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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.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.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_RESTART = 256,
- REGION = 512,
- TELEPORT = 1024
- }
- // 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
- }
- #endregion Enumerations
- public class SceneObjectPart : IScriptHost
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- // use only one serializer to give the runtime a chance to optimize it (it won't do that if you
- // use a new instance every time)
- private static XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
- #region Fields
- public bool AllowedDrop = false;
- [XmlIgnore]
- public bool DIE_AT_EDGE = false;
- // TODO: This needs to be persisted in next XML version update!
- [XmlIgnore]
- public int[] PayPrice = {-2,-2,-2,-2,-2};
- [XmlIgnore]
- public PhysicsActor PhysActor = null;
- //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)
- [XmlIgnore]
- public UUID Sound;
-
- [XmlIgnore]
- public byte SoundFlags;
-
- [XmlIgnore]
- public double SoundGain;
-
- [XmlIgnore]
- public double SoundRadius;
-
- [XmlIgnore]
- public uint TimeStampFull = 0;
-
- [XmlIgnore]
- public uint TimeStampLastActivity = 0; // Will be used for AutoReturn
-
- [XmlIgnore]
- public uint TimeStampTerse = 0;
-
- [XmlIgnore]
- public UUID FromAssetID = UUID.Zero;
-
- /// <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 = UUID.Zero;
-
- [XmlIgnore]
- public UUID FromUserInventoryItemID
- {
- get { return m_fromUserInventoryItemID; }
- }
-
- [XmlIgnore]
- public bool IsAttachment = false;
-
- [XmlIgnore]
- public scriptEvents AggregateScriptEvents = 0;
-
- [XmlIgnore]
- public UUID AttachedAvatar = UUID.Zero;
-
- [XmlIgnore]
- public Vector3 AttachedPos = Vector3.Zero;
-
- [XmlIgnore]
- public uint AttachmentPoint = (byte)0;
-
- [XmlIgnore]
- public PhysicsVector RotationAxis = new PhysicsVector(1f,1f,1f);
- [XmlIgnore]
- public bool VolumeDetectActive = false; // XmlIgnore set to avoid problems with persistance until I come to care for this
- // Certainly this must be a persistant setting finally
- [XmlIgnore]
- public bool IsWaitingForFirstSpinUpdatePacket = false;
- [XmlIgnore]
- public Quaternion SpinOldOrientation = new Quaternion();
- /// <summary>
- /// This part's inventory
- /// </summary>
- [XmlIgnore]
- public IEntityInventory Inventory
- {
- get { return m_inventory; }
- }
- protected SceneObjectPartInventory m_inventory;
- [XmlIgnore]
- public bool Undoing = false;
- [XmlIgnore]
- private PrimFlags LocalFlags = 0;
- [XmlIgnore]
- private float m_damage = -1.0f;
- private byte[] m_TextureAnimation;
- private byte m_clickAction = 0;
- private Color m_color = Color.Black;
- private string m_description = String.Empty;
- private readonly List<uint> m_lastColliders = new List<uint>();
- // private PhysicsVector m_lastRotationalVelocity = PhysicsVector.Zero;
- private int m_linkNum = 0;
- [XmlIgnore]
- private int m_scriptAccessPin = 0;
- [XmlIgnore]
- 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 = Vector3.Zero;
- private string m_sitAnimation = "SIT";
- private string m_text = String.Empty;
- private string m_touchName = String.Empty;
- private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
- private UUID _creatorID;
- private bool m_passTouches = false;
- /// <summary>
- /// Only used internally to schedule client updates.
- /// 0 - no update is scheduled
- /// 1 - terse update scheduled
- /// 2 - full update scheduled
- ///
- /// TODO - This should be an enumeration
- /// </summary>
- private byte m_updateFlag;
- 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 = (Material)3; // Wood
- protected string m_name;
- protected Vector3 m_offsetPosition;
- // FIXME, TODO, ERROR: 'ParentGroup' can't be in here, move it out.
- protected SceneObjectGroup m_parentGroup;
- protected byte[] m_particleSystem = new byte[0];
- protected ulong m_regionHandle;
- protected Quaternion m_rotationOffset;
- protected PrimitiveBaseShape m_shape = null;
- protected UUID m_uuid;
- protected Vector3 m_velocity;
- // 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 = new Vector3(0.0f, 0.0f, 0.0f);
- private Vector3 m_cameraAtOffset = new Vector3(0.0f, 0.0f, 0.0f);
- private bool m_forceMouselook = false;
- // TODO: Collision sound should have default.
- private UUID m_collisionSound = UUID.Zero;
- private float m_collisionSoundVolume = 0.0f;
- #endregion Fields
- #region Constructors
- /// <summary>
- /// No arg constructor called by region restore db code
- /// </summary>
- public SceneObjectPart()
- {
- // It's not necessary to persist this
- m_TextureAnimation = new byte[0];
- m_particleSystem = new byte[0];
- Rezzed = DateTime.Now;
-
- 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)
- {
- m_name = "Primitive";
- Rezzed = DateTime.Now;
- _creationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
- _ownerID = ownerID;
- _creatorID = _ownerID;
- _lastOwnerID = UUID.Zero;
- UUID = UUID.Random();
- Shape = shape;
- // Todo: Add More Object Parameter from above!
- _ownershipCost = 0;
- _objectSaleType = (byte) 0;
- _salePrice = 0;
- _category = (uint) 0;
- _lastOwnerID = _creatorID;
- // End Todo: ///
- GroupPosition = groupPosition;
- OffsetPosition = offsetPosition;
- RotationOffset = rotationOffset;
- Velocity = new Vector3(0, 0, 0);
- AngularVelocity = new Vector3(0, 0, 0);
- Acceleration = new Vector3(0, 0, 0);
- m_TextureAnimation = new byte[0];
- m_particleSystem = new byte[0];
- // 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
- _flags = 0;
- _flags |= PrimFlags.CreateSelected;
- TrimPermissions();
- //m_undo = new UndoStack<UndoState>(ParentGroup.GetSceneMaxUndo());
-
- m_inventory = new SceneObjectPartInventory(this);
- }
- #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 UUID m_sitTargetAvatar = UUID.Zero;
- 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 = 0;
- private DateTime m_expires;
- private DateTime m_rezzed;
- public UUID CreatorID
- {
- get
- {
- return _creatorID;
- }
- set
- {
- _creatorID = value;
- }
- }
- /// <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; }
- }
- public uint ObjectFlags
- {
- get { return (uint)_flags; }
- set { _flags = (PrimFlags)value; }
- }
- public UUID UUID
- {
- get { return m_uuid; }
- set { m_uuid = value; }
- }
- public uint LocalId
- {
- get { return m_localId; }
- set { m_localId = value; }
- }
- public virtual string Name
- {
- get { return m_name; }
- set
- {
- m_name = value;
- if (PhysActor != null)
- {
- PhysActor.SOPName = value;
- }
- }
- }
- public byte Material
- {
- get { return (byte) m_material; }
- set
- {
- m_material = (Material)value;
- if (PhysActor != null)
- {
- PhysActor.SetMaterial((int)value);
- }
- }
- }
- public bool PassTouches
- {
- get { return m_passTouches; }
- set
- {
- m_passTouches = value;
- if (ParentGroup != null)
- ParentGroup.HasGroupChanged = true;
- }
- }
- public ulong RegionHandle
- {
- get { return m_regionHandle; }
- set { m_regionHandle = value; }
- }
- public int ScriptAccessPin
- {
- get { return m_scriptAccessPin; }
- set { m_scriptAccessPin = (int)value; }
- }
- [XmlIgnore]
- public Byte[] TextureAnimation
- {
- get { return m_TextureAnimation; }
- set { m_TextureAnimation = value; }
- }
- [XmlIgnore]
- public Byte[] ParticleSystem
- {
- get { return m_particleSystem; }
- set { m_particleSystem = value; }
- }
- [XmlIgnore]
- public DateTime Expires
- {
- get { return m_expires; }
- set { m_expires = value; }
- }
- [XmlIgnore]
- public DateTime Rezzed
- {
- get { return m_rezzed; }
- set { m_rezzed = value; }
- }
- [XmlIgnore]
- 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.
- if (PhysActor != null && _parentID == 0)
- {
- m_groupPosition.X = PhysActor.Position.X;
- m_groupPosition.Y = PhysActor.Position.Y;
- m_groupPosition.Z = PhysActor.Position.Z;
- }
- if (IsAttachment)
- {
- ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar);
- if (sp != null)
- {
- return sp.AbsolutePosition;
- }
- }
- return m_groupPosition;
- }
- set
- {
- StoreUndoState();
- m_groupPosition = value;
- if (PhysActor != null)
- {
- try
- {
- // Root prim actually goes at Position
- if (_parentID == 0)
- {
- PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
- }
- else
- {
- // To move the child prim in respect to the group position and rotation we have to calculate
- Vector3 resultingposition = GetWorldPosition();
- PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
- Quaternion resultingrot = GetWorldRotation();
- PhysActor.Orientation = resultingrot;
- }
- // Tell the physics engines that this prim changed.
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- catch (Exception e)
- {
- m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
- }
- }
-
- // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
- if (m_sitTargetAvatar != UUID.Zero)
- {
- if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
- {
- ScenePresence avatar;
- if (m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar))
- {
- avatar.ParentPosition = GetWorldPosition();
- }
- }
- }
- }
- }
- public Vector3 OffsetPosition
- {
- get { return m_offsetPosition; }
- set
- {
- StoreUndoState();
- m_offsetPosition = value;
- if (ParentGroup != null && !ParentGroup.IsDeleted)
- {
- if (_parentID != 0 && PhysActor != null)
- {
- Vector3 resultingposition = GetWorldPosition();
- PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
- Quaternion resultingrot = GetWorldRotation();
- PhysActor.Orientation = resultingrot;
- // Tell the physics engines that this prim changed.
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- }
- }
- }
- public Quaternion RotationOffset
- {
- get
- {
- // We don't want the physics engine mucking up the rotations in a linkset
- if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null))
- {
- if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0
- || PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0)
- {
- m_rotationOffset = PhysActor.Orientation;
- }
- }
-
- return m_rotationOffset;
- }
-
- set
- {
- StoreUndoState();
- m_rotationOffset = value;
- if (PhysActor != null)
- {
- try
- {
- // Root prim gets value directly
- if (_parentID == 0)
- {
- PhysActor.Orientation = value;
- //m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
- }
- else
- {
- // Child prim we have to calculate it's world rotationwel
- Quaternion resultingrotation = GetWorldRotation();
- PhysActor.Orientation = resultingrotation;
- //m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
- }
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- //}
- }
- catch (Exception ex)
- {
- m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
- }
- }
- }
- }
- /// <summary></summary>
- public Vector3 Velocity
- {
- get
- {
- //if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0
- //|| PhysActor.Velocity.Z != 0)
- //{
- if (PhysActor != null)
- {
- if (PhysActor.IsPhysical)
- {
- m_velocity.X = PhysActor.Velocity.X;
- m_velocity.Y = PhysActor.Velocity.Y;
- m_velocity.Z = PhysActor.Velocity.Z;
- }
- }
- return m_velocity;
- }
- set
- {
- m_velocity = value;
- if (PhysActor != null)
- {
- if (PhysActor.IsPhysical)
- {
- PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- }
- }
- }
- public Vector3 RotationalVelocity
- {
- get { return AngularVelocity; }
- set { AngularVelocity = value; }
- }
- /// <summary></summary>
- public Vector3 AngularVelocity
- {
- get
- {
- if ((PhysActor != null) && PhysActor.IsPhysical)
- {
- m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0);
- }
- return m_angularVelocity;
- }
- set { m_angularVelocity = value; }
- }
- /// <summary></summary>
- public Vector3 Acceleration
- {
- get { return m_acceleration; }
- set { m_acceleration = value; }
- }
- public string Description
- {
- get { return m_description; }
- set
- {
- m_description = value;
- if (PhysActor != null)
- {
- PhysActor.SOPDescription = value;
- }
- }
- }
- public Color Color
- {
- get { return m_color; }
- set
- {
- m_color = value;
- TriggerScriptChangedEvent(Changed.COLOR);
- /* ScheduleFullUpdate() need not be called b/c after
- * setting the color, the text will be set, so then
- * ScheduleFullUpdate() will be called. */
- //ScheduleFullUpdate();
- }
- }
- public string Text
- {
- get
- {
- string returnstr = m_text;
- if (returnstr.Length > 255)
- {
- returnstr = returnstr.Substring(0, 254);
- }
- return returnstr;
- }
- 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 { m_linkNum = value; }
- }
- public byte ClickAction
- {
- get { return m_clickAction; }
- set
- {
- m_clickAction = value;
- }
- }
- public PrimitiveBaseShape Shape
- {
- get { return m_shape; }
- set
- {
- bool shape_changed = false;
- // TODO: this should really be restricted to the right
- // set of attributes on shape change. For instance,
- // changing the lighting on a shape shouldn't cause
- // this.
- if (m_shape != null)
- shape_changed = true;
- m_shape = value;
- if (shape_changed)
- TriggerScriptChangedEvent(Changed.SHAPE);
- }
- }
-
- public Vector3 Scale
- {
- get { return m_shape.Scale; }
- set
- {
- StoreUndoState();
- if (m_shape != null) {
- m_shape.Scale = value;
- if (PhysActor != null && m_parentGroup != null)
- {
- if (m_parentGroup.Scene != null)
- {
- if (m_parentGroup.Scene.PhysicsScene != null)
- {
- PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z);
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- }
- }
- }
- TriggerScriptChangedEvent(Changed.SCALE);
- }
- }
- public byte UpdateFlag
- {
- get { return m_updateFlag; }
- set { m_updateFlag = value; }
- }
- #endregion
- //---------------
- #region Public Properties with only Get
- public Vector3 AbsolutePosition
- {
- get {
- if (IsAttachment)
- return GroupPosition;
- return m_offsetPosition + m_groupPosition; }
- }
- public UUID ObjectCreator
- {
- get { return _creatorID; }
- }
- public UUID ObjectOwner
- {
- get { return _ownerID; }
- }
- public SceneObjectGroup ParentGroup
- {
- get { return m_parentGroup; }
- }
- public scriptEvents ScriptEvents
- {
- get { return AggregateScriptEvents; }
- }
- public Quaternion SitTargetOrientation
- {
- get { return m_sitTargetOrientation; }
- set { m_sitTargetOrientation = value; }
- }
- public Vector3 SitTargetPosition
- {
- get { return m_sitTargetPosition; }
- set { m_sitTargetPosition = value; }
- }
- // 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);
- }
- }
- 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; }
- }
- public PrimFlags Flags
- {
- get { return _flags; }
- set { _flags = value; }
- }
- [XmlIgnore]
- public UUID SitTargetAvatar
- {
- get { return m_sitTargetAvatar; }
- set { m_sitTargetAvatar = value; }
- }
- [XmlIgnore]
- public virtual UUID RegionID
- {
- get
- {
- if (ParentGroup != null && ParentGroup.Scene != null)
- return ParentGroup.Scene.RegionInfo.RegionID;
- else
- return UUID.Zero;
- }
- set {} // read only
- }
- private UUID _parentUUID = UUID.Zero;
- [XmlIgnore]
- public UUID ParentUUID
- {
- get
- {
- if (ParentGroup != null)
- {
- _parentUUID = ParentGroup.UUID;
- }
- return _parentUUID;
- }
- set { _parentUUID = value; }
- }
- [XmlIgnore]
- 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
-
- #region Private Methods
- 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>
- private void ClearUpdateSchedule()
- {
- m_updateFlag = 0;
- }
- private void SendObjectPropertiesToClient(UUID AgentID)
- {
- List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
- for (int i = 0; i < avatars.Count; i++)
- {
- // Ugly reference :(
- if (avatars[i].UUID == AgentID)
- {
- m_parentGroup.GetProperties(avatars[i].ControllingClient);
- }
- }
- }
- // 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);
- // }
- // }
- // }
- #endregion Private Methods
- #region Public Methods
- public void ResetExpire()
- {
- Expires = DateTime.Now + new TimeSpan(600000000);
- }
- public void AddFlag(PrimFlags flag)
- {
- // PrimFlags prevflag = Flags;
- if ((ObjectFlags & (uint) 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());
- }
- /// <summary>
- /// Tell all scene presences that they should send updates for this part to their clients
- /// </summary>
- public void AddFullUpdateToAllAvatars()
- {
- List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
- for (int i = 0; i < avatars.Count; i++)
- {
- avatars[i].SceneViewer.QueuePartForUpdate(this);
- }
- }
- public void AddFullUpdateToAvatar(ScenePresence presence)
- {
- presence.SceneViewer.QueuePartForUpdate(this);
- }
- public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
- {
- m_particleSystem = pSystem.GetBytes();
- }
- public void RemoveParticleSystem()
- {
- m_particleSystem = new byte[0];
- }
- /// Terse updates
- public void AddTerseUpdateToAllAvatars()
- {
- List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
- for (int i = 0; i < avatars.Count; i++)
- {
- avatars[i].SceneViewer.QueuePartForUpdate(this);
- }
- }
- public void AddTerseUpdateToAvatar(ScenePresence presence)
- {
- presence.SceneViewer.QueuePartForUpdate(this);
- }
- 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;
- List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
- foreach (ScenePresence p in avatarts)
- {
- p.ControllingClient.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)
- {
- PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
- if (localGlobalTF)
- {
- Quaternion grot = GetWorldRotation();
- Quaternion AXgrot = grot;
- Vector3 AXimpulsei = impulsei;
- Vector3 newimpulse = AXimpulsei * AXgrot;
- impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
- }
- if (m_parentGroup != null)
- {
- m_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)
- {
- PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
- if (localGlobalTF)
- {
- Quaternion grot = GetWorldRotation();
- Quaternion AXgrot = grot;
- Vector3 AXimpulsei = impulsei;
- Vector3 newimpulse = AXimpulsei * AXgrot;
- impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
- }
- if (m_parentGroup != null)
- {
- m_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)
- {
- PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
- if (localGlobalTF)
- {
- Quaternion grot = GetWorldRotation();
- Quaternion AXgrot = grot;
- Vector3 AXimpulsei = impulsei;
- Vector3 newimpulse = AXimpulsei * AXgrot;
- impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
- }
- if (m_parentGroup != null)
- {
- m_parentGroup.setAngularImpulse(impulse);
- }
- }
- public Vector3 GetTorque()
- {
- if (m_parentGroup != null)
- {
- m_parentGroup.GetTorque();
- }
- return Vector3.Zero;
- }
- /// <summary>
- /// Apply physics to this part.
- /// </summary>
- /// <param name="rootObjectFlags"></param>
- /// <param name="m_physicalPrim"></param>
- public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
- {
- bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
- 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;
- // Added clarification.. since A rigid body is an object that you can kick around, etc.
- bool RigidBody = isPhysical && !isPhantom;
- // 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
- if (!isPhantom && !IsAttachment)
- {
- PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
- Name,
- Shape,
- new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
- new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
- RotationOffset,
- RigidBody);
- // Basic Physics returns null.. joy joy joy.
- if (PhysActor != null)
- {
- PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info
- PhysActor.SOPDescription = this.Description;
- PhysActor.LocalID = LocalId;
- DoPhysicsPropertyUpdate(RigidBody, true);
- PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
- }
- }
- }
- }
- public void ClearUndoState()
- {
- lock (m_undo)
- {
- m_undo.Clear();
- }
- StoreUndoState();
- }
- 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>
- /// <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();
- //memberwiseclone means it also clones the physics actor reference
- // This will make physical prim 'bounce' if not set to null.
- if (!userExposed)
- dupe.PhysActor = null;
- dupe._ownerID = AgentID;
- dupe._groupID = GroupID;
- dupe.GroupPosition = GroupPosition;
- dupe.OffsetPosition = OffsetPosition;
- dupe.RotationOffset = RotationOffset;
- dupe.Velocity = new Vector3(0, 0, 0);
- dupe.Acceleration = new Vector3(0, 0, 0);
- dupe.AngularVelocity = new Vector3(0, 0, 0);
- dupe.ObjectFlags = ObjectFlags;
- 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 = ObjectOwner;
- 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)
- {
- m_parentGroup.Scene.AssetService.Get(dupe.m_shape.SculptTexture.ToString(), dupe, AssetReceived);
- }
-
- bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0);
- dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
- }
-
- return dupe;
- }
- protected void AssetReceived(string id, Object sender, AssetBase asset)
- {
- if (asset != null)
- {
- SceneObjectPart sop = (SceneObjectPart)sender;
- if (sop != null)
- sop.SculptTextureCallback(asset.FullID, asset);
- }
- }
- public static SceneObjectPart Create()
- {
- SceneObjectPart part = new SceneObjectPart();
- part.UUID = UUID.Random();
- PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
- part.Shape = shape;
- part.Name = "Primitive";
- part._ownerID = UUID.Random();
- return part;
- }
- public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
- {
- if (IsJoint())
- {
- 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 = m_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 = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
- new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
- 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
- m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
- // make sure client isn't interpolating the joint proxy object
- Velocity = new Vector3(0, 0, 0);
- RotationalVelocity = new Vector3(0, 0, 0);
- Acceleration = new Vector3(0, 0, 0);
- }
- }
- }
- else
- {
- if (PhysActor != null)
- {
- if (UsePhysics != PhysActor.IsPhysical || isNew)
- {
- if (PhysActor.IsPhysical) // implies UsePhysics==false for this block
- {
- if (!isNew)
- ParentGroup.Scene.RemovePhysicalPrim(1);
- PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
- PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
- PhysActor.delink();
- if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
- {
- // destroy all joints connected to this now deactivated body
- m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
- }
- // 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);
- }
- PhysActor.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 ((ObjectFlags & (uint)PrimFlags.Phantom) == 0)
- {
- if (UsePhysics)
- {
- ParentGroup.Scene.AddPhysicalPrim(1);
- PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
- PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
- if (_parentID != 0 && _parentID != LocalId)
- {
- if (ParentGroup.RootPart.PhysActor != null)
- {
- PhysActor.link(ParentGroup.RootPart.PhysActor);
- }
- }
- }
- }
- }
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- }
- }
- /// <summary>
- /// Restore this part from the serialized xml representation.
- /// </summary>
- /// <param name="xmlReader"></param>
- /// <returns></returns>
- public static SceneObjectPart FromXml(XmlReader xmlReader)
- {
- return FromXml(UUID.Zero, xmlReader);
- }
- /// <summary>
- /// Restore this part from the serialized xml representation.
- /// </summary>
- /// <param name="fromUserInventoryItemId">The inventory id from which this part came, if applicable</param>
- /// <param name="xmlReader"></param>
- /// <returns></returns>
- public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlReader xmlReader)
- {
- SceneObjectPart part = (SceneObjectPart)serializer.Deserialize(xmlReader);
- part.m_fromUserInventoryItemID = fromUserInventoryItemId;
- // for tempOnRez objects, we have to fix the Expire date.
- if ((part.Flags & PrimFlags.TemporaryOnRez) != 0) part.ResetExpire();
- return part;
- }
- public UUID GetAvatarOnSitTarget()
- {
- return m_sitTargetAvatar;
- }
- public bool GetDieAtEdge()
- {
- if (m_parentGroup == null)
- return false;
- if (m_parentGroup.IsDeleted)
- return false;
- return m_parentGroup.RootPart.DIE_AT_EDGE;
- }
- 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()
- {
- PrimFlags f = _flags;
- if (m_parentGroup == null || m_parentGroup.RootPart == this)
- f &= ~(PrimFlags.Touch | PrimFlags.Money);
- return (uint)_flags | (uint)LocalFlags;
- }
- public Vector3 GetGeometricCenter()
- {
- if (PhysActor != null)
- {
- return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
- }
- else
- {
- return new Vector3(0, 0, 0);
- }
- }
- public float GetMass()
- {
- if (PhysActor != null)
- {
- return PhysActor.Mass;
- }
- else
- {
- return 0;
- }
- }
- public PhysicsVector GetForce()
- {
- if (PhysActor != null)
- return PhysActor.Force;
- else
- return new PhysicsVector();
- }
- public void GetProperties(IClientAPI client)
- {
- client.SendObjectPropertiesReply(
- m_fromUserInventoryItemID, (ulong)_creationDate, _creatorID, UUID.Zero, UUID.Zero,
- _groupID, (short)InventorySerial, _lastOwnerID, UUID, _ownerID,
- ParentGroup.RootPart.TouchName, new byte[0], ParentGroup.RootPart.SitName, Name, Description,
- ParentGroup.RootPart._ownerMask, ParentGroup.RootPart._nextOwnerMask, ParentGroup.RootPart._groupMask, ParentGroup.RootPart._everyoneMask,
- ParentGroup.RootPart._baseMask,
- ParentGroup.RootPart.ObjectSaleType,
- ParentGroup.RootPart.SalePrice);
- }
- public UUID GetRootPartUUID()
- {
- if (m_parentGroup != null)
- {
- return m_parentGroup.UUID;
- }
- return UUID.Zero;
- }
- /// <summary>
- /// Method for a prim to get it's world position from the group.
- /// Remember, the Group Position simply gives the position of the group itself
- /// </summary>
- /// <returns>A Linked Child Prim objects position in world</returns>
- public Vector3 GetWorldPosition()
- {
- Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
- Vector3 axPos = OffsetPosition;
- axPos *= parentRot;
- Vector3 translationOffsetPosition = axPos;
- return GroupPosition + translationOffsetPosition;
- }
- /// <summary>
- /// Gets the rotation of this prim offset by the group rotation
- /// </summary>
- /// <returns></returns>
- public Quaternion GetWorldRotation()
- {
- Quaternion newRot;
- if (this.LinkNum == 0)
- {
- newRot = RotationOffset;
- }
- else
- {
- Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
- Quaternion oldRot = RotationOffset;
- newRot = parentRot * oldRot;
- }
- return newRot;
- }
- public void MoveToTarget(Vector3 target, float tau)
- {
- if (tau > 0)
- {
- m_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)
- {
- m_parentGroup.SetHoverHeight(height, hoverType, tau);
- }
- public void StopHover()
- {
- m_parentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
- }
- public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient)
- {
- }
- public void PhysicsCollision(EventArgs e)
- {
- // single threaded here
- if (e == null)
- {
- return;
- }
- CollisionEventUpdate a = (CollisionEventUpdate)e;
- Dictionary<uint, float> 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)
- {
- if (localid != 0)
- {
- thisHitColliders.Add(localid);
- if (!m_lastColliders.Contains(localid))
- {
- startedColliders.Add(localid);
- }
- //m_log.Debug("[OBJECT]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
- }
- }
- // calculate things that ended colliding
- foreach (uint localID in m_lastColliders)
- {
- if (!thisHitColliders.Contains(localID))
- {
- endedColliders.Add(localID);
- }
- }
- //add the items that started colliding this time to the last colliders list.
- foreach (uint localID in startedColliders)
- {
- m_lastColliders.Add(localID);
- }
- // remove things that ended colliding from the last colliders list
- foreach (uint localID in endedColliders)
- {
- m_lastColliders.Remove(localID);
- }
- if (m_parentGroup == null)
- return;
- if (m_parentGroup.IsDeleted)
- return;
- // play the sound.
- if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f)
- {
- SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0);
- }
- if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
- {
- // do event notification
- if (startedColliders.Count > 0)
- {
- ColliderArgs StartCollidingMessage = new ColliderArgs();
- List<DetectedObject> colliding = new List<DetectedObject>();
- foreach (uint localId in startedColliders)
- {
- // always running this check because if the user deletes the object it would return a null reference.
- if (m_parentGroup == null)
- return;
-
- if (m_parentGroup.Scene == null)
- return;
-
- SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
- if (obj != null)
- {
- 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;
- colliding.Add(detobj);
- }
- else
- {
- List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences();
- if (avlist != null)
- {
- foreach (ScenePresence av in avlist)
- {
- if (av.LocalId == localId)
- {
- 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;
- colliding.Add(detobj);
- }
- }
- }
- }
- }
- if (colliding.Count > 0)
- {
- StartCollidingMessage.Colliders = colliding;
- // always running this check because if the user deletes the object it would return a null reference.
- if (m_parentGroup == null)
- return;
-
- if (m_parentGroup.Scene == null)
- return;
-
- m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
- }
- }
- }
-
- if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0)
- {
- if (m_lastColliders.Count > 0)
- {
- ColliderArgs CollidingMessage = new ColliderArgs();
- List<DetectedObject> colliding = new List<DetectedObject>();
- foreach (uint localId in m_lastColliders)
- {
- // always running this check because if the user deletes the object it would return a null reference.
- if (localId == 0)
- continue;
- if (m_parentGroup == null)
- return;
-
- if (m_parentGroup.Scene == null)
- return;
-
- SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
- if (obj != null)
- {
- 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;
- colliding.Add(detobj);
- }
- else
- {
- List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences();
- if (avlist != null)
- {
- foreach (ScenePresence av in avlist)
- {
- if (av.LocalId == localId)
- {
- DetectedObject detobj = new DetectedObject();
- detobj.keyUUID = av.UUID;
- detobj.nameStr = av.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;
- colliding.Add(detobj);
- }
- }
- }
- }
- }
- if (colliding.Count > 0)
- {
- CollidingMessage.Colliders = colliding;
- // always running this check because if the user deletes the object it would return a null reference.
- if (m_parentGroup == null)
- return;
-
- if (m_parentGroup.Scene == null)
- return;
-
- m_parentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage);
- }
- }
- }
-
- if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
- {
- if (endedColliders.Count > 0)
- {
- ColliderArgs EndCollidingMessage = new ColliderArgs();
- List<DetectedObject> colliding = new List<DetectedObject>();
- foreach (uint localId in endedColliders)
- {
- if (localId == 0)
- continue;
- // always running this check because if the user deletes the object it would return a null reference.
- if (m_parentGroup == null)
- return;
- if (m_parentGroup.Scene == null)
- return;
- SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
- if (obj != null)
- {
- 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;
- colliding.Add(detobj);
- }
- else
- {
- List<ScenePresence> avlist = m_parentGroup.Scene.GetScenePresences();
- if (avlist != null)
- {
- foreach (ScenePresence av in avlist)
- {
- if (av.LocalId == localId)
- {
- DetectedObject detobj = new DetectedObject();
- detobj.keyUUID = av.UUID;
- detobj.nameStr = av.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;
- colliding.Add(detobj);
- }
- }
- }
- }
- }
-
- if (colliding.Count > 0)
- {
- EndCollidingMessage.Colliders = colliding;
- // always running this check because if the user deletes the object it would return a null reference.
- if (m_parentGroup == null)
- return;
-
- if (m_parentGroup.Scene == null)
- return;
-
- m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage);
- }
- }
- }
- }
- public void PhysicsOutOfBounds(PhysicsVector pos)
- {
- m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
-
- RemFlag(PrimFlags.Physics);
- DoPhysicsPropertyUpdate(false, true);
- //m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- public void PhysicsRequestingTerseUpdate()
- {
- if (PhysActor != null)
- {
- Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
- if (newpos.X > 257f || newpos.X < -1f || newpos.Y > 257f || newpos.Y < -1f)
- {
- m_parentGroup.AbsolutePosition = newpos;
- return;
- }
- }
- ScheduleTerseUpdate();
- //SendTerseUpdateToAllClients();
- }
- public void PreloadSound(string sound)
- {
- // UUID ownerID = OwnerID;
- UUID objectID = UUID;
- UUID soundID = UUID.Zero;
- if (!UUID.TryParse(sound, out soundID))
- {
- //Trys to fetch sound id from prim's inventory.
- //Prim's inventory doesn't support non script items yet
-
- lock (TaskInventory)
- {
- foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
- {
- if (item.Value.Name == sound)
- {
- soundID = item.Value.ItemID;
- break;
- }
- }
- }
- }
- List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
- foreach (ScenePresence p in avatarts)
- {
- // TODO: some filtering by distance of avatar
- p.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
- }
- }
- public void RemFlag(PrimFlags flag)
- {
- // PrimFlags prevflag = Flags;
- if ((ObjectFlags & (uint) 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>
- /// Resize this part.
- /// </summary>
- /// <param name="scale"></param>
- public void Resize(Vector3 scale)
- {
- StoreUndoState();
- m_shape.Scale = scale;
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- /// <summary>
- /// Schedules this prim for a full update
- /// </summary>
- public void ScheduleFullUpdate()
- {
- if (m_parentGroup != null)
- {
- m_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;
- }
- m_updateFlag = 2;
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
- // UUID, Name, TimeStampFull);
- }
- /// <summary>
- /// Schedule a terse update for this prim. Terse updates only send position,
- /// rotation, velocity, rotational velocity and shape information.
- /// </summary>
- public void ScheduleTerseUpdate()
- {
- if (m_updateFlag < 1)
- {
- if (m_parentGroup != null)
- {
- m_parentGroup.HasGroupChanged = true;
- m_parentGroup.QueueForUpdateCheck();
- }
- TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
- m_updateFlag = 1;
- // m_log.DebugFormat(
- // "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
- // UUID, Name, TimeStampTerse);
- }
- }
- public void ScriptSetPhantomStatus(bool Phantom)
- {
- if (m_parentGroup != null)
- {
- m_parentGroup.ScriptSetPhantomStatus(Phantom);
- }
- }
- public void ScriptSetTemporaryStatus(bool Temporary)
- {
- if (m_parentGroup != null)
- {
- m_parentGroup.ScriptSetTemporaryStatus(Temporary);
- }
- }
- public void ScriptSetPhysicsStatus(bool UsePhysics)
- {
- if (m_parentGroup == null)
- DoPhysicsPropertyUpdate(UsePhysics, false);
- else
- m_parentGroup.ScriptSetPhysicsStatus(UsePhysics);
- }
- public void ScriptSetVolumeDetect(bool SetVD)
- {
- if (m_parentGroup != null)
- {
- m_parentGroup.ScriptSetVolumeDetect(SetVD);
- }
- }
- public void SculptTextureCallback(UUID textureID, 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_shape.SculptData = texture.Data;
- if (PhysActor != null)
- {
- // Tricks physics engine into thinking we've changed the part shape.
- PrimitiveBaseShape m_newshape = m_shape.Copy();
- PhysActor.Shape = m_newshape;
- m_shape = m_newshape;
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="remoteClient"></param>
- public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
- {
- m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
- }
- /// <summary>
- ///
- /// </summary>
- public void SendFullUpdateToAllClients()
- {
- List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
- for (int i = 0; i < avatars.Count; i++)
- {
- // Ugly reference :(
- m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
- avatars[i].GenerateClientFlags(UUID));
- }
- }
- public void SendFullUpdateToAllClientsExcept(UUID agentID)
- {
- List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
- for (int i = 0; i < avatars.Count; i++)
- {
- // Ugly reference :(
- if (avatars[i].UUID != agentID)
- {
- m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
- avatars[i].GenerateClientFlags(UUID));
- }
- }
- }
- /// <summary>
- /// Sends a full update to the client
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="clientFlags"></param>
- public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags)
- {
- Vector3 lPos;
- lPos = OffsetPosition;
- SendFullUpdateToClient(remoteClient, lPos, clientflags);
- }
- /// <summary>
- /// Sends a full update to the client
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="lPos"></param>
- /// <param name="clientFlags"></param>
- public void SendFullUpdateToClient(IClientAPI remoteClient, Vector3 lPos, uint clientFlags)
- {
- // Suppress full updates during attachment editing
- //
- if (ParentGroup.IsSelected && IsAttachment)
- return;
-
- if (ParentGroup.IsDeleted)
- return;
- clientFlags &= ~(uint) PrimFlags.CreateSelected;
- if (remoteClient.AgentId == _ownerID)
- {
- if ((uint) (_flags & PrimFlags.CreateSelected) != 0)
- {
- clientFlags |= (uint) PrimFlags.CreateSelected;
- _flags &= ~PrimFlags.CreateSelected;
- }
- }
- //bool isattachment = IsAttachment;
- //if (LocalId != ParentGroup.RootPart.LocalId)
- //isattachment = ParentGroup.RootPart.IsAttachment;
- byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A};
- remoteClient.SendPrimitiveToClient(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape,
- lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid, _ownerID,
- m_text, color, _parentID, m_particleSystem, m_clickAction, (byte)m_material, m_TextureAnimation, IsAttachment,
- AttachmentPoint,FromAssetID, Sound, SoundGain, SoundFlags, SoundRadius);
- }
- /// <summary>
- /// Tell all the prims which have had updates scheduled
- /// </summary>
- public void SendScheduledUpdates()
- {
- if (m_updateFlag == 1) //some change has been made so update the clients
- {
- AddTerseUpdateToAllAvatars();
- ClearUpdateSchedule();
- // This causes the Scene to 'poll' physical objects every couple of frames
- // bad, so it's been replaced by an event driven method.
- //if ((ObjectFlags & (uint)PrimFlags.Physics) != 0)
- //{
- // Only send the constant terse updates on physical objects!
- //ScheduleTerseUpdate();
- //}
- }
- else
- {
- if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
- {
- AddFullUpdateToAllAvatars();
- ClearUpdateSchedule();
- }
- }
- }
- /// <summary>
- /// Trigger or play an attached sound in this part's inventory.
- /// </summary>
- /// <param name="sound"></param>
- /// <param name="volume"></param>
- /// <param name="triggered"></param>
- /// <param name="flags"></param>
- public void SendSound(string sound, double volume, bool triggered, byte flags)
- {
- if (volume > 1)
- volume = 1;
- if (volume < 0)
- volume = 0;
- UUID ownerID = _ownerID;
- UUID objectID = UUID;
- UUID parentID = GetRootPartUUID();
- UUID soundID = UUID.Zero;
- Vector3 position = AbsolutePosition; // region local
- ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
- if (!UUID.TryParse(sound, out soundID))
- {
- // search sound file from inventory
- lock (TaskInventory)
- {
- foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
- {
- if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
- {
- soundID = item.Value.ItemID;
- break;
- }
- }
- }
- }
- if (soundID == UUID.Zero)
- return;
- ISoundModule soundModule = m_parentGroup.Scene.RequestModuleInterface<ISoundModule>();
- if (soundModule != null)
- {
- if (triggered)
- soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle);
- else
- soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags);
- }
- }
- /// <summary>
- /// Send a terse update to all clients
- /// </summary>
- public void SendTerseUpdateToAllClients()
- {
- List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
- for (int i = 0; i < avatars.Count; i++)
- {
- SendTerseUpdateToClient(avatars[i].ControllingClient);
- }
- }
- public void SetAttachmentPoint(uint AttachmentPoint)
- {
- this.AttachmentPoint = AttachmentPoint;
- if (AttachmentPoint != 0)
- {
- IsAttachment = true;
- }
- else
- {
- IsAttachment = false;
- }
- // save the attachment point.
- //if (AttachmentPoint != 0)
- //{
- m_shape.State = (byte)AttachmentPoint;
- //}
- }
- public void SetAvatarOnSitTarget(UUID avatarID)
- {
- m_sitTargetAvatar = avatarID;
- if (ParentGroup != null)
- ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
- }
- public void SetAxisRotation(int axis, int rotate)
- {
- if (m_parentGroup != null)
- {
- m_parentGroup.SetAxisRotation(axis, rotate);
- }
- }
- public void SetBuoyancy(float fvalue)
- {
- if (PhysActor != null)
- {
- PhysActor.Buoyancy = fvalue;
- }
- }
- public void SetDieAtEdge(bool p)
- {
- if (m_parentGroup == null)
- return;
- if (m_parentGroup.IsDeleted)
- return;
- m_parentGroup.RootPart.DIE_AT_EDGE = p;
- }
- public void SetFloatOnWater(int floatYN)
- {
- if (PhysActor != null)
- {
- if (floatYN == 1)
- {
- PhysActor.FloatOnWater = true;
- }
- else
- {
- PhysActor.FloatOnWater = false;
- }
- }
- }
- public void SetForce(PhysicsVector force)
- {
- if (PhysActor != null)
- {
- PhysActor.Force = force;
- }
- }
- public void SetVehicleType(int type)
- {
- if (PhysActor != null)
- {
- PhysActor.VehicleType = type;
- }
- }
- public void SetVehicleFloatParam(int param, float value)
- {
- if (PhysActor != null)
- {
- PhysActor.VehicleFloatParam(param, value);
- }
- }
- public void SetVehicleVectorParam(int param, PhysicsVector value)
- {
- if (PhysActor != null)
- {
- PhysActor.VehicleVectorParam(param, value);
- }
- }
- public void SetVehicleRotationParam(int param, Quaternion rotation)
- {
- if (PhysActor != null)
- {
- PhysActor.VehicleRotationParam(param, rotation);
- }
- }
- public void SetGroup(UUID groupID, IClientAPI client)
- {
- _groupID = groupID;
- if (client != null)
- GetProperties(client);
- m_updateFlag = 2;
- }
- /// <summary>
- ///
- /// </summary>
- public void SetParent(SceneObjectGroup parent)
- {
- m_parentGroup = parent;
- }
- // Use this for attachments! LocalID should be avatar's localid
- public void SetParentLocalId(uint localID)
- {
- _parentID = localID;
- }
- public void SetPhysicsAxisRotation()
- {
- if (PhysActor != null)
- {
- PhysActor.LockAngularMotion(RotationAxis);
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- }
- 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;
- 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(0xff - (int) (alpha*0xff),
- (int) (color.X*0xff),
- (int) (color.Y*0xff),
- (int) (color.Z*0xff));
- SetText(text);
- }
- public void StopMoveToTarget()
- {
- m_parentGroup.stopMoveToTarget();
- m_parentGroup.ScheduleGroupForTerseUpdate();
- //m_parentGroup.ScheduleGroupForFullUpdate();
- }
- public void StoreUndoState()
- {
- if (!Undoing)
- {
- if (m_parentGroup != null)
- {
- lock (m_undo)
- {
- if (m_undo.Count > 0)
- {
- UndoState last = m_undo.Peek();
- if (last != null)
- {
- if (last.Compare(this))
- return;
- }
- }
- if (m_parentGroup.GetSceneMaxUndo() > 0)
- {
- UndoState nUndo = new UndoState(this);
- m_undo.Push(nUndo);
- }
- }
- }
- }
- }
- 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(XmlWriter xmlWriter)
- {
- serializer.Serialize(xmlWriter, this);
- }
- public void TriggerScriptChangedEvent(Changed val)
- {
- if (m_parentGroup != null && m_parentGroup.Scene != null)
- m_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 Undo()
- {
- lock (m_undo)
- {
- if (m_undo.Count > 0)
- {
- UndoState goback = m_undo.Pop();
- if (goback != null)
- goback.PlaybackState(this);
- }
- }
- }
- 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)
- {
- m_parentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
- }
- }
- 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();
- }
- }
- public virtual void UpdateMovement()
- {
- }
- /// <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);
- OffsetPosition = newPos;
- ScheduleTerseUpdate();
- }
- }
- public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
- {
- bool set = addRemTF == 1;
- bool god = m_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;
- break;
- }
- SendFullUpdateToAllClients();
- SendObjectPropertiesToClient(AgentID);
- }
- }
- 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 (m_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 (m_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 (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
- {
- return IsHingeJoint() || IsBallJoint();
- }
- else
- {
- return false;
- }
- }
- public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD)
- {
- bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0);
- bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0);
- bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0);
- bool wasVD = VolumeDetectActive;
- if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD))
- {
- return;
- }
- // 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 (IsVD) // VD is active, special logic applies
- {
- // State machine logic for VolumeDetect
- // More logic below
- bool phanReset = (IsPhantom != wasPhantom) && !IsPhantom;
- if (phanReset) // Phantom changes from on to off switch VD off too
- {
- IsVD = false; // Switch it of for the course of this routine
- VolumeDetectActive = false; // and also permanently
- if (PhysActor != null)
- PhysActor.SetVolumeDetect(0); // Let physics know about it too
- }
- else
- {
- IsPhantom = false;
- // 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
- }
- }
- if (UsePhysics && IsJoint())
- {
- IsPhantom = true;
- }
- if (UsePhysics)
- {
- AddFlag(PrimFlags.Physics);
- if (!wasUsingPhysics)
- {
- DoPhysicsPropertyUpdate(UsePhysics, false);
- if (m_parentGroup != null)
- {
- if (!m_parentGroup.IsDeleted)
- {
- if (LocalId == m_parentGroup.RootPart.LocalId)
- {
- m_parentGroup.CheckSculptAndLoad();
- }
- }
- }
- }
- }
- else
- {
- RemFlag(PrimFlags.Physics);
- if (wasUsingPhysics)
- {
- DoPhysicsPropertyUpdate(UsePhysics, false);
- }
- }
-
- if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints
- {
- AddFlag(PrimFlags.Phantom);
- if (PhysActor != null)
- {
- m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
- /// that's not wholesome. Had to make Scene public
- PhysActor = null;
- }
- }
- else // Not phantom
- {
- RemFlag(PrimFlags.Phantom);
- if (PhysActor == null)
- {
- // It's not phantom anymore. So make sure the physics engine get's knowledge of it
- PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
- Name,
- Shape,
- new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
- new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
- RotationOffset,
- UsePhysics);
- if (PhysActor != null)
- {
- PhysActor.LocalID = LocalId;
- DoPhysicsPropertyUpdate(UsePhysics, true);
- if (m_parentGroup != null)
- {
- if (!m_parentGroup.IsDeleted)
- {
- if (LocalId == m_parentGroup.RootPart.LocalId)
- {
- m_parentGroup.CheckSculptAndLoad();
- }
- }
- }
- if (
- ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
- (CollisionSound != UUID.Zero)
- )
- {
- PhysActor.OnCollisionUpdate += PhysicsCollision;
- PhysActor.SubscribeEvents(1000);
- }
- }
- }
- else // it already has a physical representation
- {
- PhysActor.IsPhysical = UsePhysics;
- DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
- if (m_parentGroup != null)
- {
- if (!m_parentGroup.IsDeleted)
- {
- if (LocalId == m_parentGroup.RootPart.LocalId)
- {
- m_parentGroup.CheckSculptAndLoad();
- }
- }
- }
- }
- }
- if (IsVD)
- {
- // 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 (this.PhysActor != null)
- {
- PhysActor.SetVolumeDetect(1);
- AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
- this.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 (this.PhysActor != null)
- {
- PhysActor.SetVolumeDetect(0);
- }
- this.VolumeDetectActive = false;
- }
- if (IsTemporary)
- {
- AddFlag(PrimFlags.TemporaryOnRez);
- }
- else
- {
- RemFlag(PrimFlags.TemporaryOnRez);
- }
- // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- public void UpdateRotation(Quaternion rot)
- {
- if ((rot.X != RotationOffset.X) ||
- (rot.Y != RotationOffset.Y) ||
- (rot.Z != RotationOffset.Z) ||
- (rot.W != RotationOffset.W))
- {
- //StoreUndoState();
- RotationOffset = rot;
- 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;
- if (PhysActor != null)
- {
- PhysActor.Shape = m_shape;
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
- }
- // 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.Now;
- ParentGroup.HasGroupChanged = true;
- ScheduleFullUpdate();
- }
- // Added to handle bug in libsecondlife's TextureEntry.ToBytes()
- // not handling RGBA properly. Cycles through, and "fixes" the color
- // info
- public void UpdateTexture(Primitive.TextureEntry tex)
- {
- //Color4 tmpcolor;
- //for (uint i = 0; i < 32; i++)
- //{
- // if (tex.FaceTextures[i] != null)
- // {
- // tmpcolor = tex.GetFace((uint) i).RGBA;
- // tmpcolor.A = tmpcolor.A*255;
- // tmpcolor.R = tmpcolor.R*255;
- // tmpcolor.G = tmpcolor.G*255;
- // tmpcolor.B = tmpcolor.B*255;
- // tex.FaceTextures[i].RGBA = tmpcolor;
- // }
- //}
- //tmpcolor = tex.DefaultTexture.RGBA;
- //tmpcolor.A = tmpcolor.A*255;
- //tmpcolor.R = tmpcolor.R*255;
- //tmpcolor.G = tmpcolor.G*255;
- //tmpcolor.B = tmpcolor.B*255;
- //tex.DefaultTexture.RGBA = tmpcolor;
- UpdateTextureEntry(tex.GetBytes());
- }
- /// <summary>
- /// Update the texture entry for this part.
- /// </summary>
- /// <param name="textureEntry"></param>
- public void UpdateTextureEntry(byte[] textureEntry)
- {
- m_shape.TextureEntry = textureEntry;
- TriggerScriptChangedEvent(Changed.TEXTURE);
- ParentGroup.HasGroupChanged = true;
- //This is madness..
- //ParentGroup.ScheduleGroupForFullUpdate();
- //This is sparta
- ScheduleFullUpdate();
- }
- public void aggregateScriptEvents()
- {
- 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;
- }
- if (
- ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
- (CollisionSound != UUID.Zero)
- )
- {
- // subscribe to physics updates.
- if (PhysActor != null)
- {
- PhysActor.OnCollisionUpdate += PhysicsCollision;
- PhysActor.SubscribeEvents(1000);
- }
- }
- else
- {
- if (PhysActor != null)
- {
- PhysActor.UnSubscribeEvents();
- PhysActor.OnCollisionUpdate -= PhysicsCollision;
- }
- }
- if (m_parentGroup == null)
- {
- ScheduleFullUpdate();
- return;
- }
- //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
- //{
- // m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
- //}
- //else
- //{
- // m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
- //}
- LocalFlags=(PrimFlags)objectflagupdate;
- if (m_parentGroup != null && m_parentGroup.RootPart == this)
- m_parentGroup.aggregateScriptEvents();
- else
- ScheduleFullUpdate();
- }
- public int registerTargetWaypoint(Vector3 target, float tolerance)
- {
- if (m_parentGroup != null)
- {
- return m_parentGroup.registerTargetWaypoint(target, tolerance);
- }
- return 0;
- }
- public void unregisterTargetWaypoint(int handle)
- {
- if (m_parentGroup != null)
- {
- m_parentGroup.unregisterTargetWaypoint(handle);
- }
- }
- 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 == null || ParentGroup.IsDeleted)
- return;
- Vector3 lPos = OffsetPosition;
- byte state = Shape.State;
- if (IsAttachment)
- {
- if (ParentGroup.RootPart != this)
- return;
- lPos = ParentGroup.RootPart.AttachedPos;
- state = (byte)AttachmentPoint;
- }
- else
- {
- if (ParentGroup.RootPart == this)
- lPos = AbsolutePosition;
- }
- remoteClient.SendPrimTerseUpdate(m_regionHandle,
- (ushort)(m_parentGroup.GetTimeDilation() *
- (float)ushort.MaxValue), LocalId, lPos,
- RotationOffset, Velocity,
- RotationalVelocity, state, FromAssetID,
- OwnerID, (int)AttachmentPoint);
- }
-
- public void AddScriptLPS(int count)
- {
- m_parentGroup.AddScriptLPS(count);
- }
-
- public void ApplyNextOwnerPermissions()
- {
- _baseMask &= _nextOwnerMask;
- _ownerMask &= _nextOwnerMask;
- _everyoneMask &= _nextOwnerMask;
- Inventory.ApplyNextOwnerPermissions();
- }
- public bool CanBeDeleted()
- {
- return Inventory.CanBeDeleted();
- }
- }
- }
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