Helpers.cs 9.3 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.IO;
  29. using System.Threading;
  30. using System.Collections;
  31. using System.Collections.Generic;
  32. using System.Runtime.Serialization;
  33. using OpenMetaverse;
  34. using OpenSim.Framework;
  35. using OpenSim.Region.CoreModules;
  36. using OpenSim.Region.Framework.Scenes;
  37. using OpenSim.Region.Framework.Interfaces;
  38. namespace OpenSim.Region.ScriptEngine.Shared
  39. {
  40. [Serializable]
  41. public class EventAbortException : Exception
  42. {
  43. public EventAbortException()
  44. {
  45. }
  46. protected EventAbortException(
  47. SerializationInfo info,
  48. StreamingContext context)
  49. {
  50. }
  51. }
  52. [Serializable]
  53. public class SelfDeleteException : Exception
  54. {
  55. public SelfDeleteException()
  56. {
  57. }
  58. protected SelfDeleteException(
  59. SerializationInfo info,
  60. StreamingContext context)
  61. {
  62. }
  63. }
  64. [Serializable]
  65. public class ScriptDeleteException : Exception
  66. {
  67. public ScriptDeleteException()
  68. {
  69. }
  70. protected ScriptDeleteException(
  71. SerializationInfo info,
  72. StreamingContext context)
  73. {
  74. }
  75. }
  76. public class DetectParams
  77. {
  78. public const int AGENT = 1;
  79. public const int ACTIVE = 2;
  80. public const int PASSIVE = 4;
  81. public const int SCRIPTED = 8;
  82. public const int OS_NPC = 0x01000000;
  83. public DetectParams()
  84. {
  85. Key = UUID.Zero;
  86. OffsetPos = new LSL_Types.Vector3();
  87. LinkNum = 0;
  88. Group = UUID.Zero;
  89. Name = String.Empty;
  90. Owner = UUID.Zero;
  91. Position = new LSL_Types.Vector3();
  92. Rotation = new LSL_Types.Quaternion();
  93. Type = 0;
  94. Velocity = new LSL_Types.Vector3();
  95. initializeSurfaceTouch();
  96. }
  97. public UUID Key;
  98. public LSL_Types.Vector3 OffsetPos;
  99. public int LinkNum;
  100. public UUID Group;
  101. public string Name;
  102. public UUID Owner;
  103. public LSL_Types.Vector3 Position;
  104. public LSL_Types.Quaternion Rotation;
  105. public int Type;
  106. public LSL_Types.Vector3 Velocity;
  107. private LSL_Types.Vector3 touchST;
  108. public LSL_Types.Vector3 TouchST { get { return touchST; } }
  109. private LSL_Types.Vector3 touchNormal;
  110. public LSL_Types.Vector3 TouchNormal { get { return touchNormal; } }
  111. private LSL_Types.Vector3 touchBinormal;
  112. public LSL_Types.Vector3 TouchBinormal { get { return touchBinormal; } }
  113. private LSL_Types.Vector3 touchPos;
  114. public LSL_Types.Vector3 TouchPos { get { return touchPos; } }
  115. private LSL_Types.Vector3 touchUV;
  116. public LSL_Types.Vector3 TouchUV { get { return touchUV; } }
  117. private int touchFace;
  118. public int TouchFace { get { return touchFace; } }
  119. // This can be done in two places including the constructor
  120. // so be carefull what gets added here
  121. private void initializeSurfaceTouch()
  122. {
  123. touchST = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
  124. touchNormal = new LSL_Types.Vector3();
  125. touchBinormal = new LSL_Types.Vector3();
  126. touchPos = new LSL_Types.Vector3();
  127. touchUV = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
  128. touchFace = -1;
  129. }
  130. /*
  131. * Set up the surface touch detected values
  132. */
  133. public SurfaceTouchEventArgs SurfaceTouchArgs
  134. {
  135. set
  136. {
  137. if (value == null)
  138. {
  139. // Initialise to defaults if no value
  140. initializeSurfaceTouch();
  141. }
  142. else
  143. {
  144. // Set the values from the touch data provided by the client
  145. touchST = new LSL_Types.Vector3(value.STCoord.X, value.STCoord.Y, value.STCoord.Z);
  146. touchUV = new LSL_Types.Vector3(value.UVCoord.X, value.UVCoord.Y, value.UVCoord.Z);
  147. touchNormal = new LSL_Types.Vector3(value.Normal.X, value.Normal.Y, value.Normal.Z);
  148. touchBinormal = new LSL_Types.Vector3(value.Binormal.X, value.Binormal.Y, value.Binormal.Z);
  149. touchPos = new LSL_Types.Vector3(value.Position.X, value.Position.Y, value.Position.Z);
  150. touchFace = value.FaceIndex;
  151. }
  152. }
  153. }
  154. public void Populate(Scene scene)
  155. {
  156. SceneObjectPart part = scene.GetSceneObjectPart(Key);
  157. if (part == null) // Avatar, maybe?
  158. {
  159. ScenePresence presence = scene.GetScenePresence(Key);
  160. if (presence == null)
  161. return;
  162. Name = presence.Firstname + " " + presence.Lastname;
  163. Owner = Key;
  164. Position = new LSL_Types.Vector3(
  165. presence.AbsolutePosition.X,
  166. presence.AbsolutePosition.Y,
  167. presence.AbsolutePosition.Z);
  168. Rotation = new LSL_Types.Quaternion(
  169. presence.Rotation.X,
  170. presence.Rotation.Y,
  171. presence.Rotation.Z,
  172. presence.Rotation.W);
  173. Velocity = new LSL_Types.Vector3(
  174. presence.Velocity.X,
  175. presence.Velocity.Y,
  176. presence.Velocity.Z);
  177. if (presence.PresenceType != PresenceType.Npc)
  178. {
  179. Type = AGENT;
  180. }
  181. else
  182. {
  183. Type = OS_NPC;
  184. INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
  185. INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
  186. if (npcData.SenseAsAgent)
  187. {
  188. Type |= AGENT;
  189. }
  190. }
  191. if (presence.Velocity != Vector3.Zero)
  192. Type |= ACTIVE;
  193. Group = presence.ControllingClient.ActiveGroupId;
  194. return;
  195. }
  196. part = part.ParentGroup.RootPart; // We detect objects only
  197. LinkNum = 0; // Not relevant
  198. Group = part.GroupID;
  199. Name = part.Name;
  200. Owner = part.OwnerID;
  201. if (part.Velocity == Vector3.Zero)
  202. Type = PASSIVE;
  203. else
  204. Type = ACTIVE;
  205. foreach (SceneObjectPart p in part.ParentGroup.Parts)
  206. {
  207. if (p.Inventory.ContainsScripts())
  208. {
  209. Type |= SCRIPTED; // Scripted
  210. break;
  211. }
  212. }
  213. Position = new LSL_Types.Vector3(part.AbsolutePosition.X,
  214. part.AbsolutePosition.Y,
  215. part.AbsolutePosition.Z);
  216. Quaternion wr = part.ParentGroup.GroupRotation;
  217. Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W);
  218. Velocity = new LSL_Types.Vector3(part.Velocity.X,
  219. part.Velocity.Y,
  220. part.Velocity.Z);
  221. }
  222. }
  223. /// <summary>
  224. /// Holds all the data required to execute a scripting event.
  225. /// </summary>
  226. public class EventParams
  227. {
  228. public EventParams(string eventName, Object[] eventParams, DetectParams[] detectParams)
  229. {
  230. EventName = eventName;
  231. Params = eventParams;
  232. DetectParams = detectParams;
  233. }
  234. public string EventName;
  235. public Object[] Params;
  236. public DetectParams[] DetectParams;
  237. }
  238. }