Helpers.cs 8.3 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 OpenSim 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. namespace OpenSim.Region.ScriptEngine.Shared
  38. {
  39. [Serializable]
  40. public class EventAbortException : Exception
  41. {
  42. public EventAbortException()
  43. {
  44. }
  45. protected EventAbortException(
  46. SerializationInfo info,
  47. StreamingContext context)
  48. {
  49. }
  50. }
  51. [Serializable]
  52. public class SelfDeleteException : Exception
  53. {
  54. public SelfDeleteException()
  55. {
  56. }
  57. protected SelfDeleteException(
  58. SerializationInfo info,
  59. StreamingContext context)
  60. {
  61. }
  62. }
  63. public class DetectParams
  64. {
  65. public DetectParams()
  66. {
  67. Key = UUID.Zero;
  68. OffsetPos = new LSL_Types.Vector3();
  69. LinkNum = 0;
  70. Group = UUID.Zero;
  71. Name = String.Empty;
  72. Owner = UUID.Zero;
  73. Position = new LSL_Types.Vector3();
  74. Rotation = new LSL_Types.Quaternion();
  75. Type = 0;
  76. Velocity = new LSL_Types.Vector3();
  77. initializeSurfaceTouch();
  78. }
  79. public UUID Key;
  80. public LSL_Types.Vector3 OffsetPos;
  81. public int LinkNum;
  82. public UUID Group;
  83. public string Name;
  84. public UUID Owner;
  85. public LSL_Types.Vector3 Position;
  86. public LSL_Types.Quaternion Rotation;
  87. public int Type;
  88. public LSL_Types.Vector3 Velocity;
  89. private LSL_Types.Vector3 touchST;
  90. public LSL_Types.Vector3 TouchST { get { return touchST; } }
  91. private LSL_Types.Vector3 touchNormal;
  92. public LSL_Types.Vector3 TouchNormal { get { return touchNormal; } }
  93. private LSL_Types.Vector3 touchBinormal;
  94. public LSL_Types.Vector3 TouchBinormal { get { return touchBinormal; } }
  95. private LSL_Types.Vector3 touchPos;
  96. public LSL_Types.Vector3 TouchPos { get { return touchPos; } }
  97. private LSL_Types.Vector3 touchUV;
  98. public LSL_Types.Vector3 TouchUV { get { return touchUV; } }
  99. private int touchFace;
  100. public int TouchFace { get { return touchFace; } }
  101. // This can be done in two places including the constructor
  102. // so be carefull what gets added here
  103. private void initializeSurfaceTouch()
  104. {
  105. touchST = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
  106. touchNormal = new LSL_Types.Vector3();
  107. touchBinormal = new LSL_Types.Vector3();
  108. touchPos = new LSL_Types.Vector3();
  109. touchUV = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
  110. touchFace = -1;
  111. }
  112. /*
  113. * Set up the surface touch detected values
  114. */
  115. public SurfaceTouchEventArgs SurfaceTouchArgs
  116. {
  117. set
  118. {
  119. if (value == null)
  120. {
  121. // Initialise to defaults if no value
  122. initializeSurfaceTouch();
  123. }
  124. else
  125. {
  126. // Set the values from the touch data provided by the client
  127. touchST = new LSL_Types.Vector3(value.STCoord.X, value.STCoord.Y, value.STCoord.Z);
  128. touchUV = new LSL_Types.Vector3(value.UVCoord.X, value.UVCoord.Y, value.UVCoord.Z);
  129. touchNormal = new LSL_Types.Vector3(value.Normal.X, value.Normal.Y, value.Normal.Z);
  130. touchBinormal = new LSL_Types.Vector3(value.Binormal.X, value.Binormal.Y, value.Binormal.Z);
  131. touchPos = new LSL_Types.Vector3(value.Position.X, value.Position.Y, value.Position.Z);
  132. touchFace = value.FaceIndex;
  133. }
  134. }
  135. }
  136. public void Populate(Scene scene)
  137. {
  138. SceneObjectPart part = scene.GetSceneObjectPart(Key);
  139. if (part == null) // Avatar, maybe?
  140. {
  141. ScenePresence presence = scene.GetScenePresence(Key);
  142. if (presence == null)
  143. return;
  144. Name = presence.Firstname + " " + presence.Lastname;
  145. Owner = Key;
  146. Position = new LSL_Types.Vector3(
  147. presence.AbsolutePosition.X,
  148. presence.AbsolutePosition.Y,
  149. presence.AbsolutePosition.Z);
  150. Rotation = new LSL_Types.Quaternion(
  151. presence.Rotation.X,
  152. presence.Rotation.Y,
  153. presence.Rotation.Z,
  154. presence.Rotation.W);
  155. Velocity = new LSL_Types.Vector3(
  156. presence.Velocity.X,
  157. presence.Velocity.Y,
  158. presence.Velocity.Z);
  159. Type = 0x01; // Avatar
  160. if (presence.Velocity != Vector3.Zero)
  161. Type |= 0x02; // Active
  162. Group = presence.ControllingClient.ActiveGroupId;
  163. return;
  164. }
  165. part=part.ParentGroup.RootPart; // We detect objects only
  166. LinkNum = 0; // Not relevant
  167. Group = part.GroupID;
  168. Name = part.Name;
  169. Owner = part.OwnerID;
  170. if (part.Velocity == Vector3.Zero)
  171. Type = 0x04; // Passive
  172. else
  173. Type = 0x02; // Passive
  174. foreach (SceneObjectPart p in part.ParentGroup.Children.Values)
  175. {
  176. if (p.Inventory.ContainsScripts())
  177. {
  178. Type |= 0x08; // Scripted
  179. break;
  180. }
  181. }
  182. Position = new LSL_Types.Vector3(part.AbsolutePosition.X,
  183. part.AbsolutePosition.Y,
  184. part.AbsolutePosition.Z);
  185. Quaternion wr = part.GetWorldRotation();
  186. Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W);
  187. Velocity = new LSL_Types.Vector3(part.Velocity.X,
  188. part.Velocity.Y,
  189. part.Velocity.Z);
  190. }
  191. }
  192. /// <summary>
  193. /// Holds all the data required to execute a scripting event.
  194. /// </summary>
  195. public class EventParams
  196. {
  197. public EventParams(string eventName, Object[] eventParams, DetectParams[] detectParams)
  198. {
  199. EventName = eventName;
  200. Params = eventParams;
  201. DetectParams = detectParams;
  202. }
  203. public string EventName;
  204. public Object[] Params;
  205. public DetectParams[] DetectParams;
  206. }
  207. }