags & PrimFlags.Phantom) == 0)
- {
- if (UsePhysics)
- {
- 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 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(XmlTextReader 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 bool GetBlockGrab()
- {
- if (ParentGroup.IsDeleted)
- return false;
- return ParentGroup.RootPart.BlockGrab;
- }
- public void SetBlockGrab(bool p)
- {
- if (ParentGroup.IsDeleted)
- return;
- ParentGroup.RootPart.BlockGrab = 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)
- {
- //Cannot use ScriptBaseClass constants as no referance to it currently.
- if (axis == 2)//STATUS_ROTATE_X
- return STATUS_ROTATE_X;
- if (axis == 4)//STATUS_ROTATE_Y
- return STATUS_ROTATE_Y;
- if (axis == 8)//STATUS_ROTATE_Z
- return STATUS_ROTATE_Z;
- 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;
- }
- public Vector3 GetGeometricCenter()
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z);
- else
- return new Vector3(0, 0, 0);
- }
- public float GetMass()
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- return pa.Mass;
- else
- return 0;
- }
- public Vector3 GetForce()
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- return pa.Force;
- else
- return Vector3.Zero;
- }
- /// <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;
- 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 = 0;
- detobj.groupUUID = av.ControllingClient.ActiveGroupId;
- 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;
- return detobj;
- }
- private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
- {
- ColliderArgs colliderArgs = new ColliderArgs();
- List<DetectedObject> colliding = new List<DetectedObject>();
- foreach (uint localId in colliders)
- {
- if (localId == 0)
- continue;
- SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
- if (obj != null)
- {
- if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
- colliding.Add(CreateDetObject(obj));
- }
- else
- {
- ScenePresence av = ParentGroup.Scene.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)
- {
- if ((ParentGroup.RootPart.ScriptEvents & ev) != 0)
- {
- ColliderArgs LandCollidingMessage = new ColliderArgs();
- List<DetectedObject> colliding = new List<DetectedObject>();
-
- colliding.Add(CreateDetObjectForGround());
- LandCollidingMessage.Colliders = colliding;
- notify(LocalId, LandCollidingMessage);
- }
- }
- public void PhysicsCollision(EventArgs e)
- {
- if (ParentGroup.Scene == null || ParentGroup.IsDeleted)
- return;
- // single threaded here
- 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>();
- // calculate things that started colliding this time
- // and build up list of colliders this time
- foreach (uint localid in collissionswith.Keys)
- {
- thisHitColliders.Add(localid);
- if (!m_lastColliders.Contains(localid))
- startedColliders.Add(localid);
- }
- // 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);
- // play the sound.
- if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
- {
- ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
- if (soundModule != null)
- {
- soundModule.SendSound(UUID, CollisionSound,
- CollisionSoundVolume, true, (byte)0, 0, false,
- false);
- }
- }
- SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
- SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
- SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
- if (startedColliders.Contains(0))
- {
- if (m_lastColliders.Contains(0))
- SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
- else
- SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
- }
- if (endedColliders.Contains(0))
- SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
- }
- public void PhysicsOutOfBounds(Vector3 pos)
- {
- m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
-
- RemFlag(PrimFlags.Physics);
- DoPhysicsPropertyUpdate(false, true);
- //ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- public void PhysicsRequestingTerseUpdate()
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- {
- Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
-
- if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
- | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
- | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
- | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
- {
- ParentGroup.AbsolutePosition = newpos;
- return;
- }
- //ParentGroup.RootPart.m_groupPosition = newpos;
- }
- 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)
- {
- scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
- scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
- scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
-
- if (pa != null && pa.IsPhysical)
- {
- scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
- scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
- scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
- }
- }
- // 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.IsAttachment)
- {
- /*
- ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
- if (avatar != null)
- {
- Rotate the Av?
- } */
- }
- else
- {
- APIDDamp = damping;
- APIDStrength = strength;
- APIDTarget = target;
- if (APIDStrength <= 0)
- {
- m_log.WarnFormat("[SceneObjectPart] Invalid rotation strength {0}",APIDStrength);
- return;
- }
-
- m_APIDIterations = 1 + (int)(Math.PI * APIDStrength);
- }
- // Necessary to get the lookat deltas applied
- ParentGroup.QueueForUpdateCheck();
- }
- public void StartLookAt(Quaternion target, float strength, float damping)
- {
- RotLookAt(target,strength,damping);
- }
- public void StopLookAt()
- {
- APIDTarget = Quaternion.Identity;
- }
- /// <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;
- ParentGroup.QueueForUpdateCheck();
- int timeNow = Util.UnixTimeSinceEpoch();
- // If multiple updates are scheduled on the same second, we still need to perform all of them
- // So we'll force the issue by bumping up the timestamp so that later processing sees these need
- // to be performed.
- if (timeNow <= TimeStampFull)
- {
- TimeStampFull += 1;
- }
- else
- {
- TimeStampFull = (uint)timeNow;
- }
- UpdateFlag = UpdateRequired.FULL;
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
- // UUID, Name, TimeStampFull);
- if (ParentGroup.Scene != null)
- 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.
- /// </summary>
- public void ScheduleTerseUpdate()
- {
- if (ParentGroup == null)
- return;
- // This was pulled from SceneViewer. Attachments always receive full updates.
- // I could not verify if this is a requirement but this maintains existing behavior
- if (ParentGroup.IsAttachment)
- {
- ScheduleFullUpdate();
- return;
- }
- if (UpdateFlag == UpdateRequired.NONE)
- {
- ParentGroup.HasGroupChanged = true;
- ParentGroup.QueueForUpdateCheck();
- TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
- UpdateFlag = UpdateRequired.TERSE;
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
- // UUID, Name, TimeStampTerse);
- }
- if (ParentGroup.Scene != null)
- ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
- }
- public void ScriptSetPhysicsStatus(bool UsePhysics)
- {
- ParentGroup.ScriptSetPhysicsStatus(UsePhysics);
- }
- /// <summary>
- /// Set sculpt and mesh data, and tell the physics engine to process the change.
- /// </summary>
- /// <param name="texture">The mesh itself.</param>
- /*
- public void SculptTextureCallback(AssetBase texture)
- {
- if (m_shape.SculptEntry)
- {
- // commented out for sculpt map caching test - null could mean a cached sculpt map has been found
- //if (texture != null)
- {
- if (texture != null)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Setting sculpt data for {0} on SculptTextureCallback()", Name);
- m_shape.SculptData = texture.Data;
- }
- PhysicsActor pa = PhysActor;
- if (pa != null)
- {
- // Update the physics actor with the new loaded sculpt data and set the taint signal.
- pa.Shape = m_shape;
- ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
- }
- }
- }
- }
- */
- /// <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 (IsRoot)
- {
- if (ParentGroup.IsAttachment)
- {
- SendFullUpdateToClient(remoteClient, AttachedPos);
- }
- else
- {
- SendFullUpdateToClient(remoteClient, AbsolutePosition);
- }
- }
- else
- {
- SendFullUpdateToClient(remoteClient);
- }
- }
- /// <summary>
- /// Send a full update for this part to all clients.
- /// </summary>
- public void SendFullUpdateToAllClients()
- {
- if (ParentGroup == null)
- return;
- 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)
- {
- SendFullUpdateToClient(remoteClient, OffsetPosition);
- }
- /// <summary>
- /// Sends a full update to the client
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="lPos"></param>
- public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos)
- {
- if (ParentGroup == null)
- return;
- // Suppress full updates during attachment editing
- //
- if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
- return;
-
- if (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);
- }
- /// <summary>
- /// Tell all the prims which have had updates scheduled
- /// </summary>
- public void SendScheduledUpdates()
- {
- const float ROTATION_TOLERANCE = 0.01f;
- const float VELOCITY_TOLERANCE = 0.001f;
- const float POSITION_TOLERANCE = 0.05f;
- const int TIME_MS_TOLERANCE = 3000;
- switch (UpdateFlag)
- {
- case UpdateRequired.TERSE:
- {
- ClearUpdateSchedule();
- // Throw away duplicate or insignificant updates
- if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
- !Acceleration.Equals(m_lastAcceleration) ||
- !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
- Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
- !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
- !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
- Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
- {
- SendTerseUpdateToAllClients();
- // Update the "last" values
- m_lastPosition = OffsetPosition;
- m_lastRotation = RotationOffset;
- m_lastVelocity = Velocity;
- m_lastAcceleration = Acceleration;
- m_lastAngularVelocity = AngularVelocity;
- m_lastTerseSent = Environment.TickCount;
- }
- break;
- }
- case UpdateRequired.FULL:
- {
- ClearUpdateSchedule();
- SendFullUpdateToAllClients();
- break;
- }
- }
- }
- /// <summary>
- /// Send a terse update to all clients
- /// </summary>
- public void SendTerseUpdateToAllClients()
- {
- 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 == 2)//STATUS_ROTATE_X
- STATUS_ROTATE_X = rotate;
- if (axis == 4)//STATUS_ROTATE_Y
- STATUS_ROTATE_Y = rotate;
- if (axis == 8)//STATUS_ROTATE_Z
- STATUS_ROTATE_Z = rotate;
- }
- public void SetBuoyancy(float fvalue)
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.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)
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.Force = force;
- }
- public void SetVehicleType(int type)
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.VehicleType = type;
- }
- public void SetVehicleFloatParam(int param, float value)
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.VehicleFloatParam(param, value);
- }
- public void SetVehicleVectorParam(int param, Vector3 value)
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.VehicleVectorParam(param, value);
- }
- public void SetVehicleRotationParam(int param, Quaternion rotation)
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.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;
- if (face >= 0 && face < GetNumberOfSides())
- {
- 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 < GetNumberOfSides(); 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;
- PrimType primType = GetPrimType();
- 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;
- case PrimType.SCULPT:
- // Special mesh handling
- if (Shape.SculptType == (byte)SculptType.Mesh)
- ret = 8; // if it's a mesh then max 8 faces
- else
- ret = 1; // if it's a sculpt then max 1 face
- break;
- }
- return ret;
- }
- /// <summary>
- /// Tell us what type this prim is
- /// </summary>
- /// <param name="primShape"></param>
- /// <returns></returns>
- public PrimType GetPrimType()
- {
- if (Shape.SculptEntry)
- 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)
- 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)
- 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 SetVehicleFlags(int param, bool remove)
- {
- PhysicsActor pa = PhysActor;
- if (pa != null)
- pa.VehicleFlags(param, remove);
- }
- 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(RotationAxis);
- 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)
- {
- // 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();
- ParentGroup.ScheduleGroupForTerseUpdate();
- //ParentGroup.ScheduleGroupForFullUpdate();
- }
- public void StoreUndoState()
- {
- StoreUndoState(false);
- }
- public void StoreUndoState(bool forGroup)
- {
- if (ParentGroup == null || ParentGroup.Scene == null)
- return;
- if (Undoing)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
- return;
- }
- if (IgnoreUndoUpdate)
- {
- // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
- return;
- }
- lock (m_undo)
- {
- if (m_undo.Count > 0)
- {
- UndoState last = m_undo[m_undo.Count - 1];
- if (last != null)
- {
- // TODO: May need to fix for group comparison
- if (last.Compare(this))
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
- // Name, LocalId, m_undo.Count);
- return;
- }
- }
- }
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
- // Name, LocalId, forGroup, m_undo.Count);
- if (ParentGroup.Scene.MaxUndoCount > 0)
- {
- UndoState nUndo = new UndoState(this, forGroup);
- m_undo.Add(nUndo);
- if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
- m_undo.RemoveAt(0);
- if (m_redo.Count > 0)
- m_redo.Clear();
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
- // Name, LocalId, forGroup, m_undo.Count);
- }
- }
- }
- /// <summary>
- /// Return number of undos on the stack. Here temporarily pending a refactor.
- /// </summary>
- public int UndoCount
- {
- get
- {
- lock (m_undo)
- return m_undo.Count;
- }
- }
- public void Undo()
- {
- lock (m_undo)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
- // Name, LocalId, m_undo.Count);
- if (m_undo.Count > 0)
- {
- UndoState goback = m_undo[m_undo.Count - 1];
- m_undo.RemoveAt(m_undo.Count - 1);
- UndoState nUndo = null;
-
- if (ParentGroup.Scene.MaxUndoCount > 0)
- {
- nUndo = new UndoState(this, goback.ForGroup);
- }
- goback.PlaybackState(this);
- if (nUndo != null)
- {
- m_redo.Add(nUndo);
- if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
- m_redo.RemoveAt(0);
- }
- }
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}",
- // Name, LocalId, m_undo.Count);
- }
- }
- public void Redo()
- {
- lock (m_undo)
- {
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
- // Name, LocalId, m_redo.Count);
- if (m_redo.Count > 0)
- {
- UndoState gofwd = m_redo[m_redo.Count - 1];
- m_redo.RemoveAt(m_redo.Count - 1);
- if (ParentGroup.Scene.MaxUndoCount > 0)
- {
- UndoState nUndo = new UndoState(this, gofwd.ForGroup);
- m_undo.Add(nUndo);
- if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
- m_undo.RemoveAt(0);
- }
- gofwd.PlayfwdState(this);
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
- // Name, LocalId, m_redo.Count);
- }
- }
- }
- public void ClearUndoState()
- {
- // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId);
- lock (m_undo)
- {
- m_undo.Clear();
- m_redo.Clear();
- }
- }
- public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
- {
- // In this case we're using a sphere with a radius of the largest dimension of the prim
- // TODO: Change to take shape into account
- EntityIntersection result = new EntityIntersection();
- Vector3 vAbsolutePosition = AbsolutePosition;
- Vector3 vScale = Scale;
- Vector3 rOrigin = iray.Origin;
- Vector3 rDirection = iray.Direction;
- //rDirection = rDirection.Normalize();
- // Buidling the first part of the Quadratic equation
- Vector3 r2ndDirection = rDirection*rDirection;
- float itestPart1 = r2ndDirection.X + r2ndDirection.Y + r2ndDirection.Z;
- // Buidling the second part of the Quadratic equation
- Vector3 tmVal2 = rOrigin - vAbsolutePosition;
- Vector3 r2Direction = rDirection*2.0f;
- Vector3 tmVal3 = r2Direction*tmVal2;
- float itestPart2 = tmVal3.X + tmVal3.Y + tmVal3.Z;
- // Buidling the third part of the Quadratic equation
- Vector3 tmVal4 = rOrigin*rOrigin;
- Vector3 tmVal5 = vAbsolutePosition*vAbsolutePosition;
- Vector3 tmVal6 = vAbsolutePosition*rOrigin;
- // Set Radius to the largest dimension of the prim
- float radius = 0f;
- if (vScale.X > radius)
- radius = vScale.X;
- if (vScale.Y > radius)
- radius = vScale.Y;
- if (vScale.Z > radius)
- radius = vScale.Z;
- // the second part of this is the default prim size
- // once we factor in the aabb of the prim we're adding we can
- // change this to;
- // radius = (radius / 2) - 0.01f;
- //
- radius = (radius / 2) + (0.5f / 2) - 0.1f;
- //radius = radius;
- float itestPart3 = tmVal4.X + tmVal4.Y + tmVal4.Z + tmVal5.X + tmVal5.Y + tmVal5.Z -
- (2.0f*(tmVal6.X + tmVal6.Y + tmVal6.Z + (radius*radius)));
- // Yuk Quadradrics.. Solve first
- float rootsqr = (itestPart2*itestPart2) - (4.0f*itestPart1*itestPart3);
- if (rootsqr < 0.0f)
- {
- // No intersection
- return result;
- }
- float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
- if (root < 0.0f)
- {
- // perform second quadratic root solution
- root = ((-itestPart2) + (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
- // is there any intersection?
- if (root < 0.0f)
- {
- // nope, no intersection
- return result;
- }
- }
- // We got an intersection. putting together an EntityIntersection object with the
- // intersection information
- Vector3 ipoint =
- new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
- iray.Origin.Z + (iray.Direction.Z*root));
- result.HitTF = true;
- result.ipoint = ipoint;
- // Normal is calculated by the difference and then normalizing the result
- Vector3 normalpart = ipoint - vAbsolutePosition;
- result.normal = normalpart / normalpart.Length();
- // It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
- // I can write a function to do it.. but I like the fact that this one is Static.
- Vector3 distanceConvert1 = new Vector3(iray.Origin.X, iray.Origin.Y, iray.Origin.Z);
- Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
- float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
- result.distance = distance;
- return result;
- }
- 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;
- //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;
- OwnerMask &= (uint)PermissionMask.All;
- GroupMask &= (uint)PermissionMask.All;
- EveryoneMask &= (uint)PermissionMask.All;
- NextOwnerMask &= (uint)PermissionMask.All;
- }
- public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
- {
- m_shape.ReadInUpdateExtraParam(type, inUse, data);
- /*
- if (type == 0x30)
- {
- if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
- {
- ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
- }
- }
- */
- if (ParentGroup != null)
- {
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- }
- public void UpdateGroupPosition(Vector3 pos)
- {
- if ((pos.X != GroupPosition.X) ||
- (pos.Y != GroupPosition.Y) ||
- (pos.Z != GroupPosition.Z))
- {
- Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
- GroupPosition = newPos;
- ScheduleTerseUpdate();
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="pos"></param>
- public void UpdateOffSet(Vector3 pos)
- {
- if ((pos.X != OffsetPosition.X) ||
- (pos.Y != OffsetPosition.Y) ||
- (pos.Z != OffsetPosition.Z))
- {
- Vector3 newPos = new Vector3(pos.X, pos.Y, pos.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;
- // Are we the owner?
- if ((AgentID == OwnerID) || god)
- {
- 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:
- EveryoneMask = ApplyMask(EveryoneMask, set, mask) &
- baseMask;
- break;
- case 16:
- NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
- baseMask;
- // Prevent the client from creating no mod, no copy
- // objects
- if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
- NextOwnerMask |= (uint)PermissionMask.Transfer;
- NextOwnerMask |= (uint)PermissionMask.Move;
- break;
- }
- SendFullUpdateToAllClients();
- }
- }
- public void ClonePermissions(SceneObjectPart source)
- {
- bool update = false;
- if (BaseMask != source.BaseMask ||
- OwnerMask != source.OwnerMask ||
- GroupMask != source.GroupMask ||
- EveryoneMask != source.EveryoneMask ||
- NextOwnerMask != source.NextOwnerMask)
- update = true;
- BaseMask = source.BaseMask;
- OwnerMask = source.OwnerMask;
- GroupMask = source.GroupMask;
- EveryoneMask = source.EveryoneMask;
- NextOwnerMask = source.NextOwnerMask;
- if (update)
- 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.SupportsNINJAJoints)
- {
- return IsHingeJoint() || IsBallJoint();
- }
- else
- {
- return false;
- }
- }
- /// <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 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;
- PhysicsActor pa = PhysActor;
- // Special cases for VD. VD can only be called from a script
- // and can't be combined with changes to other states. So we can rely
- // that...
- // ... if VD is changed, all others are not.
- // ... if one of the others is changed, VD is not.
- if (SetVD) // VD is active, special logic applies
- {
- // State machine logic for VolumeDetect
- // More logic below
- bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
- if (phanReset) // Phantom changes from on to off switch VD off too
- {
- SetVD = false; // Switch it of for the course of this routine
- VolumeDetectActive = false; // and also permanently
- if (pa != null)
- pa.SetVolumeDetect(0); // Let physics know about it too
- }
- else
- {
- // If volumedetect is active we don't want phantom to be applied.
- // If this is a new call to VD out of the state "phantom"
- // this will also cause the prim to be visible to physics
- SetPhantom = false;
- }
- }
- if (UsePhysics && IsJoint())
- {
- SetPhantom = true;
- }
- if (UsePhysics)
- {
- AddFlag(PrimFlags.Physics);
- if (!wasUsingPhysics)
- {
- DoPhysicsPropertyUpdate(UsePhysics, false);
- }
- }
- else
- {
- RemFlag(PrimFlags.Physics);
- if (wasUsingPhysics)
- {
- DoPhysicsPropertyUpdate(UsePhysics, false);
- }
- }
- if (SetPhantom
- || ParentGroup.IsAttachment
- || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
- {
- AddFlag(PrimFlags.Phantom);
- if (PhysActor != null)
- {
- RemoveFromPhysics();
- pa = null;
- }
- }
- else // Not phantom
- {
- RemFlag(PrimFlags.Phantom);
- if (ParentGroup.Scene == null)
- return;
- if (ParentGroup.Scene.CollidablePrims && pa == null)
- {
- pa = AddToPhysics(UsePhysics);
- if (pa != null)
- {
- pa.SetMaterial(Material);
- DoPhysicsPropertyUpdate(UsePhysics, true);
-
- if (
- ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
- ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
- ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
- ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
- (CollisionSound != UUID.Zero)
- )
- {
- pa.OnCollisionUpdate += PhysicsCollision;
- pa.SubscribeEvents(1000);
- }
- }
- }
- else // it already has a physical representation
- {
- DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
- }
- }
- if (SetVD)
- {
- // If the above logic worked (this is urgent candidate to unit tests!)
- // we now have a physicsactor.
- // Defensive programming calls for a check here.
- // Better would be throwing an exception that could be catched by a unit test as the internal
- // logic should make sure, this Physactor is always here.
- if (pa != null)
- {
- pa.SetVolumeDetect(1);
- AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
- VolumeDetectActive = true;
- }
- }
- else
- {
- // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
- // (mumbles, well, at least if you have infinte CPU powers :-))
- if (pa != null)
- pa.SetVolumeDetect(0);
- VolumeDetectActive = false;
- }
- if (SetTemporary)
- {
- AddFlag(PrimFlags.TemporaryOnRez);
- }
- else
- {
- RemFlag(PrimFlags.TemporaryOnRez);
- }
- // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
- 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.
- /// </summary>
- /// <remarks>This method also sets the PhysActor property.</remarks>
- /// <param name="rigidBody">Add this prim with a rigid body.</param>
- /// <returns>
- /// The physics actor. null if there was a failure.
- /// </returns>
- private PhysicsActor AddToPhysics(bool rigidBody)
- {
- PhysicsActor pa;
- try
- {
- pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
- string.Format("{0}/{1}", Name, UUID),
- Shape,
- AbsolutePosition,
- Scale,
- RotationOffset,
- rigidBody,
- m_localId);
- }
- catch
- {
- m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
- pa = null;
- }
- // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
- // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
- // being set.
- PhysActor = pa;
- // Basic Physics can also return null as well as an exception catch.
- if (pa != null)
- {
- pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
- pa.SetMaterial(Material);
- DoPhysicsPropertyUpdate(rigidBody, true);
- }
- return pa;
- }
- /// <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. Rather, this would be used in situations such as making a prim
- /// phantom.
- /// </remarks>
- public void RemoveFromPhysics()
- {
- ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
- 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>
- /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics
- /// engine can use it.
- /// </summary>
- /// <remarks>
- /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
- /// </remarks>
- /*
- public void CheckSculptAndLoad()
- {
- // m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
- if (ParentGroup.IsDeleted)
- return;
- if ((ParentGroup.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) != 0)
- return;
- if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero)
- {
- // check if a previously decoded sculpt map has been cached
- // We don't read the file here - the meshmerizer will do that later.
- // TODO: Could we simplify the meshmerizer code by reading and setting the data here?
- if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString())))
- {
- SculptTextureCallback(null);
- }
- else
- {
- ParentGroup.Scene.AssetService.Get(Shape.SculptTexture.ToString(), this, AssetReceived);
- }
- }
- }
- */
- /// <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;
- for (int i = 0 ; i < GetNumberOfSides(); i++)
- {
- Primitive.TextureEntryFace newFace = newTex.DefaultTexture;
- Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture;
- if (oldTex.FaceTextures[i] != null)
- oldFace = oldTex.FaceTextures[i];
- if (newTex.FaceTextures[i] != null)
- newFace = newTex.FaceTextures[i];
- 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;
- if (oldFace.TextureID != newFace.TextureID)
- changeFlags |= Changed.TEXTURE;
- // Max change, skip the rest of testing
- if (changeFlags == (Changed.TEXTURE | Changed.COLOR))
- break;
- }
- m_shape.TextureEntry = newTex.GetBytes();
- if (changeFlags != 0)
- TriggerScriptChangedEvent(changeFlags);
- UpdateFlag = UpdateRequired.FULL;
- ParentGroup.HasGroupChanged = true;
- //This is madness..
- //ParentGroup.ScheduleGroupForFullUpdate();
- //This is sparta
- ScheduleFullUpdate();
- }
- 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;
- }
- PhysicsActor pa = PhysActor;
- if (
- ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
- ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
- ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
- ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
- ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
- (CollisionSound != UUID.Zero)
- )
- {
- // subscribe to physics updates.
- if (pa != null)
- {
- pa.OnCollisionUpdate += PhysicsCollision;
- pa.SubscribeEvents(1000);
- }
- }
- else
- {
- if (pa != null)
- {
- pa.UnSubscribeEvents();
- pa.OnCollisionUpdate -= PhysicsCollision;
- }
- }
- //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
- //{
- // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
- //}
- //else
- //{
- // ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
- //}
- 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);
- 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);
- }
-
- public void ApplyNextOwnerPermissions()
- {
- BaseMask &= NextOwnerMask;
- OwnerMask &= NextOwnerMask;
- EveryoneMask &= NextOwnerMask;
- Inventory.ApplyNextOwnerPermissions();
- }
- public void UpdateLookAt()
- {
- try
- {
- if (APIDTarget != Quaternion.Identity)
- {
- if (m_APIDIterations <= 1)
- {
- UpdateRotation(APIDTarget);
- APIDTarget = Quaternion.Identity;
- return;
- }
- Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations);
- rot.Normalize();
- UpdateRotation(rot);
- m_APIDIterations--;
- // 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));
- }
- /// <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(UUID avatarId)
- {
- if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
- SitTargetAvatar = avatarId;
- HashSet<UUID> sittingAvatars = m_sittingAvatars;
- if (sittingAvatars == null)
- sittingAvatars = new HashSet<UUID>();
- lock (sittingAvatars)
- {
- m_sittingAvatars = sittingAvatars;
- return m_sittingAvatars.Add(avatarId);
- }
- }
- /// <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(UUID avatarId)
- {
- if (SitTargetAvatar == avatarId)
- SitTargetAvatar = UUID.Zero;
- HashSet<UUID> sittingAvatars = m_sittingAvatars;
- // This can occur under a race condition where another thread
- if (sittingAvatars == null)
- return false;
- lock (sittingAvatars)
- {
- if (sittingAvatars.Remove(avatarId))
- {
- if (sittingAvatars.Count == 0)
- m_sittingAvatars = null;
- 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<UUID> GetSittingAvatars()
- {
- HashSet<UUID> sittingAvatars = m_sittingAvatars;
- if (sittingAvatars == null)
- {
- return null;
- }
- else
- {
- lock (sittingAvatars)
- return new HashSet<UUID>(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()
- {
- HashSet<UUID> sittingAvatars = m_sittingAvatars;
- if (sittingAvatars == null)
- return 0;
- lock (sittingAvatars)
- return sittingAvatars.Count;
- }
- }
- }
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